BattleMech Technical Readout
Name/Model: Apollo APL-1JJ
Designer: Dr. B, Banzai
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 15
Role: Ambusher
Configuration: Biped BattleMech
Era/Year: Star League / 2780
Rules (Current): Standard
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 986,700 C-Bills
Battle Value: 405
Chassis: Irian Chassis Class 15
Power Plant: DAV 90 90
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Riese-230
Armament:
2 I.W.W. Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Irian Longtalker II
Targeting & Tracking: Wasat Aggressor
================================================================================================
Overview:
The Unification War of the late 26th century only served to prove how expensive modern
combat could be. Individual combat vehicles such as BattleMechs and AeroSpace Fighters cost
millions of H-Bills each (the C-Bill had not yet been established as the universal unit of
currency), and paying the costs to field a single regiment or wing became an arduous
undertaking indeed.
Each House responded to the problems in slightly different ways; some built fewer but larger
and more expensive units, others built greater numbers of cheaper ones. One of House Marik's
solutions was to cut the cost of select weapons of war by designing and constructing less
expensive, but roughly comparable, versions. Decreasing the size, protection, and firepower
only slightly could have a substantial impact on the overall unit price, especially when
multiplied over several hundreds or thousands of units.
In a controversial and highly-publicized action of the 2590s, Lord Marik chose ultralight
BattleMechs as replacements for the Recon Lances of several front-line 'Mech regiments.
Declaring the smaller 'Mechs would save millions, the League's leader gained almost instant
support from an overtaxed general public tired of financing the Unification War. At the
time, the military was outraged by the blatant cost-cutting measures, which they claimed
would lead to unnecessary MechWarrior fatalities.
To comply with Lord Marik's proclamation and 'Mech specifications, Irian BattleMechs
Unlimited was given the go-ahead and manufacturing began.
During the First and Second Succession Wars, many thousands of Apollos were destroyed and
probably less than 2000 still exist. Despite its losses, the charges that this design was
too thinly shielded and lightly armed have not been proven to everyone's satisfaction. It
remains in service among many rear-area House units and mercenaries; some have been sighted
as far away as the Federated Suns and Draconis Combine.
Capabilities:
Despite the initial grumblings of Marik military leaders and MechWarriors, the APL is an
excellent model, exceeding all design specifications. The Apollo is the lightest BattleMech
chassis Irian ever fabricated, but has been a sturdy frame on which to build one of the more
successful ultralight 'Mechs. The DAV 90, among the most reliable fusion engines ever built,
lives up to its reputation.
The Irian Longtalker II, though hardly as powerful as the E.A.R.communications system, is a
fine unit with very good range and clarity. However, the controls are more complicated than
on most other sets, and green MechWarriors occasionally activate the wrong circuit, leading
to a breakdown in battlefield communication and control.
Two other weaknesses exist: the Voelkers machine gun, and the lack of jump jets. The
Voelkers has been used on other 'Mechs with success (perhaps most notably on the
Thunderbolt), but the feed mechanism in this installation is more delicate than it should
be, and the weapon has a habit of jamming after a sharp blow to the center torso.
The absence of jump jets, omitted to save tonnage (and money), is a major annoyance for many
Recon Lance MechWarriors. Accustomed to having more maneuverability, piloting a Apollo
forces them to plan their movement more carefully, consuming precious pre-battle seconds.
This is a complaint often heard but rarely acted on, although a few Apollos are believed to
have been modified and now carry at least a couple of jets.
In fact, except for the jump jets, this BattleMech's performance is often compared favorably
with the STG-3R Stinger. The 'Mechs have almost identical engine performance, the same
quantity of armor similarly distributed, and armament that is roughly equivalent; the Apollo
is actually the better-armed of the two. Upon realizing the Apollo cost about 30 percent
less to produce than the Stinger, Lord Marik's decision to economize may not have been such
a difficult one, after all.
Deployment:
When the First Succession War began, most every Lord pessimistically assumed every Lord's
hand was against him. There were alliances, to be sure, but lingering doubts remained in the
minds of many.
One deadly battle, on the mountainous outskirts of Solomonville, involved a company of
Steiner Commandos and medium tanks, opposed by a lance of Apollos and a two-company
combined-arms team of light tanks and mechanized infantry. Aware of the other's presence but
unsure of the enemy's size and exact composition, Marik garrison commander Kenneth Stoddard
chose to use his Apollos as a mobile reserve. (The Steiner Commandos had not yet been
dispatched from the DropShip.) After pinpointing the attackers' location, both conventional
forces slammed into each other with the defending Marik garrison holding a slim advantage.
Noticing the absence of any attacking 'Mechs, a reassured Stoddard sent his own lance out to
improve the odds. Unluckily, Steiner Colonel Erwin Robard selected the moment to commit the
Commando company. Ejecting from the orbiting DropShip to make a high-altitude atmospheric
entry, the Lyran Commonwealth's BattleMechs opened fire almost as they hit the ground.
Though the stunned Marik Apollo pilots gave a good account of themselves, the odds and
tactical situation were now irreversibly against them. No prisoners wore taken.
The defenders lost all units, including the lance of Apollos. In turn, the attackers, lost
two Commandos from failed drops, two Commandos from Apollo attacks, and approximately two
platoons of tanks. As other battles took place elsewhere on the planet, the Free Worlds
League was finally forced to retreat. The Lyran Commonwealth took control of the system and
held it for a number of years.
Variants:
APL-1JJ Apollo
Notable MechWarriors:
Lieutenant Harry ''Wild Hare" Tourmaline
A Recon Lance leader with House Marik's Stewart Dragoons, Tourmaline has a completely
justified reputation for being a little crazy. A wild-looking fellow with fierce black eyes,
he enjoys single 'Mech patrols deep into enemy territory. Tourmaline pilots an Apollo called
the White Rabbit, but painted in a mottled pattern of browns, grays, and whites. He has six
kills to his credit.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 1.50
Engine: 90 Fusion 3.00
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sinks (Single): 10 0.00
Gyro: Standard 1.00
Cockpit: Standard 3.00
Armor Factor: 48 3.00
Type: Standard
Internal Armor
Structure Value
Head: 3 6
Center Torso: 5 6
Center Torso (rear): 2
R/L Torso: 4 6
R/L Torso (rear): 2
R/L Arm: 2 4
R/L Leg: 3 5
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet CT 1 0.50
Jump Jet RT 1 0.50
Jump Jet LT 1 0.50
Medium Laser RA 1 1.00
Medium Laser LA 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 13
TP: BM, SZ: 1, TMM: 2, MV: 12"/6"j
Damage: (S) 1 / (M) 1 / (L) 0, OV: 0
Armor (A): 2, Structure (S): 1
Specials: ENE, JMPW1
Distribution
Name/Model: Apollo APL-1JJ
Technology: Inner Sphere
Tonnage: 15
Configuration: Biped BattleMech
==================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Medium Laser 4. Roll Again 4. Medium Laser
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Jump Jet 2. Fusion Engine 2. Jump Jet
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Heat Sink 5. Roll Again
6. Roll Again 6. Jump Jet 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Apollo APL-1JJ
Technology: Inner Sphere
Tonnage: 15
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 48 x 2.5 x 1 120.000
Internal Structure (Standard w/ Fusion Engine): 26 x 1.5 x 1 x 1 (+) 39.000 = 159.000
Gyro (Standard): 15 x 0.5 (+) 7.500 = 166.500
Defensive Movement Factor: +3 (*) 1.30 = 216.450
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 216.450
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 3 (Movement) - 6 (Weapons) = 7
Offensive Equipment:
Medium Laser 46.000
Medium Laser (+) 46.000 = 92.000
Total 'Mech Tonnage: (+) 15.000 = 107.000
Speed Factor: 9 (Run) + 2 (Jump) (*) 1.760 = 188.320
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 188.320
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 216.450
Offensive Battle Rating: (+) 188.320 = 404.770
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 405
Cost Breakdown
Name/Model: Apollo APL-1JJ
Technology: Inner Sphere
Tonnage: 15
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
-------------------------------------------------------------------------------------------------------------------
Armor (Standard): (48 pts) 3.0 x 10,000 30,000.00
Internal Structure (Standard): 15 x 400 x 1 (+) 6,000.00 = 36,000.00
Myomer (Standard): 15 x 2,000 (+) 30,000.00 = 66,000.00
Engine (Fusion): (5,000 x 90 x 15) / 75 (+) 90,000.00 = 156,000.00
Gyro (Standard): 1.0 x 300,000 (+) 300,000.00 = 456,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 656,000.00
Life Support: 50,000 (+) 50,000.00 = 706,000.00
Sensors: 15 x 2,000 (+) 30,000.00 = 736,000.00
Arm Actuators: 15 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 4,500.00 = 740,500.00
Leg Actuators: 15 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 10,500.00 = 751,000.00
-------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 751,000.00
===================================================================================================================
Weapons and Equipment Cost
-------------------------------------------------------------------------------------------------------------------
Jump Jets 15 x (3 x 3) x 200 27,000.00
Medium Laser 40,000 (+) 40,000.00 = 67,000.00
Medium Laser 40,000 (+) 40,000.00 = 107,000.00
-------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 107,000.00
===================================================================================================================
BattleMech Cost
-------------------------------------------------------------------------------------------------------------------
Structural Cost: 751,000.00
Weapons and Equipment Cost: (+) 107,000.00 = 858,000.00
BattleMech Cost Multiplier: 1 + (15 / 100) (*) 1.15 = 986,700.00
-------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 986,700.00
Dark Age (3081 - 3150)
Standard
Introductory
Tournament Legal
Advanced
Experimental
3150
3149
3148
3147
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3145
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3141
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Standard
Introductory
Tournament Legal
Advanced
Experimental
3080
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Civil War (3062 - 3067)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
3067
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3062
Clan Invasion (3050 - 3061)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
3061
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3054
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Succession Wars (2781 - 3049)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
3049
3048
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2784
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2781
Star League (2439 - 2780)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
2780
2779
2778
2777
2776
2775
2774
2773
2772
2771
2770
2769
2768
2767
2766
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Alpha Strike Conversion
Name/Model: Apollo APL-1JJ
Technology: Inner Sphere
Tonnage: 15
Configuration: Biped BattleMech
========================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------
Final Unit Type: BM
========================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------
Tonnage: 15 (less than 40) = 1
--------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 1
========================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------
Ground Movement: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
--------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 12"/6"j
========================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
3 (Movement) + 6 (Weapons) - 4 (Base) (-) 5 = 5
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
--------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 1
========================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
3 (Movement) + 6 (Weapons) - 4 (Base) (-) 5 = 5
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
--------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 1
========================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
3 (Movement) - 4 (Base) (-) -1 = 11
Offensive Equipment: = 0.000
--------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 0
========================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------
Standard: 48 armor points x 1 48.000 = 48.000
Armor Factor Conversion (/) 30 = 1.600
--------------------------------------------------------------------------------------------------------
Final Armor Value: 2
========================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 15 ton BattleMech = 1.0
--------------------------------------------------------------------------------------------------------
Final Structure Value: 1
========================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------
Unit contains no explosive components = ENE
Jumping TMM is 1 less than Ground TMM = JMPW1
========================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 1 (Medium) + 1 (Medium) + 0 (Long) = 3.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 3.500
Overheat Factor 0 (Overheat) (+) 0.000 = 3.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 3.500
Defensive Interaction Rating:
Armor Factor 2 (Armor) x 2.0 (Non-Vehicle Unit) = 4.000
Structure Factor 1 (Structure) x 1.0 (Other Unit) (+) 1.000 = 5.000
Defense Factor 1 + {[2 (12" Move)] x 0.1} (*) 1.200 = 6.000
Final DIR Round to nearest half point = 6.000
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Final DIR Defensive Interaction Rating (+) 6.000 = 8.000
Unit's Final Point Value:
Offensive Value = 3.500
Defensive Value (+) 8.000 = 11.500
Agile [2 (TMM) - 1] x 1 (Medium) (+) 1.000 = 12.500
--------------------------------------------------------------------------------------------------------
Final Point Value: 13