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Combat Vehicle Technical Readout
Name/Model: Narukami Heavy Tank NK-BC3
Designer: Anonymous ONI agent
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 90
Role: Sniper
Configuration: Combat Vehicle
Era/Year: Dark Age / 3108
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 15,965,700 C-Bills
Battle Value: 1,859
Movement Type: Tracked
Power Plant: GM 270 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: New Samarkand Teppeki Hardened with CASE
Armament:
2 Grizzard Model 200 Gauss Rifles
1 Light PPC
2 Chosatsugai no Kunai Anti-Missile Systems
1 SRM 2 (I-OS)
Manufacturer: New Samarkand Metals
Primary Factory: New Samarkand
Communications: Olmstead 3000
Targeting & Tracking: Omicron IX
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Overview:
All information transcribed from Technical Readout 3145: Draconis Combine and Technical
Readout 3150.
The simplicity of venerable tanks like the Demolisher and the Schrek was the key to their
success. Armored vehicles are cheap enough that they can be designed to do just one thing
well; close-range combat, as in the Demolisher’s case, or line-of-battle interdiction,
with the Schrek. When the DCMS let bids for an upgraded heavy combatant, New Samarkand
Metals responded with the Narukami.
Capabilities:
Narukamis are long-range fighters, intended to strike first with their Gauss rifles and then
let an enemy wade into their PPC basket. They are fast enough for defensive work or siege
work, but many pundits have labeled them underarmored for the modern battlefield.
Deployment:
Narukamis are common in both frontline and second-line DCMS armor regiments, though
attrition has made them more popular in the New Samarkand Regulars and the Legions of Vega.
Two incidents in the last decade have reinforced the Narukami’s primacy. In early 3145 a
company of the Ryuken-san performed a reconnaissance raid on the Federated Suns world
Sylvan. One of the worlds on the edge of the Palmyra salient, Sylvan’s defenders were
already on high alert and were bolstered by two companies of mercenaries. While the Ryuken
moved to engage the mercenaries and the militia to test their defenses, two platoons of
Narukamis protected the bowl valley the DropShips had landed in. A company of the militia,
including two Warlord BattleMechs, stumbled onto the landing zone and attacked.
The Narukami commander had layered his tanks in three tiers, with the final line of defense
within the LRM basket of the DropShips. As the militia attacked, each tier of tanks fired
two volleys and tracked backward, reinforcing the lines behind them. Within two minutes the
overeager militia had lost four VTOLs, three hovertanks and one of the Warlords. When
they halted and began to retreat, the Narukamis charged forward en masse, holding the range
long enough to disable the other Warlord.
In 3141, when Duke Corwin Sandoval’s forces were in the initial months of their abortive
invasion, a pair of Narukamis were deployed on Barlow’s Folly with the Ryuken-ni.
Facing the Fourth Federated Suns Lancers, these two BC3 tanks destroyed a total of six AFFS
BattleMechs and a dozen hovertanks before being overrun and swarmed by AFFS battlesuits. The
tanks had been left as a rearguard for the Ryuken Tachi Company, whose commander,
Tai-i Garron Toshido, was carrying the dispossessed battalion commander in his
cockpit. Though the chusa protested, Toshido refused to risk her, and his armor crews
agreed. They volunteered to remain behind.
Variants:
The BC3 chassis mounts paired Gauss rifles and offers boosted C3 support. With more longer-
ranged firepower and advanced targeting, it’s intended for frontline sniping. The addition
of a second Gauss rifle offers it more power, but the ammunition needs of the second rifle
also require a larger logistical investment, which has come to hamper operations repeatedly
as the DCMS outruns its supply lines in the Federated Suns.
Notable MechWarriors:
Gunsho Heihachiro Bora: Bora and his crew fought one of the Narukamis on
Barlow’s Folly. Along with the rest of Tachi Company, they were instrumental in
holding the Lancers back long enough for the Ryuken battalion to embark and escape
destruction. Bora and his gunner were credited with disabling the Davion commander’s
Ostwar, though the arrival of his command lance meant that they could not complete
the capture. Peeled out of their tank by Lancers infantry, Bora’s crew languished in POW
prisons on Robinson until they were liberated.
Chu-i Nelson Tokoyama: Commander of the Narukami platoons on Sylvan, Tokoyama
was decorated for his destruction and salvage of two Davion assault ’Mechs. Further, he
and his crews were permanently attached to the Ryuken, who demanded that such skilled troops
be retained. He and his platoons have been reinforced to a full company of twelve Narukamis,
though the new platoon is built from BC3 models. Tokoyama, surprisingly in the eyes of his
superiors, is arguing to have the new platoon replaced with standard Narukamis, so the
entire company will have identical performance specs.
Tai-i Leland Harrison: Part of Task Force Tsujigiri, Harrison’s Narukami
company from the Hikage performed far beyond expectations during the daring deep strike on
Remagen in 3148. As former DEST operatives, Harrison and his company were no strangers to
high-risk, high-reward maneuvers. In the initial assault on PERCEVAL’s FOB, Harrison’s
company performed a paradrop maneuver, losing only one Narukami when high-altitude winds
made it drift too far onto mountainous terrain. The remaining eleven Narukamis maintained an
inexorable advance in direct support of the Hikage’s BattleMech front. Harrison was
gravely injured during the Fifth Avalon Hussars’ sortie, but he was awarded the Bushido
Blade for his commendable actions.
Chu-i Andrea Massaud: A once-promising graduate of the Sun Tzu School of
Combat, Massaud was seen as a bad luck charm after it was learned that her mother had been a
traitorous Nova Cat of Republic extraction. Massaud was immediately reassigned to an
unglamorous garrison assignment with the Fifth Ghost Regiment on Franklin. She received her
chance to shine when the First Davion guards struck the garrison’s supply depots in 3147.
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Equipment Mass
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Internal Structure: Standard 9.00
Engine: 270 XL 11.50
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 10 0.00
Control Equipment: 4.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 3.50
Armor Factor: 140 17.50
Type: Hardened
Armor
Value
Front: 38
R/L Side: 27
Rear: 21
Turret: 27
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Weapons and Ammo Location Tonnage
------------------------------------------------------------------------------------------------
Anti-Missile System Front 0.50
Anti-Missile System Turret 0.50
2 Gauss Rifles Turret 30.00
Light PPC Turret 3.00
SRM 2 (I-OS) Turret 0.50
Anti-Missile System (Ammo 24) Body 2.00
C3 Boosted Slave Body 3.00
CASE Body 0.50
Gauss Rifle (Ammo 32) Body 4.00
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Alpha Strike Statistics
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Point Value (PV): 45
TP: CV, SZ: 4, TMM: 1, MV: 6"t
Damage: (S) 3 / (M) 4 / (L) 4
Armor (A): 9, Structure (S): 5
Specials: AMS, C3BSS, CASE, CR, MHQ2, SRCH, TUR(3/4/4, AMS)
Distribution
Name/Model: Narukami Heavy Tank NK-BC3
Technology: Inner Sphere
Tonnage: 90
Configuration: Tracked Combat Vehicle
======================================================================================
FrontTurret
1. Anti-Missile System 1. Gauss Rifle
2. Empty 2. Gauss Rifle
3. Light PPC
4. SRM 2 (I-OS)
5. Anti-Missile System
6. Empty
Left SideBodyRight Side
1. Empty 1. Gauss Rifle (Ammo 8) 1. Empty
2. Gauss Rifle (Ammo 8)
3. Gauss Rifle (Ammo 8)
4. Gauss Rifle (Ammo 8)
5. Anti-Missile System (Ammo 12)
6. Anti-Missile System (Ammo 12)
7. CASE
8. C3 Boosted Slave
9. Empty
Rear
1. Empty
Alpha Strike Conversion
Name/Model: Narukami Heavy Tank NK-BC3
Technology: Inner Sphere
Tonnage: 90
Configuration: Tracked Combat Vehicle
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Determine Unit Type
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Ground Units: Combat Vehicle = CV
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Final Unit Type: CV
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Determine Weight/Size Class
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Tonnage: 90 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 3 (Cruise) = 6"
Tracked Motive Type = 6"t
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
SRM 2 (I-OS) (TU) (+) 0.020 = 0.020
Light PPC (TU) (+) 0.375 = 0.395
Gauss Rifle (TU) (+) 1.245 = 1.640
Gauss Rifle (TU) (+) 1.245 = 2.885
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.9
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
SRM 2 (I-OS) (TU) (+) 0.020 = 0.020
Light PPC (TU) (+) 0.500 = 0.520
Gauss Rifle (TU) (+) 1.500 = 2.020
Gauss Rifle (TU) (+) 1.500 = 3.520
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.6
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
Light PPC (TU) (+) 0.500 = 0.500
Gauss Rifle (TU) (+) 1.500 = 2.000
Gauss Rifle (TU) (+) 1.500 = 3.500
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.5
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Final Long Range Damage Value: 4
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Convert Armor
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Hardened: 140 armor points x 2 280.000 = 280.000
Armor Factor Conversion (/) 30 = 9.333
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Final Armor Value: 9
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Convert Structure
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Standard: 45 structure points 45.000 = 45.000
Structure Conversion (/) 10 = 4.500
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with Anti-Missile System = AMS
Unit is equipped with one C3 Boosted Slave = C3BSS
Unit is equipped with CASE = CASE
Unit is equipped with Hardened armor = CR
Unit is equipped as a mobile headquarters = MHQ2
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(3/4/4)
Unit is equipped with a turret mounted Anti-Missile System = TUR(AMS)
============================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 15.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 15.000
Defensive Interaction Rating:
Armor Factor 9 (Armor) x 1.8 (Tracked) = 16.200
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 21.200
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 23.320
Final DIR Round to nearest half point = 23.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 1.750
Special Ability Factor [CR] Critical-Resistant (+) 0.250 = 2.000
Final DIR Defensive Interaction Rating (+) 23.500 = 25.500
Unit's Final Point Value:
Offensive Value = 15.000
Defensive Value (+) 25.500 = 40.500
C3 40.5 (Subtotal) x 0.05 (+) 2.000 = 42.500
Force Bonus [MHQ2] Mobile Headquarters (+) 2.000 = 44.500
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Final Point Value: 45