BattleMech Technical Readout
Name/Model: Snow Fox 2
Designer: Catalyst Game Labs
Source(s): Record Sheets: 3060 Unabridged
Record Sheets: 3060
Technology: Clan
Technology Rating: F
Tonnage: 20
Role: Missile Boat
Configuration: Quad BattleMech
Era/Year: Succession Wars / 3015
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,847,200 C-Bills
Battle Value: 604
Chassis: Standard
Power Plant: 160 Fusion
Walking Speed: 86.4 kph
Maximum Speed: 129.6 kph [172.8 kph]
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Fibrous
Armament:
1 LRM 10
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Equipment Mass
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Internal Structure: Standard 2.00
Engine: 160 Fusion 6.00
Walking MP: 8
Running MP: 12 [16]
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 48 2.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 7
Center Torso: 6 6
Center Torso (rear): 1
R/L Torso: 5 6
R/L Torso (rear): 1
R/L Front Leg: 4 5
R/L Rear Leg: 4 5
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Weapons and Ammo Location Critical Tonnage
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LRM 10 H 1 2.50
MASC CT 1 1.00
LRM 10 (Ammo 12) RT 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 23
TP: BM, SZ: 1, TMM: 4, MV: 20"
Damage: (S) 1 / (M) 1 / (L) 1, OV: 0
Armor (A): 2, Structure (S): 2
Specials: CASE, IF1
Distribution
Name/Model: Snow Fox 2
Technology: Clan
Tonnage: 20
Configuration: Quad BattleMech
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Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. LRM 10 4. Foot Actuator
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Ferro-Fibrous 3. Fusion Engine 3. LRM 10 (Ammo 12)
4. Ferro-Fibrous 4. Gyro 4. Ferro-Fibrous
5. Ferro-Fibrous 5. Gyro 5. Ferro-Fibrous
6. Roll Again 6. Gyro 6. Ferro-Fibrous
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. MASC 5. Roll Again
6. Roll Again 6. Ferro-Fibrous 6. Roll Again
Left Rear LegRight Rear 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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Snow Fox 2
Technology: Clan
Tonnage: 20
Configuration: Quad BattleMech
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Defensive Battle Rating
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Armor (Ferro-Fibrous): 48 x 2.5 x 1 120.000
Internal Structure (Standard w/ Fusion Engine): 35 x 1.5 x 1 x 1 (+) 52.500 = 172.500
Gyro (Standard): 20 x 0.5 (+) 10.000 = 182.500
Defensive Movement Factor: +4 (*) 1.40 = 255.500
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Final Defensive Battle Rating: 255.500
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 2 (Movement) - 4 (Weapons) = 10
Offensive Equipment:
LRM 10 109.000
LRM 10 (Ammo 12) (+) 14.000 = 123.000
Total 'Mech Tonnage: (+) 20.000 = 143.000
Speed Factor: 16 (Run) + 0 (Jump) (*) 2.440 = 348.920
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Final Offensive Battle Rating: 348.920
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BattleMech Battle Value
--------------------------------------------------------------------------------------------------
Defensive Battle Rating: 255.500
Offensive Battle Rating: (+) 348.920 = 604.420
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Final BattleMech Battle Value: 604
Alpha Strike Conversion
Name/Model: Snow Fox 2
Technology: Clan
Tonnage: 20
Configuration: Quad BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 20 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 8 (Walk) = 16"
Equipped with MASC (*) 1.25 = 20"
Ground Target Movement Modifier at 20" is 4
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Final Movement and Movement Modes: 20"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 4 (Weapons) - 4 (Base) (-) 2 = 8
Offensive Equipment: = 0.000
LRM 10 (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Short Range Damage Value: 1
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 4 (Weapons) - 4 (Base) (-) 2 = 8
Offensive Equipment: = 0.000
LRM 10 (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Medium Range Damage Value: 1
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 4 (Weapons) - 4 (Base) (-) 2 = 8
Offensive Equipment: = 0.000
LRM 10 (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Long Range Damage Value: 1
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Convert Armor
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Ferro-Fibrous: 48 armor points x 1 48.000 = 48.000
Armor Factor Conversion (/) 30 = 1.600
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Final Armor Value: 2
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Convert Structure
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Engine: Clan Fusion on a 20 ton BattleMech = 2.0
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Final Structure Value: 2
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 1 (Medium) + 1 (Medium) + 1 (Long) = 4.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 4.500
Overheat Factor 0 (Overheat) (+) 0.000 = 4.500
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 5.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 5.500
Defensive Interaction Rating:
Armor Factor 2 (Armor) x 2.0 (Non-Vehicle Unit) = 4.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 6.000
Defense Factor 1 + {[4 (20" Move)] x 0.25} (*) 2.000 = 12.000
Final DIR Round to nearest half point = 12.000
Unit's Defensive Value:
Movement Factor 2.5 (0.25 per 2") = 2.500
Final DIR Defensive Interaction Rating (+) 12.000 = 14.500
Unit's Final Point Value:
Offensive Value = 5.500
Defensive Value (+) 14.500 = 20.000
Agile [4 (TMM) - 1] x 1 (Medium) (+) 3.000 = 23.000
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Final Point Value: 23
Cost Breakdown
Name/Model: Snow Fox 2
Technology: Clan
Tonnage: 20
Configuration: Quad BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (48 pts) 2.5 x 20,000 50,000.00
Internal Structure (Standard): 20 x 400 x 1 (+) 8,000.00 = 58,000.00
Myomer (MASC): (160 x 1 x 1,000) + (20 x 2,000) (+) 200,000.00 = 258,000.00
Engine (Fusion): (5,000 x 160 x 20) / 75 (+) 213,333.33 = 471,333.33
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,071,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,271,333.33
Life Support: 50,000 (+) 50,000.00 = 1,321,333.33
Sensors: 20 x 2,000 (+) 40,000.00 = 1,361,333.33
Leg Actuators: 20 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 28,000.00 = 1,389,333.33
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Total Structural Cost: 1,389,333.33
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Weapons and Equipment Cost
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CASE 1 x 50,000 50,000.00
LRM 10 100,000 (+) 100,000.00 = 150,000.00
LRM 10 (Ammo 12) [Empty Bin] 0 (+) 0.00 = 150,000.00
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Total Weapons and Equipment Cost 150,000.00
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BattleMech Cost
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Structural Cost: 1,389,333.33
Weapons and Equipment Cost: (+) 150,000.00 = 1,539,333.33
BattleMech Cost Multiplier: 1 + (20 / 100) (*) 1.20 = 1,847,200.00
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Final BattleMech Cost 1,847,200.00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
Coule be worse, it could be mounting a single SRM-2.....wait, forget I said that. Dont want to give the Ice Hellion wackos any ideas.
Definitely a fire support mech, but not much else. I suppose if I needed to fill a slot in a recon star with something I wouldnt mind losing, Id use one of these. But I wouldnt go out of my way to make sure it survived.
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Member Review - Paul : 13-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Kind of a variant of the Baboon. Use similarly.
Interesting variant, which drops armor in favor of long range firepower. It is clear that speed must act as armor for this 'Mech, and with 8/12 + MASC, you got a healthy portion to rely on. Best used as a component of a fast group, where it can hang back and blast away with LRMs at optimum range.
In a unit made up exclusively of this Mech, it's best to stay clear of enemies that can close. The slower ones you can engage at range, and don't forget to go "prone" each turn to gain a +1 defensive to-hit modifier without any penalties of your own.
Opponents with long range hard hitting weaponry such as erLL's, LPLs and PPC's must be avoided, since it's inevitable they'll hit sooner or later, something which the Snow Fox can't survive. LRM duels are also dangerous. If you must face opponents with that type of weaponry, hang back in long range, and keep using as much cover as you can. Empty your bin, withdraw, reload, and re-engage. Either they'll peg you, or you'll wear them away.
Clearly a bit of a specialist. It's an idea to keep a unit of them behind your lines to quickly deploy some extra firepower at weak points, or to supplement fire on an enemy's weakpoint. While normally you'd like to throw some sturdy Mediums and Heavies that way, these little guys can get there a lot faster.
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Member Review - Boneshaman : 17-Aug-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
................................................................................................................ ..................................................................................................................................................................? the clans design this? to do what? when? and where? my old hussar 300-D killed one of these. thats sad.
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Member Review - Mordel : 31-Jul-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Not quite sure what is going on here.
What you've got is a scout mech that turns into a quasi-fire support mech. Hmmm... I've never liked LRMs on light 'mechs. Save 'em for the big boys.
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Member Review - Blackhand : 27-Jul-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.00
Comment:
The clans found a mech the Urban mech can beat...
Not sure if I should give them a medal for stupidity or just smash their skulls in for designing this piece of trash.
Sorry, but this design is an okay scout due to speed, but it has no way to defend itself really. So whats the point?
Clanners fight for honour... and this has no way to win honour? I'm not sure solohma units would take this mech.
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"Never criticize a man until you've walked a mile in his moccasins." - American Indian Proverb