Units »Search» BattleMechs »Warbound (The White Arc) 007
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BattleMech Technical Readout
Name/Model: Warbound (The White Arc) 007
Designer: sszukala
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 75
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3025
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 6,499,500 C-Bills
Battle Value: 1,425
Chassis: Standard
Power Plant: 300 Fusion 300
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 PPC
1 Large Laser
1 SRM 6
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Warbound (The White Arc) 007 is a formidable 75-ton BattleMech designed for versatility on
the battlefield. With a strong focus on both offensive firepower and defensive
survivability, this mech strikes a balance between long-range engagement and close-quarters
combat. The combination of heavy armor, advanced weaponry, and robust structure makes it a
reliable choice for various combat scenarios. The Warbound is particularly well-suited for
sustained engagements where it can use its large energy weapons at range while staying
durable enough to endure enemy fire. However, its heat inefficiency requires careful
management of weapon usage, especially during intense firefights.
Capabilities:
Firepower:
PPC (Particle Projection Cannon): Offers high damage at long range, ideal for engaging
distant targets. It is a heavy energy weapon that can melt through enemy armor and critical
components but generates significant heat.
Large Laser: A powerful energy weapon that provides additional long-range fire support,
trading higher damage per shot for efficient heat management compared to the PPC.
SRM 6 (Short-Range Missiles): A high-damage missile system that delivers explosive
close-range firepower, excellent for overwhelming enemy mechs or infantry. With 15 rounds of
ammo, the Warbound can deliver consistent SRM barrages.
Medium Lasers: These provide secondary energy weapon support for medium-range engagements.
The extra Medium Lasers can target weaker spots or add additional damage when close to the
enemy.
Armor and Structure:
Heavy Armor (213 points): The Warbound has extensive armor protection, focusing on the
center torso and arms to withstand incoming fire. This makes the mech resilient to damage
and ensures it can stay in the fight longer.
Internal Structure: Standard internal structure with a fusion engine for power management,
ensuring that the mech remains mobile and operational even after taking damage.
Heat Management:
The Warbound is equipped with 20 heat sinks, which helps offset the heat generated by its
powerful energy weapons, such as the PPC and Large Laser. However, the mech is still
slightly inefficient in heat generation, requiring strategic weapon usage to avoid
overheating.
Mobility:
Movement (4/6): The Warbound can move at 4 hexes per turn when walking and up to 6 hexes per
turn when running. This gives it solid mobility for a 75-ton mech, allowing it to reposition
quickly or pursue enemies.
Defensive Movement Factor: With a bonus to defensive movement, the Warbound is capable of
evading incoming fire to some degree, especially when using terrain or terrain-based
movement.
Durability and Survivability:
The mech is designed to take and dish out damage, with a strong internal structure and
considerable armor coverage. However, its heat inefficiency might become a concern in
prolonged engagements, especially when using energy-heavy weapons like the PPC and Large
Laser.
Deployment:
Strategic Deployment: The Warbound excels in medium to long-range combat thanks to its PPC
and Large Laser. It is best deployed on the front lines where it can engage from a distance,
with the SRM 6 and Medium Lasers offering support for closer engagements. Its high armor
makes it resilient to enemy fire, though it must avoid taking hits to critical components
like the engine and gyro.
Tactical Deployment: On the battlefield, the Warbound should be positioned where it can take
advantage of its long-range weapons, ideally at the mid-line of combat, supporting allies or
holding key objectives. Its SRM 6 and Medium Lasers allow it to effectively deal with light
and medium units, making it a versatile mech for escort and search and destroy missions.
Defensive Role: As a defensive support unit, the Warbound can provide cover and fortify a
position with its heavy armor and long-range firepower. Its medium lasers make it capable of
responding to close-range threats, while its PPC can snipe at enemy mechs from afar.
Offensive Role: When acting as a primary damage dealer, the Warbound can rely on its PPC,
Large Laser, and SRM 6 to deliver a combination of high-impact damage at various ranges.
However, heat management must be a priority when using multiple energy weapons to prevent
overheating.
Heat Management Considerations: In missions requiring prolonged engagement or rapid
movement, the Warbound may need to adjust its tactics to prevent heat buildup, especially
when relying on energy weapons like the PPC and Large Laser.
The Warbound (The White Arc) 007 is a highly versatile, heavily armored 75-ton BattleMech
that can serve both offensive and defensive roles on the battlefield. Its mix of long-range
firepower, close-quarters support (via SRM 6 and Medium Lasers), and solid armor makes it a
valuable asset in various combat situations. However, the heat inefficiency of its weapon
systems means careful attention to heat management is necessary to maintain operational
effectiveness during intense combat.
Managing heat is a critical part of piloting any BattleMech that relies on energy weapons,
especially when using heavy-hitting weapons like PPCs and Large Lasers. To maximize the
efficiency and effectiveness of your Warbound (The White Arc) 007, you'll need to adopt a
few strategies to avoid overheating and maintain consistent damage output throughout the
battle.
Here are some heat management strategies you can use:
1. Prioritize Heat Efficiency:
Limit the number of weapons fired simultaneously:
You have multiple energy weapons, and firing everything at once can cause excessive heat
buildup. Try to fire your weapons in intervals, letting your heat sinks cool down between
shots. For example, fire the PPC first, then wait a turn or two before using the Large
Laser.
Targeting Efficiency:
Only fire your PPC or Large Laser when you're in an optimal firing range and can deal
significant damage. Using them just to "spike" an enemy mech is inefficient if you can't
guarantee a kill. Use your SRM 6 and Medium Lasers for more reliable, lower-heat engagements
when the enemy is closer.
2. Movement and Weapon Usage:
Run, Don't Walk:
Since you have 4/6 movement, use the ability to run (move at 6 hexes per turn) more often.
This helps you gain positioning and evade incoming fire. Running decreases your heat due to
its lower heat buildup compared to firing weapons, so use it as a strategic tool to stay
mobile.
Use Heat in Bursts:
Don't continuously fire energy weapons; use them in "bursts." Fire when you have a clear
shot, then wait before firing again. This allows your heat to dissipate, while still
maintaining a strong presence in combat. The SRM 6 can be used more liberally in these
intervals, as it generates less heat.
3. Manage Weapon Usage Based on Range:
Use the SRM 6 for close combat:
When in close range, focus on using your SRM 6 and Medium Lasers, as these weapons are more
heat-efficient and won't cause the same problems as your energy weapons. Keep your PPC and
Large Laser for longer-range sniping where you can safely stay out of the enemy’s reach.
Reserve the PPC for optimal range:
The PPC generates significant heat, so it should be used at optimal ranges (about 8-10
hexes). Avoid overusing it in short-range skirmishes unless you absolutely need to deliver
heavy damage. Remember, firing while running adds to heat generation, so only fire the PPC
when you're in a safe position to do so.
4. Tactical Considerations for Heat Management:
Stay behind cover:
If you can use terrain for cover, position yourself in a way that allows you to fire only
when it’s most advantageous. Hide behind terrain like buildings or hills to force the
enemy to close the distance, giving you time to manage your heat and conserve your
firepower.
Avoid overheating in critical moments:
Don’t fire your PPC when you’re near your heat threshold. If you have just a little heat
buildup already and fire the PPC or Large Laser, you could push your mech into an overheated
state. An overheated mech can’t move, and all weapons are disabled for a turn, leaving you
vulnerable to enemy attacks.
Example of Effective Weapon Management During Combat:
Turn 1:
Move into position with running.
Fire SRM 6 and Medium Laser (if close enough). No heat issues.
Turn 2:
Use PPC to take a long-range shot at a weak target. Let your heat sinks dissipate the heat
from firing the PPC.
If no clear shot, reserve the PPC and only fire Medium Lasers or SRM 6.
Turn 3:
If heat is getting too high, focus on running and using only SRM 6 or Medium Lasers for
close-range attacks.
Use the Large Laser sparingly, and don’t fire the PPC until you have enough heat sinks to
cool down.
Notable MechWarriors:
Mechwarrior Szutao:
Background: Szutao was once a rising star in the Solaris 7 arena, known for his quick
reflexes, sharp tactics, and daring maneuvers in the spotlight of the brutal combat games.
As a Solaris 7 gladiator, he earned a reputation for his precision piloting and mastery of
fast-moving mechs, often relying on hit-and-run tactics to wear down his opponents. His mech
of choice, a customized Warhound, was a perfect reflection of his agile, calculated fighting
style. His games were a spectacle — drawing crowds from across the Inner Sphere who came
to witness the fierce and clever moves of a warrior who always seemed one step ahead of his
opponent.
However, behind the fame and the cheers of the crowd, Szutao always felt a sense of
emptiness. The Solaris 7 circuit, while offering fame and fortune, was a game. Real warfare
was different — far more brutal, far more personal. Over time, Szutao began to crave
something deeper — a cause, a purpose. When his last contract with the Solaris 7 combat
league ended, he made the fateful decision to leave the arena behind and become a true
Mechwarrior, seeking meaning beyond the staged violence of the arena.
Current Status: Now a Mechwarrior, Szutao has left the lights and glamour of Solaris 7
behind, focusing on proving himself in real battlefields. His history as a gladiator has
sharpened his instincts, giving him an edge in tactical decision-making and mech combat
strategy. He’s earned the respect of his fellow Mechwarriors with his impeccable
battlefield awareness, his ability to adapt quickly to changing situations, and his resolve
to win, no matter the cost.
Szutao now pilots a Warbound (The White Arc) 007, a powerful and heavily customized 75-ton
battlemech designed for versatility and raw damage output. His focus has shifted from flashy
performances to efficient combat, leveraging his knowledge of weapon heat management,
terrain utilization, and maneuvering to outlast and outsmart enemy forces. Despite his
former celebrity status, Szutao’s humility has become one of his most defining traits as
he continues to climb through the ranks, ready to make his mark as a true warrior in the
real-world wars that now define his future.
Notable Traits:
Battlefield Tactician: Szutao excels at reading the flow of battle and adapting quickly. He
combines his Solaris 7 experience with real-world combat strategies, knowing when to strike,
when to retreat, and when to hold back fire to manage heat.
Mech Specialist: He has a reputation for getting the most out of any mech he pilots, from
his solar-gladiator days to now. His skills are particularly strong in high-speed combat and
hit-and-run tactics.
Honorable Warrior: Despite his past in the arena, Szutao operates with a code of honor,
respecting his foes and preferring strategy over brute force. His conduct on the battlefield
has earned him respect in the mercenary circles.
Famous Quote:
"In Solaris, the fight was for entertainment. Out here, every battle is for survival."
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.50
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 21 11.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 199 12.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 31
Center Torso (rear): 6
R/L Torso: 16 24
R/L Torso (rear): 6
R/L Arm: 12 23
R/L Leg: 16 23/24
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Medium Laser H 1 1.00
2 Medium Lasers CT 2 2.00
SRM 6 RT 2 3.00
SRM 6 (Ammo 15) RT 1 1.00
Large Laser LT 2 5.00
PPC LT 3 7.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 36
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 3 / (L) 1, OV: 2
Armor (A): 7, Structure (S): 6
Specials:
Distribution
Name/Model: Warbound (The White Arc) 007
Technology: Inner Sphere
Tonnage: 75
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. Hand Actuator 4. Medium Laser 4. Hand Actuator
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.PPC 1. Fusion Engine 1.SRM 6
2.PPC 2. Fusion Engine 2.SRM 6
3.PPC 3. Fusion Engine 3. SRM 6 (Ammo 15)
4. Heat Sink 4. Gyro 4. Heat Sink
5. Heat Sink 5. Gyro 5. Heat Sink
6. Roll Again 6. Gyro 6. Heat Sink
1. Roll Again 1. Gyro 1. Roll Again
2.Large Laser 2. Fusion Engine 2. Roll Again
3.Large Laser 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Medium Laser 5. Roll Again
6. Roll Again 6. Medium Laser 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: Warbound (The White Arc) 007
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 199 x 2.5 x 1 497.500
Internal Structure (Standard w/ Fusion Engine): 114 x 1.5 x 1 x 1 (+) 171.000 = 668.500
Gyro (Standard): 75 x 0.5 (+) 37.500 = 706.000
Explosive Ammunition: 1 Critical Space (-) 15.000 = 691.000
Defensive Movement Factor: +2 (*) 1.20 = 829.200
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 829.200
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 21 (Heat Sinks) - 2 (Movement) - 31 (Weapons) = -6
Offensive Equipment:
PPC 176.000
Large Laser (+) 123.000 = 299.000
SRM 6 (+) 59.000 = 358.000
Medium Laser (+) 46.000 = 404.000
Medium Laser [Inefficient] (+) 23.000 = 427.000
Medium Laser [Inefficient] (+) 23.000 = 450.000
SRM 6 (Ammo 15) (+) 7.000 = 457.000
Total 'Mech Tonnage: (+) 75.000 = 532.000
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 595.840
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 595.840
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 829.200
Offensive Battle Rating: (+) 595.840 = 1,425.040
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 1,425
Cost Breakdown
Name/Model: Warbound (The White Arc) 007
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
-------------------------------------------------------------------------------------------------------------------
Armor (Standard): (199 pts) 12.5 x 10,000 125,000.00
Internal Structure (Standard): 75 x 400 x 1 (+) 30,000.00 = 155,000.00
Myomer (Standard): 75 x 2,000 (+) 150,000.00 = 305,000.00
Engine (Fusion): (5,000 x 300 x 75) / 75 (+) 1,500,000.00 = 1,805,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,705,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,905,000.00
Life Support: 50,000 (+) 50,000.00 = 2,955,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 3,105,000.00
Heat Sinks (Single): 11 x 2,000 (+) 22,000.00 = 3,127,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 34,500.00 = 3,161,500.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 3,214,000.00
-------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 3,214,000.00
===================================================================================================================
Weapons and Equipment Cost
-------------------------------------------------------------------------------------------------------------------
Large Laser 100,000 100,000.00
Medium Laser 40,000 (+) 40,000.00 = 140,000.00
Medium Laser 40,000 (+) 40,000.00 = 180,000.00
Medium Laser 40,000 (+) 40,000.00 = 220,000.00
PPC 200,000 (+) 200,000.00 = 420,000.00
SRM 6 80,000 (+) 80,000.00 = 500,000.00
SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 500,000.00
-------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 500,000.00
===================================================================================================================
BattleMech Cost
-------------------------------------------------------------------------------------------------------------------
Structural Cost: 3,214,000.00
Weapons and Equipment Cost: (+) 500,000.00 = 3,714,000.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 6,499,500.00
-------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 6,499,500.00
Dark Age (3081 - 3150)
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Alpha Strike Conversion
Name/Model: Warbound (The White Arc) 007
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped 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: 75 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
21 (Heat Sinks) = 21
2 (Movement) + 31 (Weapons) - 4 (Base) (-) 29 = -8
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
PPC (+) 0.750 = 2.250
Large Laser (+) 0.800 = 3.050
SRM 6 (+) 0.800 = 3.850
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 21 = 80.850
Divided by the maximum heat output - 4 (/) 29 = 2.788
Rounded up to the nearest tenth = 2.8
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
21 (Heat Sinks) = 21
2 (Movement) + 31 (Weapons) - 4 (Base) (-) 29 = -8
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Large Laser (+) 0.800 = 2.300
SRM 6 (+) 0.800 = 3.100
PPC (+) 1.000 = 4.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 21 = 86.100
Divided by the maximum heat output - 4 (/) 29 = 2.969
Rounded up to the nearest tenth = 3.0
Unit receives Overheat (OV) value of 2
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
21 (Heat Sinks) = 21
2 (Movement) + 10 (Weapons) - 4 (Base) (-) 8 = 13
Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 199 armor points x 1 199.000 = 199.000
Armor Factor Conversion (/) 30 = 6.633
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Final Armor Value: 7
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Convert Structure
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Engine: Inner Sphere Fusion on a 75 ton BattleMech = 6.0
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Final Structure Value: 6
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Determine Special Abilities
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No special abilities identified for this unit
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 10.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 11.500
Overheat Factor 1 (Base OV) + 0.5 (0.5 per OV > 1) (+) 1.500 = 13.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 13.000
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 20.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 22.000
Final DIR Round to nearest half point = 22.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 22.000 = 23.000
Unit's Final Point Value:
Offensive Value = 13.000
Defensive Value (+) 23.000 = 36.000
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Final Point Value: 36