BattleMech Technical Readout
Name/Model: Panopticon PNP-7C3M
Designer: Captain_Frosty
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 75
Role: Missile Boat
Configuration: Tripod BattleMech
Era/Year: Civil War / 3067
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 12,908,000 C-Bills
Battle Value: 1,809
Chassis: TFT Model 7E "Spire" Endo Steel
Power Plant: Microsol "R65 Standard" 300
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: TFT Light Ferro Plating Light Ferro-Fibrous with CASE
Armament:
1 Gencore "Cloud-Strike XX-SUPER" Enhanced LRM 20
3 Zica Inc. "Lenz-Glare Medium" Medium Lasers
1 Zica Inc. "Flashpoint Mini" Small Pulse Laser
Manufacturer: Task Force Talon
Primary Factory: Unknown
Communications: Gencore "VFX-6" with Angel ECM Suite
Targeting & Tracking: Zica Inc. "FC-66"
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Overview:
Few in number and rarely fielded, the PNP-7C3M "Panopticon" was created to be a 'mech based
C3 Master unit for frontline operations. Initially proposed as a far more mobile unit to
complement the various ideas and designs of the 3065 A.E.G.I.S. (Air Enforcement & Ground
Insurance Systems) initiative, the project slowly expanded as a mix of concerns and
necessities were brough into the limelight during testing.
The Gencore corporation, deeply involved with the project due to the early adoption of their
Enhanced LRM20 for the project, was the first to propose the radical change from a Bipedal
to a Tripedal 'mech; a solution that, while initially considered ridiculous, soon gained
immense traction thanks to the variety of benefits that such a layout would grant while the
negatives were made up for by the 'mech's already increased weight.
Finally completed mere months before the Jihad, very few of these units actually fought in
the conflict. Yet those that did proved incredibly effective, even more so than initially
expected, as the variety of equipment and missile types granted their respective lances a
well hidden versatility that would often catch opponents off-guard. Almost always deployed
with GLR-4T or GLR-4L "Galeritter" 'mechs, the presence of the Panopticon in the field
indeed proved as imposing and absolute as its title implied.
Capabilities:
The PNP-7C3M "Panopticon" is a well armored command unit with good long range firepower and
fair short range defense. More importantly, its limited movement is greatly made up for by
its nature as a three legged 'mech, allowing for omnidirectional target engagement and the
ability to even U-turn in place in a single move. A fact that can often times prove
invaluable for proper positioning.
With a variety of missile types, the Panopticon can also prove incredibly effective in
unexpected ways. The primary semi-guided missiles provide the baseline munitions with a
significant advantage against TAG painted enemies. Mine-clearance, while seemingly
unassuming, can turn a prepared defensive position into an open road while the collection of
"follow the leader" salvos can be used to punish slow moving juggernauts who have left
themselves easy to hit, over-relying on their armor for protection. On the literal other
other hand, three medium lasers and a small pulse laser all provide much needed close range
defense against flankers and fast-movers, relying on volume of fire to hit.
Lastly, the combination of an Angel ECM suite and a C3 Master, armored for safety against
lucky crits, grant a reliably persistent connection to the C3 network that the PNP-7C3M is
primarily meant to provide. A fact that its mix of armor and relative mobility further
enhance thanks to the aforementioned proper positioning.
Deployment:
The PNP-7C3M "Panopticon" is a mix of skirmisher and missile boat. Able to move more freely
than its speed implies, armored heavily and wielding the Enhanced LRM20 as its primary
weapon, it is best kept behind its C3 Slave equipped lance-mates. Ideally used in
combination with units that also have a TAG, the Panopticon can prove surprisingly versatile
despite initial appearances and fill in a variety of roles in its lance.
Yet a jack of all trades is a master of none. Its speed remains subpar for fast traversal,
even with its advantages as a tripod. Its armor is good but not the heaviest and while its
weapons loadout is impressively versatile, its usually not enough on its own. The one
exception to this are the "Follow-the-leader" missiles. If a heavier enemy can be caught
off-guard as an easy target, a salvo of these missiles can effectively act as a long range
AC20 with which to break through heavy armor and give the Panopticon a chance.
In any case, much like any C3 Master equipped unit, the PNP-7C3M's main weakness will almost
always revolve around the limitations of its lance-mates and how effectively it can make up
for them; paired best with TAG-wielding skirmishers, it can prove to be an insurmountable
force multiplier.
Variants:
The PNP-7C3M "Panopticon" is both too uniquely designed and far too rigidly built to have
variants. While some potential ideas have been proposed, none have thus far gone past the
simple idea stage.
Notable MechWarriors:
[CLASSIFIED]
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Equipment Mass
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Internal Structure: Endo Steel 4.50
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0.00
Gyro: XL 1.50
Cockpit: Tripod 4.00
Armor Factor: 220 13.00
Type: Light Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 25
Center Torso (rear): 6
R/L Torso: 16 24
R/L Torso (rear): 6
R/L Arm: 12 24
R/C/L Leg: 16 24
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Weapons and Ammo Location Critical Tonnage
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Angel ECM Suite RT 2 2.00
C3 Computer (Master) (Armored) RT 5 5.00
CASE LT 1 0.50
Enhanced LRM 20 (Ammo 6) [Follow-the-Leader] LT 2 2.00
Enhanced LRM 20 (Ammo 6) [Mine Clearance] LT 1 1.00
Enhanced LRM 20 (Ammo 24) [Semi-Guided] LT 4 4.00
3 Medium Lasers RA 3 3.00
Enhanced LRM 20 LA 9 12.00
Small Pulse Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 48
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 3 / (L) 2, OV: 0
Armor (A): 7, Structure (S): 6
Specials: AECM, ARM, C3M, CASE, IF1, LRM1/1/1, MHQ5, TAG, TUR(3/3/2, IF1, LRM1/1/1, TAG)
Alpha Strike Conversion
Name/Model: Panopticon PNP-7C3M
Technology: Inner Sphere
Tonnage: 75
Configuration: Tripod 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 efficient
20 (Heat Sinks) = 20
2 (Movement) + 17 (Weapons) - 4 (Base) (-) 15 = 5
Offensive Equipment: = 0.000
Small Pulse Laser (T) (+) 0.330 = 0.330
Medium Laser (T) (+) 0.500 = 0.830
Medium Laser (T) (+) 0.500 = 1.330
Medium Laser (T) (+) 0.500 = 1.830
Enhanced LRM 20 (T) (+) 0.900 = 2.730
Heat-modified damage value:
Damage subtotal 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 efficient
20 (Heat Sinks) = 20
2 (Movement) + 17 (Weapons) - 4 (Base) (-) 15 = 5
Offensive Equipment: = 0.000
Medium Laser (T) (+) 0.500 = 0.500
Medium Laser (T) (+) 0.500 = 1.000
Medium Laser (T) (+) 0.500 = 1.500
Enhanced LRM 20 (T) (+) 1.200 = 2.700
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.7
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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
20 (Heat Sinks) = 20
2 (Movement) + 6 (Weapons) - 4 (Base) (-) 4 = 16
Offensive Equipment: = 0.000
Enhanced LRM 20 (T) (+) 1.200 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Long Range Damage Value: 2
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Convert Armor
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Light Ferro-Fibrous: 220 armor points x 1 220.000 = 220.000
Armor Factor Conversion (/) 30 = 7.333
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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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Unit is equipped with Angel ECM Suite (T) = AECM
Unit is equipped with armored components = ARM
Unit is equipped with one C3 Computer (Master) (T) = C3M
Unit is equipped with CASE (T) = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is equipped with forward facing LRMs = LRM1/1/1
Unit is equipped as a mobile headquarters = MHQ5
Unit is equipped with C3 Computer (Master) (T) = TAG
Unit is equipped with turret mounted weapons = TUR(3/3/2)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF1)
Unit is equipped with turret mounted LRMs = TUR(LRM1/1/1)
Unit is equipped with a turret mounted Target Acquisition Gear = TUR(TAG)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 11.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 12.500
Overheat Factor 0 (Overheat) (+) 0.000 = 12.500
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 13.500
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 14.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 14.000
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
Special Ability Factor [ARM] Armored Component (+) 0.500 = 1.500
Final DIR Defensive Interaction Rating (+) 22.000 = 23.500
Unit's Final Point Value:
Offensive Value = 14.000
Defensive Value (+) 23.500 = 37.500
C3 37.5 (Subtotal) x 0.05 (+) 2.000 = 39.500
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 42.500
Force Bonus [MHQ5] Mobile Headquarters (+) 5.000 = 47.500
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Final Point Value: 48