BattleMech Technical Readout
Name/Model: Imp (Quasit) ULM-1P
Designer: Kirbanzo
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 10
Role: Scout
Configuration: Biped BattleMech
Era/Year: Jihad / 3076
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,177,202 C-Bills
Battle Value: 146
Chassis: Irian Chassis Class 5 Endo Steel
Power Plant: Magna 50 XL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Rawlings 45
Jump Capacity: 120 meters
Armor: Durallex Light
Armament:
1 Magna Mk. IV ER Small Laser
1 Magna 200P Small Pulse Laser
Manufacturer: Irian BattleMechs Unlimited
Primary Factory: Irian
Communications: Irian E.A.R.
Targeting & Tracking: Wasat Aggressor with Beagle Active Probe
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Overview:
The tiny ULM-1P Imp was the first attempt of Irian Technologies - specifically, Iran
BattleMechs Unlimited - to create an ultralight BattleMech of their own. Designed on Irian
under the thumb of the Word of Blake Protectorate in 3074, it was made for the Protectorate
Militia, the later Republic of the Sphere, and finally a resurgent Free Worlds League. To
avoid confusion with the massive 100-ton Imp of the Clans, it is typically called the Quasit
outside of when its full designation needs to be used.
The Imp/Quasit as originally designed is a small scout 'Mech with minimal protection and
armament, as well as a minimalist cockpit. It is tiny enough that two can be fit into a
single transport bay, which combined with its cheapness makes it very easy to field
multiple. As such, heavier-armored striker conversions are common, and some have become
factory-manufactured in the years since its introduction.
Capabilities:
The Imp is built on a Irian Chassis Class 5 Endo-Steel chassis, which supports a Small
Cockpit, a Magna 50 XL engine, an XL Gyro, a single ton of Durallex Light armor, and four
Rawlings 45 Jump Jets. For electronics it has an Irian E.A.R. communications unit, a Wasat
Agressor targeting/tracking system, and a Beagle Active Probe; 10 single heat sinks are used
for cooling.
The Quasit 1P's only weapons are a Magna 200P Small Pulse Laser and a Magna Mk. IV ER Small
Laser, mounted on the left and right arm respectively. These minimal arms are more meant to
deal with infantry and deter attackers long enough for the 'Mech to jump away; the primary
job of the Imp is to look out for enemies lying in ambush or using some means of stealth
with its Active Probe. The survival rate of Imps caught in the open is very low, so
utilization of cover and mobility is required for MechWarriors to come back alive.
The very compact cockpit has led to issues with ejection, with clearances for the ejection
mechanism to work flawlessly being very thin; it was still considered reliable enough for
Irian to not scrap it entirely, however.
DESIGN QUIRKS: Narrow/Low Profile, Compact 'Mech, Difficult Ejection
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Equipment Mass
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Internal Structure: Endo Steel 0.50
Engine: 50 XL 1.00
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sinks (Single): 10 0.00
Gyro: XL 0.50
Cockpit: Small 2.00
Armor Factor: 16 1.00
Type: Standard
Internal Armor
Structure Value
Head: 3 2
Center Torso: 4 2
Center Torso (rear): 0
R/L Torso: 3 2
R/L Torso (rear): 0
R/L Arm: 1 2
R/L Leg: 2 2
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Weapons and Ammo Location Critical Tonnage
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Beagle Active Probe H 2 1.50
2 Jump Jets RT 2 1.00
2 Jump Jets LT 2 1.00
ER Small Laser RA 1 0.50
Small Pulse Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 11
TP: BM, SZ: 1, TMM: 2, MV: 10"/8"j
Damage: (S) 1 / (M) 0* / (L) 0, OV: 0
Armor (A): 1, Structure (S): 1
Specials: ENE, JMPW1, PRB, RCN
Distribution
Name/Model: Imp (Quasit) ULM-1P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
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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. Small Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Sensors 4. Hand Actuator
5. Endo Steel 5.Beagle Active Probe 5. Endo Steel
6. Endo Steel 6.Beagle Active Probe 6. Endo Steel
1. Heat Sink 1. Heat Sink
2. Heat Sink 2. Heat Sink
3. Small Pulse Laser 3. ER Small Laser
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4. Endo Steel 4. XL Gyro 4. Endo Steel
5. Endo Steel 5. XL Gyro 5. Endo Steel
6. Endo Steel 6. XL Gyro 6. Endo Steel
1. Heat Sink 1. XL Gyro 1. Heat Sink
2. Heat Sink 2. XL Gyro 2. Heat Sink
3. Jump Jet 3. XL Gyro 3. Jump Jet
4. Jump Jet 4. XL Engine 4. Jump Jet
5. Roll Again 5. XL Engine 5. Roll Again
6. Roll Again 6. XL Engine 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. Endo Steel 5. Endo Steel
6. Endo Steel 6. Endo Steel
Battle Value Breakdown
Name/Model: Imp (Quasit) ULM-1P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 16 x 2.5 x 1 40.000
Internal Structure (Endo Steel w/ XL Engine): 19 x 1.5 x 1 x 0.5 (+) 14.250 = 54.250
Gyro (XL): 10 x 0.5 (+) 5.000 = 59.250
Defensive Equipment:
Beagle Active Probe (+) 10.000 = 69.250
Defensive Movement Factor: +3 (*) 1.30 = 90.025
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Final Defensive Battle Rating: 90.025
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 4 (Movement) - 4 (Weapons) = 8
Offensive Equipment:
ER Small Laser 17.000
Small Pulse Laser (+) 12.000 = 29.000
Total 'Mech Tonnage: (+) 10.000 = 39.000
Speed Factor: 8 (Run) + 2 (Jump) (*) 1.630 = 63.570
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Final Offensive Battle Rating: 63.570
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BattleMech Battle Value
-----------------------------------------------------------------------------------------------
Defensive Battle Rating: 90.025
Offensive Battle Rating: (+) 63.570 = 153.595
Cockpit (Small): (*) 0.95 = 145.915
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Final BattleMech Battle Value: 146
Alpha Strike Conversion
Name/Model: Imp (Quasit) ULM-1P
Technology: Inner Sphere
Tonnage: 10
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: 10 (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: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 4 (Jump) = 8"j
Jumping Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 10"/8"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
4 (Movement) + 4 (Weapons) - 4 (Base) (-) 4 = 6
Offensive Equipment: = 0.000
ER Small Laser (+) 0.300 = 0.300
Small Pulse Laser (+) 0.330 = 0.630
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.7
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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
4 (Movement) + 4 (Weapons) - 4 (Base) (-) 4 = 6
Offensive Equipment: = 0.000
ER Small Laser (+) 0.300 = 0.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.3
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Final Medium Range Damage Value: 0*
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
4 (Movement) - 4 (Base) (-) 0 = 10
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 16 armor points x 1 16.000 = 16.000
Armor Factor Conversion (/) 30 = 0.533
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Final Armor Value: 1
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Convert Structure
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Engine: Inner Sphere XL on a 10 ton BattleMech = 1.0
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Final Structure Value: 1
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Determine Special Abilities
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Unit contains no explosive components = ENE
Jumping TMM is 1 less than Ground TMM = JMPW1
Unit is equipped with Beagle Active Probe = PRB
Unit is equipped with Beagle Active Probe = RCN
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 0.5 (Medium) + 0.5 (Medium) + 0 (Long) = 2.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 2.500
Overheat Factor 0 (Overheat) (+) 0.000 = 2.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 2.500
Defensive Interaction Rating:
Armor Factor 1 (Armor) x 2.0 (Non-Vehicle Unit) = 2.000
Structure Factor 1 (Structure) x 1.0 (Other Unit) (+) 1.000 = 3.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 3.600
Final DIR Round to nearest half point = 3.500
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 3.500 = 5.250
Unit's Final Point Value:
Offensive Value = 2.500
Defensive Value (+) 5.250 = 7.750
Agile [2 (TMM) - 1] x 0.5 (Medium) (+) 0.500 = 8.250
Force Bonus [PRB] Active Probe (+) 1.000 = 9.250
Force Bonus [RCN] Recon (+) 2.000 = 11.250
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Final Point Value: 11
Cost Breakdown
Name/Model: Imp (Quasit) ULM-1P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
=====================================================================================================================
Structural Cost
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Armor (Standard): (16 pts) 1.0 x 10,000 10,000.00
Internal Structure (Endo Steel): 10 x 1,600 x 1 (+) 16,000.00 = 26,000.00
Myomer (Standard): 10 x 2,000 (+) 20,000.00 = 46,000.00
Engine (XL): (20,000 x 50 x 10) / 75 (+) 133,333.33 = 179,333.33
Gyro (XL): 0.5 x 750,000 (+) 375,000.00 = 554,333.33
Cockpit (Small): 175,000 (+) 175,000.00 = 729,333.33
Life Support: 50,000 (+) 50,000.00 = 779,333.33
Sensors: 10 x 2,000 (+) 20,000.00 = 799,333.33
Arm Actuators: 10 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 4,600.00 = 803,933.33
Leg Actuators: 10 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 7,000.00 = 810,933.33
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Total Structural Cost: 810,933.33
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Weapons and Equipment Cost
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Beagle Active Probe 200,000 200,000.00
ER Small Laser 11,250 (+) 11,250.00 = 211,250.00
Jump Jets 10 x (4 x 4) x 200 (+) 32,000.00 = 243,250.00
Small Pulse Laser 16,000 (+) 16,000.00 = 259,250.00
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Total Weapons and Equipment Cost 259,250.00
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BattleMech Cost
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Structural Cost: 810,933.33
Weapons and Equipment Cost: (+) 259,250.00 = 1,070,183.33
BattleMech Cost Multiplier: 1 + (10 / 100) (*) 1.10 = 1,177,201.67
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Final BattleMech Cost 1,177,202.00