Alpha Strike Conversion
Name/Model: King Crab IIC
Technology: Clan
Tonnage: 100
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: 100 (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 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"
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Determine Short/Medium Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 15 x 2 = 30
Total Heat Output:
Movement = 2
ER Large Laser (+) 12 = 14
LRM 20 w/ Artemis IV FCS (+) 6 = 20
Ultra AC/20 (+) 14 = 34
Ultra AC/20 (+) 14 = 48
Heat Efficiency:
Heat Dissipation Rate = 30
Total Heat Output - 4 (-) 44 = -14
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Unit is Inefficient: -14
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
ER Large Laser (+) 1.000 = 1.000
LRM 20 w/ Artemis IV FCS (+) 1.600 = 2.600
Ultra AC/20 (+) 3.000 = 5.600
Ultra AC/20 (+) 3.000 = 8.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 30 = 258.000
Divided by the maximum heat output - 4 (/) 44 = 5.864
Rounded up to the nearest tenth = 5.9
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Final Short Range Damage Value: 6
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
ER Large Laser (+) 1.000 = 1.000
LRM 20 w/ Artemis IV FCS (+) 1.600 = 2.600
Ultra AC/20 (+) 3.000 = 5.600
Ultra AC/20 (+) 3.000 = 8.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 30 = 258.000
Divided by the maximum heat output - 4 (/) 44 = 5.864
Rounded up to the nearest tenth = 5.9
Unit receives Overheat (OV) value of 3
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Final Medium Range Damage Value: 6
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Determine Long Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 15 x 2 = 30
Total Heat Output:
Movement = 2
ER Large Laser (+) 12 = 14
LRM 20 w/ Artemis IV FCS (+) 6 = 20
Heat Efficiency:
Heat Dissipation Rate = 30
Total Heat Output - 4 (-) 16 = 14
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Unit is Efficient: 14
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
ER Large Laser (+) 1.000 = 1.000
LRM 20 w/ Artemis IV FCS (+) 1.600 = 2.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.6
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Final Long Range Damage Value: 3
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Convert Armor
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Ferro-Fibrous: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
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Final Armor Value: 10
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Convert Structure
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Engine: Clan Fusion on a 100 ton BattleMech = 8.0
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Final Structure Value: 8
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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 6 (Short) + 6 (Medium) + 6 (Medium) + 3 (Long) = 21.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 23.000
Overheat Factor 1 (Base OV) + 1 (0.5 per OV > 1) (+) 2.000 = 25.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 26.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 26.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 28.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 30.800
Final DIR Round to nearest half point = 31.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 31.000 = 31.750
Unit's Final Point Value:
Offensive Value = 26.000
Defensive Value (+) 31.750 = 57.750
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Final Point Value: 58