BattleMech Technical Readout
Name/Model: Gend MK I 4-KJU
Designer: MWBookwyrm
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 150
Role: Juggernaut
Configuration: Superheavy Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental
Rules (Year): Experimental (Extinct)
Total Cost: 57,893,750 C-Bills
Battle Value: 3,563
Chassis: Endo-Composite
Power Plant: 300 XL
Walking Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE II
Armament:
1 RISC Hyper Laser
2 TSEMP Cannons
2 Thunderbolt 15s
2 ER Large Lasers
2 ER Medium Lasers
1 Medium Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Megolaphobia. That is what inspired the Gend. A fear of giant machines, but moreso giant
monsters that could level cities with little fear of reprisal. A weapon was needed to fight
these threats, something that was strong enough to stop one of these imagined creatures and
powerful enough to fight back. It was to be the last line of defense against them, massive,
immovable, and unflinching. And from that feverish dream the Gend sprang.
Capabilities:
The Gend is massive, multi-story wall of advanced technology. Several pieces of technology
were acquired from RISC to make this machine possible. To fight at long range the Gend
boasts a array of lasers, including a RISC Hyper Laser in it's center torso. If the enemy
were to prove resistant to laser fire, the Gend can use it's two Thunderbolt 15 Missile
launchers to attempt to crack it's foes armored shell. If all else fails, the Gend can try
and disable it's target with a pair of TSEMP cannons, though whether they would be effective
against organic targets remains unclear.
Deployment:
Only one Gend has ever been completed, and so far it has never seen combat. Despite it's
massive power plant, the Gend is too slow to be deployed by any means other than dropship.
This, combined with the exorbitant cost to build them, has resulted in the Gend being to
viewed as too valuable to be risked against minor raids and skirmishes in spite of it's
power. Plans are being made to refit the Gend to fix this issue, but it is doubtful and
example will ever be built.
Variants:
Designed to fight massive threats that never materialized the Gend MK I 4-KJU was to be
accompanied by it's brother, the Gend MK I 4-MGRA. The 4-MGRA shed most of its weaponry in
favor of serving as a heavy artillery platform, mounting a pair of ARROW IV cruise missile
launchers to devastate threats from afar. Despite efforts of management and construction
crews, rumors that it is capable of launching a nuclear payload continue to persist.
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Equipment Mass
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Internal Structure: Endo-Composite 22.50
Engine: 300 XL 9.50
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks (Double): 22 [44] 12.00
Gyro: Superheavy 6.00
Cockpit: Superheavy 4.00
Armor Factor: 432 27.00
Type: Standard
Internal Armor
Structure Value
Head: 4 12
Center Torso: 45 60
Center Torso (rear): 14
R/L Torso: 32 52
R/L Torso (rear): 12
R/L Arm: 25 50
R/L Leg: 32 59
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Weapons and Ammo Location Critical Tonnage
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Medium Pulse Laser H 1 2.00
CASE II CT 1 1.00
RISC Hyper Laser CT 3 8.00
Radical Heat Sink System CT 2 4.00
Thunderbolt 15 RT 2 11.00
Thunderbolt 15 (Ammo 16) RT 2 4.00
Thunderbolt 15 LT 2 11.00
Thunderbolt 15 (Ammo 16) LT 2 4.00
ER Large Laser RA 1 5.00
ER Medium Laser RA 1 1.00
TSEMP Cannon RA 3 6.00
ER Large Laser LA 1 5.00
ER Medium Laser LA 1 1.00
TSEMP Cannon LA 3 6.00
Note: Equipped with RISC Heat Sink Override Kit
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Alpha Strike Statistics
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Point Value (PV): 66
TP: BM, SZ: 4, TMM: 0, MV: 4"
Damage: (S) 4 / (M) 4 / (L) 4, OV: 4
Armor (A): 14, Structure (S): 6
Specials: CASEII, IF2, LG, OVL, RHS, TSEMP2
Distribution
Name/Model: Gend MK I 4-KJU
Technology: Inner Sphere
Tonnage: 150
Configuration: Superheavy 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. Superheavy Cockpit 3. Lower Arm Actuator
4.TSEMP Cannon 4. Medium Pulse Laser 4.TSEMP Cannon
5.TSEMP Cannon 5. Sensors 5.TSEMP Cannon
6.TSEMP Cannon 6. Life Support 6.TSEMP Cannon
1. ER Large Laser 1. ER Large Laser
2. ER Medium Laser 2. ER Medium Laser
3.Double Heat Sink 3.Double Heat Sink
4.Double Heat Sink 4.Double Heat Sink
5. Endo-Composite 5. Endo-Composite
6. Endo-Composite 6. Endo-Composite
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3.Thunderbolt 15 3. XL Engine 3.Thunderbolt 15
4.Thunderbolt 15 4. Superheavy Gyro 4.Thunderbolt 15
5. Thunderbolt 15 (Ammo 8) 5. Superheavy Gyro 5. Thunderbolt 15 (Ammo 8)
6. Thunderbolt 15 (Ammo 8) 6.RISC Hyper Laser 6. Thunderbolt 15 (Ammo 8)
1.Double Heat Sink 1.RISC Hyper Laser 1.Double Heat Sink
2.Double Heat Sink 2.RISC Hyper Laser 2.Double Heat Sink
3.Double Heat Sink 3.Radical Heat Sink System 3.Double Heat Sink
4.Double Heat Sink 4.Radical Heat Sink System 4.Double Heat Sink
5.Double Heat Sink 5. CASE II 5.Double Heat Sink
6.Double Heat Sink 6. Roll Again 6.Double Heat Sink
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.Double Heat Sink 5.Double Heat Sink
6.Double Heat Sink 6.Double Heat Sink
Alpha Strike Conversion
Name/Model: Gend MK I 4-KJU
Technology: Inner Sphere
Tonnage: 150
Configuration: Superheavy 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: 150 (greater than 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: 2 (Walk) = 4"
Ground Target Movement Modifier at 4" is 0
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Final Movement and Movement Modes: 4"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
44 (Heat Sinks) + 1 (Radical Heat Sinks) = 45
2 (Movement) + 96 (Weapons) - 4 (Base) (-) 94 = -49
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
Medium Pulse Laser (+) 0.660 = 1.660
ER Large Laser (+) 0.800 = 2.460
ER Large Laser (+) 0.800 = 3.260
Thunderbolt 15 (+) 0.870 = 4.130
Thunderbolt 15 (+) 0.870 = 5.000
RISC Hyper Laser (+) 2.000 = 7.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 45 = 315.000
Divided by the maximum heat output - 4 (/) 94 = 3.351
Rounded up to the nearest tenth = 3.4
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
44 (Heat Sinks) + 1 (Radical Heat Sinks) = 45
2 (Movement) + 96 (Weapons) - 4 (Base) (-) 94 = -49
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
Medium Pulse Laser (+) 0.660 = 1.660
ER Large Laser (+) 0.800 = 2.460
ER Large Laser (+) 0.800 = 3.260
Thunderbolt 15 (+) 1.500 = 4.760
Thunderbolt 15 (+) 1.500 = 6.260
RISC Hyper Laser (+) 2.000 = 8.260
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 45 = 371.700
Divided by the maximum heat output - 4 (/) 94 = 3.954
Rounded up to the nearest tenth = 4.0
Unit receives Overheat (OV) value of 4
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
44 (Heat Sinks) + 1 (Radical Heat Sinks) = 45
2 (Movement) + 96 (Weapons) - 4 (Base) (-) 94 = -49
Offensive Equipment: = 0.000
ER Large Laser (+) 0.800 = 0.800
ER Large Laser (+) 0.800 = 1.600
Thunderbolt 15 (+) 1.500 = 3.100
Thunderbolt 15 (+) 1.500 = 4.600
RISC Hyper Laser (+) 2.000 = 6.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 45 = 297.000
Divided by the maximum heat output - 4 (/) 94 = 3.160
Rounded up to the nearest tenth = 3.2
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Final Long Range Damage Value: 4
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Convert Armor
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Standard: 432 armor points x 1 432.000 = 432.000
Armor Factor Conversion (/) 30 = 14.400
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Final Armor Value: 14
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Convert Structure
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Engine: Inner Sphere XL on a 150 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 CASE II = CASEII
Unit is equipped with forward facing weapons capable of firing indirectly = IF2
BattleMech over 100 tons = LG
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with Radical Heat Sink System = RHS
Unit is equipped with two TSEMP Cannon = TSEMP2
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 16.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 18.000
Overheat Factor 1 (Base OV) + 1.5 (0.5 per OV > 1) (+) 2.500 = 20.500
Special Ability Factor [IF2] 2 (Ability Rating) (+) 2.000 = 22.500
Special Ability Factor [OVL] 4 (Overheat) x 0.25 (+) 1.000 = 23.500
Special Ability Factor [RHS] 1 (Unit has OVL Special) (+) 1.000 = 24.500
Special Ability Factor [TSEMP2] 2 (Ability Rating) x 5 (+) 10.000 = 34.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 34.500
Defensive Interaction Rating:
Armor Factor 14 (Armor) x 2.0 (Non-Vehicle Unit) = 28.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 34.000
Defense Factor 1 - {[0 (4" Move) - 1 (Large)] x -1 x 0.1} (*) 0.900 = 30.600
Final DIR Round to nearest half point = 30.500
Unit's Defensive Value:
Movement Factor 0.5 (0.25 per 2") = 0.500
Final DIR Defensive Interaction Rating (+) 30.500 = 31.000
Unit's Final Point Value:
Offensive Value = 34.500
Defensive Value (+) 31.000 = 65.500
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Final Point Value: 66
Cost Breakdown
Name/Model: Gend MK I 4-KJU
Technology: Inner Sphere
Tonnage: 150
Configuration: Superheavy Biped BattleMech
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Structural Cost
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Armor (Standard): (432 pts) 27.0 x 10,000 270,000.00
Internal Structure (Endo-Composite): 150 x 6,400 x 1 (+) 960,000.00 = 1,230,000.00
Myomer (Superheavy): 150 x 12,000 (+) 1,800,000.00 = 3,030,000.00
Engine (XL): (20,000 x 300 x 150) / 75 (+) 12,000,000.00 = 15,030,000.00
Gyro (Superheavy): 6.0 x 500,000 (+) 3,000,000.00 = 18,030,000.00
Cockpit (Superheavy): 300,000 (+) 300,000.00 = 18,330,000.00
Life Support: 50,000 (+) 50,000.00 = 18,380,000.00
Sensors: 150 x 2,000 (+) 300,000.00 = 18,680,000.00
Heat Sinks (Double): 22 x 6,000 (+) 132,000.00 = 18,812,000.00
Arm Actuators: 150 x ((100 x 2 x 2) + (50 x 2 x 2) + (80 x 0 x 2)) (+) 90,000.00 = 18,902,000.00
Leg Actuators: 150 x ((150 x 2 x 2) + (80 x 2 x 2) + (120 x 2 x 2)) (+) 210,000.00 = 19,112,000.00
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Total Structural Cost: 19,112,000.00
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Weapons and Equipment Cost
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CASE II 175,000 175,000.00
ER Large Laser 200,000 (+) 200,000.00 = 375,000.00
ER Large Laser 200,000 (+) 200,000.00 = 575,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 655,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 735,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 795,000.00
Radical Heat Sink System 250,000 (+) 250,000.00 = 1,045,000.00
RISC Heat Sink Override Kit 500 (+) 500.00 = 1,045,500.00
RISC Hyper Laser 750,000 (+) 750,000.00 = 1,795,500.00
Thunderbolt 15 325,000 (+) 325,000.00 = 2,120,500.00
Thunderbolt 15 325,000 (+) 325,000.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
Thunderbolt 15 (Ammo 4) [Empty Bin] 0 (+) 0.00 = 2,445,500.00
TSEMP Cannon 800,000 (+) 800,000.00 = 3,245,500.00
TSEMP Cannon 800,000 (+) 800,000.00 = 4,045,500.00
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Total Weapons and Equipment Cost 4,045,500.00
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BattleMech Cost
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Structural Cost: 19,112,000.00
Weapons and Equipment Cost: (+) 4,045,500.00 = 23,157,500.00
BattleMech Cost Multiplier: 1 + (150 / 100) (*) 2.50 = 57,893,750.00
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Final BattleMech Cost 57,893,750.00