BattleMech Technical Readout
Name/Model: Pangolin PGL-3Z
Designer: ZaneOlric
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 100
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 94,217,000 C-Bills
Battle Value: 3,632
Chassis: Reinforced
Power Plant: 300 XXL
Walking Speed: 32.4 kph
Maximum Speed: 43.2 kph [54 kph]
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Hardened with CASE II
Armament:
2 LRM 20 w/ Artemis IV FCS (C)
2 ER Medium Lasers (C)
1 Improved Heavy Medium Laser (C)
1 Laser Anti-Missile System (C)
1 ER Small Laser (C)
1 Small Laser
2 Light Machine Guns (C)
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Angel ECM Suite
Targeting & Tracking: Unknown
================================================================================================
Overview:
Etna industries saught to create the ultimate wall, a mech capable of moving onto a mission
objective and daring other mechs to take it. Using reverse-engineered clan technology, they
were largely successful in this effort, forging the Pangolin. With more armor than the
entire mass of a light mech and a reinforced structure underneath this behemoth is capable
of withstanding a headshot from an AC/20. While on the slower end of Assault Classes, it
still maintaines enough speed that it won't fall too far behind other foces, acting as an
anchor against the turbulent forces of a battlefield.
Capabilities:
The PGL-1N is equipped with 38.0 tons of hardened armor and a reinfoced structure to grant
it an unmatched level of durability on the battlefield, though this comes at the cost of its
speed. In order to regain some of this and allow the Muur to lift heavier loads it was also
equipped with Triple Strength Myomer. This also makes its two Claws absolutely devastating
and while its armor makes it clumsy, it can often only take a single hit from these giant
weapons to deal critical daamge to an enemy.
Earlier versions of the mech struggled with being pelted by long range fire and being unable
to retaliate, inevitably losing a drawn out fight without ever posing any real threat. This
led to the PGL-1N to be equipped with six LRM-5 systems and four tons of ammo, letting it
threaten even distant targets while it protects strategic points. This is supplemented by
an Improved Heavy Small laser and two ER Medium Laser for heat modulation. To deal with
flanking units, it is equipped with a rear mounted Improved Heavy Medium Laser and two light
machine guns.
Deployment:
The PGL-1N is best employed for objective securement and choke-point holding. Thanks to its
hardened armor and reinforced structure making it nearly immune to unfortunate critical
hits, it brings a steady, slow consistency to the battlefield. Even its armarments are
designed to be well rounded, giving it ability to fight to some extent at all ranges. This
allows it to sit in a crucial location and dare enemy forces to try and take it, able to
return harrassment fire or brawl at close ranges.
Mechwarriors assigned to a Pangolin are reccommended to have heat managment experience
in-order to properly activate its triple strength myomer as appropriate. This ability
represents a 25% speed increase for the mech and being able to do so reliably and knowing
when that movement will be worthwhile despite the heat penalties on other systems is a
critical skill. By doing so, the mech can effectively rip many smaller mechs in half.
Variants:
PGL-2K: attempting to reduce production cost for the Pangolin to reach wider appeal,
an attempt was made to create a version using a fusion engine. However, the loss of power
crippled its speed to a maximum of 21.6km/h, potentially being outrun by an Urbanmech.
While it did boast an additional LRM-5 and two additional machine guns, the speed proved too
repellent to potential pilots, leaving this version abandoned. BV: 3,009. Cost:
12,576,667.
PGL-3R: With reports of the claws being too unwieldy and overkill for melee purposes,
designers removed them and 4 LRM-5 to upgrade to 2 LRM-20. Additionally, all LRMs were
outfited with Artemis 4 systems to make the Pangolin a true long range threat. It removes
its Improved Heavy Small Laser and uses teh last of the weight savings to install two
additional double heat sinks. BV2.0: 3,342. Cost: 28,270,000
PGL-3T: Itterating on the 3R, it removes the two extra heat sinks in exchange for a
single jump jet, giving it a large mobility increase for navigating around terrain. This
model proved surprisingly successful on the battlefield and market, with its ability to take
high ground and being unworried about becoming exposed proving far more effective than
anticipated by pilots. BV2.0: 3,468. Cost: 28,302,000
PGL-3Z: Pushing the 3T concept to it maximum, the designers added a highly expensive
XXL engine in order to add two additional jump jets (3 total). This allowed an incredible
amount of mobility for a 100 ton mech able to position easily for LRM bombardments or
surprise enemies with punches that hit like AC/20 shots. Substantial internal
reconfiguration allowed for the addtition of an ER small laser and standard small laser for
heat modulation. Additionally, an Angel ECM Suite and Laser Anti-Missile System were added
to even further enhance its defenses.. Its cost prevented true mass production, though
remained profitable with highly rich nobles purchasing it as their personal mech. BV2.0:
3,342. Cost: 92,592,000
PGL-4A: After finding financial success with selling the 3Z as a high end battlemech,
the 4A returned to the 1N as a base design but upgrading it with an XXL engine. This
allowed for its entire forward facing laser suite to be upgraded, now boasting a head
mounted ER Large Laser to help blow holes open in armor. Additionally, it was now equipped
with a torso mounted ER Small Laser, Improved Heavy Small Laser, and Small Laser. The a
BV2.0: 2,984 Cost: 90,705,000
PGL-4B: With many customers disappointed that the 4A lacked the jump jets of the 3Z,
a field refit kit was created to allow for the addition of a single jump jet while
depelopment was worked on a more purpose built solution. However, to do this required the
removal of the 4A's rear mounted weaponry, making it far more exposed to flanking attacks.
It proved popular enough that a few intentionally built 4B were constructed and sold. BV2.0:
3,054. Cost: 90,425,000
PGL-4G: Return to the 1N's weaponry, the 4C maintains its XXL engine and again
removes one ton of armor and its rear mounted weaponry to upgrade to a total of three jump
jets. This gave it the surprising mobility of the 3Z but with an even more threatening
melee weapon attached. While not nearly as dangerous at range, this configuration would
prove particularly popular among its intended audience of rich nobility partly due to its
cleaner internal layout. BV2.0: 2,901. Cost: 90,470,000.
Notable MechWarriors:
Geofree "Dreamer" Paxson: Born in abject poverty, Geofree was deterined to not just
make something for himself, but make things better for those in his home city. He started
as a battlefield looter before being picked up by a mercenary troop salvaging parts for Etna
Industries. Eventually he was allowed to train as a mech pilot and eventually became a test
pilot for their corporate patrons. This culminated in him being the designated pilot for
the nearly 100 million c-bill prototype of the PGL-3Z. That was when word came that his
home world was under attack by Clan raiders. "Borrowing" the 3Z and convincing his
commander that they could make good money hunting the Clan mechs for parts, he would pilot
the gargantuan creature on his home world and play a pivotal role in its eventual salvation.
When Etna Industries tracked him down, he was given a surprising amount of liency due to an
influx of rich patrons asking about the mech. Geofree was given custody of his Pangolin
under the condition that neither he or his troop could sell it, instead using it as a
marketing campaign. While this took him away from his home town again, Geofree now had the
money, power, and relations to help his town from a distance, making his hopes come true and
earning him the nickname "Dreamer".
Note: If you use quirk rules, then the following apply - "Difficult Ejection", "Weak Head
Armor (one point)", "Rugged (two points)". For the 3R, 3T, and 3Z variants, replace rugged
with "Battlefists".
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Reinforced (C) 20.00
Engine: 300 XXL (C) 6.50
Walking MP: 3
Running MP: 4 [5]
Jumping MP: 3
Heat Sinks (Double): 10 [20] (C) 0.00
Gyro: XL 1.50
Cockpit: Standard 3.00
Armor Factor: 304 38.00
Type: Hardened (C)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 45
Center Torso (rear): 14
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 42
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ER Small Laser (C) H 1 0.50
ER Medium Laser (C) RT 1 1.00
LRM 20 w/ Artemis IV FCS (C) RT 4 5.00
2 Light Machine Guns (C) RT (R) 2 0.50
ER Medium Laser (C) LT 1 1.00
Improved Heavy Medium Laser (C) LT (R) 2 1.00
LRM 20 w/ Artemis IV FCS (C) LT 4 5.00
Angel ECM Suite (C) RA 2 2.00
CASE II (C) RA 1 0.50
LRM 20 (Ammo 12) (C) RA 2 2.00
Light Machine Gun (Ammo 100) (C) RA 1 0.50
CASE II (C) LA 1 0.50
LRM 20 (Ammo 12) (C) LA 2 2.00
Laser Anti-Missile System (C) LA 1 1.00
Jump Jet RL 1 2.00
Small Laser RL 1 0.50
2 Jump Jets LL 2 4.00
Triple-Strength Myomer -- 6 0.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 79
TP: BM, SZ: 4, TMM: 0, MV: 4"/6"j
Damage: (S) 4 / (M) 4 / (L) 4, OV: 2
Armor (A): 20, Structure (S): 8
Specials: AECM, AMS, CASEII, CR, IF2, JMPS1, REAR1/1/-, TSM
Distribution
Name/Model: Pangolin PGL-3Z
Technology: Inner Sphere (Mixed)
Tonnage: 100
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. ER Small Laser (C) 4. Hand Actuator
5. Triple-Strength Myomer 5. Sensors 5. Triple-Strength Myomer
6. Triple-Strength Myomer 6. Life Support 6. Triple-Strength Myomer
1. LRM 20 (Ammo 6) (C) 1. LRM 20 (Ammo 6) (C)
2. LRM 20 (Ammo 6) (C) 2. LRM 20 (Ammo 6) (C)
3. CASE II (C) 3. Light Machine Gun (Ammo 100) (C)
4. Triple-Strength Myomer 4. CASE II (C)
5. Triple-Strength Myomer 5.Angel ECM Suite (C)
6. Laser Anti-Missile System (C) 6.Angel ECM Suite (C)
Left TorsoCenter TorsoRight Torso
1. XXL Engine (C) 1. XXL Engine (C) 1. XXL Engine (C)
2. XXL Engine (C) 2. XXL Engine (C) 2. XXL Engine (C)
3. XXL Engine (C) 3. XXL Engine (C) 3. XXL Engine (C)
4. XXL Engine (C) 4. XL Gyro 4. XXL Engine (C)
5.LRM 20 (C) 5. XL Gyro 5.LRM 20 (C)
6.LRM 20 (C) 6. XL Gyro 6.LRM 20 (C)
1.LRM 20 (C) 1. XL Gyro 1.LRM 20 (C)
2.LRM 20 (C) 2. XL Gyro 2.LRM 20 (C)
3. Artemis IV FCS (C) 3. XL Gyro 3. Artemis IV FCS (C)
4. ER Medium Laser (C) 4. XXL Engine (C) 4. ER Medium Laser (C)
5.Improved Heavy Medium Laser (C) (R) 5. XXL Engine (C) 5. Light Machine Gun (C) (R)
6.Improved Heavy Medium Laser (C) (R) 6. XXL Engine (C) 6. Light Machine Gun (C) (R)
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. Jump Jet 5. Jump Jet
6. Jump Jet 6. Small Laser
Cost Breakdown
Name/Model: Pangolin PGL-3Z
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
===================================================================================================================================
Structural Cost
-----------------------------------------------------------------------------------------------------------------------------------
Armor (Hardened): (304 pts) 38.0 x 15,000 570,000.00
Internal Structure (Reinforced): 100 x 6,400 x 1 (+) 640,000.00 = 1,210,000.00
Myomer (Triple-Strength): 100 x 16,000 (+) 1,600,000.00 = 2,810,000.00
Engine (XXL): (100,000 x 300 x 100) / 75 (+) 40,000,000.00 = 42,810,000.00
Gyro (XL): 1.5 x 750,000 (+) 1,125,000.00 = 43,935,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 44,135,000.00
Life Support: 50,000 (+) 50,000.00 = 44,185,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 44,385,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 44,445,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 46,000.00 = 44,491,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 44,561,000.00
-----------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 44,561,000.00
===================================================================================================================================
Weapons and Equipment Cost
-----------------------------------------------------------------------------------------------------------------------------------
Angel ECM Suite (C) 750,000 750,000.00
CASE II (C) 175,000 (+) 175,000.00 = 925,000.00
CASE II (C) 175,000 (+) 175,000.00 = 1,100,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 1,180,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 1,260,000.00
ER Small Laser (C) 11,250 (+) 11,250.00 = 1,271,250.00
Improved Heavy Medium Laser (C) 150,000 (+) 150,000.00 = 1,421,250.00
Jump Jets 100 x (3 x 3) x 200 (+) 180,000.00 = 1,601,250.00
Laser Anti-Missile System (C) 225,000 (+) 225,000.00 = 1,826,250.00
Light Machine Gun (C) 5,000 (+) 5,000.00 = 1,831,250.00
Light Machine Gun (C) 5,000 (+) 5,000.00 = 1,836,250.00
Light Machine Gun (Ammo 100) [Empty Bin] (C) 0 (+) 0.00 = 1,836,250.00
LRM 20 (Ammo 6) [Empty Bin] (C) 0 (+) 0.00 = 1,836,250.00
LRM 20 (Ammo 6) [Empty Bin] (C) 0 (+) 0.00 = 1,836,250.00
LRM 20 (Ammo 6) [Empty Bin] (C) 0 (+) 0.00 = 1,836,250.00
LRM 20 (Ammo 6) [Empty Bin] (C) 0 (+) 0.00 = 1,836,250.00
LRM 20 w/ Artemis IV FCS (C) 250,000 + 100,000 (+) 350,000.00 = 2,186,250.00
LRM 20 w/ Artemis IV FCS (C) 250,000 + 100,000 (+) 350,000.00 = 2,536,250.00
Small Laser 11,250 (+) 11,250.00 = 2,547,500.00
-----------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 2,547,500.00
===================================================================================================================================
BattleMech Cost
-----------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 44,561,000.00
Weapons and Equipment Cost: (+) 2,547,500.00 = 47,108,500.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 94,217,000.00
-----------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 94,217,000.00
Dark Age (3081 - 3150)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
3150
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Star League (2439 - 2780)
Unavailable
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Advanced
Experimental
2780
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Alpha Strike Conversion
Name/Model: Pangolin PGL-3Z
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
========================================================================================================================================
Determine Unit Type
----------------------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
----------------------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
========================================================================================================================================
Determine Weight/Size Class
----------------------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (greater than or equal to 80 and less than or equal to 100) = 4
----------------------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
========================================================================================================================================
Convert Movement and Movement Modes
----------------------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Equipped with Hardened Armor (-) 1 = 4"
Ground Target Movement Modifier at 4" is 0
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
----------------------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 4"/6"j
========================================================================================================================================
Determine Short Range Damage Value
----------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
6 (Movement) + 25 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 32 = -12
Offensive Equipment: = 0.000
Small Laser (+) 0.300 = 0.300
ER Small Laser (C) (+) 0.500 = 0.800
ER Medium Laser (C) (+) 0.700 = 1.500
ER Medium Laser (C) (+) 0.700 = 2.200
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 3.800
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 5.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 108.000
Divided by the maximum heat output - 4 (/) 32 = 3.375
Rounded up to the nearest tenth = 3.4
----------------------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 4
========================================================================================================================================
Determine Medium Range Damage Value
----------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
6 (Movement) + 25 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 32 = -12
Offensive Equipment: = 0.000
ER Small Laser (C) (+) 0.500 = 0.500
ER Medium Laser (C) (+) 0.700 = 1.200
ER Medium Laser (C) (+) 0.700 = 1.900
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 3.500
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 5.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 102.000
Divided by the maximum heat output - 4 (/) 32 = 3.188
Rounded up to the nearest tenth = 3.2
Unit receives Overheat (OV) value of 2
----------------------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 4
========================================================================================================================================
Determine Long Range Damage Value
----------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 12 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 1.600
LRM 20 w/ Artemis IV FCS (C) (+) 1.600 = 3.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.2
----------------------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 4
========================================================================================================================================
Convert Armor
----------------------------------------------------------------------------------------------------------------------------------------
Hardened: 304 armor points x 2 608.000 = 608.000
Armor Factor Conversion (/) 30 = 20.267
----------------------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 20
========================================================================================================================================
Convert Structure
----------------------------------------------------------------------------------------------------------------------------------------
Engine: Clan XXL on a 100 ton BattleMech = 4.0
Structure: Reinforced (*) 2 = 8.0
----------------------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 8
========================================================================================================================================
Determine Special Abilities
----------------------------------------------------------------------------------------------------------------------------------------
Unit is equipped with Angel ECM Suite = AECM
Unit is equipped with Laser Anti-Missile System = AMS
Unit is equipped with CASE II = CASEII
Unit is equipped with Hardened armor = CR
Unit is equipped with forward facing weapons capable of firing indirectly = IF2
Jumping TMM is 1 greater than Ground TMM = JMPS1
Unit is equipped with rearward facing weapons = REAR1/1/-
Unit is equipped with Triple-Strength Myomer = TSM
========================================================================================================================================
Determine Point Value
----------------------------------------------------------------------------------------------------------------------------------------
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) + 0.5 (0.5 per OV > 1) (+) 1.500 = 19.500
Special Ability Factor [IF2] 2 (Ability Rating) (+) 2.000 = 21.500
Special Ability Factor [TSM] Triple-Strength Myomer (+) 1.000 = 22.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 22.500
Defensive Interaction Rating:
Armor Factor 20 (Armor) x 2.0 (Non-Vehicle Unit) = 40.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 48.000
Defense Factor 1 + {[0 (4" Move) + 0.5 (JMPS)] x 0.1} (*) 1.050 = 50.400
Final DIR Round to nearest half point = 50.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.250
Special Ability Factor [CR] Critical-Resistant (+) 0.250 = 2.500
Final DIR Defensive Interaction Rating (+) 50.500 = 53.000
Unit's Final Point Value:
Offensive Value = 22.500
Defensive Value (+) 53.000 = 75.500
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 78.500
----------------------------------------------------------------------------------------------------------------------------------------
Final Point Value: 79