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Combat Vehicle Technical Readout
Name/Model: Juggernaut Assault Combat Vehicle JACV-100
Designer: RagingBarBearian
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 100
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 6,735,000 C-Bills
Battle Value: 1,697
Movement Type: Tracked
Power Plant: 300 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Ferro-Fibrous with CASE
Armament:
1 LRM 20
2 Light PPCs
2 SRM 4s
3 Machine Guns
Manufacturer: The State (Kalyxa-5)
Primary Factory: State Production Plant
Communications: ST Comms-Array
Targeting & Tracking: ST Battle-Comp
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Overview:
Conceived by a regime known simply as the State on the resource-rich Deep Periphery world of
Kalyxa-5, the Juggernaut Assault Combat Vehicle JACV-100 represents the final assault-class
development of the Juggernaut combat vehicle series. Where the JLT-35 offered cheap armored
firepower and the JHCV-75 gave poor armies a heavy line vehicle, the JACV-100 was built as a
true assault juggernaut: a hundred-ton tracked combat vehicle intended to stand in the
battle line, absorb punishment, and return sustained fire against vehicles, fortifications,
infantry, and BattleMechs.
Unlike the cheaper internal-combustion members of the series, the JACV-100 uses a 300-rated
fusion engine. This significantly increases procurement cost, but also gives the vehicle the
endurance and power reserve expected of a first-rank assault platform. Its 3/5 tracked
movement remains slow, with a maximum speed of 54 km/h, but speed was never the design’s
purpose. The JACV-100 was intended to advance with deliberate force, hold ground under fire,
and serve as the armored center of a defensive or counteroffensive formation.
The JACV-100’s turret mounts a broad mixed weapons package. An LRM-20 gives the vehicle
long-range reach and indirect fire utility, while two Light PPCs provide reliable energy
fire without ammunition dependency. Two SRM-4 launchers add close-range striking power, and
three Machine Guns provide infantry suppression and final defensive fire against dismounted
threats. A turret-mounted TAG system allows the vehicle to support guided-munition attacks,
making it more valuable as a command-support asset than its brute appearance suggests.
Protection is correspondingly heavy. The JACV-100 carries twenty-one tons of ferro-fibrous
armor, giving it assault-class staying power while keeping mass available for its turreted
armament and expanded crew-support space. The frontal and turret armor are especially heavy,
allowing the vehicle to anchor a battle line and trade fire with medium-weight BattleMechs
under favorable conditions. While it cannot match a BattleMech’s agility, elevation
changes, or ability to exploit broken terrain, the JACV-100’s combination of armor, turret
coverage, and sustained firepower made direct attacks against it costly.
The retention of CASE reflects a constant State design principle carried forward from the
lighter Juggernaut vehicles: crews are not expendable simply because the vehicle is
affordable by military standards. The JACV-100 carries a significant ammunition burden for
its LRM, SRM, and Machine Gun systems, but CASE improves crew survival in the event of an
ammunition detonation. In State export literature, this was often emphasized as a mark of
quality rather than luxury.
The expanded 2.5-ton internal support allowance was fitted to support the JACV-100’s
seven-person crew during extended deployments. The compartment includes compact reclining
stations, limited personal stowage, ration storage, atmospheric humidity conversion for
drinking water, and two shared commodes using suction and flash-incineration systems to seal
biological waste into disposal cartridges. The space does not make the vehicle comfortable,
but it allows the crew to remain sealed and operational for long alert periods, sleeping in
shifts while maintaining weapons, communications, and sensor watch.
Among crews, the JACV-100 was regarded as the point where the Juggernaut name stopped being
aspirational. It was still slow, still tracked, and still dependent on ammunition supply for
part of its firepower, but it was no longer a budget substitute pretending to be heavier
than it was. It was a true assault combat vehicle: expensive compared to light armor,
inexpensive compared to many BattleMechs of comparable battlefield presence, and dangerous
enough that medium ’Mech pilots learned not to treat it as a mere tank.
Deployment:
The JACV-100 was marketed to planetary governments, major militias, fortified frontier
commands, and mercenary units that required assault-class firepower but could not justify
the cost of acquiring and sustaining equivalent BattleMech assets. At over six million
C-bills, it was not a cheap vehicle in absolute terms. Its value lay in what it provided for
the price: assault-weight armor, turreted multi-range firepower, fusion endurance,
ferro-fibrous protection, TAG support, and enough crew habitability for long defensive
operations.
In combat, the JACV-100 performed best as a formation anchor. It was commonly deployed to
defend command posts, industrial zones, bridgeheads, city approaches, fortified depots, and
major road junctions. Its LRM-20 allowed it to contribute before direct contact, while its
Light PPCs gave it sustained medium-range pressure without draining ammunition stores. At
close range, the SRM launchers and Machine Guns made infantry assaults and light-vehicle
rushes costly.
The vehicle was most effective when supported by lighter scouts, sentry vehicles, infantry
screens, or faster armor. SLCV-type sentry vehicles were often used to watch the flanks,
while lighter missile tanks or infantry spotters helped the JACV-100 exploit its LRM and TAG
capability. When properly screened, the JACV-100 could force enemy commanders to either
commit serious firepower to remove it or maneuver around the position entirely.
Its weaknesses remained clear. The JACV-100 was slow, large, and vulnerable to being
outmaneuvered if unsupported. Fast BattleMechs, hovercraft, aerospace units, and artillery
could exploit its limited mobility. Its ammunition-fed systems also required steady supply,
though the presence of two Light PPCs reduced its dependence on missiles compared to earlier
Juggernaut designs.
Despite these limits, the JACV-100 earned a strong reputation among commands that used it
correctly. It was not a BattleMech replacement in maneuver warfare, nor was it meant to be.
It was a wall with a turret: a fusion-powered assault vehicle that could take punishment,
support guided fire, threaten medium ’Mechs, and hold ground long after lighter vehicles
would have been forced back.
Within the Juggernaut family, the JACV-100 became known as the True Juggernaut. The name was
less a nickname than a battlefield judgment. The lighter models were practical, stubborn,
and useful. The assault model was the one that made enemy commanders stop joking.
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Fusion 28.50
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 10 0.00
Control Equipment: 5.00
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 2.50
Armor Factor: 375 21.00
Type: Ferro-Fibrous
Armor
Value
Front: 95
R/L Side: 75
Rear: 45
Turret: 85
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Weapons and Ammo Location Tonnage
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LRM 20 Turret 10.00
2 Light PPCs Turret 6.00
3 Machine Guns Turret 1.50
2 SRM 4s Turret 4.00
TAG Turret 1.00
CASE Body 0.50
Cargo, Standard (2.5 tons) Body 2.50
LRM 20 (Ammo 24) Body 4.00
Machine Gun (Ammo 100) Body 0.50
Machine Gun (Ammo 200) Body 1.00
SRM 4 (Ammo 50) Body 2.00
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Alpha Strike Statistics
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Point Value (PV): 48
TP: CV, SZ: 4, TMM: 1, MV: 6"t
Damage: (S) 4 / (M) 4 / (L) 3
Armor (A): 13, Structure (S): 5
Specials: CASE, CT2.5, IF1, LRM1/1/1, SRCH, SRM1/1, TAG, TUR(4/4/3, IF1, LRM1/1/1, SRM1/1, TAG)
Alpha Strike Conversion
Name/Model: Juggernaut Assault Combat Vehicle JACV-100
Technology: Inner Sphere
Tonnage: 100
Configuration: Tracked Combat Vehicle
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Determine Unit Type
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Ground Units: Combat Vehicle = CV
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Final Unit Type: CV
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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 (Cruise) = 6"
Tracked Motive Type = 6"t
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Machine Gun (TU) (+) 0.200 = 0.200
Machine Gun (TU) (+) 0.200 = 0.400
Machine Gun (TU) (+) 0.200 = 0.600
Light PPC (TU) (+) 0.375 = 0.975
Light PPC (TU) (+) 0.375 = 1.350
SRM 4 (TU) (+) 0.600 = 1.950
SRM 4 (TU) (+) 0.600 = 2.550
LRM 20 (TU) (+) 0.600 = 3.150
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.2
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
Light PPC (TU) (+) 0.500 = 0.500
Light PPC (TU) (+) 0.500 = 1.000
SRM 4 (TU) (+) 0.600 = 1.600
SRM 4 (TU) (+) 0.600 = 2.200
LRM 20 (TU) (+) 1.200 = 3.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.4
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
Light PPC (TU) (+) 0.500 = 0.500
Light PPC (TU) (+) 0.500 = 1.000
LRM 20 (TU) (+) 1.200 = 2.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
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Final Long Range Damage Value: 3
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Convert Armor
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Ferro-Fibrous: 375 armor points x 1 375.000 = 375.000
Armor Factor Conversion (/) 30 = 12.500
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Final Armor Value: 13
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Convert Structure
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Standard: 50 structure points 50.000 = 50.000
Structure Conversion (/) 10 = 5.000
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with 2.5 tons of Cargo = CT2.5
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is equipped with forward facing LRMs = LRM1/1/1
Unit is a Combat Vehicle = SRCH
Unit is equipped with forward facing SRMs = SRM1/1
Unit is equipped with TAG (TU) = TAG
Unit is equipped with turret mounted weapons = TUR(4/4/3)
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 turret mounted SRMs = TUR(SRM1/1)
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 4 (Short) + 4 (Medium) + 4 (Medium) + 3 (Long) = 15.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 16.000
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 16.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 16.500
Defensive Interaction Rating:
Armor Factor 13 (Armor) x 1.8 (Tracked) = 23.400
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 28.400
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 31.240
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 = 16.500
Defensive Value (+) 31.750 = 48.250
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Final Point Value: 48