BattleMech Technical Readout
Name/Model: Tai-sho TSH-7S
Designer: Catalyst Game Labs
Source(s): Record Sheets: Jihad
Record Sheets: 3060 Unabridged
Record Sheets: 3060
Technology: Inner Sphere
Technology Rating: E
Tonnage: 85
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3061
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 13,693,700 C-Bills
Battle Value: 1,774
Chassis: Star League TS
Power Plant: Strand 255
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Ferro-Fibrous with CASE
Armament:
2 Lord's Light 2 ER PPCs
1 Imperator Automatic Ultra AC/10
Manufacturer: Independence Weaponry
Primary Factory: Quentin
Communications: Garret T19-G
Targeting & Tracking: Cat's Eyes 5
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Overview:
For ten years, the Draconis Combine has possessed the C3 computer system, a technological
marvel designed to coordinate lance and company actions. Despite the best efforts of the
DCMS, however, the system has rarely been used. The Draconis Combine has historically lacked
machines that incorporate the C3, and most Combine MechWarriors are resistant to change.
Many are particularly loath to abondon the samurai tradition of single combat and combine to
fire on a single unit, the tactic the C3 encourages.
However, the spectacular success of the C3 system in Operation Bulldog against the
Smoke Jaguars finally overcame the reservations of Combine warriors reguarding this
equipment. The deciding event seems to have occured when Tai-sa Hohiro Kurita, heir to the
Combine Throne, led a C3 equipped company of the elite Genyosha regiment against the 362nd
Assault Cluster on Kiamba. There, in Hecate's Swamp, Hohiro's forces destroyed the Assault
Clusters Command Trianry. These events meant considerable profits for Independence Weaponry,
as the manufacturer's two newest designs, the Tai-sho and the Shugenja, both incorporate C3
master systems.
Capabilities:
The Tai-sho was intended as the centerpiece of a C3 equipped company of twelve units. By
designing the Tai-sho to carry two C3 masters, Independence Weaponry produced a 'Mech that
carries maximum armor protection for its size, as well as mounting impressive firepower
despite the tonnage lost to the C3 systems.
Twin extended-range particle projector cannons, plus the Ultrra type 10 autocannon
purchased from the Free Worlds League, give the Tai-sho its devastating punch. Using a
standard engine rather than an extra-light model prolongs the 'Mechs life on the battlefield
and also cuts production costs considerably.
Deployment:
The first Tai-Shos produced were slated for assignment to the First Genyosha, the regiment
with the most C3 equipped units in the DCMS, once they returned from their efforts to finish
off the Smoke Jaguars in the Deep Periphery. Units produced subsequently will be assigned to
other DCMS regiments.
To express their gratitude and to honor the heir to the Dragon, Independence Weaponry
planned to give Hohiro Kurita the first Tai-sho off the assembly lines. Weather he will
trade his Clan-manufactured Daishi for the new 'Mech remains to be seen.
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Equipment Mass
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Internal Structure: Standard 8.50
Engine: 255 Fusion 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 13 [26] 3.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 263 15.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 41
Center Torso (rear): 13
R/L Torso: 18 27
R/L Torso (rear): 9
R/L Arm: 14 28
R/L Leg: 18 36
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
CASE RT 1 0.50
Ultra AC/10 RT 7 13.00
Ultra AC/10 (Ammo 20) RT 2 2.00
2 C3 Computer (Master)s LT 10 10.00
ER PPC RA 3 7.00
ER PPC LA 3 7.00
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Alpha Strike Statistics
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Point Value (PV): 52
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 3 / (M) 3 / (L) 3, OV: 1
Armor (A): 9, Structure (S): 7
Specials: C3M2, CASE, MHQ10, OVL, TAG
Alpha Strike Conversion
Name/Model: Tai-sho TSH-7S
Technology: Inner Sphere
Tonnage: 85
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: 85 (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 Range Damage Value
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Heat Efficiency: Unit is inefficient
26 (Heat Sinks) = 26
2 (Movement) + 38 (Weapons) - 4 (Base) (-) 36 = -10
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
ER PPC (+) 1.000 = 2.000
Ultra AC/10 (+) 1.500 = 3.500
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 26 = 91.000
Divided by the maximum heat output - 4 (/) 36 = 2.528
Rounded up to the nearest tenth = 2.6
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Final Short Range Damage Value: 3
==================================================================================================================================
Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
26 (Heat Sinks) = 26
2 (Movement) + 38 (Weapons) - 4 (Base) (-) 36 = -10
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
ER PPC (+) 1.000 = 2.000
Ultra AC/10 (+) 1.500 = 3.500
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 26 = 91.000
Divided by the maximum heat output - 4 (/) 36 = 2.528
Rounded up to the nearest tenth = 2.6
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 3
==================================================================================================================================
Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
26 (Heat Sinks) = 26
2 (Movement) + 38 (Weapons) - 4 (Base) (-) 36 = -10
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
ER PPC (+) 1.000 = 2.000
Ultra AC/10 (+) 1.500 = 3.500
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 26 = 91.000
Divided by the maximum heat output - 4 (/) 36 = 2.528
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: 263 armor points x 1 263.000 = 263.000
Armor Factor Conversion (/) 30 = 8.767
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Final Armor Value: 9
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Convert Structure
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Engine: Inner Sphere Fusion on a 85 ton BattleMech = 7.0
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Final Structure Value: 7
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Determine Special Abilities
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Unit is equipped with two C3 Computer (Master) = C3M2
Unit is equipped with CASE = CASE
Unit is equipped as a mobile headquarters = MHQ10
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with C3 Computer (Master) = TAG
==================================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 3 (Long) = 12.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 14.000
Overheat Factor 1 (Overheat) (+) 1.000 = 15.000
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 15.250
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 15.750
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 15.750
Defensive Interaction Rating:
Armor Factor 9 (Armor) x 2.0 (Non-Vehicle Unit) = 18.000
Structure Factor 7 (Structure) x 1.0 (Other Unit) (+) 7.000 = 25.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 27.500
Final DIR Round to nearest half point = 27.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 27.500 = 28.250
Unit's Final Point Value:
Offensive Value = 15.750
Defensive Value (+) 28.250 = 44.000
C3 44 (Subtotal) x 0.05 (+) 2.000 = 46.000
Force Bonus [MHQ10] Mobile Headquarters (+) 6.000 = 52.000
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Final Point Value: 52
Cost Breakdown
Name/Model: Tai-sho TSH-7S
Technology: Inner Sphere
Tonnage: 85
Configuration: Biped BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (263 pts) 15.0 x 20,000 300,000.00
Internal Structure (Standard): 85 x 400 x 1 (+) 34,000.00 = 334,000.00
Myomer (Standard): 85 x 2,000 (+) 170,000.00 = 504,000.00
Engine (Fusion): (5,000 x 255 x 85) / 75 (+) 1,445,000.00 = 1,949,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,849,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,049,000.00
Life Support: 50,000 (+) 50,000.00 = 3,099,000.00
Sensors: 85 x 2,000 (+) 170,000.00 = 3,269,000.00
Heat Sinks (Double): 13 x 6,000 (+) 78,000.00 = 3,347,000.00
Arm Actuators: 85 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 25,500.00 = 3,372,500.00
Leg Actuators: 85 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 59,500.00 = 3,432,000.00
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Total Structural Cost: 3,432,000.00
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Weapons and Equipment Cost
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C3 Computer (Master) 1,500,000 1,500,000.00
C3 Computer (Master) 1,500,000 (+) 1,500,000.00 = 3,000,000.00
CASE 50,000 (+) 50,000.00 = 3,050,000.00
ER PPC 300,000 (+) 300,000.00 = 3,350,000.00
ER PPC 300,000 (+) 300,000.00 = 3,650,000.00
Ultra AC/10 320,000 (+) 320,000.00 = 3,970,000.00
Ultra AC/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 3,970,000.00
Ultra AC/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 3,970,000.00
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Total Weapons and Equipment Cost 3,970,000.00
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BattleMech Cost
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Structural Cost: 3,432,000.00
Weapons and Equipment Cost: (+) 3,970,000.00 = 7,402,000.00
BattleMech Cost Multiplier: 1 + (85 / 100) (*) 1.85 = 13,693,700.00
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Final BattleMech Cost 13,693,700.00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
With its standard engine, heavy armor, CASE and weaponloadout it is a strong company command Mech. The only thing to complain about is the small amount of heat sinks. It can fire one PPC and the UAC without any problems until the ammo dries up or the cannon jams. After that it has to alternate its PPC fire: If it fires both PPC's while moving it will drop to a move of 2/3. The Tai-sho will be a command Mech that is hard to take down and has far reaching weapons but it will only be able to fire a single PPC soon or it will suffer from a really slow speed.
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Member Review - DarkAdder : 25-Oct-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
A command mech, to be sure. This follows in the footsteps of the Naginata. Built to lead a C3 net and provide fire support for said net, NOT to go wading into the middle of a firefight. The twin PPCs provide a bit more direct fire without having to rely on ammo based weapons for their punch. The UAC is good for a 'self defense' role, and with the PPCs and fire support that can be called upon with the C3 net, this mech could concievably take out a mech its same weight or lesser. It would have to do so quickly, as the loss of two C3 command computers would crash the company net, leaving who knows how many mechs suddenly naked.
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Member Review - mud : 24-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
It's a bit slow for a command vehicle, so the only place you should try and use this is in a dedicated heavy-assault company.
This 'mech does not have the heat sinks to utilize it's ER PPCs very effectively. Downgrading to standard PPCs would make a good deal of sense here, especially as this 'mech is likely to have spotters closer to it's targets, rendering the range advantage of the ER PPCs a moot point.
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Member Review - StarRaven : 08-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
Satisfactory for its role if you've got nothing else, but otherwise not very good. The ER PPCs are a good start, encouraging the pilot to stay away from the enemy so the 'Mech won't get killed. But there's not enough heat sinks to fire them. The AC really doesn't belong here; it ought to be replaced with heat sinks, and self-defense weapons (med lasers, SRMs, that kind of thing). Remember: this is the command 'Mech of the C3 company. If you lose it because it runs out of ammo or overheats or gets too close, all that money you spent on the other C3 systems is wasted.
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Member Review - Wanallo : 25-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
A good mech, but doesn't quite have the range of weapons i would expect on an Assault. It needs more support weaponary along the lines of SRMs, LRMs and lasers. Hell, even a machine gun or two would be good, just to keep those infantry away.
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"Only when we are no longer afraid do we begin to live." - Dorothy Thompson