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Combat Vehicle Technical Readout
Name/Model: Gallant Urban Assault Tank SLDF
Designer: Dr. B, Banzai
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 70
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Star League / 2574
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,200,375 C-Bills
Battle Value: 1,056
Movement Type: Wheeled
Power Plant: 190 Internal Combustion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard with CASE
Armament:
1 Autocannon/10
1 LRM 10
1 SRM 2
4 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The oldest Inner Sphere nation, predating the rebirth of the
Terran Alliance as the Hegemony by half a century, the Free Worlds
League has a established a strong military presence. The century
following its development saw BattleMechs rise to become masters
of the battlefield, like the knights of old reserved for the elite. That left the bulk of
the Inner Sphere militaries still comprised of armor and infantry. Development on such
technologies continued and
vehicles like the Gallant, first fielded by the FWLM shortly before
the Third Andurien War, sought to marry new technologies with a
half-millennia-old concept of the Tank.
Capabilities:
Bulky and menacing, the low-slung Gallant was designed with a specific role in mind—combat
in the cramped confines of an urban setting. Though the Ares conventions prohibited
conflicts in civilian districts, the rules were less clear-cut concerning industrial
complexes. The Second Andurien War had seen several bloody clashes in such environs and the
High Command wanted a vehicle that could operate in support of infantry assaults. Budget
constraints almost killed the project, resulting in the use of an ICE engine rather than the
planned fusion power plant as well as forgoing advanced armor and structural composites.
Nonetheless, the resulting vehicle was well armored and adequately (but not spectacularly)
armed, satisfying the brass. The most notable innovation on the Gallants employed in the
Reunification War (though not a feature of the earliest models) was the inclusion of
Cellular Ammunition Storage (CASE) that meant an ammunition explosion, though catastrophic
for the vehicle, would allow the crew to be rescued and the chassis salvaged. Less
spectacularly, self-inflating tires (which also used a cellular technology to maintain
integrity) allowed the vehicle to remain mobile save after the most catastrophic damage; the
Gallant’s use of wheels rather than tracks was unusual for a large front-line combat
vehicle.
Deployment:
Distribution of the Gallant among FWLM forces was patchy
and the Captain-General’s adherence to the Ares Conventions
meant few were used in the role for which they were intended. Too
slow to pursue the agile MAF forces, most were relegated to escorting
supply convoys. Thanks to the Star League Defense Protocols,
many Gallants found their way into the SLDF and thus saw action
throughout the theatres of the Reunification War. Among the most
notable actions included the battle for Cerberus in the Outworlds
Alliance, where a squadron of Gallants was able to force their way
into the city center despite massed civilian resistance, and on
Apollo in the Rim Worlds Republic where the robust design staged
harassment raids against Terra Prime during the long siege.
Though many Gallants survived the Reunification War the
niche role of the vehicle—and the difficulty in upgrading its technologies—led to it
being superseded by several new, high-
tech vehicles. By the early 27th century most examples had been
relegated to reservist units. No complete Gallants survived the
Succession Wars, though several damaged copies are in the possession
of museums and private militaria collectors.
Variants:
The original Gallants fielded in the Third Andurien War were very similar to the
Reunification War model but did not feature CASE (which was added in the 2570s after the
Free Worlds joined the Start League in lieu of armor). Several SLDF Gallants were fitted
with Fusion Power Plants, gaining a notable performance boost as well as energy weapons to
bolster their firepower. The modification was never an official model, however, and most
were decommissioned after the war.
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Equipment Mass
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Internal Structure: Standard 7.00
Engine: 190 Internal Combustion 15.00
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 0 0.00
Control Equipment: 3.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.50
Armor Factor: 280 17.50
Type: Standard
Armor
Value
Front: 60
R/L Side: 55
Rear: 50
Turret: 60
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Weapons and Ammo Location Tonnage
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LRM 10 Front 5.00
Autocannon/10 Turret 12.00
4 Machine Guns Turret 2.00
SRM 2 Turret 1.00
Autocannon/10 (Ammo 20) Body 2.00
CASE Body 0.50
LRM 10 (Ammo 12) Body 1.00
Machine Gun (Ammo 200) Body 1.00
SRM 2 (Ammo 50) Body 1.00
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Alpha Strike Statistics
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Point Value (PV): 31
TP: CV, SZ: 3, TMM: 1, MV: 6"w
Damage: (S) 3 / (M) 2 / (L) 1
Armor (A): 9, Structure (S): 4
Specials: AC1/1/-, CASE, EE, IF1, SRCH, TUR(2/2/-, AC1/1/-)
Alpha Strike Conversion
Name/Model: Gallant Urban Assault Tank SLDF
Technology: Inner Sphere
Tonnage: 70
Configuration: Wheeled 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: 70 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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Convert Movement and Movement Modes
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Ground Movement: 3 (Cruise) = 6"
Wheeled Motive Type = 6"w
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"w
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
SRM 2 (TU) (+) 0.200 = 0.200
Machine Gun (TU) (+) 0.200 = 0.400
Machine Gun (TU) (+) 0.200 = 0.600
Machine Gun (TU) (+) 0.200 = 0.800
Machine Gun (TU) (+) 0.200 = 1.000
LRM 10 (+) 0.300 = 1.300
Autocannon/10 (TU) (+) 1.000 = 2.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
SRM 2 (TU) (+) 0.200 = 0.200
LRM 10 (+) 0.600 = 0.800
Autocannon/10 (TU) (+) 1.000 = 1.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.8
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
LRM 10 (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 280 armor points x 1 280.000 = 280.000
Armor Factor Conversion (/) 30 = 9.333
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Final Armor Value: 9
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Convert Structure
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Standard: 35 structure points 35.000 = 35.000
Structure Conversion (/) 10 = 3.500
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with forward facing Autocannons = AC1/1/-
Unit is equipped with CASE = CASE
Unit is equipped with an Internal Combustion engine = EE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(2/2/-)
Unit is equipped with turret mounted Autocannons = TUR(AC1/1/-)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 8.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 9.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 9.000
Defensive Interaction Rating:
Armor Factor 9 (Armor) x 1.7 (Wheeled) = 15.300
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 19.300
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 21.230
Final DIR Round to nearest half point = 21.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 21.000 = 21.750
Unit's Final Point Value:
Offensive Value = 9.000
Defensive Value (+) 21.750 = 30.750
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Final Point Value: 31