BattleMech Technical Readout
Name/Model: Naginata NG-C3
Designer: KrazyCaley
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 95
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3055
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 12,120,420 C-Bills
Battle Value: 1,843
Chassis: Alshain Class 101a
Power Plant: Pitban 285
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy Special with CASE
Armament:
1 PPC
3 Coventry Star-Fire LRM 15 w/ Artemis IV FCS
Manufacturer: Independence Weaponry
Primary Factory: Quentin
Communications: Garret T19-G
Targeting & Tracking: Cat's Eyes 5
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Overview:
Draconis Combine 'Mech units have at their disposal a marvel of modern technology that
allows unmatched coordination of 'Mechs and lances, increased firing accuracy, and built-in
target-acquisition capability. Current intelligence shows that the Clans either do not
possess anything like it or else have ceased using it. Amazingly, the Kurita forces rarely
use the capability, and when they do, it is often used clumsily or under-utilized because of
lack of experience! What could possibly cause the Dragon to ignore such a potential
advantage? The answer is as simple as it is surprising: inconvenience.
Capabilities:
The heart of the Naginata is the revolutionary command/control/communications (C3) computer
system, which has been fully tested and available to the DCMS for nearly five years. What
prevents its widespread deployment is the C3's large size and weight, which make a retrofit
lengthy and complicated, requiring the removal of vital weapons, armor, or other needed
systems.
Kurita technicians at Independence Weaponry proposed a 'Mech that incorporated the C3
computer as an integral part of the design, eliminating the difficulty of expensive and
time-consuming refits. They settled on a 95-ton assault 'Mech for the platform, further
defining its role as a command and fire-support unit. The 'Mech was named Naginata, after
the ancient Japanese pole arm.
The main armament of the Naginata consists of three Coventry Star Fire long-range
missile packs, with additional accuracy provided by an Artemis IV fire-control system.
Long-range missiles were chosen so that the Naginata would get the maximum benefit for
C3-aided targeting, allowing its lancemates to designate targets for direct and indirect
barrages at extended range.
The Naginata mounts another long-range weapon, the Lord's Light 2 extended-range PPC,
as a reliable backup weapon. The left-arm mounting for the weapon is flanked by two
double-strength freezers to help counter the PPC's tremendous heat buildup. The combined
assembly is so long and bulky that the left arm has no hand.
Current deployment of the Naginata is consistent with its design parameters. It is
typically assigned as a command 'Mech for a lance or company. Its three lancemates are
medium 'Mechs, or possibly two mediums and a heavy, all retrofit with C3 slave units. They
all have greater speed than the Naginata, and preferably, jump capability. It is their role
to get as close to the enemy as possible, allowing long-range attacks by the Naginata and
other C3-equipped 'Mechs to come in at greatly increased accuracy.
Until the Naginata achieves more widespread deployment, it is still impossible to
decide conclusively on its overall effect against Clan forces.
Deployment:
The DCMS has not underestimated the importance of distributing this unit as quickly as
possible. Independence Weaponry is expected to send as many as ten of these assault 'Mechs
to the Clan front each year. Naginatas are currently stationed with the Twelfth Dieron
Regulars at Kiesen, the Eleventh Benjamin Regulars at Meilen, and the Seventeenth Galedon
Regulars at Chandler. It is a strong possibility that Naginatas are also present in many of
the so-called "Ghost Regiments" stationed along the Smoke Jaguar front.
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Equipment Mass
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Internal Structure: Standard 9.50
Engine: 285 Fusion 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Single): 15 5.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 248 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 32
Center Torso (rear): 7
R/L Torso: 20 31
R/L Torso (rear): 7
R/L Arm: 16 31
R/L Leg: 20 31
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Weapons and Ammo Location Critical Tonnage
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C3 Computer (Master) RT 5 5.00
CASE RT 1 0.50
LRM 15 (Ammo 48) [Artemis IV] RT 6 6.00
2 LRM 15 w/ Artemis IV FCS LT 8 16.00
PPC RA 3 7.00
LRM 15 w/ Artemis IV FCS LA 4 8.00
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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) 2 / (M) 3 / (L) 3, OV: 2
Armor (A): 8, Structure (S): 8
Specials: C3M, CASE, IF2, MHQ5, OVL, TAG
Distribution
Name/Model: Naginata NG-C3
Technology: Inner Sphere
Tonnage: 95
Configuration: 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. Cockpit 3. Lower Arm Actuator
4.LRM 15 4. Heat Sink 4. Hand Actuator
5.LRM 15 5. Sensors 5.PPC
6.LRM 15 6. Life Support 6.PPC
1. Artemis IV FCS 1.PPC
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1.LRM 15 1. Fusion Engine 1.C3 Computer (Master)
2.LRM 15 2. Fusion Engine 2.C3 Computer (Master)
3.LRM 15 3. Fusion Engine 3.C3 Computer (Master)
4. Artemis IV FCS 4. Gyro 4.C3 Computer (Master)
5.LRM 15 5. Gyro 5.C3 Computer (Master)
6.LRM 15 6. Gyro 6. LRM 15 (Ammo 8) [Artemis IV]
1.LRM 15 1. Gyro 1. LRM 15 (Ammo 8) [Artemis IV]
2. Artemis IV FCS 2. Fusion Engine 2. LRM 15 (Ammo 8) [Artemis IV]
3. Heat Sink 3. Fusion Engine 3. LRM 15 (Ammo 8) [Artemis IV]
4. Roll Again 4. Fusion Engine 4. LRM 15 (Ammo 8) [Artemis IV]
5. Roll Again 5. Heat Sink 5. LRM 15 (Ammo 8) [Artemis IV]
6. Roll Again 6. Heat Sink 6. CASE
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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Alpha Strike Conversion
Name/Model: Naginata NG-C3
Technology: Inner Sphere
Tonnage: 95
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: 95 (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
15 (Heat Sinks) = 15
2 (Movement) + 25 (Weapons) - 4 (Base) (-) 23 = -8
Offensive Equipment: = 0.000
LRM 15 w/ Artemis IV FCS (+) 0.600 = 0.600
LRM 15 w/ Artemis IV FCS (+) 0.600 = 1.200
LRM 15 w/ Artemis IV FCS (+) 0.600 = 1.800
PPC (+) 0.750 = 2.550
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 15 = 38.250
Divided by the maximum heat output - 4 (/) 23 = 1.663
Rounded up to the nearest tenth = 1.7
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
15 (Heat Sinks) = 15
2 (Movement) + 25 (Weapons) - 4 (Base) (-) 23 = -8
Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
LRM 15 w/ Artemis IV FCS (+) 1.200 = 2.200
LRM 15 w/ Artemis IV FCS (+) 1.200 = 3.400
LRM 15 w/ Artemis IV FCS (+) 1.200 = 4.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 15 = 69.000
Divided by the maximum heat output - 4 (/) 23 = 3.000
Rounded up to the nearest tenth = 3.1
Unit receives Overheat (OV) value of 2
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
15 (Heat Sinks) = 15
2 (Movement) + 25 (Weapons) - 4 (Base) (-) 23 = -8
Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
LRM 15 w/ Artemis IV FCS (+) 1.200 = 2.200
LRM 15 w/ Artemis IV FCS (+) 1.200 = 3.400
LRM 15 w/ Artemis IV FCS (+) 1.200 = 4.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 15 = 69.000
Divided by the maximum heat output - 4 (/) 23 = 3.000
Rounded up to the nearest tenth = 3.1
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Final Long Range Damage Value: 3
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Convert Armor
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Standard: 248 armor points x 1 248.000 = 248.000
Armor Factor Conversion (/) 30 = 8.267
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Fusion on a 95 ton BattleMech = 8.0
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Final Structure Value: 8
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Determine Special Abilities
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Unit is equipped with one C3 Computer (Master) = C3M
Unit is equipped with CASE = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF2
Unit is equipped as a mobile headquarters = MHQ5
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with C3 Computer (Master) = TAG
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 3 (Medium) + 3 (Medium) + 3 (Long) = 11.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 13.000
Overheat Factor 1 (Base OV) + 0.5 (0.5 per OV > 1) (+) 1.500 = 14.500
Special Ability Factor [IF2] 2 (Ability Rating) (+) 2.000 = 16.500
Special Ability Factor [OVL] 2 (Overheat) x 0.25 (+) 0.500 = 17.000
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 17.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 17.500
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 24.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 26.400
Final DIR Round to nearest half point = 26.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 26.500 = 27.250
Unit's Final Point Value:
Offensive Value = 17.500
Defensive Value (+) 27.250 = 44.750
C3 44.75 (Subtotal) x 0.05 (+) 2.000 = 46.750
Force Bonus [MHQ5] Mobile Headquarters (+) 5.000 = 51.750
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Final Point Value: 52