BattleMech Technical Readout
Name/Model: Goliath Mk II GLH-IIA
Designer: Karl Hendricks
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 100
Configuration: Quad BattleMech
Era/Year: Civil War / 3067
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 10,018,000 C-Bills
Battle Value: 2,200
Chassis: Standard
Power Plant: 300 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE
Armament:
1 Heavy Gauss Rifle
2 Medium Pulse Lasers
1 LRM 5
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
This is a Comstar mech trying to create another effective assault quad mech.It is
specifically designed as a Long range fire support and artillery mech..
Capabilities:
This is a beast at ranges, with a massive Zeus Heavy Guass rifle as its main armament
augmented by a Lrm 5.When things get dicey up close, which rarely happens, this Goliath
Mk.II has a pair of medium pulse lasers.it also packs an AMS for defense against other mechs
missiles.all of its firepower is slaved to an advanced targeting computer.
Deployment:
Comsatr has only a few prototypes being used for testing.Comstar will probably begin full
preoduction withingn a few months.so far, Comguard Brass is very impressed with its powerful
ranged weapons.
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Single): 17 7.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 323 20.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 52
Center Torso (rear): 10
R/L Torso: 21 37
R/L Torso (rear): 5
R/L Front Leg: 21 42
R/L Rear Leg: 21 42
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Weapons and Ammo Location Critical Tonnage
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Anti-Missile System H 1 0.50
2 Medium Pulse Lasers CT 2 4.00
Anti-Missile System (Ammo 12) RT 1 1.00
CASE RT 1 0.50
Heavy Gauss Rifle (Ammo 12) RT 3 3.00
LRM 5 (Ammo 24) RT 1 1.00
Targeting Computer RT 6 6.00
Heavy Gauss Rifle LT 11 18.00
LRM 5 LT 1 2.00
Beagle Active Probe RFL 2 1.50
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Alpha Strike Statistics
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Point Value (PV): 54
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 4 / (M) 4 / (L) 2, OV: 0
Armor (A): 11, Structure (S): 8
Specials: AMS, CASE, IF0*, PRB, RCN
Distribution
Name/Model: Goliath Mk II GLH-IIA
Technology: Inner Sphere
Tonnage: 100
Configuration: Quad BattleMech
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Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Anti-Missile System 4. Foot Actuator
5. Heat Sink 5. Sensors 5.Beagle Active Probe
6. Roll Again 6. Life Support 6.Beagle Active Probe
Left TorsoCenter TorsoRight Torso
1.Heavy Gauss Rifle 1. Fusion Engine 1.Targeting Computer
2.Heavy Gauss Rifle 2. Fusion Engine 2.Targeting Computer
3.Heavy Gauss Rifle 3. Fusion Engine 3.Targeting Computer
4.Heavy Gauss Rifle 4. Gyro 4.Targeting Computer
5.Heavy Gauss Rifle 5. Gyro 5.Targeting Computer
6.Heavy Gauss Rifle 6. Gyro 6.Targeting Computer
1.Heavy Gauss Rifle 1. Gyro 1. LRM 5 (Ammo 24)
2.Heavy Gauss Rifle 2. Fusion Engine 2. Heavy Gauss Rifle (Ammo 4)
3.Heavy Gauss Rifle 3. Fusion Engine 3. Heavy Gauss Rifle (Ammo 4)
4.Heavy Gauss Rifle 4. Fusion Engine 4. Heavy Gauss Rifle (Ammo 4)
5.Heavy Gauss Rifle 5. Medium Pulse Laser 5. Anti-Missile System (Ammo 12)
6. LRM 5 6. Medium Pulse Laser 6. CASE
Left Rear LegRight Rear 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. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Goliath Mk II GLH-IIA
Technology: Inner Sphere
Tonnage: 100
Configuration: Quad BattleMech
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Defensive Battle Rating
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Armor (Standard): 323 x 2.5 x 1 807.500
Internal Structure (Standard w/ Fusion Engine): 160 x 1.5 x 1 x 1 (+) 240.000 = 1,047.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 1,097.500
Defensive Equipment:
Anti-Missile System (+) 32.000 = 1,129.500
Anti-Missile System (Ammo 12) (+) 11.000 = 1,140.500
Beagle Active Probe (+) 10.000 = 1,150.500
Explosive Equipment: 11 Critical Spaces (-) 11.000 = 1,139.500
Defensive Movement Factor: +2 (*) 1.20 = 1,367.400
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Final Defensive Battle Rating: 1,367.400
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 17 (Heat Sinks) - 2 (Movement) - 12 (Weapons) = 9
Offensive Equipment:
Heavy Gauss Rifle 432.500
Medium Pulse Laser (+) 60.000 = 492.500
Medium Pulse Laser (+) 60.000 = 552.500
LRM 5 (+) 45.000 = 597.500
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 640.500
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 683.500
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 726.500
LRM 5 (Ammo 24) (+) 6.000 = 732.500
Total 'Mech Tonnage: (+) 100.000 = 832.500
Speed Factor: 5 (Run) + 0 (Jump) (*) 1.000 = 832.500
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Final Offensive Battle Rating: 832.500
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,367.400
Offensive Battle Rating: (+) 832.500 = 2,199.900
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Final BattleMech Battle Value: 2,200
Alpha Strike Conversion
Name/Model: Goliath Mk II GLH-IIA
Technology: Inner Sphere
Tonnage: 100
Configuration: Quad 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: 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 (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 efficient
17 (Heat Sinks) = 17
2 (Movement) + 12 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 11 = 6
Offensive Equipment: = 0.000
LRM 5 (+) 0.150 = 0.150
Medium Pulse Laser [Targeting Computer] (+) 0.726 = 0.876
Medium Pulse Laser [Targeting Computer] (+) 0.726 = 1.602
Heavy Gauss Rifle [Targeting Computer] (+) 1.815 = 3.417
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.5
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
17 (Heat Sinks) = 17
2 (Movement) + 12 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 11 = 6
Offensive Equipment: = 0.000
LRM 5 (+) 0.300 = 0.300
Medium Pulse Laser [Targeting Computer] (+) 0.726 = 1.026
Medium Pulse Laser [Targeting Computer] (+) 0.726 = 1.752
Heavy Gauss Rifle [Targeting Computer] (+) 2.200 = 3.952
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.0
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
17 (Heat Sinks) = 17
2 (Movement) + 4 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 3 = 14
Offensive Equipment: = 0.000
LRM 5 (+) 0.300 = 0.300
Heavy Gauss Rifle [Targeting Computer] (+) 1.100 = 1.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.5
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Final Long Range Damage Value: 2
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Convert Armor
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Standard: 323 armor points x 1 323.000 = 323.000
Armor Factor Conversion (/) 30 = 10.767
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Final Armor Value: 11
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Convert Structure
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Engine: Inner Sphere Fusion on a 100 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 Anti-Missile System = AMS
Unit is equipped with CASE = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF0*
Unit is equipped with Beagle Active Probe = PRB
Unit is equipped with Beagle Active Probe = RCN
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 2 (Long) = 14.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 16.000
Overheat Factor 0 (Overheat) (+) 0.000 = 16.000
Special Ability Factor [IF0*] 0* (Ability Rating) (+) 0.500 = 16.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 16.500
Defensive Interaction Rating:
Armor Factor 11 (Armor) x 2.0 (Non-Vehicle Unit) = 22.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 30.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 33.000
Final DIR Round to nearest half point = 33.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 1.750
Final DIR Defensive Interaction Rating (+) 33.000 = 34.750
Unit's Final Point Value:
Offensive Value = 16.500
Defensive Value (+) 34.750 = 51.250
Force Bonus [PRB] Active Probe (+) 1.000 = 52.250
Force Bonus [RCN] Recon (+) 2.000 = 54.250
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Final Point Value: 54
Cost Breakdown
Name/Model: Goliath Mk II GLH-IIA
Technology: Inner Sphere
Tonnage: 100
Configuration: Quad BattleMech
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Structural Cost
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Armor (Standard): (323 pts) 20.5 x 10,000 205,000.00
Internal Structure (Standard): 100 x 400 x 1 (+) 40,000.00 = 245,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 445,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 2,445,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,345,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,545,000.00
Life Support: 50,000 (+) 50,000.00 = 3,595,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 3,795,000.00
Heat Sinks (Single): 7 x 2,000 (+) 14,000.00 = 3,809,000.00
Leg Actuators: 100 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 140,000.00 = 3,949,000.00
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Total Structural Cost: 3,949,000.00
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Weapons and Equipment Cost
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Anti-Missile System 100,000 100,000.00
Anti-Missile System (Ammo 12) [Empty Bin] 0 (+) 0.00 = 100,000.00
Beagle Active Probe 200,000 (+) 200,000.00 = 300,000.00
CASE 50,000 (+) 50,000.00 = 350,000.00
Heavy Gauss Rifle 500,000 (+) 500,000.00 = 850,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 850,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 850,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 850,000.00
LRM 5 30,000 (+) 30,000.00 = 880,000.00
LRM 5 (Ammo 24) [Empty Bin] 0 (+) 0.00 = 880,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 940,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 1,000,000.00
Targeting Computer 6 x 10,000 (+) 60,000.00 = 1,060,000.00
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Total Weapons and Equipment Cost 1,060,000.00
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BattleMech Cost
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Structural Cost: 3,949,000.00
Weapons and Equipment Cost: (+) 1,060,000.00 = 5,009,000.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 10,018,000.00
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Final BattleMech Cost 10,018,000.00
Member Review - Sleeping Dragon : 08-Apr-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
Well, HGR's performance can be impressive, but as the only weapon on assault it's not enough. Can anyone explain what are all those heat sinks good for? I think that this mech is simply wrong. HGR Goliath is already produced by House Stainer and I don't think that ComStar would invest in to this thing.
No topic has been started for this review [Start Topic]
Member Review - bladewind : 19-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
Poor design, a mech of this tonnage should not be just stuck with a Heavy Gauss rifle and utterly crap backup weapons.
This is one of the worst heavy gauss rifle carriers i ever see.
No topic has been started for this review [Start Topic]
Member Review - Blackhand : 20-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
This mech is barely viable as a design for anyone. The standard engine, many tons of armour combo is good I'll give it that.
But thats the only trick this mech has and we all know what happens when you throw enough fire at anything. It'll die and quietly as it has few guns to fight with. Also this is COMSTAR, they only fight with double heat sinks even in 3025. Beagle would have been more useful as ECM maybe.
The Heavy Guass and nevering failing a piloting check to fire it is okay, but as your only REAL weapon its a flawed choice.
No topic has been started for this review [Start Topic]
Member Review - Erenon : 25-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
I like the concept of having a Heavy Gauss Rifle teamed up with a targeting computer.
Unfortunately, the idea is flawed.
Weapons wise, this Mech has very little going for it besides the monster gun. And that can only do so much, being a single weapon optimised more medium to close in work than a long ranged sniper weapon.
The remaining weapons are a joke. An LRM-5 is just not effective while the two medium pulse lasers are just barely effective enough to keep scout mechs away.
And no neither the anti-missile nor the heavy armour is going to save you.
Fluffwise, this is not a long-range mech or an artillery mech. In fact against any real long-range mechs, the Goliath MK II is going down.
No topic has been started for this review [Start Topic]
Member Review - Coyot3 : 25-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.00
Comment:
For crying out loud, at least take some pride in your work. That this design is crap is bad enough, but you did not take the effort to read through what your typed is horrible. How can Comstar start 'preoduction?' The world wonders. A 0 is the lest I could do.
No topic has been started for this review [Start Topic]
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