BattleMech Technical Readout
Name/Model: Wakizashi WKI-3X
Designer: Sleeping Dragon
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 50
Configuration: Biped BattleMech
Era/Year: Jihad / 3068
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 10,987,500 C-Bills
Battle Value: 1,902
Chassis: Endo Steel
Power Plant: 300 XL
Walking Speed: 64.8 kph [75.6 kph]
Maximum Speed: 97.2 kph [118.8 kph]
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Standard
Armament:
1 ER Large Laser
1 MRM 10
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
This is one of the prototypes (no. 014) of new DCMS medium mech for close range combat.
Prototype no. 014 was used as test-bed for targeting computer that was somehow acquired from
FC forces. The scientists wanted to see the computer in action, so they fitted it to first
machine at hand - half-finished Wakizashi.
Capabilities:
Three standard medium and one ER large lasers are tied to the targeting computer to provide
accurate firepower and enough heat for TSM, if the pilot turns some heat sinks off. The mech
is equipped with enough double heat-sinks to be able to use all it's weapons effectively,
but careful heat management required to keep the heat high enough for Myomer activation. The
sword itself is reliable close-assault weapon, but TSM technology turns it to deadly
addition to mech's arsenal. The MRMs replaced second laser mounted in right arm on standard
3K model because of the limitations of targeting computer installed.
Deployment:
The WKI-3X prototype no. 014 can be encountered on test-grounds around Luthien.
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Equipment Mass
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Internal Structure: Endo Steel 2.50
Engine: 300 XL 9.50
Walking MP: 6 [7]
Running MP: 9 [11]
Jumping MP: 6
Heat Sinks (Double): 11 [22] 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 160 10.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 24
Center Torso (rear): 5
R/L Torso: 12 19
R/L Torso (rear): 4
R/L Arm: 8 15
R/L Leg: 12 23
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Weapons and Ammo Location Critical Tonnage
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2 Jump Jets CT 2 1.00
Guardian ECM Suite RT 2 1.50
Jump Jet RT 1 0.50
3 Medium Lasers RT 3 3.00
ER Large Laser LT 2 5.00
Jump Jet LT 1 0.50
Targeting Computer LT 2 2.00
MRM 10 RA 2 3.00
MRM 10 (Ammo 24) RA 1 1.00
Sword LA 4 2.50
Jump Jet RL 1 0.50
Jump Jet LL 1 0.50
Triple-Strength Myomer -- 6 0.00
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Alpha Strike Statistics
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Point Value (PV): 35
TP: BM, SZ: 2, TMM: 2, MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 1, OV: 1
Armor (A): 5, Structure (S): 2
Specials: ECM, MEL, TSM
Distribution
Name/Model: Wakizashi WKI-3X
Technology: Inner Sphere
Tonnage: 50
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. Hand Actuator 4. Endo Steel 4. MRM 10 (Ammo 24)
5.Sword 5. Sensors 5.MRM 10
6.Sword 6. Life Support 6.MRM 10
1.Sword 1. Endo Steel
2.Sword 2. Endo Steel
3. Endo Steel 3. Endo Steel
4. Endo Steel 4. Endo Steel
5. Endo Steel 5. Endo Steel
6. Triple-Strength Myomer 6. Triple-Strength Myomer
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4. Jump Jet 4. Gyro 4. Jump Jet
5.ER Large Laser 5. Gyro 5. Medium Laser
6.ER Large Laser 6. Gyro 6. Medium Laser
1.Targeting Computer 1. Gyro 1. Medium Laser
2.Targeting Computer 2. XL Engine 2.Guardian ECM Suite
3. Endo Steel 3. XL Engine 3.Guardian ECM Suite
4. Endo Steel 4. XL Engine 4. Endo Steel
5. Endo Steel 5. Jump Jet 5. Endo Steel
6. Triple-Strength Myomer 6. Jump Jet 6. Triple-Strength Myomer
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. Jump Jet 5. Jump Jet
6. Triple-Strength Myomer 6. Triple-Strength Myomer
Battle Value Breakdown
Name/Model: Wakizashi WKI-3X
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 160 x 2.5 x 1 400.000
Internal Structure (Endo Steel w/ XL Engine): 83 x 1.5 x 1 x 0.5 (+) 62.250 = 462.250
Gyro (Standard): 50 x 0.5 (+) 25.000 = 487.250
Defensive Equipment:
Guardian ECM Suite (+) 61.000 = 548.250
Explosive Ammunition: 1 Critical Space (-) 15.000 = 533.250
Defensive Movement Factor: +4 (*) 1.40 = 746.550
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Final Defensive Battle Rating: 746.550
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Offensive Battle Rating
------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 22 (Heat Sinks) - 6 (Movement) - 25 (Weapons) = -3
Offensive Equipment:
ER Large Laser 203.750
Medium Laser (+) 57.500 = 261.250
Medium Laser (+) 57.500 = 318.750
Medium Laser (+) 57.500 = 376.250
MRM 10 (+) 56.000 = 432.250
Sword (+) 20.700 = 452.950
MRM 10 (Ammo 24) (+) 7.000 = 459.950
Total 'Mech Tonnage: (+) 75.000 = 534.950
Speed Factor: 11 (Run) + 3 (Jump) (*) 2.160 = 1,155.492
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Final Offensive Battle Rating: 1,155.492
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BattleMech Battle Value
------------------------------------------------------------------------------------------------
Defensive Battle Rating: 746.550
Offensive Battle Rating: (+) 1,155.492 = 1,902.042
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Final BattleMech Battle Value: 1,902
Alpha Strike Conversion
Name/Model: Wakizashi WKI-3X
Technology: Inner Sphere
Tonnage: 50
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: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 6 (Jump) = 12"j
Jumping Target Movement Modifier at 12" is 2
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Final Movement and Movement Modes: 12"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
22 (Heat Sinks) = 22
6 (Movement) + 25 (Weapons) - 4 (Base) (-) 27 = -5
Offensive Equipment: = 0.000
Medium Laser [Targeting Computer] (+) 0.550 = 0.550
Medium Laser [Targeting Computer] (+) 0.550 = 1.100
Medium Laser [Targeting Computer] (+) 0.550 = 1.650
MRM 10 (+) 0.570 = 2.220
ER Large Laser [Targeting Computer] (+) 0.880 = 3.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 22 = 68.200
Divided by the maximum heat output - 4 (/) 27 = 2.526
Rounded up to the nearest tenth = 2.6
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
22 (Heat Sinks) = 22
6 (Movement) + 25 (Weapons) - 4 (Base) (-) 27 = -5
Offensive Equipment: = 0.000
Medium Laser [Targeting Computer] (+) 0.550 = 0.550
Medium Laser [Targeting Computer] (+) 0.550 = 1.100
Medium Laser [Targeting Computer] (+) 0.550 = 1.650
MRM 10 (+) 0.570 = 2.220
ER Large Laser [Targeting Computer] (+) 0.880 = 3.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 22 = 68.200
Divided by the maximum heat output - 4 (/) 27 = 2.526
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
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
22 (Heat Sinks) = 22
6 (Movement) + 12 (Weapons) - 4 (Base) (-) 14 = 8
Offensive Equipment: = 0.000
ER Large Laser [Targeting Computer] (+) 0.880 = 0.880
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.9
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 160 armor points x 1 160.000 = 160.000
Armor Factor Conversion (/) 30 = 5.333
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere XL on a 50 ton BattleMech = 2.0
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Final Structure Value: 2
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Determine Special Abilities
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Unit is equipped with Guardian ECM Suite = ECM
Unit is equipped with Sword = MEL
Unit is equipped with Triple-Strength Myomer = TSM
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 10.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 11.000
Overheat Factor 1 (Overheat) (+) 1.000 = 12.000
Special Ability Factor [MEL] Melee Weapon (+) 0.500 = 12.500
Special Ability Factor [TSM] Triple-Strength Myomer (+) 1.000 = 13.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 13.500
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 12.000
Defense Factor 1 + {[2 (12" Move)] x 0.1} (*) 1.200 = 14.400
Final DIR Round to nearest half point = 14.500
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Final DIR Defensive Interaction Rating (+) 14.500 = 16.500
Unit's Final Point Value:
Offensive Value = 13.500
Defensive Value (+) 16.500 = 30.000
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 33.000
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 35.000
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Final Point Value: 35
Cost Breakdown
Name/Model: Wakizashi WKI-3X
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (160 pts) 10.0 x 10,000 100,000.00
Internal Structure (Endo Steel): 50 x 1,600 x 1 (+) 80,000.00 = 180,000.00
Myomer (Triple-Strength): 50 x 16,000 (+) 800,000.00 = 980,000.00
Engine (XL): (20,000 x 300 x 50) / 75 (+) 4,000,000.00 = 4,980,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 5,880,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 6,080,000.00
Life Support: 50,000 (+) 50,000.00 = 6,130,000.00
Sensors: 50 x 2,000 (+) 100,000.00 = 6,230,000.00
Heat Sinks (Double): 11 x 6,000 (+) 66,000.00 = 6,296,000.00
Arm Actuators: 50 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 19,000.00 = 6,315,000.00
Leg Actuators: 50 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 35,000.00 = 6,350,000.00
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Total Structural Cost: 6,350,000.00
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Weapons and Equipment Cost
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ER Large Laser 200,000 200,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 400,000.00
Jump Jets 50 x (6 x 6) x 200 (+) 360,000.00 = 760,000.00
Medium Laser 40,000 (+) 40,000.00 = 800,000.00
Medium Laser 40,000 (+) 40,000.00 = 840,000.00
Medium Laser 40,000 (+) 40,000.00 = 880,000.00
MRM 10 50,000 (+) 50,000.00 = 930,000.00
MRM 10 (Ammo 24) [Empty Bin] 0 (+) 0.00 = 930,000.00
Sword 2.5 x 10,000 (+) 25,000.00 = 955,000.00
Targeting Computer 2 x 10,000 (+) 20,000.00 = 975,000.00
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Total Weapons and Equipment Cost 975,000.00
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BattleMech Cost
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Structural Cost: 6,350,000.00
Weapons and Equipment Cost: (+) 975,000.00 = 7,325,000.00
BattleMech Cost Multiplier: 1 + (50 / 100) (*) 1.50 = 10,987,500.00
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Final BattleMech Cost 10,987,500.00
1 out of 1 users (100.00%) have found this review useful
Rating:
4.00
Comment:
A good and powerful brawler!
In 3068 almost all technology is free for any House (except some rare gimmicks like stealth armor!), so don´t worry: your mech isn´t unrealistic!
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Member Review - McBride : 27-Jun-2005 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
3.50
Comment:
The mech is an interesting design, although it lacks the explanation for how the TComp got there. The TSM is especially nice when combined with the sword, and once it's activated, one only needs to fire the lasers and walk or run to keep it active.
That all said, the XL engine is somewhat of a drawback, limiting the 'mech's ability to take damage. A second drawback is the use of the MRMs. A SRM-6 system would be more effective (and accurate) for close range firepower, although has less ammo per ton.
As a city-fighter, this mech does well, but in more open terrain I don't see it performing terribly well as it seems based around the sword/TSM combo for close in power.
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Member Review - Stinger : 27-Jun-2005 00:00
0 out of 1 users (0.00%) have found this review useful
Rating:
1.50
Comment:
I have to agree with Blackhand on this one. The TSM is rarely going to be active (and last I checked its Davion only) which makes it a waste. The Targeting comp is nice but as stated by others not a DCMS item. (a little fluff can change and or explain that though). other wise tis a design with some potential.
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Member Review - bladewind : 06-May-2005 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
2.00
Comment:
Hmm some issues with this one. With your current setup, u require a full alpha + jump to attain the 9 heat mark just to kick TSM active, that is bad because once u are out of ammo, you are basically cant use the TSM.
A simple solution can be otained like this. Change 2 regular medium lasers for ER and the whole setup looks alot more viable.
12 (ERL) + 2 (running) + 10 (ERmed) + 4 (MRM10) + (3) med = 31 heat
31 heat - 22 heat = 9 heat which is enough to trigger TSM.
This does not even factor the heat generated by the jjs. Also jumping around very often really affects accuracy. The TC seems to rectify this though, but im not sure whether the Dracs can produce it.
The idea is neat though; cleaving the arm off a light mech in a city is surely a sight pleaser. :)
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Member Review - Blackhand : 23-Apr-2005 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
1.50
Comment:
Okay, let me explain before I get mobbed by unhappy mech warriors. It needs to alpha strike and max jump to turn on the TSM. My question is what happens when your out of ammo. Sure its 24 rounds but sooner or later you'll have an issue keeping the heat at producing 0.
You need to keep jumping to keep your heat at 9 which means your to hit rolls will suck. It needs a way to balance on 22. Closest it can get is 14 (ER Large and run) + 9 for 23, or +7 for 21, or +10 for 24. None of which are the right number. Now if you believe you can always walk to stay in melee range you either crazy or lucky. (well it can hit 22, full jump with ER Large and MRM 10)
Which means it has no secondary method to stay at 9 and its only got a 24 round endurance. Knowing this I'd play ranged weapon tag and avoid you until you were running low on chances to hit me with the weapon.
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