BattleMech Technical Readout
Name/Model: Archangel ARC-1A
Designer: bpm49er
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Civil War / 3067
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 15,022,000 C-Bills
Battle Value: 1,753
Chassis: Endo Steel
Power Plant: 375 Light Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
2 ER Large Lasers
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown
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Overview:
The Archangel design only recently finished development in the Federated Suns. Now that the
Civil War is over the AFFS High Command has taken to rebuilding their battered military
might. Part of this program has been to design small numbers of new battlemechs for
integration into the new AFFS. Currently there are only fifty or so Archangels, which have
been distributed to AFFS regular army units.
Capabilities:
The Archangel is designed to be a mobile command mech. Intended to fill the role as a lance
commander, its combination of long and medium range weapons allows it versatility in combat
situations. Its only drawback is a lack of significant weaponry for a heavy mech. With two
extended range large and medium lasers it does not have high damage potential but its
mobility and Guardian ECM are intended to make it a stable line mech.
Deployment:
The current Archangels in service have been deployed to the Crucis March, where they may see
combat soon in the expected Taurian assault. They have been given to many lance commanders
and company commanders throughout the Crucis March and have seen little hard combat action
to date to test their battle worthiness.
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Equipment Mass
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Internal Structure: Endo Steel 4.00
Engine: 375 Light Fusion 29.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 231 14.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (rear): 11
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 24
R/L Leg: 16 32
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Weapons and Ammo Location Critical Tonnage
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Guardian ECM Suite CT 2 1.50
ER Large Laser RT 2 5.00
ER Medium Laser RT 1 1.00
Hatchet RA 5 5.00
ER Large Laser LA 2 5.00
ER Medium Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 40
TP: BM, SZ: 3, TMM: 2, MV: 10"
Damage: (S) 2 / (M) 2 / (L) 2, OV: 1
Armor (A): 8, Structure (S): 4
Specials: ECM, ENE, MEL
Distribution
Name/Model: Archangel ARC-1A
Technology: Inner Sphere
Tonnage: 75
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. Hand Actuator
5.ER Large Laser 5. Sensors 5.Hatchet
6.ER Large Laser 6. Life Support 6.Hatchet
1. ER Medium Laser 1.Hatchet
2. Endo Steel 2.Hatchet
3. Endo Steel 3.Hatchet
4. Endo Steel 4. Endo Steel
5. Roll Again 5. Endo Steel
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Light Fusion Engine 1. Light Fusion Engine 1. Light Fusion Engine
2. Light Fusion Engine 2. Light Fusion Engine 2. Light Fusion Engine
3. Endo Steel 3. Light Fusion Engine 3.ER Large Laser
4. Endo Steel 4. Gyro 4.ER Large Laser
5. Roll Again 5. Gyro 5. ER Medium Laser
6. Roll Again 6. Gyro 6. Endo Steel
1. Roll Again 1. Gyro 1. Endo Steel
2. Roll Again 2. Light Fusion Engine 2. Roll Again
3. Roll Again 3. Light Fusion Engine 3. Roll Again
4. Roll Again 4. Light Fusion Engine 4. Roll Again
5. Roll Again 5.Guardian ECM Suite 5. Roll Again
6. Roll Again 6.Guardian ECM Suite 6. Roll Again
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. Endo Steel 5. Endo Steel
6. Endo Steel 6. Endo Steel
Battle Value Breakdown
Name/Model: Archangel ARC-1A
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 231 x 2.5 x 1 577.500
Internal Structure (Endo Steel w/ Light Fusion Engine): 114 x 1.5 x 1 x 0.75 (+) 128.250 = 705.750
Gyro (Standard): 75 x 0.5 (+) 37.500 = 743.250
Defensive Equipment:
Guardian ECM Suite (+) 61.000 = 804.250
Defensive Movement Factor: +3 (*) 1.30 = 1,045.525
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Final Defensive Battle Rating: 1,045.525
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 24 (Heat Sinks) - 2 (Movement) - 34 (Weapons) = -6
Offensive Equipment:
ER Large Laser 163.000
ER Large Laser (+) 163.000 = 326.000
ER Medium Laser (+) 62.000 = 388.000
ER Medium Laser [Inefficient] (+) 31.000 = 419.000
Hatchet (+) 22.500 = 441.500
Total 'Mech Tonnage: (+) 75.000 = 516.500
Speed Factor: 8 (Run) + 0 (Jump) (*) 1.370 = 707.605
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Final Offensive Battle Rating: 707.605
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BattleMech Battle Value
-----------------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,045.525
Offensive Battle Rating: (+) 707.605 = 1,753.130
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Final BattleMech Battle Value: 1,753
Alpha Strike Conversion
Name/Model: Archangel ARC-1A
Technology: Inner Sphere
Tonnage: 75
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: 75 (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: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 34 (Weapons) - 4 (Base) (-) 32 = -8
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
ER Large Laser (+) 0.800 = 2.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 62.400
Divided by the maximum heat output - 4 (/) 32 = 1.950
Rounded up to the nearest tenth = 2.0
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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
24 (Heat Sinks) = 24
2 (Movement) + 34 (Weapons) - 4 (Base) (-) 32 = -8
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
ER Large Laser (+) 0.800 = 2.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 62.400
Divided by the maximum heat output - 4 (/) 32 = 1.950
Rounded up to the nearest tenth = 2.0
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
24 (Heat Sinks) = 24
2 (Movement) + 24 (Weapons) - 4 (Base) (-) 22 = 2
Offensive Equipment: = 0.000
ER Large Laser (+) 0.800 = 0.800
ER Large Laser (+) 0.800 = 1.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.6
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Final Long Range Damage Value: 2
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Convert Armor
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Standard: 231 armor points x 1 231.000 = 231.000
Armor Factor Conversion (/) 30 = 7.700
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Light Fusion on a 75 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with Guardian ECM Suite = ECM
Unit contains no explosive components = ENE
Unit is equipped with Hatchet = MEL
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 2 (Long) = 8.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 9.500
Overheat Factor 1 (Overheat) (+) 1.000 = 10.500
Special Ability Factor [MEL] Melee Weapon (+) 0.500 = 11.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 20.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 24.000
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") = 1.250
Final DIR Defensive Interaction Rating (+) 24.000 = 25.250
Unit's Final Point Value:
Offensive Value = 11.000
Defensive Value (+) 25.250 = 36.250
Agile [2 (TMM) - 1] x 2 (Medium) (+) 2.000 = 38.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 40.250
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Final Point Value: 40
Cost Breakdown
Name/Model: Archangel ARC-1A
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (231 pts) 14.5 x 10,000 145,000.00
Internal Structure (Endo Steel): 75 x 1,600 x 1 (+) 120,000.00 = 265,000.00
Myomer (Standard): 75 x 2,000 (+) 150,000.00 = 415,000.00
Engine (Light Fusion): (15,000 x 375 x 75) / 75 (+) 5,625,000.00 = 6,040,000.00
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 7,240,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 7,440,000.00
Life Support: 50,000 (+) 50,000.00 = 7,490,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 7,640,000.00
Heat Sinks (Double): 12 x 6,000 (+) 72,000.00 = 7,712,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 34,500.00 = 7,746,500.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 7,799,000.00
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Total Structural Cost: 7,799,000.00
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Weapons and Equipment Cost
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ER Large Laser 200,000 200,000.00
ER Large Laser 200,000 (+) 200,000.00 = 400,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 480,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 560,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 760,000.00
Hatchet 5 x 5,000 (+) 25,000.00 = 785,000.00
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Total Weapons and Equipment Cost 785,000.00
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BattleMech Cost
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Structural Cost: 7,799,000.00
Weapons and Equipment Cost: (+) 785,000.00 = 8,584,000.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 15,022,000.00
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Final BattleMech Cost 15,022,000.00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
I'm not sure about this. Full armor, a light engine and without any ammo make it hard to take down. This and the Hatchet are a good combination but jump jets would have been nice to get into a suitable position. The lasers aren't bad but their firepower is somewhat small for a 75tonner especially as it has only limited heatsinks.
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Member Review - Erenon : 03-Dec-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Bleah.. This is one command mech that i will recommend, for a commander i dislike.
Its speedy and well armoured for its sie but has an absolutely pathetic punch. The hatchet's also pretty much useless, you're better off kicking.
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Member Review - bladewind : 08-Nov-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
Poor design. This mech carries a 15 mil+ C-bill price tag and carries the firepower of a properly refitted Crab.
The hatchet is nice and all but without TSM the design won't be much to write about. Its well armored as well but no point.
Now its just a bigger crab with a hatchet. Most mechs of this era now pack some good long range weapons even for lights and you will probably get to picked to death from range.
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Member Review - Sleeping Dragon : 10-Aug-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
I fail to see the reason for making this mech level 3, there is no fancy stuff from MaxTech or some other lvl 3 book known to me. The design itself doesn't look too god to me. Heavy armor and light engine make it pretty tough and it's speed is above average, but the mech is undergunned. Two ER large lasers would look good on a Crab, but for a mech that sits on top of heavy class it is not enough. Not to mention that two backup laser's won't help it too much, because firing them with LLs will overheat the mech quickly. Hatchet would be nice if there was a possibility to increase the damage with TSM, but it's a 5 ton scarecrow the way it is. I think that exchanging it for something else would help, even JJs would be a better investment. I think that as a Davion commander I would try to get myself something else as soon as possible.
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Member Review - Knightrunner : 10-Aug-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
The speed, armor, and less vulnerable light engine are nice and give the Mech a long lifespan. All weapons are energy based, eliminating problems with resupply and explosions.
Unfortunately, the weapons load looks like a 3025 Ostsol, complete with possible overheat. The hatchet is soaking up tonnage better used for ranged weaponry. Salvo fire can prevent overheating, but leave woefully weak offensive power. Alpha strikes slow the mech down, preventing use of the hatchet (and are still light on damage and not particularly long-ranged).
As it is, the design can be outgunned and outmaneuvered by most mediums.
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"Put more trust in nobility of character than in an oath." - Solon