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Design Overview
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Combat Vehicle Technical Readout
Name/Model: Crusher 12 CRSH-12A
Designer: Captain_Frosty
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 60
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Succession Wars / 3012
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,001,600 C-Bills
Battle Value: 684
Movement Type: Tracked
Power Plant: Hercules Motors v6 240 Internal Combustion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: BSM Combat plating
Armament:
1 Saria Inc. Model 1c 'Flash' Large Laser
2 Hercules ReZipp Flamer (Vehicle)s
Manufacturer: Blackshield State Manufacturing
Primary Factory: Ducon
Communications: SamCo 'Farspeak' T5
Targeting & Tracking: Saria Inc. 'Longshot' v2
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Overview:
Outdated by all metrics, the ancient CRSH-12A 'Crusher 12' was created as the Blackshield
Company's very first attempt at a home-made combat vehicle using entirely locally sourced
materials and equipment. Initially designed with the intent to replace the long aged fleet
of Marsden I tanks, the crusher ended up taking the form of an assault gun, best suited for
supporting roles.
Though not deemed a failure, being a functional and entirely viable design at the time, the
Crusher's inability to act as a main battle tank discouraged future attempts at home-made
vehicle creation for years to come, most attempts that went through anyway resulting in
mediocre prototypes that were never adopted for production.
Long since outclassed, both by other designs and the introduction of its successor, the
CRSH-44-CEV, the only remaining factory producing Crusher 12s is in Ducon; the majority of
the vehicles used as simultaneous garrison and construction equipment for both civilian and
military construction projects on the planet.
Capabilities:
The CRSH-12A 'Crusher 12' is a very cheap, decently armored but slow weapons platform.
Equipped with a bulldozer, two flamers and a large laser, it is very effective in urban
combat situations, able to hold down choke points, combat infantry and resist flanking
attacks and ambushes.
Deployment:
The CRSH-12A is best utilized as a cheap roadblock and breakthrough vehicle for any form of
urban combat. While not the most armored unit by any measure, it is protected enough to
resist anything short an assault mech's alpha strike. The large laser helps provide decent
fire support at an equally decent range and the forward and rear facing flamers can quickly
dispatch enemy infantry even if it attacks from a flanking position.
Variants:
None. Though the CRSH-12A 'Crusher 12' was not deemed a failure outright, it never succeeded
to a degree that could justify the funding of variants and alternative loadouts.
Notable MechWarriors:
None; even if a vehicle crew did attain fame, it would only be in the territories of the
Blackshield Company and thus of no significance to the major powers.
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Equipment Mass
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Internal Structure: Standard 6.00
Engine: 240 Internal Combustion 23.00
Cruising MP: 4
Flanking MP: 6
Heat Sinks (Single): 8 8.00
Control Equipment: 3.00
Lift Equipment: 0.00
Power Amplifier: 0.50
Turret: 0.00
Armor Factor: 168 10.50
Type: Standard
Armor
Value
Front: 44
R/L Side: 42
Rear: 40
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Weapons and Ammo Location Tonnage
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Bulldozer Front 2.00
Flamer (Vehicle) Front 0.50
Large Laser Front 5.00
Flamer (Vehicle) Rear 0.50
Flamer (Vehicle) (Ammo 20) Body 1.00
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Alpha Strike Statistics
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Point Value (PV): 19
TP: CV, SZ: 3, TMM: 1, MV: 8"t
Damage: (S) 1 / (M) 1 / (L) 0
Armor (A): 6, Structure (S): 3
Specials: EE, ENG, REAR0*/-/-, SRCH
Distribution
Name/Model: Crusher 12 CRSH-12A
Technology: Inner Sphere
Tonnage: 60
Configuration: Tracked Combat Vehicle
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Front
1. Bulldozer
2. Flamer (Vehicle)
3. Large Laser
4. Empty
Left SideBodyRight Side
1. Empty 1. Flamer (Vehicle) (Ammo 20) 1. Empty
2. Empty
Rear
1. Flamer (Vehicle)
2. Empty
Alpha Strike Conversion
Name/Model: Crusher 12 CRSH-12A
Technology: Inner Sphere
Tonnage: 60
Configuration: Tracked 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: 60 (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: 4 (Cruise) = 8"
Tracked Motive Type = 8"t
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Flamer (Vehicle) (+) 0.200 = 0.200
Large Laser (+) 0.800 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Short Range Damage Value: 1
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
Large Laser (+) 0.800 = 0.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.8
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Final Medium Range Damage Value: 1
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 168 armor points x 1 168.000 = 168.000
Armor Factor Conversion (/) 30 = 5.600
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Final Armor Value: 6
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Convert Structure
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Standard: 24 structure points 24.000 = 24.000
Structure Conversion (/) 10 = 2.400
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with an Internal Combustion engine = EE
Unit is equipped with Bulldozer = ENG
Unit is equipped with rearward facing weapons = REAR0*/-/-
Unit is a Combat Vehicle = SRCH
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 1 (Medium) + 1 (Medium) + 0 (Long) = 3.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 3.000
Defensive Interaction Rating:
Armor Factor 6 (Armor) x 1.8 (Tracked) = 10.800
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 13.800
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 15.180
Final DIR Round to nearest half point = 15.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 15.000 = 16.000
Unit's Final Point Value:
Offensive Value = 3.000
Defensive Value (+) 16.000 = 19.000
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Final Point Value: 19