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BattleMech Technical Readout
Name/Model: Shrike (Zhukov AU)
Designer: 09-Tyba
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 95
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Dark Age / 3113
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 26,799,370 C-Bills
Battle Value: 3,110
Chassis: ECG-SR2 Endo Steel
Power Plant: Olivetti 380 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Type 95
Jump Capacity: 120 meters [150 meters]
Armor: ECG Heavy Forging FJ9
Armament:
1 NR3 Pattern 20 Hyper-Assault Gauss 20
2 Series 6c ER Large Lasers
1 Harvester Mk 74 SRM 6
Manufacturer: Eagle Craft Group
Primary Factory: Erewhon
Communications: Raptor X-T Type IICR with ECM Suite
Targeting & Tracking: Goshawk K-Pattern with Advanced Targeting Computer
================================================================================================
Overview:
Imported from XTRO: Project Zhukov (Clan Military Equipment 3105 section) by steve cross.
During the period of rebuilding following the Jihad, the badly battered
Touman of Clan Jade Falcon quickly introduced the ?cheap? Onager assault
weight Battlemech to fill out its depleted Touman and serve as both a front and
second-line Mech. Whilst the Mech was rugged, cheap to build, and easy to
maintain, its slow speed and short ranged weapon selection didn?t endear the
design to the Warriors in Front Line Clusters. Although the Turkina was also
resuming production after the damage done to the factory was finally repaired,
Khan Pryde ordered her Scientists to design and build a new Assault Mech that
would reflect the changes in Falcon doctrine and tactics that placed emphasis
on mobility.
Capabilities:
Starting with the Onager chassis as a base frame, the Scientists stripped it
down to its endo-steel skeleton before reinforcing it to allow it to take the 95
tons of mass the design would weigh. The old 270 rated engine was removed
and replaced with a 340 rated XL engine. This pushed the Mech?s ground
speed up to 64kph whilst saving weight at the cost of space. To save even
more space, the Onager?s Ferro-Fibrous plate was replaced with 18-tons of
standard plate armour. Yet more weight was saved with the removal of the
Onager?s heavy and bulky Improved Jump Jets, replacing them with normal
thrusters and then combined with the newly developed Partial Wing system.
This would allow the 95-ton Mech to leap up to 150 meters, the same range as
the Onager, but at a considerable saving in tonnage. The flexible wing system also
increased the surface area for cooling, helping the Mech run cooler,
and provided greater stability during long jumps.
With more room and more space to devote to weapons and other
systems, the Scientists focused on long-range firepower and accuracy.
The new Hyper Assault Gauss cannon was the Mech?s heavy hitter and
allowed it to ?sandblast? targets at long range whilst also performing well
as an AA weapon. The large rotary cannon being fed from a 3-ton
ammunition bin greatly reduced ammunition concerns for pilots during
longer engagements. Additional firepower came from pair of ER Large
lasers that were set in semi-gimballed mounts that meant the lasers
could track somewhat independently of the shoulders where they were
housed and didn?t require the Pilot to be pointing the Mech directly at a
target.
All three weapon systems are linked into an advanced SAN9100
Targeting Computer. This rugged system and its associated mountings
and computers, including recoil compensators and Gyroscopic stabilizers,
are used to prevent normal weapon drift from factors such as recoil and
movement, while the computer accounts for atmospheric and other
conditions to present an accurate ?lead? on the target. This allows for
more surgical precision of weapons fire, especially with naturally accurate
systems, allowing for the user to hit specific parts on the target vehicle.
This greatly increased the design?s striking power and made it
fearsomely accurate at long range. Short range firepower wasn?t
neglected either and a SRM-6 launcher and its ammunition were installed
in the right arm, firing through the Mech?s wrist plating and over its hand
actuator. Finally, a rugged ECM system is mated to the Mech?s
electronics suite to provide jamming and counter jamming capabilities.
Three tons of additional cooling systems were installed and the Mech
makes use of laser heatsinks, reinforcing that system?s deployment
amongst the Falcon Touman. Combined with the additional cooling
provided by the Partial Wing system, the Shrike ran cool and was able to
use its firepower without having to use more tonnage on cooling systems,
unlike other Mechs.
Deployment:
With its focus on long range firepower and accuracy,
the Shrike was seen as a very precise Mech, instead of a brute force
design like the Turkina, it was a scalpel or rapier, able to pick an
opponent apart at long rang before closing in to finish them off. The only
true controversy about the Mech came with the installation of a full
cockpitejection system, the first of its kind to be installed in any Clan
Mech. It was rationalized that the Shrike would be used by Star Colonels
and other higher ranking officers and would be a priority target for hostile
fire. So, saving the lives of these officers was of great importance as, a
the time, the Falcons were suffering serious losses amongst command
personnel and this was badly affecting unit cohesion and efficiency. The
ejection system would help keep the officers alive and whilst this was
tolerated, it was seen as a necessary evil, and wasn?t widely accepted
beyond this.
Compared to the Turkina, this is a lighter warload with the Turkina
having a total capacity for 42 tons of equipment whilst the Shrike can
carry 28.5 tons of weapons and equipment, but the Shrike is faster and
far more agile. The Falcons are still producing both Mech?s though, with
the Turkina being moved into units where its brute firepower is of more
value than speed and agility. The Shrike?s speed, agility and accuracy
make it a fearsome addition to the more mobile Strike and Talon formations.
The Mech underwent a trial by fire with its introduction when Khan
Pryde took the prototype out to engage a Turkina in a weapons free
engagement. Since then the Shrike?s popularity has only climbed, despite its
more limited payload when compared to Mech?s its size.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 5.00
Engine: 380 XL 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 [5]
Heat Sinks (Laser): 13 [29] 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 288 18.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 44
Center Torso (rear): 15
R/L Torso: 20 29
R/L Torso (rear): 10
R/L Arm: 16 32
R/L Leg: 20 39
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ECM Suite CT 1 1.00
ER Large Laser RT 1 4.00
2 Jump Jets RT 2 4.00
ER Large Laser LT 1 4.00
2 Jump Jets LT 2 4.00
Partial Wing LT/RT 6 5.00
SRM 6 RA 1 1.50
SRM 6 (Ammo 15) RA 1 1.00
Targeting Computer RA 4 4.00
Hyper-Assault Gauss 20 LA 6 10.00
Hyper-Assault Gauss 20 (Ammo 18) LA 3 3.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 53
TP: BM, SZ: 4, TMM: 1, MV: 8"/10"j
Damage: (S) 4 / (M) 4 / (L) 4, OV: 1
Armor (A): 10, Structure (S): 5
Specials: CASE, ECM, FLK1/1/1, JMPS1
Distribution
Name/Model: Shrike (Zhukov AU)
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
==============================================================================================
Left Arm Head Right 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. Hyper-Assault Gauss 20 4. Endo Steel 4. Hand Actuator
5. Hyper-Assault Gauss 20 5. Sensors 5. Targeting Computer
6. Hyper-Assault Gauss 20 6. Life Support 6. Targeting Computer
1. Hyper-Assault Gauss 20 1. Targeting Computer
2. Hyper-Assault Gauss 20 2. Targeting Computer
3. Hyper-Assault Gauss 20 3. Roll Again
4. Hyper-Assault Gauss 20 (Ammo 6) 4. Endo Steel
5. Hyper-Assault Gauss 20 (Ammo 6) 5. SRM 6
6. Hyper-Assault Gauss 20 (Ammo 6) 6. SRM 6 (Ammo 15)
Left Torso Center Torso Right Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. Partial Wing 3. XL Engine 3. Partial Wing
4. Partial Wing 4. Gyro 4. Partial Wing
5. Partial Wing 5. Gyro 5. Partial Wing
6. Jump Jet 6. Gyro 6. Jump Jet
1. Jump Jet 1. Gyro 1. Jump Jet
2. ER Large Laser 2. XL Engine 2. ER Large Laser
3. Endo Steel 3. XL Engine 3. Roll Again
4. Endo Steel 4. XL Engine 4. Endo Steel
5. Roll Again 5. ECM Suite 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
Left Leg Right 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. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Shrike (Zhukov AU)
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 288 x 2.5 x 1 720.000
Internal Structure (Endo Steel w/ XL Engine): 145 x 1.5 x 1 x 0.75 (+) 163.125 = 883.125
Gyro (Standard): 95 x 0.5 (+) 47.500 = 930.625
Defensive Equipment:
ECM Suite (+) 61.000 = 991.625
Defensive Movement Factor: +3 (*) 1.30 = 1,289.113
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,289.113
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 26 (Heat Sinks) + 3 (Partial Wing) - 4 (Movement) - 32 (Weapons) = -1
Offensive Equipment:
Hyper-Assault Gauss 20 333.750
ER Large Laser (+) 310.000 = 643.750
ER Large Laser (+) 310.000 = 953.750
SRM 6 (+) 59.000 = 1,012.750
Hyper-Assault Gauss 20 (Ammo 6) (+) 33.000 = 1,045.750
Hyper-Assault Gauss 20 (Ammo 6) (+) 33.000 = 1,078.750
Hyper-Assault Gauss 20 (Ammo 6) (+) 33.000 = 1,111.750
SRM 6 (Ammo 15) (+) 7.000 = 1,118.750
Total 'Mech Tonnage: (+) 95.000 = 1,213.750
Speed Factor: 6 (Run) + 3 (Jump) (*) 1.500 = 1,820.625
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,820.625
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,289.113
Offensive Battle Rating: (+) 1,820.625 = 3,109.738
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 3,110
Cost Breakdown
Name/Model: Shrike (Zhukov AU)
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
=================================================================================================================================
Structural Cost
---------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (288 pts) 18.0 x 10,000 180,000.00
Internal Structure (Endo Steel): 95 x 1,600 x 1 (+) 152,000.00 = 332,000.00
Myomer (Standard): 95 x 2,000 (+) 190,000.00 = 522,000.00
Engine (XL): (20,000 x 380 x 95) / 75 (+) 9,626,666.67 = 10,148,666.67
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 11,348,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 11,548,666.67
Life Support: 50,000 (+) 50,000.00 = 11,598,666.67
Sensors: 95 x 2,000 (+) 190,000.00 = 11,788,666.67
Heat Sinks (Laser): 13 x 6,000 (+) 78,000.00 = 11,866,666.67
Arm Actuators: 95 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 36,100.00 = 11,902,766.67
Leg Actuators: 95 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 66,500.00 = 11,969,266.67
---------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 11,969,266.67
=================================================================================================================================
Weapons and Equipment Cost
---------------------------------------------------------------------------------------------------------------------------------
CASE 2 x 50,000 100,000.00
ECM Suite 200,000 (+) 200,000.00 = 300,000.00
ER Large Laser 200,000 (+) 200,000.00 = 500,000.00
ER Large Laser 200,000 (+) 200,000.00 = 700,000.00
Hyper-Assault Gauss 20 400,000 (+) 400,000.00 = 1,100,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,100,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,100,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,100,000.00
Jump Jets 95 x (4 x 4) x 200 (+) 304,000.00 = 1,404,000.00
Partial Wing 5 x 50,000 (+) 250,000.00 = 1,654,000.00
SRM 6 80,000 (+) 80,000.00 = 1,734,000.00
SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 1,734,000.00
Targeting Computer 4 x 10,000 (+) 40,000.00 = 1,774,000.00
---------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 1,774,000.00
=================================================================================================================================
BattleMech Cost
---------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 11,969,266.67
Weapons and Equipment Cost: (+) 1,774,000.00 = 13,743,266.67
BattleMech Cost Multiplier: 1 + (95 / 100) (*) 1.95 = 26,799,370.00
---------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 26,799,370.00
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Alpha Strike Conversion
Name/Model: Shrike (Zhukov AU)
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 95 (greater than or equal to 80 and less than or equal to 100) = 4
--------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------------
Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
Jumping Movement: 4 (Jump) = 8"j
Equipped with a Partial Wing (+) 1 = 10"j
Jumping Target Movement Modifier at 10" is 2
--------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 8"/10"j
==========================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
26 (Heat Sinks) + 3 (Partial Wing) = 29
5 (Movement) + 32 (Weapons) - 4 (Base) (-) 33 = -4
Offensive Equipment: = 0.000
SRM 6 (+) 0.800 = 0.800
ER Large Laser [Targeting Computer] (+) 1.100 = 1.900
ER Large Laser [Targeting Computer] (+) 1.100 = 3.000
Hyper-Assault Gauss 20 [Targeting Computer] (+) 1.461 = 4.461
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 29 = 129.363
Divided by the maximum heat output - 4 (/) 33 = 3.920
Rounded up to the nearest tenth = 4.0
--------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 4
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
26 (Heat Sinks) + 3 (Partial Wing) = 29
5 (Movement) + 32 (Weapons) - 4 (Base) (-) 33 = -4
Offensive Equipment: = 0.000
SRM 6 (+) 0.800 = 0.800
ER Large Laser [Targeting Computer] (+) 1.100 = 1.900
ER Large Laser [Targeting Computer] (+) 1.100 = 3.000
Hyper-Assault Gauss 20 [Targeting Computer] (+) 1.320 = 4.320
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 29 = 125.280
Divided by the maximum heat output - 4 (/) 33 = 3.796
Rounded up to the nearest tenth = 3.8
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 4
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
26 (Heat Sinks) + 3 (Partial Wing) = 29
5 (Movement) + 28 (Weapons) - 4 (Base) (-) 29 = 0
Offensive Equipment: = 0.000
ER Large Laser [Targeting Computer] (+) 1.100 = 1.100
ER Large Laser [Targeting Computer] (+) 1.100 = 2.200
Hyper-Assault Gauss 20 [Targeting Computer] (+) 1.320 = 3.520
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.6
--------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 4
==========================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------------
Standard: 288 armor points x 1 288.000 = 288.000
Armor Factor Conversion (/) 30 = 9.600
--------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 10
==========================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------------
Engine: Clan XL on a 95 ton BattleMech = 5.0
--------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 5
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with CASE = CASE
Unit is equipped with ECM Suite = ECM
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
Jumping TMM is 1 greater than Ground TMM = JMPS1
==========================================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 16.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 18.000
Overheat Factor 1 (Overheat) (+) 1.000 = 19.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 19.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 25.000
Defense Factor 1 + {[1 (8" Move) + 0.5 (JMPS)] x 0.1} (*) 1.150 = 28.750
Final DIR Round to nearest half point = 29.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 29.000 = 30.750
Unit's Final Point Value:
Offensive Value = 19.000
Defensive Value (+) 30.750 = 49.750
Agile [1 (TMM) + 0.5 (JMPS) - 1] x 4 (Medium) (+) 2.000 = 51.750
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 53.750
--------------------------------------------------------------------------------------------------------------------------
Final Point Value: 54
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