BattleMech Technical Readout
Name/Model: Clockwork Castle CC-2
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 100
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 9,406,667 C-Bills
Battle Value: 3,080
Chassis: Endo-Composite
Power Plant: 200 Fusion
Walking Speed: 21.6 kph
Maximum Speed: 21.6 kph
Jump Jets: Standard
Jump Capacity: 30 meters
Armor: Hardened
Armament:
1 Hyper-Assault Gauss 40
1 ER Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
Just for the record, do not attempt time travel along the negative t axis. It causes
unpredictable consequences. And better yet, unless you get really lucky you'll never be
able to tell the difference. We got lucky once, and it eventually lead us to a number of
interesting discoveries involving alternative timelines, timevtravel, and multi-dimentional
interactions. The short form of all that science sums up to: Don't. Results are
unpredictable and can break things. The problem of course is, you can't exactly warn people
in alternative timeliness to not do the thing. So every once in awhile something weird
happens. The only difference now is we at least have a record of previous universes and can
usually track down the idiots futzing with reality.
Capabilities:
So what does all that about the ephemeral nature of reality have to do with mechs? The
latest victim of minor shifts in reality. For us the Clockwork Castle is an air defense
platform sent in with the other Clockwork. It uses more advanced weapons then usual in a
bid to maximize its anti-air umbrella. Speed is limited, and they have a tendency to simply
go prone once they land. Armor is nearly maximized since they tend to be the vanguard unit.
They take the lumps from air defense and air cover in a bid to clear out the air cover once
they land.
Variants:
It's the history backup retrieved from its hyperspace fold that is more interesting.
Apparently in the previous reality iHGRs could be turret mounted on mechs, and the Clockwork
Castle was one of the few mechs to make use of this ability. The mission role in that case
was to be the "Distraction Carnifex." The oversized gun, combined with the apparent easy
target would draw fire, while the hardened armor would shrug off said fire. The goal was
either to break things with its gun, or create a bubble of safety other Clockwork could use
as an anchor point to pivot around. This is similar to the secondary use of our Clockwork
Castles, but with an added edge of psychology built in. HAGs are nice but they do lack the
authority of the iHGR.
Also we were able to pin down the cause of the reality distortion. A small fleet of ships
popped up near Clan Space. Reality detectors show the universe rippled from them. Rodeo
Class Corvettes have been dispatched to round them up. I wonder what their story will be.
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Equipment Mass
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Internal Structure: Endo-Composite 7.50
Engine: 200 Fusion 8.50
Walking MP: 2
Running MP: 2
Jumping MP: 1
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 2.00
Cockpit: Robotic 8.00
Armor Factor: 312 39.00
Type: Hardened
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 50
Center Torso (rear): 11
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Front Leg: 21 40
R/L Rear Leg: 21 39
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Weapons and Ammo Location Critical Tonnage
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ECM Suite H 1 1.00
Jump Jet CT 1 2.00
ER Large Laser RT (T) 1 4.00
Hyper-Assault Gauss 40 RT (T) 10 16.00
Quad Turret RT 1 2.00
Hyper-Assault Gauss 40 (Ammo 18) LT 6 6.00
Targeting Computer LT 4 4.00
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Alpha Strike Statistics
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Point Value (PV): 72
TP: BM, SZ: 4, TMM: 0, MV: 2"j
Damage: (S) 5 / (M) 4 / (L) 4, OV: 0
Armor (A): 21, Structure (S): 8
Specials: CASE, CR, ECM, FLK3/3/3, RBT, TUR(5/4/4, FLK3/3/3)
Distribution
Name/Model: Clockwork Castle CC-2
Technology: Clan
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. Robotic Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. ECM Suite 4. Foot Actuator
5.Double Heat Sink 5. Sensors 5.Double Heat Sink
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
Left TorsoCenter TorsoRight Torso
1.Targeting Computer 1. Fusion Engine 1. Quad Turret
2.Targeting Computer 2. Fusion Engine 2.Hyper-Assault Gauss 40 (T)
3.Targeting Computer 3. Fusion Engine 3.Hyper-Assault Gauss 40 (T)
4.Targeting Computer 4. Gyro 4.Hyper-Assault Gauss 40 (T)
5. Hyper-Assault Gauss 40 (Ammo 3) 5. Gyro 5.Hyper-Assault Gauss 40 (T)
6. Hyper-Assault Gauss 40 (Ammo 3) 6. Gyro 6.Hyper-Assault Gauss 40 (T)
1. Hyper-Assault Gauss 40 (Ammo 3) 1. Gyro 1.Hyper-Assault Gauss 40 (T)
2. Hyper-Assault Gauss 40 (Ammo 3) 2. Fusion Engine 2.Hyper-Assault Gauss 40 (T)
3. Hyper-Assault Gauss 40 (Ammo 3) 3. Fusion Engine 3.Hyper-Assault Gauss 40 (T)
4. Hyper-Assault Gauss 40 (Ammo 3) 4. Fusion Engine 4.Hyper-Assault Gauss 40 (T)
5. Roll Again 5. Jump Jet 5.Hyper-Assault Gauss 40 (T)
6. Roll Again 6. Roll Again 6. ER Large Laser (T)
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. Endo-Composite 5. Endo-Composite
6. Endo-Composite 6. Endo-Composite
Alpha Strike Conversion
Name/Model: Clockwork Castle CC-2
Technology: Clan
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: 2 (Walk) = 4"
Equipped with Hardened Armor (-) 1 = 2"
Ground Target Movement Modifier at 2" is 0
Jumping Movement: 1 (Jump) = 2"j
Jumping Target Movement Modifier at 2" is 0
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Final Movement and Movement Modes: 2"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
3 (Movement) + 20 (Weapons) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
ER Large Laser (T) [Targeting Computer] (+) 1.100 = 1.100
Hyper-Assault Gauss 40 (T) [Targeting Computer] (+) 2.922 = 4.022
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.1
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Final Short Range Damage Value: 5
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
3 (Movement) + 20 (Weapons) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
ER Large Laser (T) [Targeting Computer] (+) 1.100 = 1.100
Hyper-Assault Gauss 40 (T) [Targeting Computer] (+) 2.640 = 3.740
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.8
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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
20 (Heat Sinks) = 20
3 (Movement) + 20 (Weapons) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
ER Large Laser (T) [Targeting Computer] (+) 1.100 = 1.100
Hyper-Assault Gauss 40 (T) [Targeting Computer] (+) 2.640 = 3.740
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.8
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Final Long Range Damage Value: 4
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Convert Armor
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Hardened: 312 armor points x 2 624.000 = 624.000
Armor Factor Conversion (/) 30 = 20.800
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Final Armor Value: 21
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Convert Structure
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Engine: Clan 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 CASE = CASE
Unit is equipped with Hardened armor = CR
Unit is equipped with ECM Suite = ECM
Unit is equipped with forward facing Flak-capable weapons = FLK3/3/3
Unit is equipped with a Robotic cockpit = RBT
Unit is equipped with turret mounted weapons = TUR(5/4/4)
Unit is equipped with turret mounted Flak-capable weapons = TUR(FLK3/3/3)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 5 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 17.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 19.000
Overheat Factor 0 (Overheat) (+) 0.000 = 19.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 19.000
Defensive Interaction Rating:
Armor Factor 21 (Armor) x 2.0 (Non-Vehicle Unit) = 42.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 50.000
Defense Factor 1 + [0 (2" Move)] (*) 1.000 = 50.000
Final DIR Round to nearest half point = 50.000
Unit's Defensive Value:
Movement Factor 0.25 (0.25 per 2") + 0.5 (Jump-capable) = 0.750
Special Ability Factor [CR] Critical-Resistant (+) 0.250 = 1.000
Final DIR Defensive Interaction Rating (+) 50.000 = 51.000
Unit's Final Point Value:
Offensive Value = 19.000
Defensive Value (+) 51.000 = 70.000
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 72.000
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Final Point Value: 72
Cost Breakdown
Name/Model: Clockwork Castle CC-2
Technology: Clan
Tonnage: 100
Configuration: Quad BattleMech
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Structural Cost
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Armor (Hardened): (312 pts) 39.0 x 15,000 585,000.00
Internal Structure (Endo-Composite): 100 x 3,200 x 1 (+) 320,000.00 = 905,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 1,105,000.00
Engine (Fusion): (5,000 x 200 x 100) / 75 (+) 1,333,333.33 = 2,438,333.33
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 3,038,333.33
Cockpit (Robotic): 5,000 + (8.0 x 10,000) (+) 85,000.00 = 3,123,333.33
Life Support: 50,000 (+) 50,000.00 = 3,173,333.33
Sensors: 100 x 2,000 (+) 200,000.00 = 3,373,333.33
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 3,433,333.33
Leg Actuators: 100 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 140,000.00 = 3,573,333.33
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Total Structural Cost: 3,573,333.33
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Weapons and Equipment Cost
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CASE 1 x 50,000 50,000.00
ECM Suite 200,000 (+) 200,000.00 = 250,000.00
ER Large Laser 200,000 (+) 200,000.00 = 450,000.00
Hyper-Assault Gauss 40 600,000 (+) 600,000.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Hyper-Assault Gauss 40 (Ammo 3) [Empty Bin] 0 (+) 0.00 = 1,050,000.00
Jump Jets 100 x (1 x 1) x 200 (+) 20,000.00 = 1,070,000.00
Quad Turret 2 x 10,000 (+) 20,000.00 = 1,090,000.00
Targeting Computer 4 x 10,000 (+) 40,000.00 = 1,130,000.00
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Total Weapons and Equipment Cost 1,130,000.00
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BattleMech Cost
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Structural Cost: 3,573,333.33
Weapons and Equipment Cost: (+) 1,130,000.00 = 4,703,333.33
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 9,406,666.67
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Final BattleMech Cost 9,406,667.00