BattleMech Technical Readout
Name/Model: Obsidian Idol H
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 100
Configuration: Biped OmniMech
Era/Year: Jihad / 3080
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 30,567,500 C-Bills
Battle Value: 3,534
Chassis: Endo Steel
Power Plant: 300 XL
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
2 Hyper-Assault Gauss 40s
1 Hyper-Assault Gauss 30
1 Plasma Cannon
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
See the [BASE] configuration for the history behind this mech. This and the following files
will focus more on the technical capabilities of each configuration.
Capabilities:
At first glance the Obsidian Idol is a fairly typical assault mech.
Maneuverability is on par with almost every 100 ton mech ever made. Armor
coverage is actually lighter then average with only 18.5 tons of standard armor
covering the chassis. What truly makes this mech is the weapons capacity. 59
tons of available pod space allows the Obsidian Idol to carry an unmatched bite.
H configuration is the result of one too many bombing runs. Dedicated to an anti-air role,
the H configuration piles on HAGs, and then just keeps adding more. Almost incidentally
there is a plasma cannon giving it additional options to its tool kit.
Deployment:
Mechwarriors rarely choose this configuration. More often than not it is assigned to them
for the duration of the campaign. While it is active nothing in the air can enter its
domain unscathed. Even dropships must respect its "no fly zone."
The problem is keeping it active. HAGs are not exactly efficient weapons. After adding the
guns, and a somewhat preposterous tonnage of ammo, the Obsidian Idol H has... barely
adequate ammo reserves. A fact made worse by bored pilots taking pot shots at stray targets
that get too close.
Notable MechWarriors:
Archivist's notes:
After the Dark Caste War came the Cleansing. And while that sounds like it could be
referring to what happened to the United Freemen population, it's actually refers to the
Clans Assaulting Huntress to remove the SLDF from their space. The SLDF had been more then
happy to trade and render aid to the United Freemen, and thus the Clans moved their
animosity to this adjacent target.
The SLDF died hard, but was unprepared to face a form of the Clans not seen since the
Pentagon wars. Honor was still sought after, bidding was still implemented, but the edge
of competition had been replaced by cooperation borne of shared survival.
Over the next 80 years the great refusal was not broken, but the Clans did firm their
control of the invasion corridor. Smoke Jaguars former occupation zone was acquired by the
Star Adders. Other Clans not part of the initial invasion began to declare trials of
possession for planets captured in the invasion and basicly allowed to succeed. The
original invading clans knew they couldn't hold it all or exploit it fast enough. Having
other Clans take responsibility improved everyone's position. The tukayyid line still
exists, but anything farther from earth then that, the Clans consider to be legitimate
targets of opertunity. The only thing stopping them is the Star League.
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Equipment Mass
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Internal Structure: Endo Steel 5.00
Engine: 300 XL 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 296 18.50
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 31 45
Center Torso (rear): 15
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 38
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Weapons and Ammo Location Critical Tonnage
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Hyper-Assault Gauss 30 (Ammo 4) CT 1 1.00
Hyper-Assault Gauss 40 (Ammo 3) CT 1 1.00
Hyper-Assault Gauss 30 RT 8 13.00
Hyper-Assault Gauss 30 (Ammo 4) RT 1 1.00
Hyper-Assault Gauss 40 (Ammo 3) RT 1 1.00
Hyper-Assault Gauss 30 (Ammo 4) LT 1 1.00
Hyper-Assault Gauss 40 (Ammo 15) LT 5 5.00
Plasma Cannon LT 1 3.00
Plasma Cannon (Ammo 10) LT 1 1.00
Hyper-Assault Gauss 40 RA 10 16.00
Hyper-Assault Gauss 40 LA 10 16.00
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Alpha Strike Statistics
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Point Value (PV): 58
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 7 / (M) 6 / (L) 6, OV: 1
Armor (A): 10, Structure (S): 5
Specials: CASE, FLK7/6/6, HT1/1/1, OMNI, OVL
Alpha Strike Conversion
Name/Model: Obsidian Idol H
Technology: Clan
Tonnage: 100
Configuration: Biped OmniMech
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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: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 29 (Weapons) - 4 (Base) (-) 27 = -3
Offensive Equipment: = 0.000
Hyper-Assault Gauss 30 (+) 1.992 = 1.992
Hyper-Assault Gauss 40 (+) 2.656 = 4.648
Hyper-Assault Gauss 40 (+) 2.656 = 7.304
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 175.296
Divided by the maximum heat output - 4 (/) 27 = 6.492
Rounded up to the nearest tenth = 6.5
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Final Short Range Damage Value: 7
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 29 (Weapons) - 4 (Base) (-) 27 = -3
Offensive Equipment: = 0.000
Hyper-Assault Gauss 30 (+) 1.800 = 1.800
Hyper-Assault Gauss 40 (+) 2.400 = 4.200
Hyper-Assault Gauss 40 (+) 2.400 = 6.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 158.400
Divided by the maximum heat output - 4 (/) 27 = 5.867
Rounded up to the nearest tenth = 5.9
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 6
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 29 (Weapons) - 4 (Base) (-) 27 = -3
Offensive Equipment: = 0.000
Hyper-Assault Gauss 30 (+) 1.800 = 1.800
Hyper-Assault Gauss 40 (+) 2.400 = 4.200
Hyper-Assault Gauss 40 (+) 2.400 = 6.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 158.400
Divided by the maximum heat output - 4 (/) 27 = 5.867
Rounded up to the nearest tenth = 5.9
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Final Long Range Damage Value: 6
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Convert Armor
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Standard: 296 armor points x 1 296.000 = 296.000
Armor Factor Conversion (/) 30 = 9.867
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Final Armor Value: 10
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Convert Structure
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Engine: Clan XL on a 100 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with forward facing Flak-capable weapons = FLK7/6/6
Unit is equipped with forward facing incendiary weapons = HT1/1/1
Unit utilizes modular (Omni) technology = OMNI
Base long-range damage is at least 1 more than the heat-modified damage = OVL
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 7 (Short) + 6 (Medium) + 6 (Medium) + 6 (Long) = 25.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 27.000
Overheat Factor 1 (Overheat) (+) 1.000 = 28.000
Special Ability Factor [HT1/1/1] 1 (Max Rating) + 0.5 (Medium > 0) (+) 1.500 = 29.500
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 29.750
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 29.750
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 (6" Move)] x 0.1} (*) 1.100 = 27.500
Final DIR Round to nearest half point = 27.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 27.500 = 28.250
Unit's Final Point Value:
Offensive Value = 29.750
Defensive Value (+) 28.250 = 58.000
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Final Point Value: 58