BattleMech Technical Readout
Name/Model: Psychopomp PHP-X12
Designer: Redshirt
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 100
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental
Rules (Year): Experimental (Extinct)
Total Cost: 30,319,000 C-Bills
Battle Value: 3,185
Chassis: Hollis Mark III Endo-Composite
Power Plant: Vlar 300 XL
Walking Speed: 32.4 kph
Maximum Speed: 43.2 kph
Jump Jets: None
Jump Capacity: None
Armor: Hardened with CASE II
Armament:
2 RISC Hyper Lasers
Manufacturer: Norse-Storm BattleMechs Inc.
Primary Factory: Solaris VII
Communications: Olmstead 840 with SatNav Module
Targeting & Tracking: Trinity Composite with Advanced Targeting Computer
================================================================================================
Overview:
After action reports from Tukayyid illustrated handily the effectiveness of the KCG-001 King
Crab. However, ComStar did not want to convert all of its King Crabs into the -001
configuration, as this would deprive them of the unmatched close-range capability the King
Crab offered. Instead, ComStar commissioned StarCorps to construct a new BattleMech that
would be capable of similar long-range assaults.
Visually, the Psychopomp appears like an amalgam of a King Crab and the Cougar XR prototype,
with the Mech's arms angled upward to give its Gauss Rifles optimal fields of fire.
Capabilities:
The Psychopomp, in its standard configuration would be armed with an ER PPC, Twin Light
Gauss Rifles, and an MML 9, all linked by a Targeting Computer and C3i system, to make this
machine deadly at extreme range.
All models of the Psychopomp have the following Quirks: Overhead Arms and Narrow/Low Profile
Deployment:
By 3058, development was entering the prototype stage, unfortunately, WoB would launch
Operation ODYSSEUS at that time, halting development as the design team fled Terra with the
only copy of the Psychopomp's specifications.
ComStar would struggle to find a factory to produce the 100 ton behemoth, until they
approached Norse-Storm Technologies, who agreed to produce the Psychopomp in the same
Solaris Factory that biult the venerable Nightstar Battlemech. There were some troubles that
arose during the final stages in design. ComStar refused to allow Norse Storm access to the
C3i systems, providing only the dimensions of the unit to built around. Norse Storm
engineers insisted that more information was required. The conflict nearly ended production
before it began, until the ComStar representatives relented and allowed Norse Storm limited
access to the required information.
The production PHP-1B would prove wildly successful in its extreme-range fire support role.
The mix of advanced Targeting Computers and C3i resulted in a 90% hit rate at maximum range,
a figure that has only ever been matched by the Clan Warhawk Omnimech. The PHP-1B was also
extremely efficient for such an ammo-heavy Mech, and its MML systems and Light Gauss Rifles
put minimal strain on ComStar logistics. Rumors persist of ComStar Mechwarriors actively
fabricating Gauss slugs for the Psychopomp using the Mech's own Gyro as a grinding wheel and
scrap metal harvested from the battlefield. While fabricating a Gauss slug cheaply is
certainly possible, Norse Storm insists the Gyro is not meant for, and should not be used
for such purposes.
Sadly, production would only last 9 years before the Blakists invasion of Solaris saw the
Norse-Storm production lines destroyed. As such, the Psychopomp is a rare sight on the
battlefield, rarer still in the employ of anyone outside of ComStar.
Variants:
The initial preproduction prototype of the Psychopomp, the PHP-1A featured a full-size Gauss
Rifle, paired with a Silver Bullet Gauss Rifle and MML-9. However, ComStar was concerned
about the model's limited ammunition stores, and lack of energy-based backups outside of a
single ER Medium Laser. The configuration was thus shelved in favor of the 1B.
After three years of producing the 1B, and struggling to keep up with deliveries of spares,
Norse Storm developed the PHP-3C. This model mounted a Gauss Rifle in the left torso, an ER
Large Laser in the center torso, and replaced the Light Gauss weapons with twin MML-9
launchers, fitted with Artemis IV fire control and supplied with four tons of CASE
II-protected ammunition. This model was better suited to close-range engagements, and could
act as a "heavy" C3 scout, sending targeting data to lighter support elements while
delivering precise fire thanks to its onboard Targeting Computer.
Notable MechWarriors:
Adept Rico Adkins was the commander of a ComStar Heavy Level 2 during the strike to liberate
Donegal from WoB forces. He was tasked with defending his fellow ComGuard from the advancing
Blakists, and his actions kept the WoB Elite tied down while Lyran forces overran vital
Blakist positions elsewhere. Though his superiors might have placed him and his men out as a
target, Rico Adkins was a commander who took care of his men. Adept Adkins had his Medium
Mechs concentrate on moving, evading the Elite WoB forces charging their position while
Adkins and his PHP-1B used their targeting data to rain fire on the WoB Celestials,
eliminating the notoriously durable mechs with concentrated fire on the center torso
sections. He prioritized targets based on the threat they posed to his exposed Medium Mechs,
often ignoring threats to his own position.
When the fighting quieted down, a ComGuard infantry platoon moved in around the Adepts Mech,
determined to save Rico from his own carelessness. Unknown to Adept Adkins and his men, the
field was quiet because the Blakists were withdrawing from the planet. When the Blakists
detonated their Nuclear devices. Rico, his mech crouched in defilade, was spared the worst
of the impact, but the rest of his formation was destroyed in the nuclear fireball, as were
the infantry dug in around him. Nuclear shadows scarred the upper half of his Mech, but
Adept Adkins refused to have it repainted.
Adept Adkins would volunteer himself and his machine for deep-strike missions and raids
against WoB forces. When on these missions, he would use the range of the PHP-1B's arsenal
of weapons to lure Blakist patrols to his position where his fellow Warriors would ambush
them. He deliberately chose close-range Mechs for his lancemates, such as the venerable King
Crab, which made these ambushes all the more deadly. One of his favorite tactics was to
cripple the legs of larger BattleMechs mid-sprint, increasing the chances of a fall. Adkins
would then, if the enemy was close enough, emerge from concealment to slowly approach, and
cave in the cockpit with his Mech's foot. His dedication to ComStar, and the utter
destruction of the Word of Blake, was so intense that the formerly devout Adept referred to
himself as a "Staunch Athiest" by the time he was promoted to Demi-Precentor.
All records of Rico Adkins, and his PHP-1B "Fallout" end with the assault on Terra by
Coalition forces. It is known that he participated, but that is all. Stories suggest that
Adkins lead his troops in an assault on Hilton Head Island, and that it was his efforts that
destroyed Hilton Head and prevented the Blakists from devastating the Sol system with
cobalt-laced Nukes. this story, while perhaps a fitting end to the tale of Rico Adkins, is
likely a tall tale.
Kyle Donovan was a test pilot for Norse Storm, and was at the factory on Solaris VII when
the Blakists began OPERATION SHOWTIME. While Norse Storm corporate security and the local
ComStar Level II assigned to protect the facility held back the Blakist onslaught, Kyle and
Norse Storm techs rushed to get one of the nearly complete Psychopomps ready for combat. By
the time they were finished, the factories defenders were all but dead, and Blakist forces
were regrouping for another attack. However, many of the "destroyed" units around the
factory still had power, and were transmitting C3 data. Thanks to this, Donovan was firing
his weapons the moment he was clear of the factory doors. He is credited with at least 6
confirmed kills against the Blakists 25th Division, and 3 more crippled. Eventually,
rienforcements from what remained of the ComGuard 56th Division arrived, with Donovan's
Psychopomp transmitting data from point blank range as Blakist forces finally caught up to
him. The indirect fire from the ComGuard Mechs-combined with the short-range firepower of
the Psychopomp-saved Donovan and his Mech from destruction. However, the Blakists, sore
losers as always, sortied a Grand Titan Vengance, which eliminated the ComGuard
reinforcements and blasted the factory in half with Thumper-launched Nukes.
Donovan quickly moved into the city, going underground and fighting a guerilla war against
the Blakist occupation. His flat grey, unpainted Mech appeared black within the neon lights
of Solaris City, and the citizens began to refer to the machine as "The Reaper". It is
generally believed that Donovan worked on his own, or with a small resistance group. It is
almost certain that none of his allies had a compatible C3 system for him to use. Yet, tales
from Solaris insist that "The Reaper" could see around corners, use any camera or electronic
device as a "scout", and engage targets beyond visual range with perfect accuracy.
Regardless of the accuracy of these stories, it is known that Kyle Donovan fought and
defeated another thirty Blakist Mechwarriors-and an unknown number of smaller ground
forces-before the fighting ended. A week after the Blakists retreat, "The Reaper" was found
standing in the wastes, standing atop a ruined WoB battlemech. Its armor was intact, its
reactor powered up and weapons still active. Donovan was inside, having died due to
untreated internal bleeding. it is believed that his Mech was pushed out of the factory
before its environmental seals could be properly tested, and was subsequently irradiated by
the Blakists nuclear attack.
The fanciful stories attributed to The Reaper are generally believed to be an exaggeration,
though there may be some merit to the idea that "The Reaper" was a modified Psychopomp. What
little video evidence exists of the Reaper shows no MML-Launcher. Its possible that Donovan
mounted some form of flexible communications and EWAR package in this space. While hacking
satilites and ECM capability might explain some of the Reapers abilities, its long-range
accuracy can only be attributed to Donovan's skill. That is, unless some form of prototype
C3i was involved. Additionally, a cache of Clan-Spec Gauss Rifles had been sold at an
underground auction a few days before, which may explain the lethality often attributed to
The Reaper. Unfortunately, there is no way to know for certain, as Norse Storm associates
absconded with the grey battlemech. This has lent some credence to the Clan Gauss Rifle
theory, as Norse Storm would not want it to be publicly known that they purchased Clan
weaponry at an illegal auction.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo-Composite 7.50
Engine: 300 XL 9.50
Walking MP: 3
Running MP: 4
Jumping MP: 0
Heat Sinks (Double): 17 [34] (C) 7.00
Gyro: Compact 4.50
Cockpit: Standard 3.00
Armor Factor: 292 36.50
Type: Hardened
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 41
Center Torso (rear): 10
R/L Torso: 21 34
R/L Torso (rear): 8
R/L Arm: 17 34
R/L Leg: 21 40
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Coolant Pod H 1 1.00
Targeting Computer RT 4 4.00
C3 Computer (Master) LT 5 5.00
CASE II RA 1 1.00
2 Coolant Pods RA 2 2.00
RISC Hyper Laser RA 6 8.00
CASE II LA 1 1.00
2 Coolant Pods LA 2 2.00
RISC Hyper Laser LA 6 8.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 71
TP: BM, SZ: 4, TMM: 0, MV: 4"
Damage: (S) 4 / (M) 4 / (L) 4, OV: 1
Armor (A): 19, Structure (S): 4
Specials: C3M, CASEII, CR, MHQ5, OVL, TAG
Distribution
Name/Model: Psychopomp PHP-X12
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
=============================================================================================
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.RISC Hyper Laser 4. Coolant Pod 4.RISC Hyper Laser
5.RISC Hyper Laser 5. Sensors 5.RISC Hyper Laser
6.RISC Hyper Laser 6. Life Support 6.RISC Hyper Laser
1.RISC Hyper Laser 1.RISC Hyper Laser
2.RISC Hyper Laser 2.RISC Hyper Laser
3.RISC Hyper Laser 3.RISC Hyper Laser
4. Coolant Pod 4. Coolant Pod
5. Coolant Pod 5. Coolant Pod
6. CASE II 6. CASE II
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4.C3 Computer (Master) 4. Compact Gyro 4.Targeting Computer
5.C3 Computer (Master) 5. Compact Gyro 5.Targeting Computer
6.C3 Computer (Master) 6. XL Engine 6.Targeting Computer
1.C3 Computer (Master) 1. XL Engine 1.Targeting Computer
2.C3 Computer (Master) 2. XL Engine 2.Double Heat Sink (C)
3.Double Heat Sink (C) 3.Double Heat Sink (C) 3.Double Heat Sink (C)
4.Double Heat Sink (C) 4.Double Heat Sink (C) 4. Endo-Composite
5. Endo-Composite 5. Endo-Composite 5. Endo-Composite
6. Endo-Composite 6. Endo-Composite 6. Endo-Composite
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.Double Heat Sink (C) 5.Double Heat Sink (C)
6.Double Heat Sink (C) 6.Double Heat Sink (C)
Cost Breakdown
Name/Model: Psychopomp PHP-X12
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Structural Cost
--------------------------------------------------------------------------------------------------------------------------
Armor (Hardened): (292 pts) 36.5 x 15,000 547,500.00
Internal Structure (Endo-Composite): 100 x 3,200 x 1 (+) 320,000.00 = 867,500.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 1,067,500.00
Engine (XL): (20,000 x 300 x 100) / 75 (+) 8,000,000.00 = 9,067,500.00
Gyro (Compact): 4.5 x 400,000 (+) 1,800,000.00 = 10,867,500.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 11,067,500.00
Life Support: 50,000 (+) 50,000.00 = 11,117,500.00
Sensors: 100 x 2,000 (+) 200,000.00 = 11,317,500.00
Heat Sinks (Double): 17 x 6,000 (+) 102,000.00 = 11,419,500.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 11,449,500.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 11,519,500.00
--------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 11,519,500.00
==========================================================================================================================
Weapons and Equipment Cost
--------------------------------------------------------------------------------------------------------------------------
C3 Computer (Master) 1,500,000 1,500,000.00
CASE II 175,000 (+) 175,000.00 = 1,675,000.00
CASE II 175,000 (+) 175,000.00 = 1,850,000.00
Coolant Pod 50,000 (+) 50,000.00 = 1,900,000.00
Coolant Pod 50,000 (+) 50,000.00 = 1,950,000.00
Coolant Pod 50,000 (+) 50,000.00 = 2,000,000.00
Coolant Pod 50,000 (+) 50,000.00 = 2,050,000.00
Coolant Pod 50,000 (+) 50,000.00 = 2,100,000.00
RISC Hyper Laser 750,000 (+) 750,000.00 = 2,850,000.00
RISC Hyper Laser 750,000 (+) 750,000.00 = 3,600,000.00
Targeting Computer 4 x 10,000 (+) 40,000.00 = 3,640,000.00
--------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 3,640,000.00
==========================================================================================================================
BattleMech Cost
--------------------------------------------------------------------------------------------------------------------------
Structural Cost: 11,519,500.00
Weapons and Equipment Cost: (+) 3,640,000.00 = 15,159,500.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 30,319,000.00
--------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 30,319,000.00
Dark Age (3081 - 3150)
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Star League (2439 - 2780)
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Alpha Strike Conversion
Name/Model: Psychopomp PHP-X12
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
==================================================================================================================================
Determine Unit Type
----------------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
----------------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==================================================================================================================================
Determine Weight/Size Class
----------------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (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: 3 (Walk) = 6"
Equipped with Hardened Armor (-) 1 = 4"
Ground Target Movement Modifier at 4" is 0
----------------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 4"
==================================================================================================================================
Determine Short Range Damage Value
----------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
34 (Heat Sinks) + 5 (Coolant Pods) = 39
2 (Movement) + 48 (Weapons) - 4 (Base) (-) 46 = -7
Offensive Equipment: = 0.000
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 2.200
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 39 = 171.600
Divided by the maximum heat output - 4 (/) 46 = 3.730
Rounded up to the nearest tenth = 3.8
----------------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 4
==================================================================================================================================
Determine Medium Range Damage Value
----------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
34 (Heat Sinks) + 5 (Coolant Pods) = 39
2 (Movement) + 48 (Weapons) - 4 (Base) (-) 46 = -7
Offensive Equipment: = 0.000
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 2.200
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 39 = 171.600
Divided by the maximum heat output - 4 (/) 46 = 3.730
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 inefficient
34 (Heat Sinks) + 5 (Coolant Pods) = 39
2 (Movement) + 48 (Weapons) - 4 (Base) (-) 46 = -7
Offensive Equipment: = 0.000
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 2.200
RISC Hyper Laser [Targeting Computer] (+) 2.200 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 39 = 171.600
Divided by the maximum heat output - 4 (/) 46 = 3.730
Rounded up to the nearest tenth = 3.8
----------------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 4
==================================================================================================================================
Convert Armor
----------------------------------------------------------------------------------------------------------------------------------
Hardened: 292 armor points x 2 584.000 = 584.000
Armor Factor Conversion (/) 30 = 19.467
----------------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 19
==================================================================================================================================
Convert Structure
----------------------------------------------------------------------------------------------------------------------------------
Engine: Inner Sphere XL on a 100 ton BattleMech = 4.0
----------------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 4
==================================================================================================================================
Determine Special Abilities
----------------------------------------------------------------------------------------------------------------------------------
Unit is equipped with one C3 Computer (Master) = C3M
Unit is equipped with CASE II = CASEII
Unit is equipped with Hardened armor = CR
Unit is equipped as a mobile headquarters = MHQ5
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with C3 Computer (Master) = TAG
==================================================================================================================================
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
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 19.250
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 19.750
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 19.750
Defensive Interaction Rating:
Armor Factor 19 (Armor) x 2.0 (Non-Vehicle Unit) = 38.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 42.000
Defense Factor 1 + [0 (4" Move)] (*) 1.000 = 42.000
Final DIR Round to nearest half point = 42.000
Unit's Defensive Value:
Movement Factor 0.5 (0.25 per 2") = 0.500
Special Ability Factor [CR] Critical-Resistant (+) 0.250 = 0.750
Final DIR Defensive Interaction Rating (+) 42.000 = 42.750
Unit's Final Point Value:
Offensive Value = 19.750
Defensive Value (+) 42.750 = 62.500
C3 62.5 (Subtotal) x 0.05 (+) 3.000 = 65.500
Force Bonus [MHQ5] Mobile Headquarters (+) 5.000 = 70.500
----------------------------------------------------------------------------------------------------------------------------------
Final Point Value: 71