BattleMech Technical Readout
Name/Model: Rising Star RSR-X1
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 80
Configuration: Biped BattleMech
Era/Year: Star League / 2780
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 7,325,640 C-Bills
Battle Value: 1,827
Chassis: Endo Steel
Power Plant: 240 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard with CASE
Armament:
2 Autocannon/10s
1 Large Laser
2 Medium Lasers
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
In the closing years of the Star League, it was determined that a new mobile assault 'Mech
was needed that could fill the roles of both direct-fire and anti-aircraft support. Many
design proposals were put forth, but the one that generated the most interest was a design
dubbed the Rising Star.
Capabilities:
The Rising Star was designed to be an 80 ton Assault 'Mech. Although on the low end of such
machines, this would make it, nevertheless, an entry in this category. This also enabled the
design to carry some 15.5 tons of standard armor plate, making sure it lived up to the
"assault" portion of its classification. A Pitban 240 fusion core, long a staple of many 60
ton heavy 'Mechs would allow the 'Mech to top out at only 54 kph on the ground, but would
retain enough mass for a heavy weapons load. To alleviate concerns about its ground speed, 3
jump jets were added to allow it to make leaps up to 30 meters high or 90 across, and thus
clear most obstacles.
It is in the weapons package that the design truly shined. The centerpiece of the payload is
a pair of Mydron Class B 105 mm Type 10 Heavy Autocannon fitted with 5 tons of ammunition.
This allows the 'Mech to carry at least one ton of "flak" anti-aircraft ammunition to make
excellent use of its targeting system's remarkable anti-air capabilities. Backing the
autocannon is a single heavy 8 cm laser in the left arm, and a pair of 5 cm lasers in the
right arm. Finally, rounding out the armament package is a Holly short range 4 pack missile
launcher fitted with a ton of ammunition. Combined, these weapons make the design utterly
deadly to anyone within 450 meters of the 'Mech.
The one failing of the 'Mech, and the primary reason only a few dozen were made before the
design was shelved, was that its targeting system itself. The computer suffered from sensor
ghosts and poor targeting at short ranges. Combined with a poor cooling jacket on the heavy
laser, many pilots soon began ranting against the design they had been raving about only a
few short months before.
Deployment:
Before its failures were known, the Rising Star had been set to be widely deployed in the
Star League Defense Force. Once those issues became apparent however, most of the 'Mechs
were scrapped out, or sold to the various Houses and prominent families of the various
Successor States.
Variants:
An attempt was made to correct the issues found in the design. The RSR-X3 replaced the
standard model Mydron heavy autocannons with Lubalin dual purpose heavy autocannons.
Although ammunition for the autocannons was reduced by a ton, the capability of using
cluster rounds and the increase range of the more advanced weapons was felt to outweigh the
reduced ammunition count. The weight savings of the new guns also allowed the heavy laser to
be replaced with a standard model Parti-Kill particle cannon, which matched the range of the
new autocannons and inflicted a heavier hit than the older heavy laser.
However, neither change eliminated the targeting system's system's sensor ghosts, and
although the PPC's cooling jacking was much improved over the old laser's, firing the new
particle cannon ended up causing EM interference to the 'Mech. This resulted in malfunction
in the Artemis IV fire control system that had been added to the short range missiles to use
the extra ton available by reduction in the autocannon ammunition. These issues only
exacerbated the ill feeling beginning to rise for the design, so it was retired, even though
a different targeting system may have gone a long way to repairing the design's reputation.
Centuries after the design was shelved, it would be revived an updated to create the Word of
Blake's Legacy BattleMech.
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Equipment Mass
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Internal Structure: Endo Steel 4.00
Engine: 240 Fusion 11.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 247 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 40
Center Torso (rear): 10
R/L Torso: 17 27
R/L Torso (rear): 7
R/L Arm: 13 26
R/L Leg: 17 34
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 1.00
Autocannon/10 RT 7 12.00
Autocannon/10 (Ammo 20) RT 2 2.00
CASE RT 1 0.50
SRM 4 RT 1 2.00
SRM 4 (Ammo 25) RT 1 1.00
Autocannon/10 LT 7 12.00
Autocannon/10 (Ammo 20) LT 2 2.00
Autocannon/10 (Ammo 10) [Flak] LT 1 1.00
CASE LT 1 0.50
2 Medium Lasers RA 2 2.00
Large Laser LA 2 5.00
Jump Jet RL 1 1.00
Jump Jet LL 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 40
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 4 / (M) 4 / (L) 0, OV: 1
Armor (A): 8, Structure (S): 6
Specials: AC2/2/-, CASE
Distribution
Name/Model: Rising Star RSR-X1
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
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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. Hand Actuator 4. Endo Steel 4. Hand Actuator
5.Large Laser 5. Sensors 5.Double Heat Sink
6.Large Laser 6. Life Support 6.Double Heat Sink
1. Endo Steel 1.Double Heat Sink
2. Endo Steel 2. Medium Laser
3. Endo Steel 3. Medium Laser
4. Endo Steel 4. Endo Steel
5. Endo Steel 5. Endo Steel
6. Endo Steel 6. Endo Steel
Left TorsoCenter TorsoRight Torso
1.Autocannon/10 1. Fusion Engine 1.Autocannon/10
2.Autocannon/10 2. Fusion Engine 2.Autocannon/10
3.Autocannon/10 3. Fusion Engine 3.Autocannon/10
4.Autocannon/10 4. Gyro 4.Autocannon/10
5.Autocannon/10 5. Gyro 5.Autocannon/10
6.Autocannon/10 6. Gyro 6.Autocannon/10
1.Autocannon/10 1. Gyro 1.Autocannon/10
2. Autocannon/10 (Ammo 10) 2. Fusion Engine 2. SRM 4
3. Autocannon/10 (Ammo 10) 3. Fusion Engine 3. Autocannon/10 (Ammo 10)
4. Autocannon/10 (Ammo 10) [Flak] 4. Fusion Engine 4. Autocannon/10 (Ammo 10)
5. CASE 5. Jump Jet 5. SRM 4 (Ammo 25)
6. Endo Steel 6. Endo Steel 6. CASE
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. Jump Jet 5. Jump Jet
6. Endo Steel 6. Endo Steel
Alpha Strike Conversion
Name/Model: Rising Star RSR-X1
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped 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: 80 (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
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
3 (Movement) + 23 (Weapons) - 4 (Base) (-) 22 = -2
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
SRM 4 (+) 0.600 = 1.600
Large Laser (+) 0.800 = 2.400
Autocannon/10 (+) 1.000 = 3.400
Autocannon/10 (+) 1.000 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 88.000
Divided by the maximum heat output - 4 (/) 22 = 4.000
Rounded up to the nearest tenth = 4.0
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
3 (Movement) + 23 (Weapons) - 4 (Base) (-) 22 = -2
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
SRM 4 (+) 0.600 = 1.600
Large Laser (+) 0.800 = 2.400
Autocannon/10 (+) 1.000 = 3.400
Autocannon/10 (+) 1.000 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 88.000
Divided by the maximum heat output - 4 (/) 22 = 4.000
Rounded up to the nearest tenth = 4.0
Unit receives Overheat (OV) value of 1
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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) - 4 (Base) (-) -1 = 21
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: 247 armor points x 1 247.000 = 247.000
Armor Factor Conversion (/) 30 = 8.233
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Fusion on a 80 ton BattleMech = 6.0
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Final Structure Value: 6
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Determine Special Abilities
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Unit is equipped with forward facing Autocannons = AC2/2/-
Unit is equipped with CASE = CASE
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 0 (Long) = 12.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 14.000
Overheat Factor 1 (Overheat) (+) 1.000 = 15.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 15.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 22.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 24.000 = 25.250
Unit's Final Point Value:
Offensive Value = 15.000
Defensive Value (+) 25.250 = 40.250
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Final Point Value: 40
Cost Breakdown
Name/Model: Rising Star RSR-X1
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (247 pts) 15.5 x 10,000 155,000.00
Internal Structure (Endo Steel): 80 x 1,600 x 1 (+) 128,000.00 = 283,000.00
Myomer (Standard): 80 x 2,000 (+) 160,000.00 = 443,000.00
Engine (Fusion): (5,000 x 240 x 80) / 75 (+) 1,280,000.00 = 1,723,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,623,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,823,000.00
Life Support: 50,000 (+) 50,000.00 = 2,873,000.00
Sensors: 80 x 2,000 (+) 160,000.00 = 3,033,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 3,093,000.00
Arm Actuators: 80 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 36,800.00 = 3,129,800.00
Leg Actuators: 80 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 56,000.00 = 3,185,800.00
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Total Structural Cost: 3,185,800.00
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Weapons and Equipment Cost
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Autocannon/10 200,000 200,000.00
Autocannon/10 200,000 (+) 200,000.00 = 400,000.00
Autocannon/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 400,000.00
Autocannon/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 400,000.00
Autocannon/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 400,000.00
Autocannon/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 400,000.00
Autocannon/10 (Ammo 10) [Flak] [Empty Bin] 0 (+) 0.00 = 400,000.00
CASE 50,000 (+) 50,000.00 = 450,000.00
CASE 50,000 (+) 50,000.00 = 500,000.00
Jump Jets 80 x (3 x 3) x 200 (+) 144,000.00 = 644,000.00
Large Laser 100,000 (+) 100,000.00 = 744,000.00
Medium Laser 40,000 (+) 40,000.00 = 784,000.00
Medium Laser 40,000 (+) 40,000.00 = 824,000.00
SRM 4 60,000 (+) 60,000.00 = 884,000.00
SRM 4 (Ammo 25) [Empty Bin] 0 (+) 0.00 = 884,000.00
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Total Weapons and Equipment Cost 884,000.00
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BattleMech Cost
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Structural Cost: 3,185,800.00
Weapons and Equipment Cost: (+) 884,000.00 = 4,069,800.00
BattleMech Cost Multiplier: 1 + (80 / 100) (*) 1.80 = 7,325,640.00
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Final BattleMech Cost 7,325,640.00