Battle Value Breakdown
Name/Model: Rifleman IIC
Technology: Clan
Tonnage: 65
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Ferro-Fibrous): 211 x 2.5 x 1 527.500
Internal Structure (Endo Steel w/ Fusion Engine): 104 x 1.5 x 1 x 1 (+) 156.000 = 683.500
Gyro (Standard): 65 x 0.5 (+) 32.500 = 716.000
Defensive Equipment:
Active Probe (+) 12.000 = 728.000
Defensive Movement Factor: +2 (*) 1.20 = 873.600
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Final Defensive Battle Rating: 873.600
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 38 (Heat Sinks) - 3 (Movement) - 42 (Weapons) = -1
Offensive Equipment:
Large Pulse Laser 265.000
Large Pulse Laser (+) 265.000 = 530.000
Large Pulse Laser (+) 265.000 = 795.000
Large Pulse Laser (+) 265.000 = 1,060.000
ER Small Laser (+) 31.000 = 1,091.000
Total 'Mech Tonnage: (+) 65.000 = 1,156.000
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 1,433.440
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Final Offensive Battle Rating: 1,433.440
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BattleMech Battle Value
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Defensive Battle Rating: 873.600
Offensive Battle Rating: (+) 1,433.440 = 2,307.040
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Final BattleMech Battle Value: 2,307
Alpha Strike Conversion
Name/Model: Rifleman IIC
Technology: Clan
Tonnage: 65
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: 65 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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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
38 (Heat Sinks) = 38
3 (Movement) + 42 (Weapons) - 4 (Base) (-) 41 = -3
Offensive Equipment: = 0.000
ER Small Laser (+) 0.500 = 0.500
Large Pulse Laser (+) 1.100 = 1.600
Large Pulse Laser (+) 1.100 = 2.700
Large Pulse Laser (+) 1.100 = 3.800
Large Pulse Laser (+) 1.100 = 4.900
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 38 = 186.200
Divided by the maximum heat output - 4 (/) 41 = 4.541
Rounded up to the nearest tenth = 4.6
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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 inefficient
38 (Heat Sinks) = 38
3 (Movement) + 42 (Weapons) - 4 (Base) (-) 41 = -3
Offensive Equipment: = 0.000
ER Small Laser (+) 0.500 = 0.500
Large Pulse Laser (+) 1.100 = 1.600
Large Pulse Laser (+) 1.100 = 2.700
Large Pulse Laser (+) 1.100 = 3.800
Large Pulse Laser (+) 1.100 = 4.900
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 38 = 186.200
Divided by the maximum heat output - 4 (/) 41 = 4.541
Rounded up to the nearest tenth = 4.6
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Final Medium Range Damage Value: 5
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
38 (Heat Sinks) = 38
3 (Movement) + 40 (Weapons) - 4 (Base) (-) 39 = -1
Offensive Equipment: = 0.000
Large Pulse Laser (+) 1.100 = 1.100
Large Pulse Laser (+) 1.100 = 2.200
Large Pulse Laser (+) 1.100 = 3.300
Large Pulse Laser (+) 1.100 = 4.400
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 38 = 167.200
Divided by the maximum heat output - 4 (/) 39 = 4.287
Rounded up to the nearest tenth = 4.3
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Final Long Range Damage Value: 5
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Convert Armor
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Ferro-Fibrous: 211 armor points x 1 211.000 = 211.000
Armor Factor Conversion (/) 30 = 7.033
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Final Armor Value: 7
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Convert Structure
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Engine: Clan Fusion on a 65 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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Unit contains no explosive components = ENE
Unit is equipped with Active Probe = PRB
Unit is equipped with Active Probe = RCN
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 5 (Short) + 5 (Medium) + 5 (Medium) + 5 (Long) = 20.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 21.500
Overheat Factor 0 (Overheat) (+) 0.000 = 21.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 21.500
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 19.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 20.900
Final DIR Round to nearest half point = 21.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 21.000 = 22.250
Unit's Final Point Value:
Offensive Value = 21.500
Defensive Value (+) 22.250 = 43.750
Force Bonus [PRB] Active Probe (+) 1.000 = 44.750
Force Bonus [RCN] Recon (+) 2.000 = 46.750
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Final Point Value: 47
Cost Breakdown
Name/Model: Rifleman IIC
Technology: Clan
Tonnage: 65
Configuration: Biped BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (211 pts) 11.0 x 20,000 220,000.00
Internal Structure (Endo Steel): 65 x 1,600 x 1 (+) 104,000.00 = 324,000.00
Myomer (Standard): 65 x 2,000 (+) 130,000.00 = 454,000.00
Engine (Fusion): (5,000 x 195 x 65) / 75 (+) 845,000.00 = 1,299,000.00
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,899,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,099,000.00
Life Support: 50,000 (+) 50,000.00 = 2,149,000.00
Sensors: 65 x 2,000 (+) 130,000.00 = 2,279,000.00
Heat Sinks (Double): 19 x 6,000 (+) 114,000.00 = 2,393,000.00
Arm Actuators: 65 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 13,000.00 = 2,406,000.00
Leg Actuators: 65 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 45,500.00 = 2,451,500.00
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Total Structural Cost: 2,451,500.00
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Weapons and Equipment Cost
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Active Probe 200,000 200,000.00
ER Small Laser 11,250 (+) 11,250.00 = 211,250.00
Jump Jets 65 x (3 x 3) x 200 (+) 117,000.00 = 328,250.00
Large Pulse Laser 175,000 (+) 175,000.00 = 503,250.00
Large Pulse Laser 175,000 (+) 175,000.00 = 678,250.00
Large Pulse Laser 175,000 (+) 175,000.00 = 853,250.00
Large Pulse Laser 175,000 (+) 175,000.00 = 1,028,250.00
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Total Weapons and Equipment Cost 1,028,250.00
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BattleMech Cost
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Structural Cost: 2,451,500.00
Weapons and Equipment Cost: (+) 1,028,250.00 = 3,479,750.00
BattleMech Cost Multiplier: 1 + (65 / 100) (*) 1.65 = 5,741,587.50
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Final BattleMech Cost 5,741,588.00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
As a definitive Anti-Air / Direct Fire mech, it fulfills its role perfectly with insane accurate firepower and good durability to boot. Slow, but that's okay, and it has the jump jets to get up and down hills with little issue. And for those who think the Beagle should be replaced with another Heat Sink, just know it doesn't have the component space for it.
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Member Review - ChucklesTheGoat : 05-Sep-2004 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
4.50
Comment:
I don't get the Active Probe but beyond that, this 'mech is incredible. With the range of Clan LPL's and the heat sinks to use them this 'mech won't need to retreat, even against a Daishi.
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Member Review - DarkAdder : 11-Jan-2004 00:00
0 out of 1 users (0.00%) have found this review useful
Rating:
3.00
Comment:
A nice mech. This thing will kill light mechs and beat the hell out of most anything else. The slow speed means it wont be able to out run anything it cant kill. But with a good back-walking maneuver, this thing can provide its own cover fire.
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Member Review - -Mud : 22-Dec-2003 00:00
0 out of 1 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Somebody must have thought this would be funny, and it certainly is. Thing is, its a pretty good 'mech too. Sure it is slow, but no XL engine and good armor means it will be very hard to kill. The weapon loadout is very good too, and this Rifleman (unlike its namesake) has the heat sinks to use it.
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"Never think that war, no matter how necessary, nor how justified, is not a crime." - Ernest Hemingway