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Combat Vehicle Technical Readout
Name/Model: Juggernaut Heavy Combat Vehicle JHCV-75
Designer: RagingBarBearian
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 75
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,774,063 C-Bills
Battle Value: 1,252
Movement Type: Tracked
Power Plant: 225 Internal Combustion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard with CASE
Armament:
1 LRM 20
2 SRM 4s
2 Machine Guns
Manufacturer: The State (Kalyxa-5)
Primary Factory: State Production Plant
Communications: ST Comms-Array
Targeting & Tracking: ST Battle-Comp
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Overview:
Conceived by a regime known simply as the State on the resource-rich Deep Periphery world of
Kalyxa-5, the **Juggernaut Heavy Combat Vehicle JHCV-75** was developed as the larger and
more serious counterpart to the State’s budget light combat vehicles. At seventy-five
tons, the JHCV-75 was not a raider, scout, or maneuver cavalry platform. It was a true
tracked juggernaut: slow, heavily armored, inexpensive for its weight, and designed to give
poor but organized armies a machine that could stand in the battle line without requiring
BattleMech money.
The design was built entirely around standard Inner Sphere technology. This was not an
accident, but the core of the JHCV-75’s appeal. A 225-rated internal combustion engine
gave the vehicle a modest maximum speed of 54 km/h, which made speed its most obvious
limitation. In exchange, the tank avoided the immense cost of a fusion power plant and
retained a rugged mechanical layout that frontier workshops, militia depots, and second-line
planetary forces could realistically maintain. The result was a seventy-five-ton heavy
combat vehicle costing only a fraction of a comparable medium BattleMech while still
carrying enough armor and firepower to make such machines cautious.
All of the JHCV-75’s weapons are mounted in a fully rotating turret. An **LRM-20**
provides long-range fire support and gives the vehicle enough reach to influence a
battlefield before direct contact. Two **SRM-4** launchers add close-range striking power,
while twin **Machine Guns** provide infantry suppression and defensive fire against
dismounted threats. This doubled missile battery gave the JHCV-75 substantially more
battlefield presence than the lighter JLT-35, allowing it to punish vehicles, infantry, and
medium-weight BattleMechs that came within its engagement envelope.
Protection was the other half of the design. The JHCV-75 carries eighteen tons of standard
armor, nearly double the armor mass of the smaller thirty-five-ton model, with particularly
heavy protection across the front and turret. The inclusion of **CASE** was retained despite
the vehicle’s low-cost doctrine, reflecting the State’s view that trained crews were
expensive assets even when the machines themselves were built for mass export. The JHCV-75
still carried a large ammunition burden, and its missile-heavy armament imposed continuing
supply costs, but CASE gave crews a better chance of surviving the kind of ammunition
detonation that would otherwise turn a heavy vehicle into a sealed coffin.
The expanded 1.5-ton internal support allowance was fitted to support the JHCV-75’s
five-person crew during long defensive deployments. The space includes compact reclining
crew stations, limited personal stowage, ration storage, atmospheric humidity conversion for
drinking water, and two shared commodes using suction and flash-incineration systems to seal
biological waste into disposal cartridges. This did not make the JHCV-75 comfortable, but it
allowed the crew to remain buttoned up on high alert for extended periods, sleeping in
shifts while at least one operator remained active at the communications and weapons
stations.
Crews soon regarded the JHCV-75 as the honest heavy brother of the Pocket-Assault concept.
It was too slow to chase fast enemies and too ammunition-hungry to operate without a supply
line, but when placed in cover, assigned to defend a road, or used as the armored core of a
militia line, it could take punishment and return enough fire to make even medium ’Mech
pilots reconsider a direct approach. Among export buyers, it earned a simple reputation: not
elegant, not fast, but cheap, tough, and dangerous enough to matter.
Deployment:
The JHCV-75 was marketed to planetary militias, frontier governments, rebel commands, and
cash-strapped mercenary units that needed heavy armored presence but lacked the capital to
acquire or maintain large numbers of BattleMechs. Its low purchase cost made it especially
attractive to poor but disciplined forces that could support missile logistics and preferred
several armored hulls over a single prestige machine.
In service, the JHCV-75 performed best as a defensive anchor, convoy shield, urban
strongpoint, and road-control vehicle. Its LRM-20 allowed it to support friendly units at
range, while its turreted SRM launchers and machine guns made close assaults costly. It was
often deployed in pairs or mixed with lighter sentry vehicles, with the heavy tank forming
the center of a defensive position while faster machines screened its flanks.
The vehicle’s weaknesses were clear. Its 3/5 tracked movement made it unsuitable for rapid
maneuver warfare, pursuit, or deep raiding, and its reliance on missiles required steady
ammunition supply. Against fast BattleMechs, hovercraft, or aerospace-supported forces,
unsupported JHCV-75s could be outmaneuvered and isolated. Even so, commanders who understood
its limits valued it highly. For the price of a single BattleMech, a buyer could field
multiple JHCV-75s, creating a wall of turreted armor and missile fire that was difficult to
ignore and expensive to break.
The JHCV-75 therefore became known less as a poor man’s BattleMech and more as a poor
army’s answer to one: a slow, heavily armored, CASE-protected missile tank that gave
underfunded commands the ability to hold ground, threaten medium ’Mechs, and survive
battles that lighter vehicles were never expected to endure.
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Equipment Mass
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Internal Structure: Standard 7.50
Engine: 225 Internal Combustion 20.00
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 0 0.00
Control Equipment: 4.00
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.50
Armor Factor: 288 18.00
Type: Standard
Armor
Value
Front: 82
R/L Side: 52
Rear: 32
Turret: 70
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Weapons and Ammo Location Tonnage
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LRM 20 Turret 10.00
2 Machine Guns Turret 1.00
2 SRM 4s Turret 4.00
CASE Body 0.50
Cargo, Standard (1.5 tons) Body 1.50
LRM 20 (Ammo 24) Body 4.00
Machine Gun (Ammo 200) Body 1.00
SRM 4 (Ammo 50) Body 2.00
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Alpha Strike Statistics
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Point Value (PV): 37
TP: CV, SZ: 3, TMM: 1, MV: 6"t
Damage: (S) 3 / (M) 3 / (L) 2
Armor (A): 10, Structure (S): 4
Specials: CASE, CT1.5, EE, IF1, LRM1/1/1, SRCH, SRM1/1, TUR(3/3/2, IF1, LRM1/1/1, SRM1/1)
Alpha Strike Conversion
Name/Model: Juggernaut Heavy Combat Vehicle JHCV-75
Technology: Inner Sphere
Tonnage: 75
Configuration: Tracked Combat Vehicle
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Determine Unit Type
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Ground Units: Combat Vehicle = CV
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Final Unit Type: CV
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Determine Weight/Size Class
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Tonnage: 75 (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 (Cruise) = 6"
Tracked Motive Type = 6"t
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Machine Gun (TU) (+) 0.200 = 0.200
Machine Gun (TU) (+) 0.200 = 0.400
LRM 20 (TU) (+) 0.600 = 1.000
SRM 4 (TU) (+) 0.600 = 1.600
SRM 4 (TU) (+) 0.600 = 2.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
SRM 4 (TU) (+) 0.600 = 0.600
SRM 4 (TU) (+) 0.600 = 1.200
LRM 20 (TU) (+) 1.200 = 2.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.4
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
LRM 20 (TU) (+) 1.200 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Long Range Damage Value: 2
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Convert Armor
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Standard: 288 armor points x 1 288.000 = 288.000
Armor Factor Conversion (/) 30 = 9.600
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Final Armor Value: 10
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Convert Structure
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Standard: 40 structure points 40.000 = 40.000
Structure Conversion (/) 10 = 4.000
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with 1.5 tons of Cargo = CT1.5
Unit is equipped with an Internal Combustion engine = EE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is equipped with forward facing LRMs = LRM1/1/1
Unit is a Combat Vehicle = SRCH
Unit is equipped with forward facing SRMs = SRM1/1
Unit is equipped with turret mounted weapons = TUR(3/3/2)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF1)
Unit is equipped with turret mounted LRMs = TUR(LRM1/1/1)
Unit is equipped with turret mounted SRMs = TUR(SRM1/1)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 11.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 12.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 12.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 1.8 (Tracked) = 18.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 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") = 0.750
Final DIR Defensive Interaction Rating (+) 24.000 = 24.750
Unit's Final Point Value:
Offensive Value = 12.000
Defensive Value (+) 24.750 = 36.750
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Final Point Value: 37