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Design Overview
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Combat Vehicle Technical Readout
Name/Model: Dan Command Vehicle DCV50-E
Designer: Kalyxa-5
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 50
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 908,063 C-Bills
Battle Value: 767
Movement Type: Tracked
Power Plant: 150 Internal Combustion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard with CASE
Armament:
1 LRM 10
1 SRM 4
1 Machine Gun
Manufacturer: The State, Kalyxa-5
Primary Factory: State Production Plant
Communications: ST Comms-Array
Targeting & Tracking: ST Battle-Comp
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Overview:
Following the success of the “Rolling Pillbox,” the State’s weapons designers began
studying ways to expand the platform into a heavier command vehicle. After collecting
extensive combat performance data and crew feedback, they proposed a 50-ton successor built
around the same basic philosophy: standard technology, heavy armor, affordable production,
and enough battlefield utility to serve cash-strapped regiments.
The result was the Dan Command Vehicle DCV50-E. Built on a rugged tracked chassis and
powered by a 150-rated internal combustion engine, the Dan retained the slow 54 km/h maximum
speed of its predecessor, but used its greater mass to carry 12.5 tons of standard armor.
This gave the vehicle thick protection across the hull and turret, allowing it to remain
close to the fighting and coordinate operations without being as vulnerable as lighter
counterparts. CASE was retained as a necessary safeguard for the ammunition stores,
reflecting the State’s continued emphasis on crew survivability. Like other State-produced
combat vehicles, the Dan also bore the hallmark of State manufacturing quality, with a
reputation for long-lasting durability and reliable service under harsh operating
conditions.
The Dan carries the familiar turreted weapons package of an LRM-10, SRM-4, and Machine Gun.
This armament is not intended to make it a front-line assault vehicle, but it gives the crew
enough firepower to contribute to a defensive line, suppress infantry, and discourage enemy
units from closing too easily. The LRM-10 also allows the Dan to support friendly units at
range while remaining behind the main line of contact.
The defining feature of the Dan is its 3-ton command equipment suite. This sophisticated
communications and battlefield coordination package allows the vehicle to function as a
forward command post, relaying orders, tracking friendly movements, coordinating fire
support, and helping commanders adjust combat operations in real time. For militia officers
and planetary defense commanders, this gave the Dan the practical floor of a rear-area
command vehicle while still providing the protection and battlefield presence needed for a
forward command role.
The vehicle also includes a 2-ton infantry bay capable of carrying 12 foot infantry. This
gave commanders additional tactical options, allowing the Dan to transport a small security
detachment, scouts, liaison personnel, or command staff under armor. The bay could also be
used to ferry VIPs or other important personnel through dangerous areas, protected by the
vehicle’s thick armor and weaponry.
A 1.5-ton insulated cargo compartment provides space for extended field operations, allowing
the use of reclining crew seats that can serve as bunks, stowage space for rations and
personal items, and a compact atmospheric humidity converter that produces drinking water.
The Dan also carries two shared commodes that suction and flash-incinerate waste for safe
disposal: one serving the crew and command compartment, and a second positioned near the
infantry bay area. Both are screened by drawn curtains when in use. These amenities are not
luxurious, but they allow the crew, command personnel, and carried troops to remain in the
safety of the vehicle for extended periods. Combined with the command suite, infantry bay,
heavy armor, and standard-tech construction, these field amenities made the Dan unusually
well suited for extended deployments.
At under one million C-bills, the Dan became an attractive option for militias, planetary
governments, and mercenary commands that needed a versatile command vehicle. It is not fast
or heavily armed. Its strength lies in being practical, doctrine-coherent, extremely
affordable, and built to last. For a budget-conscious commander, it offers nearly the best
command vehicle reasonably available.
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Equipment Mass
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Internal Structure: Standard 5.00
Engine: 150 Internal Combustion 11.00
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 0 0.00
Control Equipment: 2.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.00
Armor Factor: 200 12.50
Type: Standard
Armor
Value
Front: 56
R/L Side: 34
Rear: 24
Turret: 52
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Weapons and Ammo Location Tonnage
------------------------------------------------------------------------------------------------
LRM 10 Turret 5.00
Machine Gun Turret 0.50
SRM 4 Turret 2.00
Bay, Infantry (Foot) (12 troopers) Body 2.00
CASE Body 0.50
Cargo, Insulated (1.5 tons) Body 1.50
Communications Equipment (3 tons) Body 3.00
LRM 10 (Ammo 24) Body 2.00
Machine Gun (Ammo 100) Body 0.50
SRM 4 (Ammo 25) Body 1.00
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Alpha Strike Statistics
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Point Value (PV): 31
TP: CV, SZ: 2, TMM: 1, MV: 6"t
Damage: (S) 2 / (M) 2 / (L) 1
Armor (A): 7, Structure (S): 3
Specials: CASE, CT1.5, EE, IF1, IT2, MHQ3, RCN, SRCH, TUR(2/2/1, IF1)
Alpha Strike Conversion
Name/Model: Dan Command Vehicle DCV50-E
Technology: Inner Sphere
Tonnage: 50
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: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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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
LRM 10 (TU) (+) 0.300 = 0.500
SRM 4 (TU) (+) 0.600 = 1.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.1
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
LRM 10 (TU) (+) 0.600 = 0.600
SRM 4 (TU) (+) 0.600 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
LRM 10 (TU) (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 200 armor points x 1 200.000 = 200.000
Armor Factor Conversion (/) 30 = 6.667
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Final Armor Value: 7
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Convert Structure
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Standard: 25 structure points 25.000 = 25.000
Structure Conversion (/) 10 = 2.500
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Final Structure Value: 3
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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 2 tons of tons of space allocated for infantry transport = IT2
Unit is equipped as a mobile headquarters = MHQ3
Unit is equipped with Communications Equipment = RCN
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(2/2/1)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF1)
============================================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 7.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 8.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 8.000
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 1.8 (Tracked) = 12.600
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 15.600
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 17.160
Final DIR Round to nearest half point = 17.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 17.000 = 17.750
Unit's Final Point Value:
Offensive Value = 8.000
Defensive Value (+) 17.750 = 25.750
Force Bonus [MHQ3] Mobile Headquarters (+) 3.000 = 28.750
Force Bonus [RCN] Recon (+) 2.000 = 30.750
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Final Point Value: 31
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Rating:
5.00
Comment:
The fact that we keep picking up intelligence on the State from multiple archives is becoming odd. Is it a security measure? Is The State internally divided? Originally we had assumed that one archive was just an inactive repository from the past, but as we continue to search through it, new entries keep appearing.
The Dan Command Vehicle. It does what the name on the tin says it does. Solid design. Its doctrine continues to support the The State's preference for well defined battle lines. Well defined battle lines which are ripe for bombardment. Which leads to the next question, State Artillery Capabilities.
Correction. This is a 3rd archive. Even more confusing.
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