BattleMech Technical Readout
Name/Model: Relentless 2
Designer: Castro
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 75
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 9,842,875 C-Bills
Battle Value: 2,751
Chassis: coventry metal works Endo Steel
Power Plant: GM 300 300
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: J63-3E Ferro-Fibrous
Armament:
2 ER Large Lasers
6 ER Medium Lasers
1 Laser Anti-Missile System
2 ER Micro Lasers
Manufacturer: Coventry Metal Works, Technicron Manufacturing
Primary Factory: Coventry (CMW), Savannah (TM)
Communications: MegaBand System 21 with Angel ECM Suite
Targeting & Tracking: Dtrac Suite 4 with Advanced Targeting Computer
================================================================================================
Overview:
With the Dark Age burning in the past, and the time of the ilClan in fruition - Clan Sea Fox
began to dabble again with newer mech designs. While other Clans were developing
battlemech's to go along with newer technology - Clan Sea Fox took a step back, wanting a
mech that can go years without resupply and repair. With the popularity of the Regent from
Coventry Metal Works and Technicron Manufacturing, scientists began designs on what would
now be known as the Relentless, Vigilant, and Phobos.
The initial development for the Relentless, Vigilant, and Phobos were constantly marred by
politicking or normal Clan financial struggles, to the point where many thought the
battlemech's would never see the light of day. Tragically, for a fairly long amount of time,
all three designs languished in states of half-built, skeletal structures in battlemech
facilities, never really achieving the financing nor the backing to finish the project. Only
until Clan Sea Fox began establishing relationships with battlemech developers and factories
later on in the ilClan era, such as Coventry Metal works, and further realizing that a full
energy operated battlemech would be more cost efficient (and appealing) to the buyer - only
then did they begin to put their full effort into turning the three battlemech's from simple
concepts into realistic designs.
Much like the design philosophy of battlemech's such as the Regent, these battlemech
"borrowed" certain design elements from many other successful energy dependent mechs; for
example, borrowing designs from the Black Hawk, Supernova, and structural designs from mechs
like the Deimos. Thankfully the three battlemech's finally saw production in the late 3100's
to great success. The battlemechs had two basic philosophies of design and function:
primarily, to be a battlemech that had a full complement of energy weapons to theoretically
allow it to work indefinitely during a long campaign or mercenary contract without refit;
secondarily, to contain an advanced suite of electronics (with the minimum requirement being
an ECM) to allow it to act defensively as a command mech during battle. While unofficial -
each battlemech would also have two variants - each providing a different role for the lance
or star that it was assigned and bought for. Therefore, using those as its principle design
philosophies, the Relentless, Vigilant, and Phobos were created.
While there was initial criticism that there was some initial criticism of its heavy number
of lasers taxing the reactor to some degree, either as a battle-line design for a Mercenary
company or Clan Star that required a mech that required little to no refit and wanted simple
and easy parts to be rugged and easy to maintain - its popularity rocketed these new mechs
to the top of sale charts.
Capabilities:
Weighing a sturdy 75 tons and sporting maximum levels of armour with Endo-Steel and
Ferro-Fibrous structure, the Relentless battlemech further supplements its survivability
with a slightly larger cockpit space, which allows Mechwarrior pilots to have more
supplemental space to fill with survival gear, rations, or weapons in case of long
operations. However, most shocking to the design is the absolute disuse of the stereotypical
clan XL engine in favor of a heavier, but more centralized, clan fusion engine. This allowed
the initial build and repair cost of the chassis to remain low, and, allow the durability
and repairability to remain quite high - a bonus with many who sought after a rugged
Battlemech to purchase for longer campaigns or contracts. This usage of cheap, yet common,
parts gave the Relentless its rugged and easy to maintain status - as any damage to the mech
was easily fixable, and its standard engine and skeletal structure allowed it to take quite
a lot of firepower before being marked as crippled. The Relentless also features four large
Skyreach EX Jump Jets on either side torso, gifting the mech with superior mobility of a
roughly 120 meters of jump height - allowing the Relentless to easily outmaneuver other
enemy battlemech's of similar weight classes.
Along with the internal structure, engineers made it a point to provide the Relentless with
excellent, if not superior, electronic warfare suites. Ergo, every variant of the Relentless
is hardwired with the same electronic and defense hardware. In the right torso can be found
an Angel ECM suite - easily masking the presence of the battlemech during operations or
extended missions. Further, a Laser Anti-Missile system was installed in the right torso
chassis to provide excellent defense, without the need for ammunition, against any incoming
missiles that bypassed the ECM suite. Further, in the back of the cockpit, a Clan Active
Probe sensor suite was placed, giving it a massive boost to sensor ranges as well as the
ability to communicate and command effectively from the battlefield. This base electronic
and defensive suite allowed the Relentless to act essentially as a command unit to any lance
or star - able to defend itself, monitor the battlefield, and defend itself with its
formidable weaponry. With the base skeletal structure, electronic suite, and defense
electronics and equipment all laid out, engineers now set out for their actual main goal: a
mech that requires no ammunition.
Taking inspiration from designs like the Supernova, Black Hawk, and other battlemech's that
had sole usage of energy weaponry - the Relentless boasts three Medium Pulse Lasers in each
arm, providing a terrifying amount of medium range firepower. A further two more ER Medium
Lasers are found on the bottom section of each side torso, allowing for further damage at
medium range. Furthermore, completing its all-energy weaponry, two centralized ER Micro
Lasers are located in the central torso, near the cockpit of the battlemech. While this does
tend to heat things up in battle for the Mechwarrior inside, it does provide some bit of
Anti-Infantry firepower. All of the energy weapons are hardwired to the clan Targeting
computer found in the left torso for further accuracy, as it is typical to clan philosophy
to design a mech whose systems work together in harmony. In order to make sure the mech and
pilot do not suffer through the massive amounts of heat the Relentless puts out with its
energy armaments and Laser Anti-Missile system - engineers were able to fit 18 Double Heat
Sinks throughout the mech, which allowed the mech to consistently fire most of its weapons
without a worry of generating an excess amount of heat.
Deployment:
While this battlemech should have seen deployment earlier in its development - its
production near the end of the Era of the Dark Age sadly left most of them in their
production facilities either half-built or collecting dust. Rather than forgotten, building
a new mech was seen as "not needed" by Clan Sea Fox, and they had not developed the
relationship they had now with many Battlemech manufacturers. However, with the new
prosperity found in the ilClan Era, as well as the Relentless, Phobos, and Vigilant
blueprint rediscovery, there is now new life brought into the battlemech, and Clan Sea Fox
has started to see its benefit (and money) selling it to many a buyer across the Inner
Sphere and Clan space.
Thankfully, with the Relentless' high level of common parts and rugged status, coupled with
its ability to essentially never need refit on long campaigns or contracts, the Relentless
has begun to collect battle scars instead of dust particles.
Variants:
Despite being a newer mech design from Clan Sea Fox and Coventry Metal Works, there were
actually two other variants (rather than the one) of the Relentless that were produced over
a short amount of time, both of which sought to allow the Relentless to fulfil different
roles in whatever lance or star it had been sold to.
The Relentless 2 variant dumps all six Medium Pulse Lasers on either arm and replaces them
with the cheaper (and much more common) ER Medium Lasers. With the weight these new weapons
save, it allows the Relentless to exchange the two ER Medium Lasers in the side torsos for
two ER Large Lasers. This provides the Relentless a solid, long-range punch somewhat missing
from the original variant of the design. However, to save space, this variant drops the jump
jets on either torso, losing it quite a lot of mobility. Otherwise, the Relentless 2 keeps
the same philosophy as the original design when it comes to energy design and electronic
warfare; it retains the ECM, Laser Anti-Missile System, and Clan Active Probe, all of which
are still located in the right torso and head. This still allows the Relentless superior
protection and sensors range, which still allows the mech to perform admirably in its new
sniper configuration. The mech also still also retains the Targeting Computer, so that the
Lasers maintain the same level of accuracy as before. Many pilots who did not enjoy the
brawling nature of the original variant (and mostly did not want to spend the C-bills to
repair said mech from brawling encounters) preferred the Relentless 2 - as it provided a
much safer engagement distance with its armaments while retaining the same heat efficiency
and electronic warfare capabilities of the original.
The Relentless' 3 variant was unpopular and experimental, but still useful by tactical
standards. It breaks convention by mixing Clan and Inner Sphere technology by adding a TSEMP
cannon to the right arm. While bulky, and quite hot, the TSEMP cannon allowed the Relentless
to perform a more specialized role of disrupting enemy mechs and vehicles while the rest of
the unit follows up on the kill. It also returns to its original by re-adding the Jump Jets
of the original version, but, upgrades them to Improved Jump Jets for a whopping 180 meters
of jumping power. It also adds a Large Pulse laser to the top shoulder of the left torso for
some extra range. To fit these massive weapon systems and Jump Jets, it sadly has to
downgrade its arm weapon systems to three Micro Pulse Lasers on the left arm - and while
these are barely effective against an opposing mech, the micro pulse lasers complementing
the ER Micro Lasers in the center torso is enough to deal with infantry, or, a mech that has
been shut down by the TSEMP cannon. Thankfully, the Relentless keeps the large suite of
electronic warfare equipment, including the Angel ECM, Laser Anti-missile System, Clan
Active Probe, and Targeting Computer. It does shave about a half of ton of armour from the
legs, but it is not enough to worry any Mechwarrior pilot. While this mech was not as
popular as the other designs due its odd loadout with not enough heat dissipation, the TSEMP
cannon provided a unique role for the mech to perform insofar as disrupting enemy
formations, and, paired well with a lance able to capitalize on said disruption, can be a
very dangerous mech indeed. Furthermore, while TSEMP cannon could be prone to internal
explosions if hit internally, the lack of ammo for such a weapon gave the Relentless 3 the
same ability to operate in extended contracts and campaigns on the battlefield, and its
ability to possible shut down an enemy mech is exceptionally useful (if not absolutely
terrifying) in combat as a tactic.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 22 [44] 12.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 231 12.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 37
Center Torso (rear): 9
R/L Torso: 16 26
R/L Torso (rear): 6
R/L Arm: 12 24
R/L Leg: 16 32
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Active Probe H 1 1.00
2 ER Micro Lasers CT 2 0.50
Angel ECM Suite RT 2 2.00
ER Large Laser RT 1 4.00
Laser Anti-Missile System RT 1 1.00
ER Large Laser LT 1 4.00
Targeting Computer LT 3 3.00
3 ER Medium Lasers RA 3 3.00
3 ER Medium Lasers LA 3 3.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 56
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 6 / (M) 6 / (L) 3, OV: 1
Armor (A): 8, Structure (S): 6
Specials: AECM, AMS, ENE, PRB, RCN
Distribution
Name/Model: Relentless 2
Technology: Clan
Tonnage: 75
Configuration: Biped BattleMech
==========================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. ER Medium Laser 3. Cockpit 3. ER Medium Laser
4. ER Medium Laser 4. Active Probe 4. ER Medium Laser
5. ER Medium Laser 5. Sensors 5. ER Medium Laser
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
1.Double Heat Sink 1.Double Heat Sink
2. Endo Steel 2. Endo Steel
3. Endo Steel 3. Endo Steel
4. Endo Steel 4. Endo Steel
5. Endo Steel 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Ferro-Fibrous
Left TorsoCenter TorsoRight Torso
1.Targeting Computer 1. Fusion Engine 1.Angel ECM Suite
2.Targeting Computer 2. Fusion Engine 2.Angel ECM Suite
3.Targeting Computer 3. Fusion Engine 3. Laser Anti-Missile System
4. Ferro-Fibrous 4. Gyro 4. Ferro-Fibrous
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1. ER Large Laser 1. Gyro 1. ER Large Laser
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
4.Double Heat Sink 4. Fusion Engine 4.Double Heat Sink
5.Double Heat Sink 5. ER Micro Laser 5.Double Heat Sink
6. Ferro-Fibrous 6. ER Micro Laser 6. Ferro-Fibrous
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 5.Double Heat Sink
6.Double Heat Sink 6.Double Heat Sink
Battle Value Breakdown
Name/Model: Relentless 2
Technology: Clan
Tonnage: 75
Configuration: Biped BattleMech
===================================================================================================
Defensive Battle Rating
---------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): 231 x 2.5 x 1 577.500
Internal Structure (Endo Steel w/ Fusion Engine): 114 x 1.5 x 1 x 1 (+) 171.000 = 748.500
Gyro (Standard): 75 x 0.5 (+) 37.500 = 786.000
Defensive Equipment:
Active Probe (+) 12.000 = 798.000
Angel ECM Suite (+) 100.000 = 898.000
Laser Anti-Missile System (+) 45.000 = 943.000
Defensive Movement Factor: +2 (*) 1.20 = 1,131.600
---------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,131.600
===================================================================================================
Offensive Battle Rating
---------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 44 (Heat Sinks) - 2 (Movement) - 56 (Weapons) = -8
Offensive Equipment:
ER Large Laser 310.000
ER Large Laser (+) 310.000 = 620.000
ER Medium Laser (+) 135.000 = 755.000
ER Medium Laser (+) 135.000 = 890.000
ER Medium Laser (+) 135.000 = 1,025.000
ER Medium Laser (+) 135.000 = 1,160.000
ER Medium Laser (+) 135.000 = 1,295.000
ER Medium Laser [Inefficient] (+) 67.500 = 1,362.500
ER Micro Laser [Inefficient] (+) 4.375 = 1,366.875
ER Micro Laser [Inefficient] (+) 4.375 = 1,371.250
Total 'Mech Tonnage: (+) 75.000 = 1,446.250
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 1,619.800
---------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,619.800
===================================================================================================
BattleMech Battle Value
---------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,131.600
Offensive Battle Rating: (+) 1,619.800 = 2,751.400
---------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 2,751
Cost Breakdown
Name/Model: Relentless 2
Technology: Clan
Tonnage: 75
Configuration: Biped BattleMech
=====================================================================================================================
Structural Cost
---------------------------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): (231 pts) 12.5 x 20,000 250,000.00
Internal Structure (Endo Steel): 75 x 1,600 x 1 (+) 120,000.00 = 370,000.00
Myomer (Standard): 75 x 2,000 (+) 150,000.00 = 520,000.00
Engine (Fusion): (5,000 x 300 x 75) / 75 (+) 1,500,000.00 = 2,020,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,920,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,120,000.00
Life Support: 50,000 (+) 50,000.00 = 3,170,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 3,320,000.00
Heat Sinks (Double): 22 x 6,000 (+) 132,000.00 = 3,452,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 15,000.00 = 3,467,000.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 3,519,500.00
---------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 3,519,500.00
=====================================================================================================================
Weapons and Equipment Cost
---------------------------------------------------------------------------------------------------------------------
Active Probe 200,000 200,000.00
Angel ECM Suite 750,000 (+) 750,000.00 = 950,000.00
ER Large Laser 200,000 (+) 200,000.00 = 1,150,000.00
ER Large Laser 200,000 (+) 200,000.00 = 1,350,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,430,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,510,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,590,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,670,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,750,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,830,000.00
ER Micro Laser 10,000 (+) 10,000.00 = 1,840,000.00
ER Micro Laser 10,000 (+) 10,000.00 = 1,850,000.00
Laser Anti-Missile System 225,000 (+) 225,000.00 = 2,075,000.00
Targeting Computer 3 x 10,000 (+) 30,000.00 = 2,105,000.00
---------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 2,105,000.00
=====================================================================================================================
BattleMech Cost
---------------------------------------------------------------------------------------------------------------------
Structural Cost: 3,519,500.00
Weapons and Equipment Cost: (+) 2,105,000.00 = 5,624,500.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 9,842,875.00
---------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 9,842,875.00
Dark Age (3081 - 3150)
Standard
Introductory
Tournament Legal
Advanced
Experimental
3150
3149
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3141
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Advanced
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3080
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Experimental
Introductory
Tournament Legal
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Experimental
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Experimental
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Advanced
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Alpha Strike Conversion
Name/Model: Relentless 2
Technology: Clan
Tonnage: 75
Configuration: Biped BattleMech
====================================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
====================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------
Tonnage: 75 (greater than or equal to 60 and less than 80) = 3
--------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 3
====================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------
Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
--------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 8"
====================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
44 (Heat Sinks) = 44
2 (Movement) + 56 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 59 = -15
Offensive Equipment: = 0.000
ER Micro Laser [Targeting Computer] (+) 0.220 = 0.220
ER Micro Laser [Targeting Computer] (+) 0.220 = 0.440
ER Medium Laser [Targeting Computer] (+) 0.770 = 1.210
ER Medium Laser [Targeting Computer] (+) 0.770 = 1.980
ER Medium Laser [Targeting Computer] (+) 0.770 = 2.750
ER Medium Laser [Targeting Computer] (+) 0.770 = 3.520
ER Medium Laser [Targeting Computer] (+) 0.770 = 4.290
ER Medium Laser [Targeting Computer] (+) 0.770 = 5.060
ER Large Laser [Targeting Computer] (+) 1.100 = 6.160
ER Large Laser [Targeting Computer] (+) 1.100 = 7.260
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 44 = 319.440
Divided by the maximum heat output - 4 (/) 59 = 5.414
Rounded up to the nearest tenth = 5.5
--------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 6
====================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
44 (Heat Sinks) = 44
2 (Movement) + 56 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 59 = -15
Offensive Equipment: = 0.000
ER Medium Laser [Targeting Computer] (+) 0.770 = 0.770
ER Medium Laser [Targeting Computer] (+) 0.770 = 1.540
ER Medium Laser [Targeting Computer] (+) 0.770 = 2.310
ER Medium Laser [Targeting Computer] (+) 0.770 = 3.080
ER Medium Laser [Targeting Computer] (+) 0.770 = 3.850
ER Medium Laser [Targeting Computer] (+) 0.770 = 4.620
ER Large Laser [Targeting Computer] (+) 1.100 = 5.720
ER Large Laser [Targeting Computer] (+) 1.100 = 6.820
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 44 = 300.080
Divided by the maximum heat output - 4 (/) 59 = 5.086
Rounded up to the nearest tenth = 5.1
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 6
====================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
44 (Heat Sinks) = 44
2 (Movement) + 24 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 27 = 17
Offensive Equipment: = 0.000
ER Large Laser [Targeting Computer] (+) 1.100 = 1.100
ER Large Laser [Targeting Computer] (+) 1.100 = 2.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
--------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 3
====================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------
Ferro-Fibrous: 231 armor points x 1 231.000 = 231.000
Armor Factor Conversion (/) 30 = 7.700
--------------------------------------------------------------------------------------------------------------------
Final Armor Value: 8
====================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------
Engine: Clan Fusion on a 75 ton BattleMech = 6.0
--------------------------------------------------------------------------------------------------------------------
Final Structure Value: 6
====================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------
Unit is equipped with Angel ECM Suite = AECM
Unit is equipped with Laser Anti-Missile System = AMS
Unit contains no explosive components = ENE
Unit is equipped with Active Probe = PRB
Unit is equipped with Active Probe = RCN
====================================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 3 (Long) = 21.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 22.500
Overheat Factor 1 (Overheat) (+) 1.000 = 23.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 23.500
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 (8" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.000
Final DIR Defensive Interaction Rating (+) 24.000 = 26.000
Unit's Final Point Value:
Offensive Value = 23.500
Defensive Value (+) 26.000 = 49.500
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 52.500
Force Bonus [PRB] Active Probe (+) 1.000 = 53.500
Force Bonus [RCN] Recon (+) 2.000 = 55.500
--------------------------------------------------------------------------------------------------------------------
Final Point Value: 56