BattleMech Technical Readout
Name/Model: Vigilant
Designer: Castro
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 100
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 13,478,000 C-Bills
Battle Value: 3,612
Chassis: Reinforced
Power Plant: 300 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Fibrous
Armament:
2 ER PPCs
4 ER Medium Lasers
1 Laser Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with ECM Suite
Targeting & Tracking: Unknown 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 massive 100 tons and sporting maximum levels of armour with Ferro-Fibrous
structure, the Vigilant 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 Vigilant 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. What made it even more durable was the Reinforced internal
skeleton placed inside the chassis - making it wholeheartedly one of the most durable mechs
on the battlefield for its tonnage.
Along with the internal structure, engineers made it a point to provide the Vigilant with
excellent, if not superior, electronic warfare suites. Ergo, this variant of the Vigilant is
hardwired with the similar electronic and defense hardware to its brethren. In the right
torso can be found an 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 Vigilant 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 Vigilant boasts a capacitor fed ER PPC in each arm,
providing a terrifying amount of long range firepower when fully charged. A further four
more ER Medium Lasers are found on the bottom section of each side torso, allowing for
further damage at medium range. 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 24
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 Vigilant's high level of common parts and rugged status, coupled with
its ability to essentially never need refit on long campaigns or contracts, the Vigilant has
begun to collect battle scars instead of dust particles.
Variants:
The second variant of the Vigilant, much like the Phobos, is vastly different from its
original counterpart. Starting with its armour, it replaces the Reinforced internal
structure with Endo-Steel, and replaces the Ferro-Fibrous Armour with standard plates. The
engine is also gutted completely - removing the standard engine and replacing it with a Clan
XL engine. This does vastly increase the speed of the Vigilant by a large margin, but it
cuts down on its overall survivability and and repairability (and cost) - which led to lower
sales initially then expected (however they rose quite high after a short period of time
after seeing it in combat). For reasons which will become apparent in a few moments, it also
removes almost all of its electronic warfare equipment, retaining only the ECM suite - which
was moved to the cockpit - and the Targeting computer, which remained in the left torso,
albeit pushed down due to the engine now taking up space.
However its biggest departure is the Vigilant's change to its weaponry. Its ER Medium Lasers
in either side torso get upgraded to ER Large lasers, which provided much more punch at
longer range than the original did at the expense of the ability to assassinate a enemy
pilot with a clean head shot. However, whether because a joke was made, or some form of
hilarity needed to ensue - the ER PPC's were replaced in either arm for no less then 14 ER
Small Lasers - split evenly between two arms. While ironically, this generated similar heat
and damage to the ER PPC, this "laser fist" (as it was dubbed) was so taxing on the
generator that pilots reported feeling an ionization charge in their cockpit when firing
either fist. Whether this was detrimental to the pilot is yet to be determined - however,
the effectiveness of so many ER Small lasers at a relatively medium range cannot be
understated - and while the Vigilant 2 was effectively missing much of the defenses of its
original variant - no mech would dare stand within 120 meters of the ER Small Lasers
effective range for fear of being absolutely shredded by sheer force of the bombardment. Due
to this characteristic, the secondary variant of the Vigilant become more popular over time
as mercenary companies and stars found more useful mechs to perform electronic warfare.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Reinforced 20.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 24 [48] 14.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 307 16.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 50
Center Torso (rear): 12
R/L Torso: 21 34
R/L Torso (rear): 8
R/L Arm: 17 34
R/L Leg: 21 42
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Active Probe H 1 1.00
ECM Suite RT 1 1.00
2 ER Medium Lasers RT 2 2.00
Laser Anti-Missile System RT 1 1.00
2 ER Medium Lasers LT 2 2.00
Targeting Computer LT 4 4.00
ER PPC w/ Capacitor RA 3 7.00
ER PPC w/ Capacitor LA 3 7.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 67
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 5 / (M) 5 / (L) 3, OV: 1
Armor (A): 10, Structure (S): 16
Specials: AMS, ECM, ENE, PRB, RCN
Distribution
Name/Model: Vigilant
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
============================================================================================
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.ER PPC 4. Active Probe 4.ER PPC
5.ER PPC 5. Sensors 5.ER PPC
6. PPC Capacitor 6. Life Support 6. PPC Capacitor
1.Double Heat Sink 1.Double Heat Sink
2.Double Heat Sink 2.Double Heat Sink
3. Ferro-Fibrous 3. Ferro-Fibrous
4. Ferro-Fibrous 4. Ferro-Fibrous
5. Ferro-Fibrous 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Roll Again
Left TorsoCenter TorsoRight Torso
1.Targeting Computer 1. Fusion Engine 1. ECM Suite
2.Targeting Computer 2. Fusion Engine 2. Laser Anti-Missile System
3.Targeting Computer 3. Fusion Engine 3.Double Heat Sink
4.Targeting Computer 4. Gyro 4.Double Heat Sink
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1. ER Medium Laser 1. Gyro 1. ER Medium Laser
2. ER Medium Laser 2. Fusion Engine 2. ER Medium Laser
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.Double Heat Sink 5.Double Heat Sink
6.Double Heat Sink 6.Double Heat Sink 6.Double Heat Sink
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: Vigilant
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
===================================================================================================
Defensive Battle Rating
---------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): 307 x 2.5 x 1 767.500
Internal Structure (Reinforced w/ Fusion Engine): 152 x 1.5 x 2 x 1 (+) 456.000 = 1,223.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 1,273.500
Defensive Equipment:
Active Probe (+) 12.000 = 1,285.500
ECM Suite (+) 61.000 = 1,346.500
Laser Anti-Missile System (+) 45.000 = 1,391.500
Defensive Movement Factor: +2 (*) 1.20 = 1,669.800
---------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,669.800
===================================================================================================
Offensive Battle Rating
---------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 48 (Heat Sinks) - 2 (Movement) - 60 (Weapons) = -8
Offensive Equipment:
ER PPC w/ Capacitor 685.000
ER PPC w/ Capacitor (+) 685.000 = 1,370.000
ER Medium Laser (+) 135.000 = 1,505.000
ER Medium Laser (+) 135.000 = 1,640.000
ER Medium Laser (+) 135.000 = 1,775.000
ER Medium Laser [Inefficient] (+) 67.500 = 1,842.500
Total 'Mech Tonnage: (+) 100.000 = 1,942.500
Speed Factor: 5 (Run) + 0 (Jump) (*) 1.000 = 1,942.500
---------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,942.500
===================================================================================================
BattleMech Battle Value
---------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,669.800
Offensive Battle Rating: (+) 1,942.500 = 3,612.300
---------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 3,612
Cost Breakdown
Name/Model: Vigilant
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
======================================================================================================================
Structural Cost
----------------------------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): (307 pts) 16.0 x 20,000 320,000.00
Internal Structure (Reinforced): 100 x 6,400 x 1 (+) 640,000.00 = 960,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 1,160,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 3,160,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 4,060,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 4,260,000.00
Life Support: 50,000 (+) 50,000.00 = 4,310,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 4,510,000.00
Heat Sinks (Double): 24 x 6,000 (+) 144,000.00 = 4,654,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 4,684,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 4,754,000.00
----------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 4,754,000.00
======================================================================================================================
Weapons and Equipment Cost
----------------------------------------------------------------------------------------------------------------------
Active Probe 200,000 200,000.00
CASE 2 x 50,000 (+) 100,000.00 = 300,000.00
ECM Suite 200,000 (+) 200,000.00 = 500,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 580,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 660,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 740,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 820,000.00
ER PPC 300,000 (+) 300,000.00 = 1,120,000.00
ER PPC 300,000 (+) 300,000.00 = 1,420,000.00
Laser Anti-Missile System 225,000 (+) 225,000.00 = 1,645,000.00
PPC Capacitor 150,000 (+) 150,000.00 = 1,795,000.00
PPC Capacitor 150,000 (+) 150,000.00 = 1,945,000.00
Targeting Computer 4 x 10,000 (+) 40,000.00 = 1,985,000.00
----------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 1,985,000.00
======================================================================================================================
BattleMech Cost
----------------------------------------------------------------------------------------------------------------------
Structural Cost: 4,754,000.00
Weapons and Equipment Cost: (+) 1,985,000.00 = 6,739,000.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 13,478,000.00
----------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 13,478,000.00
Dark Age (3081 - 3150)
Standard
Introductory
Tournament Legal
Advanced
Experimental
3150
3149
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3141
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Jihad (3068 - 3080)
Experimental
Introductory
Tournament Legal
Advanced
Experimental
3080
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3077
3076
3075
3074
3073
3072
3071
3070
3069
3068
Civil War (3062 - 3067)
Experimental
Introductory
Tournament Legal
Advanced
Experimental
3067
3066
3065
3064
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3063
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3062
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Clan Invasion (3050 - 3061)
Unavailable
Introductory
Tournament Legal
Advanced
Experimental
3061
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Experimental
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Star League (2439 - 2780)
Unavailable
Introductory
Tournament Legal
Advanced
Experimental
2780
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2779
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2778
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2777
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Alpha Strike Conversion
Name/Model: Vigilant
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (greater than or equal to 80 and less than or equal to 100) = 4
--------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
--------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 6"
==========================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
48 (Heat Sinks) = 48
2 (Movement) + 50 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 53 = -5
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 PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 4.180
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 5.280
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 48 = 253.440
Divided by the maximum heat output - 4 (/) 53 = 4.782
Rounded up to the nearest tenth = 4.8
--------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 5
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
48 (Heat Sinks) = 48
2 (Movement) + 50 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 53 = -5
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 PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 4.180
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 5.280
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 48 = 253.440
Divided by the maximum heat output - 4 (/) 53 = 4.782
Rounded up to the nearest tenth = 4.8
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 5
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
48 (Heat Sinks) = 48
2 (Movement) + 30 (Weapons) + 5 (Anti-Missile) - 4 (Base) (-) 33 = 15
Offensive Equipment: = 0.000
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 1.100
ER PPC w/ Capacitor [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: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
--------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 10
==========================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------------
Engine: Clan Fusion on a 100 ton BattleMech = 8.0
Structure: Reinforced (*) 2 = 16.0
--------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 16
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with Laser Anti-Missile System = AMS
Unit is equipped with ECM Suite = ECM
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 5 (Short) + 5 (Medium) + 5 (Medium) + 3 (Long) = 18.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 20.000
Overheat Factor 1 (Overheat) (+) 1.000 = 21.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 21.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 16 (Structure) x 1.0 (Other Unit) (+) 16.000 = 36.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 39.600
Final DIR Round to nearest half point = 39.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 1.750
Final DIR Defensive Interaction Rating (+) 39.500 = 41.250
Unit's Final Point Value:
Offensive Value = 21.000
Defensive Value (+) 41.250 = 62.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 64.250
Force Bonus [PRB] Active Probe (+) 1.000 = 65.250
Force Bonus [RCN] Recon (+) 2.000 = 67.250
--------------------------------------------------------------------------------------------------------------------------
Final Point Value: 67