BattleMech Technical Readout
Name/Model: Velite VTL-1A
Designer: -Mud
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 25
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3025
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 1,846,667 C-Bills
Battle Value: 608
Chassis: Standard
Power Plant: 125 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 Large Laser
1 Machine Gun
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Velite is a major overhaul of the Commando currently serving in the ranks of the 1st
Free Worlds Guards. The 'mech appears to have been built from the remains of a captured
Steiner Commando; the head and torso structure remains the same, but the 'mech can be
distinguished from the Commando by the large laser, clearly visible on it's left arm.
Capabilities:
The Velite carries a heavy armor load-out for it's weight class, and a strong weapon. It is
slower than the standard Commando, but carries jump jets, allowing it to keep up with
competitors like the Wasp, Stinger and Javelin. The large laser provides considerable sting
for a 25 ton 'mech, but taxes the radiators when fired in conjunction with the jump jets.
Pilots tend to underestimate the Velite's heat levels because of the heat sink situated
directly beneath the cockpit, which keeps the cockpit temperature an average of 10 degrees
celsius cooler than is typical at a given reactor temperature. The techs initially worried
the large heat vents on the back of the head would attract heat-seeking warheads to the
cockpit, but in practice this has not proven to be a problem.
Deployment:
The only two operational Velites serve in the 1st Free Worlds Guards. The colonel prefers
to deploy the Velites in built-up areas, where their below average speed will not be a major
hinderance. The Guards regiment's fanatical loyal to Janos Marik means it sees considerable
duty putting down rebellious factions throughout the League; the Velite has proven its
mettle in several of these actions.
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Equipment Mass
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Internal Structure: Standard 2.50
Engine: 125 Fusion 4.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 10 0.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 79 5.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 8 12
Center Torso (rear): 4
R/L Torso: 6 8
R/L Torso (rear): 4
R/L Arm: 4 4
R/L Leg: 6 11
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Weapons and Ammo Location Critical Tonnage
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Machine Gun H 1 0.50
Jump Jet CT 1 0.50
2 Jump Jets RT 2 1.00
Large Laser RT 2 5.00
Machine Gun (Ammo 100) RT 1 0.50
2 Jump Jets LT 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 16
TP: BM, SZ: 1, TMM: 2, MV: 10"j
Damage: (S) 1 / (M) 1 / (L) 0, OV: 0
Armor (A): 3, Structure (S): 2
Specials:
Distribution
Name/Model: Velite VTL-1A
Technology: Inner Sphere
Tonnage: 25
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. Hand Actuator 4. Machine Gun 4. Hand Actuator
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1.Large Laser
2. Jump Jet 2. Fusion Engine 2.Large Laser
3. Roll Again 3. Fusion Engine 3. Jump Jet
4. Roll Again 4. Gyro 4. Jump Jet
5. Roll Again 5. Gyro 5. Machine Gun (Ammo 100)
6. Roll Again 6. Gyro 6. Heat Sink
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
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. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Velite VTL-1A
Technology: Inner Sphere
Tonnage: 25
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 79 x 2.5 x 1 197.500
Internal Structure (Standard w/ Fusion Engine): 43 x 1.5 x 1 x 1 (+) 64.500 = 262.000
Gyro (Standard): 25 x 0.5 (+) 12.500 = 274.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 259.500
Defensive Movement Factor: +3 (*) 1.30 = 337.350
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Final Defensive Battle Rating: 337.350
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Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 5 (Movement) - 8 (Weapons) = 3
Offensive Equipment:
Large Laser 123.000
Machine Gun (+) 5.000 = 128.000
Machine Gun (Ammo 100) (+) 0.500 = 128.500
Total 'Mech Tonnage: (+) 25.000 = 153.500
Speed Factor: 8 (Run) + 3 (Jump) (*) 1.760 = 270.160
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Final Offensive Battle Rating: 270.160
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 337.350
Offensive Battle Rating: (+) 270.160 = 607.510
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Final BattleMech Battle Value: 608
Alpha Strike Conversion
Name/Model: Velite VTL-1A
Technology: Inner Sphere
Tonnage: 25
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: 25 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
5 (Movement) + 8 (Weapons) - 4 (Base) (-) 9 = 1
Offensive Equipment: = 0.000
Machine Gun (+) 0.200 = 0.200
Large Laser (+) 0.800 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Short Range Damage Value: 1
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
5 (Movement) + 8 (Weapons) - 4 (Base) (-) 9 = 1
Offensive Equipment: = 0.000
Large Laser (+) 0.800 = 0.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.8
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Final Medium Range Damage Value: 1
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
5 (Movement) - 4 (Base) (-) 1 = 9
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 79 armor points x 1 79.000 = 79.000
Armor Factor Conversion (/) 30 = 2.633
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Final Armor Value: 3
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Convert Structure
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Engine: Inner Sphere Fusion on a 25 ton BattleMech = 2.0
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Final Structure Value: 2
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Determine Special Abilities
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No special abilities identified for this unit
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 1 (Medium) + 1 (Medium) + 0 (Long) = 3.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 3.500
Overheat Factor 0 (Overheat) (+) 0.000 = 3.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 3.500
Defensive Interaction Rating:
Armor Factor 3 (Armor) x 2.0 (Non-Vehicle Unit) = 6.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 8.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 9.600
Final DIR Round to nearest half point = 9.500
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 9.500 = 11.250
Unit's Final Point Value:
Offensive Value = 3.500
Defensive Value (+) 11.250 = 14.750
Agile [2 (TMM) - 1] x 1 (Medium) (+) 1.000 = 15.750
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Final Point Value: 16
Cost Breakdown
Name/Model: Velite VTL-1A
Technology: Inner Sphere
Tonnage: 25
Configuration: Biped BattleMech
========================================================================================================================
Structural Cost
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Armor (Standard): (79 pts) 5.0 x 10,000 50,000.00
Internal Structure (Standard): 25 x 400 x 1 (+) 10,000.00 = 60,000.00
Myomer (Standard): 25 x 2,000 (+) 50,000.00 = 110,000.00
Engine (Fusion): (5,000 x 125 x 25) / 75 (+) 208,333.33 = 318,333.33
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 918,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,118,333.33
Life Support: 50,000 (+) 50,000.00 = 1,168,333.33
Sensors: 25 x 2,000 (+) 50,000.00 = 1,218,333.33
Arm Actuators: 25 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 11,500.00 = 1,229,833.33
Leg Actuators: 25 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 17,500.00 = 1,247,333.33
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Total Structural Cost: 1,247,333.33
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Weapons and Equipment Cost
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Jump Jets 25 x (5 x 5) x 200 125,000.00
Large Laser 100,000 (+) 100,000.00 = 225,000.00
Machine Gun 5,000 (+) 5,000.00 = 230,000.00
Machine Gun (Ammo 100) [Empty Bin] 0 (+) 0.00 = 230,000.00
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Total Weapons and Equipment Cost 230,000.00
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BattleMech Cost
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Structural Cost: 1,247,333.33
Weapons and Equipment Cost: (+) 230,000.00 = 1,477,333.33
BattleMech Cost Multiplier: 1 + (25 / 100) (*) 1.25 = 1,846,666.67
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Final BattleMech Cost 1,846,667.00
Member Review - Sleeping Dragon : 21-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Velite is just a little worse than COM-2E model from Warhammer: 3025. Laser sits in better armored torso, but I wold rather move it in CT. Machine gun is weak for only backup weapon and its ammo is dangerous on lightly armored mech, but it can help you with infantry. JJs make this mech dangerous sniper for its era.
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Member Review - Blackhand : 09-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I like it... In 3025 5/8/5 is good enough to keep scout mechs within range for a few rounds.
With the Large Laser I can guarenty that most scouts won't last a round or two against this thing if it hits.
It has a better chance than a commando surviving against heavier mechs as it can retreat easier with its Large Laser at range.
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Member Review - Oafman : 18-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I will give this a better ranking than the others for 1 main reason. This mech needs to be rated on its time period, not just for mechs in general. For 3025, this a a hard hitting 25 tonner. It is a bit slow, but considering the era 5-8-5 is a good speed if used right.
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Member Review - Seraph : 08-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
While slower than normal for mechs of this tonnage, the jumpjets help out a lot and the beefier armor does as well. The large laser allows it to tag faster enemy units while the machine gun gives it a reliable if not powerful backup weapon and also for convincing infantry to stay clear.
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Member Review - Motown Scrapper : 07-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
This mech is slow for a light and the weapon load is weak.The armour placement is interresting. All in all an unimpressive design
No topic has been started for this review [Start Topic]
"Either war is obsolete or men are." - R. Buckminster Fuller