BattleMech Technical Readout
Name/Model: Executioner G
Designer: -Mud
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 95
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3050
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 29,161,990 C-Bills
Battle Value: 3,290
Chassis: Standard
Power Plant: 380 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph [86.4 kph]
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Ferro-Fibrous
Armament:
1 ER Large Laser
4 Streak SRM 6s
2 Medium Pulse Lasers
2 ER Medium Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Executioner G is a close-combat variation on the Executioner chassis fielded by the Jade
Falcons. The configuration is utilized whenever the 'mech must face heavy opposition in a
city.
Commonly, Executioner G pilots rely on their jump jets in order to jump into and disrupt an
enemy formation. Against a lance of Inner Sphere 'mechs, a single Executioner G can usually
defeat the entire lance while sustaining only minor damage.
Capabilities:
Four Streak SRM-6 racks are the heart and soul of the Executioner G. The SRMs are backed up
with four medium lasers. A single ER Large Laser provides token long-range firepower, and
an anti-missile system provides protection against incoming missiles. Initially, the techs
had difficulty in configurating the anti-missile system not to go off when the 'mech
launched a full volley of 24 SRMs, but the problem was rectified by placing the anti-missile
system in the head.
Deployment:
The Executioner is a thinly deployed 'mech, rarely seen in any configuration, and often seen
in non-standard configurations. Most recently, this battlemech has been seen in action in
raids into the ARDC, where it reportedly has made short work of several Kell Hound and Wolf
in Exile mechwarriors. An unknown joker pegged this 'mech with the nickname MIRV because of
the massive barrage of guided SRMs it can fire on a single volley, a moniker which has stuck
among units that have to face this dangerous machine.
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Equipment Mass
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Internal Structure: Standard 9.50
Engine: 380 XL 20.50
Walking MP: 4
Running MP: 6 [8]
Jumping MP: 4
Heat Sinks (Double): 16 [32] 6.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 259 13.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 37
Center Torso (rear): 9
R/L Torso: 20 20
R/L Torso (rear): 10
R/L Arm: 16 32
R/L Leg: 20 40
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Anti-Missile System H 1 0.50
2 ER Medium Lasers CT 2 2.00
MASC RT 4 4.00
2 Streak SRM 6s RT 4 6.00
2 Streak SRM 6s LT 4 6.00
Anti-Missile System (Ammo 24) RA 1 1.00
ER Large Laser RA 1 4.00
Medium Pulse Laser RA 1 2.00
Streak SRM 6 (Ammo 15) RA 1 1.00
Anti-Missile System (Ammo 24) LA 1 1.00
Medium Pulse Laser LA 1 2.00
Streak SRM 6 (Ammo 15) LA 1 1.00
2 Jump Jets RL 2 4.00
2 Jump Jets LL 2 4.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 59
TP: BM, SZ: 4, TMM: 2, MV: 10"/8"j
Damage: (S) 6 / (M) 6 / (L) 1, OV: 2
Armor (A): 9, Structure (S): 5
Specials: AMS, CASE, JMPW1
Distribution
Name/Model: Executioner G
Technology: Clan
Tonnage: 95
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. Anti-Missile System 4. Hand Actuator
5. Medium Pulse Laser 5. Sensors 5. ER Large Laser
6. Anti-Missile System (Ammo 24) 6. Life Support 6. Medium Pulse Laser
1. Streak SRM 6 (Ammo 15) 1. Anti-Missile System (Ammo 24)
2. Ferro-Fibrous 2. Streak SRM 6 (Ammo 15)
3. Ferro-Fibrous 3. Ferro-Fibrous
4. Roll Again 4. Ferro-Fibrous
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3.Streak SRM 6 3. XL Engine 3. Ferro-Fibrous
4.Streak SRM 6 4. Gyro 4.Streak SRM 6
5.Streak SRM 6 5. Gyro 5.Streak SRM 6
6.Streak SRM 6 6. Gyro 6.Streak SRM 6
1.Double Heat Sink 1. Gyro 1.Streak SRM 6
2.Double Heat Sink 2. XL Engine 2.MASC
3. Ferro-Fibrous 3. XL Engine 3.MASC
4. Ferro-Fibrous 4. XL Engine 4.MASC
5. Roll Again 5. ER Medium Laser 5.MASC
6. Roll Again 6. ER Medium Laser 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. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Executioner G
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
===============================================================================================
Defensive Battle Rating
-----------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): 259 x 2.5 x 1 647.500
Internal Structure (Standard w/ XL Engine): 145 x 1.5 x 1 x 0.75 (+) 163.125 = 810.625
Gyro (Standard): 95 x 0.5 (+) 47.500 = 858.125
Defensive Equipment:
Anti-Missile System (+) 32.000 = 890.125
Anti-Missile System (Ammo 24) [Excessive] (+) 16.000 = 906.125
Anti-Missile System (Ammo 24) [Excessive] (+) 16.000 = 922.125
Defensive Movement Factor: +3 (*) 1.30 = 1,198.763
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Final Defensive Battle Rating: 1,198.763
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Offensive Battle Rating
-----------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 32 (Heat Sinks) - 4 (Movement) - 38 (Weapons) = -4
Offensive Equipment:
ER Large Laser 248.000
Streak SRM 6 (+) 118.000 = 366.000
Streak SRM 6 (+) 118.000 = 484.000
Streak SRM 6 (+) 118.000 = 602.000
Streak SRM 6 (+) 118.000 = 720.000
Medium Pulse Laser (+) 111.000 = 831.000
Medium Pulse Laser (+) 111.000 = 942.000
ER Medium Laser (+) 108.000 = 1,050.000
ER Medium Laser (+) 108.000 = 1,158.000
Streak SRM 6 (Ammo 15) (+) 15.000 = 1,173.000
Streak SRM 6 (Ammo 15) (+) 15.000 = 1,188.000
Total 'Mech Tonnage: (+) 95.000 = 1,283.000
Speed Factor: 8 (Run) + 2 (Jump) (*) 1.630 = 2,091.290
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Final Offensive Battle Rating: 2,091.290
===============================================================================================
BattleMech Battle Value
-----------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,198.763
Offensive Battle Rating: (+) 2,091.290 = 3,290.053
-----------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 3,290
Alpha Strike Conversion
Name/Model: Executioner G
Technology: Clan
Tonnage: 95
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: 95 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Equipped with MASC (*) 1.25 = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 4 (Jump) = 8"j
Jumping Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 10"/8"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
4 (Movement) + 46 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 47 = -15
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.700 = 0.700
ER Medium Laser (+) 0.700 = 1.400
Medium Pulse Laser (+) 0.770 = 2.170
Medium Pulse Laser (+) 0.770 = 2.940
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 3.840
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 4.740
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 5.640
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 6.540
ER Large Laser (+) 1.000 = 7.540
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 241.280
Divided by the maximum heat output - 4 (/) 47 = 5.134
Rounded up to the nearest tenth = 5.2
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Final Short Range Damage Value: 6
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
4 (Movement) + 46 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 47 = -15
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.700 = 0.700
ER Medium Laser (+) 0.700 = 1.400
Medium Pulse Laser (+) 0.770 = 2.170
Medium Pulse Laser (+) 0.770 = 2.940
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 3.840
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 4.740
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 5.640
Streak SRM 6 [Insufficient Ammo] (+) 0.900 = 6.540
ER Large Laser (+) 1.000 = 7.540
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 241.280
Divided by the maximum heat output - 4 (/) 47 = 5.134
Rounded up to the nearest tenth = 5.2
Unit receives Overheat (OV) value of 2
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Final Medium Range Damage Value: 6
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
32 (Heat Sinks) = 32
4 (Movement) + 12 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 13 = 19
Offensive Equipment: = 0.000
ER Large Laser (+) 1.000 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Long Range Damage Value: 1
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Convert Armor
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Ferro-Fibrous: 259 armor points x 1 259.000 = 259.000
Armor Factor Conversion (/) 30 = 8.633
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Final Armor Value: 9
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Convert Structure
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Engine: Clan XL on a 95 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with Anti-Missile System = AMS
Unit is equipped with CASE = CASE
Jumping TMM is 1 less than Ground TMM = JMPW1
=========================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 1 (Long) = 19.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 21.000
Overheat Factor 1 (Base OV) + 0.5 (0.5 per OV > 1) (+) 1.500 = 22.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 22.500
Defensive Interaction Rating:
Armor Factor 9 (Armor) x 2.0 (Non-Vehicle Unit) = 18.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 23.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 27.600
Final DIR Round to nearest half point = 27.500
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.750
Final DIR Defensive Interaction Rating (+) 27.500 = 30.250
Unit's Final Point Value:
Offensive Value = 22.500
Defensive Value (+) 30.250 = 52.750
Agile [2 (TMM) - 1] x 6 (Medium) (+) 6.000 = 58.750
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Final Point Value: 59
Cost Breakdown
Name/Model: Executioner G
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
===============================================================================================================================
Structural Cost
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Armor (Ferro-Fibrous): (259 pts) 13.5 x 20,000 270,000.00
Internal Structure (Standard): 95 x 400 x 1 (+) 38,000.00 = 308,000.00
Myomer (MASC): (380 x 4 x 1,000) + (95 x 2,000) (+) 1,710,000.00 = 2,018,000.00
Engine (XL): (20,000 x 380 x 95) / 75 (+) 9,626,666.67 = 11,644,666.67
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 12,844,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 13,044,666.67
Life Support: 50,000 (+) 50,000.00 = 13,094,666.67
Sensors: 95 x 2,000 (+) 190,000.00 = 13,284,666.67
Heat Sinks (Double): 16 x 6,000 (+) 96,000.00 = 13,380,666.67
Arm Actuators: 95 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 43,700.00 = 13,424,366.67
Leg Actuators: 95 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 66,500.00 = 13,490,866.67
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Total Structural Cost: 13,490,866.67
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Weapons and Equipment Cost
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Anti-Missile System 100,000 100,000.00
Anti-Missile System (Ammo 24) [Empty Bin] 0 (+) 0.00 = 100,000.00
Anti-Missile System (Ammo 24) [Empty Bin] 0 (+) 0.00 = 100,000.00
CASE 2 x 50,000 (+) 100,000.00 = 200,000.00
ER Large Laser 200,000 (+) 200,000.00 = 400,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 480,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 560,000.00
Jump Jets 95 x (4 x 4) x 200 (+) 304,000.00 = 864,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 924,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 984,000.00
Streak SRM 6 120,000 (+) 120,000.00 = 1,104,000.00
Streak SRM 6 120,000 (+) 120,000.00 = 1,224,000.00
Streak SRM 6 120,000 (+) 120,000.00 = 1,344,000.00
Streak SRM 6 120,000 (+) 120,000.00 = 1,464,000.00
Streak SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 1,464,000.00
Streak SRM 6 (Ammo 15) [Empty Bin] 0 (+) 0.00 = 1,464,000.00
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Total Weapons and Equipment Cost 1,464,000.00
===============================================================================================================================
BattleMech Cost
-------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 13,490,866.67
Weapons and Equipment Cost: (+) 1,464,000.00 = 14,954,866.67
BattleMech Cost Multiplier: 1 + (95 / 100) (*) 1.95 = 29,161,990.00
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Final BattleMech Cost 29,161,990.00
Member Review - Sleeping Dragon : 03-Feb-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Nice config, the mobility of executioner chassis makes it good for transformation to short range brawler, but still keep something with long range weapons around you or field this in terrain where it can get in range without exposing itself too much, because single laser can't save an assault from destruction. I agree with previous comments about the ammo reserves, maybe some changes to medium laser battery would allow you to get some more. FF crits are fixed, so you'll probably have to move ER meds and AMS somewhere else.
No topic has been started for this review [Start Topic]
Member Review - Coyot3 : 28-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
The single ER large reminds me of the Kodiak. But judging from the loadout, this baby will be used in tight quarters so that's no big loss.
The 4 streaks are cool but ammo!!!! Consider dropping the ER meds for more ammo. And 2 tons of ammo for the AMS seems a bit excessive. If u do think that ammo is an issue just drop everything for pulse and a tac comp.
No topic has been started for this review [Start Topic]
Member Review - StarRaven : 09-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
High on heat and light on ammo. I never liked Executioners, but this is pretty good despite that. Streaks are good weapons, and you don't see them often in large numbers like this. The ER large is alright at long range, keeps it from being helpless. This runs rather hot, so firing all those meds is not a good idea. Actually, this is the kind of overheat I try to restrict to pure energy 'Mechs; push too hard, or a couple of infernos, and that ammo goes boom. Also, two tons ammo is not enough to spread between four launchers; Streaks may be efficient, but they're not unlimited.
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