Combat Vehicle Technical Readout
Name/Model: Lion II
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 6,359,417 C-Bills
Battle Value: 1,641
Movement Type: Tracked
Power Plant: 140 XL
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Hardened
Armament:
1 Heavy PPC
1 MML 7
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown
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Overview:
The Lion II is a common Reichssphare tank. Though downright useless in manuever warfare it
plays in to their preferred tactics of holding strong points and heavy assault.
Capabilities:
Based losely on the idea of the Tiger II from old terra, the Lion II is something of a
totem unit for the Reichssphare. It was purposly built to emulate the mass, speed, armor,
and main gun of the Tiger II. Until you get to the missile launcher. Because face it
having missiles is much more useful then a machine gun. The main gun is a Heavy PPC.
Maybe not the best emulation, but its hard hitting shots can quickly shatter targets.
Protection comes in the form of 30 tons of hardened Armor. So much mass puts a strain on
the drive train limiting the ground speed to about 30kph. Both are in line with best
guesstimates of the Lion's progenitor design. Enhanced ECM rounds out the defences, taking
the edge off advanced targeting systems and helping the Lion II stay hidden in ambush
positions.
Deployment:
Dee Eyezurn Vella, or the Iron Wave to the lower classes. The Lion II is well suited to
this Reichssphare strategy. In which massed force is concentrated and simply keeps
advancing towards an objective. Lion's do praticularly well oddly enough thanks to their
tendancy to suffer motive damage. While the wave contines to advance an immobilized tank
will simply weather attack until its attackers are pushed out of range. At which point
repair crews can patch it up, get it moving and it can rejoin the advance.
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Equipment Mass
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Internal Structure: Standard 7.00
Engine: 140 XL 4.00
Cruising MP: 2
Flanking MP: 3
Heat Sinks (Single): 15 5.00
Control Equipment: 3.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.50
Armor Factor: 240 30.00
Type: Hardened
Armor
Value
Front: 58
R/L Side: 56
Rear: 30
Turret: 40
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Weapons and Ammo Location Tonnage
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Heavy PPC Turret 10.00
MML 7 Turret 4.50
Guardian ECM Suite Body 1.50
MML 7 (Ammo 51) [LRM] Body 3.00
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Alpha Strike Statistics
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Point Value (PV): 46
TP: CV, SZ: 3, TMM: 0, MV: 4"t
Damage: (S) 2 / (M) 3 / (L) 2
Armor (A): 16, Structure (S): 4
Specials: CR, ECM, IF0*, SRCH, TUR(2/3/2, IF0*)
Distribution
Name/Model: Lion II
Technology: Inner Sphere
Tonnage: 70
Configuration: Tracked Combat Vehicle
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FrontTurret
1. Empty 1. Heavy PPC
2. MML 7
3. Empty
Left SideBodyRight Side
1. Empty 1. MML 7 (Ammo 17) [LRM] 1. Empty
2. MML 7 (Ammo 17) [LRM]
3. MML 7 (Ammo 17) [LRM]
4. Guardian ECM Suite
5. Empty
Rear
1. Empty
Alpha Strike Conversion
Name/Model: Lion II
Technology: Inner Sphere
Tonnage: 70
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: 70 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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Convert Movement and Movement Modes
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Ground Movement: 2 (Cruise) = 4"
Tracked Motive Type = 4"t
Ground Target Movement Modifier at 4" is 0
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Final Movement and Movement Modes: 4"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
MML 7 (TU) (+) 0.800 = 0.800
Heavy PPC (TU) (+) 1.125 = 1.925
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.0
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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
MML 7 (TU) (+) 0.600 = 0.600
Heavy PPC (TU) (+) 1.500 = 2.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.1
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
MML 7 (TU) (+) 0.400 = 0.400
Heavy PPC (TU) (+) 1.500 = 1.900
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.9
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Final Long Range Damage Value: 2
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Convert Armor
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Hardened: 240 armor points x 2 480.000 = 480.000
Armor Factor Conversion (/) 30 = 16.000
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Final Armor Value: 16
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Convert Structure
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Standard: 35 structure points 35.000 = 35.000
Structure Conversion (/) 10 = 3.500
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with Hardened armor = CR
Unit is equipped with Guardian ECM Suite = ECM
Unit is equipped with forward facing weapons capable of firing indirectly = IF0*
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(2/3/2)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF0*)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 10.000
Special Ability Factor [IF0*] 0* (Ability Rating) (+) 0.500 = 10.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 10.500
Defensive Interaction Rating:
Armor Factor 16 (Armor) x 1.8 (Tracked) = 28.800
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 32.800
Defense Factor 1 + [0 (4" Move)] (*) 1.000 = 32.800
Final DIR Round to nearest half point = 33.000
Unit's Defensive Value:
Movement Factor 0.5 (0.25 per 2") = 0.500
Special Ability Factor [CR] Critical-Resistant (+) 0.250 = 0.750
Final DIR Defensive Interaction Rating (+) 33.000 = 33.750
Unit's Final Point Value:
Offensive Value = 10.500
Defensive Value (+) 33.750 = 44.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 46.250
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Final Point Value: 46