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Design Overview
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BattleMech Technical Readout
Name/Model: Behemoth (Stone Rhino)
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: Wave Two
Battle of Tukayyid Supplemental
Recognition Guide: ilClan, Vol. 02
Record Sheets: 3055 Upgrades Unabridged
Record Sheets: 3055 & 3058
Record Sheets Volume 6, 3055 'Mechs
Technology: Clan
Technology Rating: F
Tonnage: 100
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2847
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 10,352,000 C-Bills
Battle Value: 3,001
Chassis: Standard
Power Plant: 300 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 Gauss Rifles
2 Large Pulse Lasers
1 Small Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 288 18.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 15
R/L Torso: 21 27
R/L Torso (rear): 14
R/L Arm: 17 32
R/L Leg: 21 36
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Weapons and Ammo Location Critical Tonnage
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Small Pulse Laser H 1 1.00
Jump Jet CT 1 2.00
Gauss Rifle RT 6 12.00
Gauss Rifle (Ammo 16) RT 2 2.00
Gauss Rifle LT 6 12.00
Gauss Rifle (Ammo 16) LT 2 2.00
Large Pulse Laser RA 2 6.00
Large Pulse Laser LA 2 6.00
Jump Jet RL 1 2.00
Jump Jet LL 1 2.00
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Alpha Strike Statistics
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Point Value (PV): 56
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 5 / (M) 5 / (L) 5, OV: 1
Armor (A): 10, Structure (S): 8
Specials: CASE, OVL
Distribution
Name/Model: Behemoth (Stone Rhino)
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
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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.Large Pulse Laser 4. Small Pulse Laser 4.Large Pulse Laser
5.Large Pulse Laser 5. Sensors 5.Large Pulse Laser
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.Gauss Rifle 1. Fusion Engine 1.Gauss Rifle
2.Gauss Rifle 2. Fusion Engine 2.Gauss Rifle
3.Gauss Rifle 3. Fusion Engine 3.Gauss Rifle
4.Gauss Rifle 4. Gyro 4.Gauss Rifle
5.Gauss Rifle 5. Gyro 5.Gauss Rifle
6.Gauss Rifle 6. Gyro 6.Gauss Rifle
1. Gauss Rifle (Ammo 8) 1. Gyro 1. Gauss Rifle (Ammo 8)
2. Gauss Rifle (Ammo 8) 2. Fusion Engine 2. Gauss Rifle (Ammo 8)
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. Jump Jet 5. Jump Jet
6. Roll Again 6. Roll Again
Alpha Strike Conversion
Name/Model: Behemoth (Stone Rhino)
Technology: Clan
Tonnage: 100
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: 100 (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: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
3 (Movement) + 24 (Weapons) - 4 (Base) (-) 23 = -3
Offensive Equipment: = 0.000
Small Pulse Laser (+) 0.330 = 0.330
Large Pulse Laser (+) 1.100 = 1.430
Large Pulse Laser (+) 1.100 = 2.530
Gauss Rifle (+) 1.245 = 3.775
Gauss Rifle (+) 1.245 = 5.020
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 100.400
Divided by the maximum heat output - 4 (/) 23 = 4.365
Rounded up to the nearest tenth = 4.4
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Final Short Range Damage Value: 5
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
3 (Movement) + 24 (Weapons) - 4 (Base) (-) 23 = -3
Offensive Equipment: = 0.000
Small Pulse Laser (+) 0.330 = 0.330
Large Pulse Laser (+) 1.100 = 1.430
Large Pulse Laser (+) 1.100 = 2.530
Gauss Rifle (+) 1.500 = 4.030
Gauss Rifle (+) 1.500 = 5.530
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 110.600
Divided by the maximum heat output - 4 (/) 23 = 4.809
Rounded up to the nearest tenth = 4.9
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 5
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
20 (Heat Sinks) = 20
3 (Movement) + 24 (Weapons) - 4 (Base) (-) 23 = -3
Offensive Equipment: = 0.000
Large Pulse Laser (+) 1.100 = 1.100
Large Pulse Laser (+) 1.100 = 2.200
Gauss Rifle (+) 1.500 = 3.700
Gauss Rifle (+) 1.500 = 5.200
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 20 = 104.000
Divided by the maximum heat output - 4 (/) 23 = 4.522
Rounded up to the nearest tenth = 4.6
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Final Long Range Damage Value: 5
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Convert Armor
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Standard: 288 armor points x 1 288.000 = 288.000
Armor Factor Conversion (/) 30 = 9.600
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Final Armor Value: 10
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Convert Structure
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Engine: Clan Fusion on a 100 ton BattleMech = 8.0
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Final Structure Value: 8
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Base long-range damage is at least 1 more than the heat-modified damage = OVL
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 5 (Short) + 5 (Medium) + 5 (Medium) + 5 (Long) = 20.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 22.000
Overheat Factor 1 (Overheat) (+) 1.000 = 23.000
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 23.250
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 23.250
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 28.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 30.800
Final DIR Round to nearest half point = 31.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 31.000 = 32.250
Unit's Final Point Value:
Offensive Value = 23.250
Defensive Value (+) 32.250 = 55.500
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Final Point Value: 56
Cost Breakdown
Name/Model: Behemoth (Stone Rhino)
Technology: Clan
Tonnage: 100
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (288 pts) 18.0 x 10,000 180,000.00
Internal Structure (Standard): 100 x 400 x 1 (+) 40,000.00 = 220,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 420,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 2,420,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,320,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,520,000.00
Life Support: 50,000 (+) 50,000.00 = 3,570,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 3,770,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 3,830,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 3,860,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 3,930,000.00
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Total Structural Cost: 3,930,000.00
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Weapons and Equipment Cost
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CASE 2 x 50,000 100,000.00
Gauss Rifle 300,000 (+) 300,000.00 = 400,000.00
Gauss Rifle 300,000 (+) 300,000.00 = 700,000.00
Gauss Rifle (Ammo 8) [Empty Bin] 0 (+) 0.00 = 700,000.00
Gauss Rifle (Ammo 8) [Empty Bin] 0 (+) 0.00 = 700,000.00
Gauss Rifle (Ammo 8) [Empty Bin] 0 (+) 0.00 = 700,000.00
Gauss Rifle (Ammo 8) [Empty Bin] 0 (+) 0.00 = 700,000.00
Jump Jets 100 x (3 x 3) x 200 (+) 180,000.00 = 880,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 1,055,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 1,230,000.00
Small Pulse Laser 16,000 (+) 16,000.00 = 1,246,000.00
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Total Weapons and Equipment Cost 1,246,000.00
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BattleMech Cost
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Structural Cost: 3,930,000.00
Weapons and Equipment Cost: (+) 1,246,000.00 = 5,176,000.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 10,352,000.00
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Final BattleMech Cost 10,352,000.00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
An excellent mech with good mobility, firepower, and armor. Strip the smll. pls and maybe change the armor to ff to add ammo and other weapons. the main downfall is that once it looses a torso it looses half its firepower.
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Member Review - bladewind : 03-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
Now this is a Clan machine that will slaughter just as well as a Daishi. A quick upgrade to FF armor will put you at 2 more tons free and you can decide what to put on it.
Big and hefty yet still suprisely agile for its tonnage, this is a good mech. And i agree about the small, strip it for ammo or 1 er medium laser.
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Member Review - Boneshaman : 23-Oct-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
nice assault second line Mech. i would agree with dark adder for one thing. once its LT and RT destroyed is pretty much useless.(even thow just about every Mech in BattleTech is up a creek with out a paddle when that happens)
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Member Review - Wanallo : 29-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
A good solid punch and good mobility make this one a dangerous enemy. The key to this Mech is its jump jets keyed with the LPL's the modifiers allow you to aim relatively accurately while jumping. Use the Gauss rifles either as sniping weapons or short range finishers.
The big problem with this Mech is its firepower is concentrated into only 4 weapons, take off the arms or side torso's and its severely crippled. Its Armour is tough though.
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Member Review - StarRaven : 27-Jul-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Very good design. Nice long range firepower with the Gauss and pulse lasers, and the pulse lasers are pretty good at close range as well. The vulneribility of XLs never bothered me much, but the STD engine makes this much more survivable than enemies would like. Loses points for the lack of close range weapons. Drop the Small pulse for an ER Med or a pair of ER smalls.
Personally, I never saw the point behind not giving second-line 'Mechs advanced tech. Seems wasteful to have an inferior machine. Go Endo and FF armor to get max armor, two more tons of Gauss, two heat sinks, and a pair of medium pulse lasers.
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"Never criticize a man until you've walked a mile in his moccasins." - American Indian Proverb