Combat Vehicle Technical Readout
Name/Model: Caboose M1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 25
Configuration: OmniVehicle
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 627,604 C-Bills
Battle Value: 312
Movement Type: Tracked
Power Plant: 10 Fusion
Cruising Speed: 0 kph
Maximum Speed: 0 kph
Armor: Reactive
Armament:
1 LRM 20
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
One of the more common configurations used, the M1 offers indirrect fire while bringing
along a squad of battle armor to either spot or body guard.
Variants:
2 alternative branches for this configuration exist. In the M series different launcher and
ammo configurations are explored. Most common retains the LRM-20 and simply adds ammo.
Usually Thunder mines.
The T branch instead focuses on being a transport. Multiple squads of heavy and assault
suits can be transported. Additional medium and heavy suits can hitch a ride on the
exterior as well. This is often considered more effective then bringing an LRM
configuration of the Caboose. After all an Ivor squad thinks it's an LRM-16 with over a
ton and a half of ammo. And 4 of those can be brought for the equivalent of 2 LRM-15s with
only a ton of ammo and nowhere near the durability.
There are also Q configurations focusing on military support. Mess sections and MASH units.
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Equipment Mass
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Internal Structure: Standard 2.50
Engine: 10 Fusion 1.00
Cruising MP: 0
Flanking MP: 0
Heat Sinks (Single): 10 0.00
Control Equipment: 1.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.00
Armor Factor: 48 3.00
Type: Reactive
Armor
Value
Front: 10
R/L Side: 10
Rear: 10
Turret: 8
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Weapons and Ammo Location Tonnage
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Trailer Hitch Front 0.00
LRM 20 Turret 10.00
Compartment, Infantry (4 tons) Body 4.00
LRM 20 (Ammo 12) Body 2.00
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Alpha Strike Statistics
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Point Value (PV): 14
TP: CV, SZ: 1, TMM: 0, MV: 0"t
Damage: (S) 1 / (M) 2 / (L) 2
Armor (A): 2, Structure (S): 2
Specials: HTC, IF1, IT4, LRM1/1/1, OMNI, RCA, SRCH, TUR(1/2/2, IF1, LRM1/1/1)
Alpha Strike Conversion
Name/Model: Caboose M1
Technology: Inner Sphere
Tonnage: 25
Configuration: Tracked OmniVehicle
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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: 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: 0 (Cruise) = 0"
Tracked Motive Type = 0"t
Ground Target Movement Modifier at 0" is 0
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Final Movement and Movement Modes: 0"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
LRM 20 (TU) (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Short Range Damage Value: 1
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
LRM 20 (TU) (+) 1.200 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
LRM 20 (TU) (+) 1.200 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Long Range Damage Value: 2
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Convert Armor
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Reactive: 48 armor points x 1 48.000 = 48.000
Armor Factor Conversion (/) 30 = 1.600
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Final Armor Value: 2
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Convert Structure
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Standard: 15 structure points 15.000 = 15.000
Structure Conversion (/) 10 = 1.500
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Final Structure Value: 2
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Determine Special Abilities
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Unit is equipped with Trailer Hitch = HTC
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is equipped with 4 tons of tons of space allocated for infantry transport = IT4
Unit is equipped with forward facing LRMs = LRM1/1/1
Unit utilizes modular (Omni) technology = OMNI
Unit is equipped with Reactive armor = RCA
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(1/2/2)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF1)
Unit is equipped with turret mounted LRMs = TUR(LRM1/1/1)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 2 (Medium) + 2 (Medium) + 2 (Long) = 7.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 8.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 8.000
Defensive Interaction Rating:
Armor Factor 2 (Armor) x 1.8 (Tracked) = 3.600
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 5.600
Defense Factor 1 + [0 (0" Move)] (*) 1.000 = 5.600
Final DIR Round to nearest half point = 5.500
Unit's Defensive Value:
Movement Factor 0 (0.25 per 2") = 0.000
Final DIR Defensive Interaction Rating (+) 5.500 = 5.500
Unit's Final Point Value:
Offensive Value = 8.000
Defensive Value (+) 5.500 = 13.500
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Final Point Value: 14