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HGN-740 Highlander
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Kraken
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PostPosted: 25-Sep-2009 13:42    Post subject: HGN-740 Highlander Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Highlander HGN-740
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          90 tons
Chassis:       Star League XT Standard
Power Plant:   270 GM Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 HildCo Model 10 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Grumman-3 Ferro-Fibrous 
Armament:      
  1 Gauss Rifle
  2 SRM 4s
  2 Medium Lasers
  1 Guardian ECM
  4 LRM 5s
  2 Machine Guns
Manufacturer:  StarCorps Industries
  Location:    (Unknown)
Communications System:  Hector VII
Targeting & Tracking System:  Starlight LX-1

------------------------------------------------------------------------------
==Capabilities:==
When the Highlander was first introduced, it was regarded as being near the
pinnacle of mech design. Few mechs of its day could even begin to match it in
raw destructive potential, and fewer still had its comparative staying power.


So how, then, was the machine to ever be improved upon?

Like so.

The decision was made to swap the 12 standard heat sinks for 10 doubles. On
top of that, it was also decided to break up the single LRM 20 into multiple
LRM 5s. so as to allow for redundancy. 

The combined effort resulted in considerable savings in weight, it also
allowed for increased interior space. This was put to use by trading out the
mech's SRM 6 rack for twin SRM 4s, increasing the mech's firepower; twin
machine guns were added to the legs as a nod to the fact that infantry and
battle armor are now a greater menace to mechs than when the first
Highlanders
came out. Supporting this is an ECM suite, helping to give the mech an
advantage against its foes. Time will tell if this modification will work.

--------------------------------------------------------
Type/Model:    Highlander HGN-740
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Standard              0      9.00
Engine:        270 Fusion                    6     14.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
Armor Factor:  278 pts Ferro-Fibrous        14     15.50
 (Armor Crit Loc: 1 HD, 4 LA, 2 RA, 1 LT, 3 RT, 1 CT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             29         40      
   Center Torso (Rear):                 17      
   L/R Side Torso:           19      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  15      30/30      
   L/R Leg:                  19      38/38      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   16      9     17.00
  (Ammo Locations: 2 RT)
2 SRM 4s                 LA      6   50      4      6.00
  (Ammo Locations: 2 LT)
2 Medium Lasers          RT      6           2      2.00
1 Guardian ECM           RT      0           2      1.50
4 LRM 5s                 LT      8   48      6     10.00
  (Ammo Locations: 2 LT)
1 Machine Gun            LL      0  100      2      1.00
  (Ammo Locations: 1 RT)
1 Machine Gun            RL      0           1       .50
CASE Equipment:          LT     RT           2      1.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         21          75     90.00
Crits & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        9,271,430 C-Bills
Battle Value:      2,049
Cost per BV:       4,524.86
Weapon Value:      2,408 / 2,408 (Ratio = 1.18 / 1.18)
Damage Factors:    SRDmg = 30;  MRDmg = 22;  LRDmg = 12
BattleForce2:      MP: 3J,  Armor/Structure: 7/7
                   Damage PB/M/L: 6/5/3,  Overheat: 0
                   Class: MA;  Point Value: 21
                   Specials: ecm

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Karagin
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PostPosted: 26-Sep-2009 21:58    Post subject: HGN-740 Highlander Reply to topic Reply with quote

Overall it is decent upgrade/variant. One thing I am not fan of is the 4 LRM5s, this is more from a game speed stand point, since instead of three rolls, you now have 3 per launcher, thus more time is spent dealing with that then moving the mechs around and completing a battle.

Beyond that point, the mech is well rounded and could be one that may surpass the original in use by the House Lords and others who employ the mech.
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Kraken
Federated Suns
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PostPosted: 27-Sep-2009 10:12    Post subject: Re: HGN-740 Highlander Reply to topic Reply with quote

Karagin wrote:
Overall it is decent upgrade/variant. One thing I am not fan of is the 4 LRM5s, this is more from a game speed stand point, since instead of three rolls, you now have 3 per launcher, thus more time is spent dealing with that then moving the mechs around and completing a battle.

Beyond that point, the mech is well rounded and could be one that may surpass the original in use by the House Lords and others who employ the mech.


Design-wise, however, breaking up large LRM launchers serves multiple purposes:

1. With SRMs, the mathematical progression is that every two additional tubes adds 1 ton to the weight of the weapon; 2s are 1 ton, 4s are 2 tons, and 6s are 3 tons.

LRMs, however, are illogical in their mathematical progression. If LRMs followed the same progression as SRMs, we should have 2, 4, 6, and 8 as the weights for the respective launchers. Instead, we have 2, 5, 7, and 10. Thus, breaking up larger launchers into multiple smaller ones results in weight savings. By going from a single LRM 20 to 4 LRM 5s, I saved a full two tons.

2. Another disadvantage to large launchers is the sheer number of critical slots they take up. LRM 20s occupy multiple slots on the hit chart, making them easier to disable. By doing it this way, however, even if one launcher is taken out there are still three others that the pilot can keep fighting with.

In fact, the fluff text for the Behemoth tank (3026) actually makes reference to this, thereby making it canon:

wrote:
To allow the Behemoth to withstand extensive damage, the design uses four smaller missile racks, rather than two or even one larger rack. One lucky hit might take out a single rack, but it would take four lucky hits to disable all of them.

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Karagin
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PostPosted: 27-Sep-2009 10:48    Post subject: HGN-740 Highlander Reply to topic Reply with quote

The vehicles have a different damage to hit table, one hit can kill the vehicle dead without more then a single penetration of one location. Mechs don't suffer from this flaw mainly do to the fact that they have 8 locations that can take damage where as vehicles have 5 if they are lucky, 4 on the average.

Having the redundancy is fine, but it tends to cause some players a little confusion with did I fire it or did I mark the ammo or not? I do agree that the way the rules are written a single hit internally can take out weapon system pretty fast and for some of the bigger ones they should be allowed two hits due to their size.
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Sleeping Dragon
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PostPosted: 07-Oct-2009 15:22    Post subject: HGN-740 Highlander Reply to topic Reply with quote

On SD's personal hate list for splitting the LRMs (It's so much of a cheap min-maxing choice it hurts).

Aside from that the reason for this inconsistency in LRM weight is pretty obvious when you look closer. The LRM-15 and the LRM-20 have an internal heatsink(s) included (although the LRM-10 is a plain botch). It wasn't so much of a pain under lvl 1 rules that these were SHSs, but once the DHSs appeared it started to be a problem somewhat.
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