BattleMech Technical Readout
Name/Model: Headhunter HD1-HNTR
Designer: The Grand Poobah
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 60
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3061
Rules (Current): Standard
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 18,332,160 C-Bills
Battle Value: 1,629
Chassis: Alshain Type D Endo Steel
Power Plant: Hermes 360 XL
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph [118.8 kph]
Jump Jets: Curtiss StarRider II
Jump Capacity: 180 meters
Armor: Armorscale
Armament:
4 Martell Spitfire Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Sony City Burst AD-C2 with Guardian ECM Suite
Targeting & Tracking: Angst CityRange STTCC with Beagle Active Probe
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Overview:
Operation Bulldog saw some of the most vicious city fighting in the history of the Inner
Sphere. It has been rumored that Victor Steiner-Davion himself laid down he specifications
for the HD1-HNTR Headhunter after seeing a Berserker in action. The apparent loathing that
the Smoke Jaguar warriors saw for this honorless Inner Sphere design was obvious, as was
their tendency to underestimate its effectiveness.
Capabilities:
Because of its intended role as a close-quarters fighter, the Headhunter was designed with
speed and armor as top priorities, and weapons second. The Headhunter's secret is the
Triple Strength Myomer that comes installed as standard equipment. When the 'Mechs heat is
about to enter the red zone a Headhunter pilot will experience an immediate 300 percent
performance increase as the special Myomer kicks into overdrive.
To survive the nasty hell of close quarter fighting, the Headhunter has been armored to
near maximum. Twelve and a half tons of time proven ArmorScale armor protects the sensitive
inner workings of the Headhunter from damage. Also, by personal request of prototype test
pilots, the Headhunter has been fitted with a full head ejection system to keep the pilot
safe in hostile terrain and hostile territory.
In addition, for the regrettable times that a Headhunter must close with a distant
opponent with no possible obstacles to hide behind, a Hermes 360XL engine provides the
Headhunter with the highest possible speed curve for a 60ton 'Mech. Also, six Curtiss
StarRider II jump jets give the Headhunter plenty of room to maneuver with a 180 meter jump
radius.
The weapon compliment was carefully selected to produce the necessary waste heat that the
Myomer need to be the most efficient, while still remaining effective when heat levels begin
to interfere with the targeting computers. Being a close-in fighter, there was no question
to use pulse laser systems. The four Martell SpitFire Medium Pulse Lasers have been built
into the Headhunter's torso, two to a side, in order to keep both of the 'Mechs arms free
for the devastating melee attacks that the Headhunter was designed to deliver.
One of the unique systems being intorduced with the Headhunter is the Angst City/Range
Strategic Terrain Tactical Cartography Computer. The targeting computer was designed by
scientists at the NAIS with help from members of Team Banzai to aid a Headhunter pilot in
the tricky game of city fighting.
The computer takes information from both the Active Probe and teh Mag-Scan and filters it.
Anything metal that doesn't move is seen in the 360 degree as a blue wire-frame, while
anything that does move is seen as a red wire-frame augments by the 'Mechs thermal sensors.
In addition, the ITC's memory core is large enough to record over 500 square miles of
metallic terrain.
When returning to an area already in the computer's core memory, it will show objects that
have changed location by more than 10% in a purple wire-frame, and what they used to look
like in green.
It is very hard to mug a Headhunter that is familiar with its surroundings, and harder to
find one. The tried and tested Guardian Electronic Counter Measure suit is making an
appearance in the Headhunter as well. With a possible top speed of 118.8kph, BattleMech
tacticians have suggested allowing the Headhunter to accompany scout 'Mechs for its
electronics warfare capabilities.
In addition, if it weren't for the inherent difficulty of such missions, FedCom military
command has been eager to test the Headhunter in a guerilla campaign. Its significant
amounts of armor and reliance on melee and laser weapons should, in theory, male it an
excellent guerilla fighter. The only drawback is, unfortunately, its XL class engine that
lowers the survivability in said campaigns by an unacceptably large margin.
Deployment:
Because of the hatchet mounted on the Headhunter's right arm, most of the prototype testing
has been done in simulator pods. However, the Headhunter has proven itself at every turn.
The only production models made so far have been used by the Davion Heavy Guards RCTs during
combat missions in the Chaos March, and the occasional quick raid into the Clan Occupation
Zone by other Federated Suns forces.
One quote from a Headhunter MechWarrior in the Davion Heavy Guards was "They're hard to
snipe when you get up to a full run, and they can munch anything with a minimum effective
range if they let you get into melee."
It is almost certain that even if the Headhunter stumbles into some unforeseen tactical
problem that regulates it to pure garrison duty, it will at least be a Solaris VII favorite
for a long time to come.
Variants:
Two variants have been considered, but unfortunately, will probably never bear fruit. The
HD1-HNTR-C modification package requires the removal of three jump jets, the Triple Triple
Strength Myomer and the relocation of the Endo Steel bulk in the legs to the vacancy in the
center torso and the head in exchange for the new Capellan Stealth Armor System. Also, in
order to even out the mass, the two medium pulse lasers in the right torso are removed and
replaced with a large pulse laser.
The second refit package, the HD1-HNTR-D, drops a half-ton of armor and the Guardian ECM
to make room for the new NAIS targeting computer.
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Equipment Mass
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Internal Structure: Endo Steel 3.00
Engine: 360 XL 16.50
Walking MP: 6
Running MP: 9 [11]
Jumping MP: 6
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 199 12.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 30
Center Torso (rear): 10
R/L Torso: 14 19
R/L Torso (rear): 8
R/L Arm: 10 20
R/L Leg: 14 28
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Weapons and Ammo Location Critical Tonnage
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2 Jump Jets CT 2 2.00
Guardian ECM Suite RT 2 1.50
2 Jump Jets RT 2 2.00
2 Medium Pulse Lasers RT 2 4.00
Beagle Active Probe LT 2 1.50
2 Jump Jets LT 2 2.00
2 Medium Pulse Lasers LT 2 4.00
Hatchet RA 4 4.00
Triple-Strength Myomer -- 6 0.00
Note: Equipped with Full-Head Ejection System
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Alpha Strike Statistics
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Point Value (PV): 43
TP: BM, SZ: 3, TMM: 2, MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 0, OV: 0
Armor (A): 7, Structure (S): 3
Specials: ECM, ENE, MEL, PRB, RCN, TSM
Distribution
Name/Model: Headhunter HD1-HNTR
Technology: Inner Sphere
Tonnage: 60
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. Endo Steel 4. Hand Actuator
5. Triple-Strength Myomer 5. Sensors 5.Hatchet
6. Endo Steel 6. Life Support 6.Hatchet
1. Endo Steel 1.Hatchet
2. Endo Steel 2.Hatchet
3. Endo Steel 3. Triple-Strength Myomer
4. Endo Steel 4. Endo Steel
5. Roll Again 5. Endo Steel
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. XL Engine 3. XL Engine 3. XL Engine
4.Beagle Active Probe 4. Gyro 4.Guardian ECM Suite
5.Beagle Active Probe 5. Gyro 5.Guardian ECM Suite
6. Medium Pulse Laser 6. Gyro 6. Medium Pulse Laser
1. Medium Pulse Laser 1. Gyro 1. Medium Pulse Laser
2. Triple-Strength Myomer 2. XL Engine 2. Triple-Strength Myomer
3. Jump Jet 3. XL Engine 3. Jump Jet
4. Jump Jet 4. XL Engine 4. Jump Jet
5. Endo Steel 5. Jump Jet 5. Endo Steel
6. Endo Steel 6. Jump Jet 6. Endo Steel
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. Triple-Strength Myomer 5. Triple-Strength Myomer
6. Endo Steel 6. Endo Steel
Battle Value Breakdown
Name/Model: Headhunter HD1-HNTR
Technology: Inner Sphere
Tonnage: 60
Configuration: Biped BattleMech
================================================================================================
Defensive Battle Rating
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Armor (Standard): 199 x 2.5 x 1 497.500
Internal Structure (Endo Steel w/ XL Engine): 99 x 1.5 x 1 x 0.5 (+) 74.250 = 571.750
Gyro (Standard): 60 x 0.5 (+) 30.000 = 601.750
Defensive Equipment:
Beagle Active Probe (+) 10.000 = 611.750
Guardian ECM Suite (+) 61.000 = 672.750
Defensive Movement Factor: +4 (*) 1.40 = 941.850
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Final Defensive Battle Rating: 941.850
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 20 (Heat Sinks) - 6 (Movement) - 16 (Weapons) = 4
Offensive Equipment:
Medium Pulse Laser 48.000
Medium Pulse Laser (+) 48.000 = 96.000
Medium Pulse Laser (+) 48.000 = 144.000
Medium Pulse Laser (+) 48.000 = 192.000
Hatchet (+) 36.000 = 228.000
Total 'Mech Tonnage: (+) 90.000 = 318.000
Speed Factor: 11 (Run) + 3 (Jump) (*) 2.160 = 686.880
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Final Offensive Battle Rating: 686.880
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BattleMech Battle Value
------------------------------------------------------------------------------------------------
Defensive Battle Rating: 941.850
Offensive Battle Rating: (+) 686.880 = 1,628.730
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Final BattleMech Battle Value: 1,629
Alpha Strike Conversion
Name/Model: Headhunter HD1-HNTR
Technology: Inner Sphere
Tonnage: 60
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: 60 (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: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 6 (Jump) = 12"j
Jumping Target Movement Modifier at 12" is 2
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Final Movement and Movement Modes: 12"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 16 (Weapons) - 4 (Base) (-) 18 = 2
Offensive Equipment: = 0.000
Medium Pulse Laser (+) 0.660 = 0.660
Medium Pulse Laser (+) 0.660 = 1.320
Medium Pulse Laser (+) 0.660 = 1.980
Medium Pulse Laser (+) 0.660 = 2.640
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.7
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 16 (Weapons) - 4 (Base) (-) 18 = 2
Offensive Equipment: = 0.000
Medium Pulse Laser (+) 0.660 = 0.660
Medium Pulse Laser (+) 0.660 = 1.320
Medium Pulse Laser (+) 0.660 = 1.980
Medium Pulse Laser (+) 0.660 = 2.640
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.7
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) - 4 (Base) (-) 2 = 18
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 199 armor points x 1 199.000 = 199.000
Armor Factor Conversion (/) 30 = 6.633
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Final Armor Value: 7
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Convert Structure
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Engine: Inner Sphere XL on a 60 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with Guardian ECM Suite = ECM
Unit contains no explosive components = ENE
Unit is equipped with Hatchet = MEL
Unit is equipped with Beagle Active Probe = PRB
Unit is equipped with Beagle Active Probe = RCN
Unit is equipped with Triple-Strength Myomer = TSM
============================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 0 (Long) = 9.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 10.500
Overheat Factor 0 (Overheat) (+) 0.000 = 10.500
Special Ability Factor [MEL] Melee Weapon (+) 0.500 = 11.000
Special Ability Factor [TSM] Triple-Strength Myomer (+) 1.000 = 12.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 12.000
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 17.000
Defense Factor 1 + {[2 (12" Move)] x 0.1} (*) 1.200 = 20.400
Final DIR Round to nearest half point = 20.500
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Final DIR Defensive Interaction Rating (+) 20.500 = 22.500
Unit's Final Point Value:
Offensive Value = 12.000
Defensive Value (+) 22.500 = 34.500
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 37.500
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 39.500
Force Bonus [PRB] Active Probe (+) 1.000 = 40.500
Force Bonus [RCN] Recon (+) 2.000 = 42.500
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Final Point Value: 43
Cost Breakdown
Name/Model: Headhunter HD1-HNTR
Technology: Inner Sphere
Tonnage: 60
Configuration: Biped BattleMech
=====================================================================================================================
Structural Cost
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Armor (Standard): (199 pts) 12.5 x 10,000 125,000.00
Internal Structure (Endo Steel): 60 x 1,600 x 1 (+) 96,000.00 = 221,000.00
Myomer (Triple-Strength): 60 x 16,000 (+) 960,000.00 = 1,181,000.00
Engine (XL): (20,000 x 360 x 60) / 75 (+) 5,760,000.00 = 6,941,000.00
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 8,141,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 8,341,000.00
Life Support: 50,000 (+) 50,000.00 = 8,391,000.00
Sensors: 60 x 2,000 (+) 120,000.00 = 8,511,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 8,571,000.00
Arm Actuators: 60 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 27,600.00 = 8,598,600.00
Leg Actuators: 60 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 42,000.00 = 8,640,600.00
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Total Structural Cost: 8,640,600.00
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Weapons and Equipment Cost
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Beagle Active Probe 200,000 200,000.00
Full-Head Ejection System 1,725,000 (+) 1,725,000.00 = 1,925,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 2,125,000.00
Hatchet 4 x 5,000 (+) 20,000.00 = 2,145,000.00
Jump Jets 60 x (6 x 6) x 200 (+) 432,000.00 = 2,577,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 2,637,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 2,697,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 2,757,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 2,817,000.00
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Total Weapons and Equipment Cost 2,817,000.00
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BattleMech Cost
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Structural Cost: 8,640,600.00
Weapons and Equipment Cost: (+) 2,817,000.00 = 11,457,600.00
BattleMech Cost Multiplier: 1 + (60 / 100) (*) 1.60 = 18,332,160.00
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Final BattleMech Cost 18,332,160.00