BattleMech Technical Readout
Name/Model: Shadow Hawk SHD-17
Designer: mud
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 55
Configuration: Biped BattleMech
Era/Year: Star League / 2750
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 4,978,807 C-Bills
Battle Value: 1,289
Chassis: Standard
Power Plant: 275 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Ferro-Fibrous with CASE
Armament:
1 Large Pulse Laser
1 LRM 10 w/ Artemis IV FCS
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The chief of the engineering team assigned to rework the venerable SHD-2H for the Star
League defense forces, a relatively young battlemech designer named Adrian Brooks, was
convinced that new technological break throughs offered an opportunity to dramatically
improve the 'mech performance on the field of battle. He also believed the original Shadow
Hawk to be a flawed design, and therefore more willing to make radical changes to the design
than many of the other engineers assigned to developing upgrade packages for the SLDF.
Capabilities:
The SHD-17 depends on an Artemis equipped LRM 10 rack to provide it's long range firepower,
a choice which created considerable controversy. The LRM rack provides approximately the
same amount of firepower as the AC-LRM combination carried by the SHD-2H, but carries
considerably less ammunition.
For short range combat the SHD-17 relies on a large pulse laser, mounted in place of the
AC/5 carried by the old design, and retains the Martel Model 5 medium laser in it's right
arm. The laser array can overtax the Shadow Hawk's heat sinks, especially if used on
conjunction with the jump jets, another source of controversy.
Deployment:
The SHD-17 was never an especially popular design. The SHD-2H was well liked by it's Star
League pilots, and many had reservations about completely revamping the weapons systems.
However, it did prove effective in the hands of those pilots who choose to use it. The
increased accuracy of the pulse laser was particularly well liked.
The one universally popular feature was the inclusion of CASE, but as the old Shadow Hawk
carried it ammunition in three separate bays it proved difficult to fully upgrade the SHD-2H
design with CASE.
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Equipment Mass
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Internal Structure: Standard 5.50
Engine: 275 Fusion 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sinks (Single): 12 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 161 9.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 24
Center Torso (rear): 8
R/L Torso: 13 18
R/L Torso (rear): 6
R/L Arm: 9 18
R/L Leg: 13 18
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
CASE RT 1 0.50
Jump Jet RT 1 0.50
LRM 10 w/ Artemis IV FCS RT 3 6.00
LRM 10 (Ammo 12) RT 1 1.00
Jump Jet LT 1 0.50
Large Pulse Laser LT 2 7.00
Medium Laser RA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 32
TP: BM, SZ: 2, TMM: 2, MV: 10"/6"j
Damage: (S) 2 / (M) 2 / (L) 1, OV: 1
Armor (A): 5, Structure (S): 5
Specials: CASE, IF1, JMPW1
Distribution
Name/Model: Shadow Hawk SHD-17
Technology: Inner Sphere
Tonnage: 55
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. Heat Sink 4. Hand Actuator
5. Ferro-Fibrous 5. Sensors 5. Medium Laser
6. Ferro-Fibrous 6. Life Support 6. Ferro-Fibrous
1. Ferro-Fibrous 1. Ferro-Fibrous
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.Large Pulse Laser 1. Fusion Engine 1.LRM 10
2.Large Pulse Laser 2. Fusion Engine 2.LRM 10
3. Jump Jet 3. Fusion Engine 3. Artemis IV FCS
4. Ferro-Fibrous 4. Gyro 4. CASE
5. Ferro-Fibrous 5. Gyro 5. LRM 10 (Ammo 12)
6. Roll Again 6. Gyro 6. Jump Jet
1. Roll Again 1. Gyro 1. Ferro-Fibrous
2. Roll Again 2. Fusion Engine 2. Ferro-Fibrous
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. Ferro-Fibrous 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. Ferro-Fibrous 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Ferro-Fibrous
Battle Value Breakdown
Name/Model: Shadow Hawk SHD-17
Technology: Inner Sphere
Tonnage: 55
Configuration: Biped BattleMech
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Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): 161 x 2.5 x 1 402.500
Internal Structure (Standard w/ Fusion Engine): 91 x 1.5 x 1 x 1 (+) 136.500 = 539.000
Gyro (Standard): 55 x 0.5 (+) 27.500 = 566.500
Defensive Movement Factor: +3 (*) 1.30 = 736.450
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Final Defensive Battle Rating: 736.450
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Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 12 (Heat Sinks) - 3 (Movement) - 17 (Weapons) = -2
Offensive Equipment:
Large Pulse Laser 119.000
LRM 10 w/ Artemis IV FCS (+) 108.000 = 227.000
Medium Laser (+) 46.000 = 273.000
LRM 10 (Ammo 12) (+) 11.000 = 284.000
Total 'Mech Tonnage: (+) 55.000 = 339.000
Speed Factor: 8 (Run) + 2 (Jump) (*) 1.630 = 552.570
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Final Offensive Battle Rating: 552.570
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 736.450
Offensive Battle Rating: (+) 552.570 = 1,289.020
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Final BattleMech Battle Value: 1,289
Alpha Strike Conversion
Name/Model: Shadow Hawk SHD-17
Technology: Inner Sphere
Tonnage: 55
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: 55 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 10"/6"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
12 (Heat Sinks) = 12
3 (Movement) + 17 (Weapons) - 4 (Base) (-) 16 = -4
Offensive Equipment: = 0.000
LRM 10 w/ Artemis IV FCS (+) 0.400 = 0.400
Medium Laser (+) 0.500 = 0.900
Large Pulse Laser (+) 0.990 = 1.890
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 12 = 22.680
Divided by the maximum heat output - 4 (/) 16 = 1.418
Rounded up to the nearest tenth = 1.5
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
12 (Heat Sinks) = 12
3 (Movement) + 17 (Weapons) - 4 (Base) (-) 16 = -4
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
LRM 10 w/ Artemis IV FCS (+) 0.800 = 1.300
Large Pulse Laser (+) 0.990 = 2.290
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 12 = 27.480
Divided by the maximum heat output - 4 (/) 16 = 1.718
Rounded up to the nearest tenth = 1.8
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
12 (Heat Sinks) = 12
3 (Movement) + 4 (Weapons) - 4 (Base) (-) 3 = 9
Offensive Equipment: = 0.000
LRM 10 w/ Artemis IV FCS (+) 0.800 = 0.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.8
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Final Long Range Damage Value: 1
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Convert Armor
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Ferro-Fibrous: 161 armor points x 1 161.000 = 161.000
Armor Factor Conversion (/) 30 = 5.367
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere Fusion on a 55 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Jumping TMM is 1 less than Ground TMM = JMPW1
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 7.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 8.000
Overheat Factor 1 (Overheat) (+) 1.000 = 9.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 10.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 10.000
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 15.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 18.000
Final DIR Round to nearest half point = 18.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 18.000 = 19.750
Unit's Final Point Value:
Offensive Value = 10.000
Defensive Value (+) 19.750 = 29.750
Agile [2 (TMM) - 1] x 2 (Medium) (+) 2.000 = 31.750
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Final Point Value: 32
Cost Breakdown
Name/Model: Shadow Hawk SHD-17
Technology: Inner Sphere
Tonnage: 55
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
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Armor (Ferro-Fibrous): (161 pts) 9.0 x 20,000 180,000.00
Internal Structure (Standard): 55 x 400 x 1 (+) 22,000.00 = 202,000.00
Myomer (Standard): 55 x 2,000 (+) 110,000.00 = 312,000.00
Engine (Fusion): (5,000 x 275 x 55) / 75 (+) 1,008,333.33 = 1,320,333.33
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,220,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,420,333.33
Life Support: 50,000 (+) 50,000.00 = 2,470,333.33
Sensors: 55 x 2,000 (+) 110,000.00 = 2,580,333.33
Heat Sinks (Single): 2 x 2,000 (+) 4,000.00 = 2,584,333.33
Arm Actuators: 55 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 25,300.00 = 2,609,633.33
Leg Actuators: 55 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 38,500.00 = 2,648,133.33
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Total Structural Cost: 2,648,133.33
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Weapons and Equipment Cost
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CASE 50,000 50,000.00
Jump Jets 55 x (3 x 3) x 200 (+) 99,000.00 = 149,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 324,000.00
LRM 10 (Ammo 12) [Empty Bin] 0 (+) 0.00 = 324,000.00
LRM 10 w/ Artemis IV FCS 100,000 + 100,000 (+) 200,000.00 = 524,000.00
Medium Laser 40,000 (+) 40,000.00 = 564,000.00
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Total Weapons and Equipment Cost 564,000.00
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BattleMech Cost
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Structural Cost: 2,648,133.33
Weapons and Equipment Cost: (+) 564,000.00 = 3,212,133.33
BattleMech Cost Multiplier: 1 + (55 / 100) (*) 1.55 = 4,978,806.67
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Final BattleMech Cost 4,978,807.00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Theres a lot of give and take on this mech. And I think its a fairly sound modification.
The mech loses the AC5 and the SRM2 laucher. However, the mech gains a large pulse laser, and an artemis system for the LRM rack.
This mod also benefits from the CASE gear. The jumping abilibes seem a bit low on this one, though a little of something is better than all of nothing.
The reduced reliance on ammo weapons means that this design is better suited for raiding missions.
Probably the only thing that this design seriously lacks is some DHS. Swapping the standard heat sinks for double models would let the mech drop two heat sinks and still vent more heat.
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Member Review - Sleeping Dragon : 26-Jul-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Original SHD had a lot of small guns, many different weapons and choices. I like it because of that, but this mech isn't bad, even with all those dropped weapons. Good mobility and armor, but now it's more short range fighter.
No topic has been started for this review [Start Topic]
Member Review - Blackhand : 23-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I'm liking the upgrade of the mech, its better than most. Its heavily armoured, well weaponed.
I just don't like the LPL as being your primary weapon at range after 10 rounds with only 5/8. Call me funky if you wish, I'd prefer something I could count on more, even if it was harder to hit with.
That being said I'd still field one or two along side other ranged mechs because its a good design.
Plus, I'm never fond of trading 2 weapons for 1 weapon even if the damage is the same.
No topic has been started for this review [Start Topic]