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                 BattleMech Technical Readout

Name/Model:         Hordad (Interger One) HRD-1A
Designer:           shadow01
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            40
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 2890
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         2,938,647 C-Bills
Battle Value:       1,054

Chassis:              Nennison 40 
Power Plant:          Nissan 200 200 
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Lox Lift Series 1 
    Jump Capacity:    120 meters
Armor:                Riese 350
Armament:             
    1 Magna Hellstar PPC PPC
    2 Magna Mark II Medium Lasers Medium Lasers
    1 Magmablast Flamer
Manufacturer:         Heptad Heavy Machinery, Tetski
    Primary Factory:  Unknown
Communications:       Datacom 52
Targeting & Tracking: Dynatec 1122

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Overview:
    The Hordad - persian meaning: the integer one - is a mobile skirmisher with high flexibility
    and endurance.
    The medium Mech is well suited to pushing forward on the flanks or providing fire cover for
    lighter units. Thanks to its jumping range of up to 120 m, it can overcome difficult terrain
    and quickly change positions and take evasive action.
    With the PPC in the right arm it is powerful at medium to long distances. The secondary
    armament with two M-Lasers is effective in close combat, while the flamethrower - ideal
    against infantry, is suitable for setting fire and overheating enemy mechs.
    The heat exchangers provide the opportunity to advance under fire, but the pilot must be
    careful of overheating during continued combat. The armor provides good survivability.

Capabilities:
    Tactical strengths are the versatile armament. Targets can be engaged effectively from
    short, medium and long distances. The jump jets and medium speed make it ideal for flanking
    and hit-and-run attacks.
    The all-energy armament makes the Hordad ideal for long operations without resupply or
    advancing behind enemy lines. The 13 heat exchangers keep the heat level largely stable,
    even when used aggressively.
    Thanks to its armor and energy weapons, the Mech holds up well even in prolonged battles.
    The Hordad is not very suitable for head-on confrontations with heavy or assault Mechs or
    heavily armed lances without cover.
    
    Conclusion:
    A flexible, well-protected skirmisher Mech with decent heat control, effective weapon mix,
    and good mobility. Ideal for commanders who prefer quick, decisive advances with tactical
    sophistication.

Deployment:
    The design is fielded by the mercenary unit Wholesale Slaughter, the 3rd Canopian Light
    Horse and the Tetski Defense Force Militia.
    The Hordad has seen action in recent operations against Pirates, skirmishes with the FWLM
    and also units of House Liao.
    The first combat operation was during a raid against the
    planetary militia and security forces at the Andurian AeroTech and Westover BattleMech
    facilities in the year 2900.

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Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  4.00                     
Engine:                                     200 Fusion                 8.50                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 4                                               
Heat Sinks (Single):                            13                     3.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  120                     7.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      12             16       
    Center Torso (rear):                               6       
    R/L Torso:                         10             15       
    R/L Torso (rear):                                  4       
    R/L Arm:                            6             12       
    R/L Leg:                           10             14       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
2 Medium Lasers                                           LT                2          2.00             
PPC                                                       RA                3          7.00             
Flamer                                                    LA                1          1.00             
Jump Jet                                                  RL                1          0.50             
Jump Jet                                                  LL                1          0.50             

================================================================================================
Alpha Strike Statistics                                             
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Point Value (PV): 25
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"/8"j
Damage: (S) 2 / (M) 2 / (L) 1,  OV: 0
Armor (A): 4,  Structure (S): 3
Specials: ENE, JMPW1