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Combat Vehicle Technical Readout
Name/Model: Hardshot Supertank HDS-1B
Designer: Kirbanzo
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 100
Role: Brawler
Configuration: Combat Vehicle
Era/Year: Star League / 2640
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 6,643,000 C-Bills
Battle Value: 1,549
Movement Type: Tracked
Power Plant: GM 300
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: StarGuard CII Ferro-Fibrous with CASE
Armament:
1 ER Large Laser
2 General Motors Nova-5 Ultra AC/5s
1 Ford Rat Narc Missile Beacon
1 Scatter Gun Light Machine Gun
Manufacturer: General Motors, StarCorps Industries, TharHes Industries
Primary Factory: Detroit 'Mechworks, Terra (GM), Son Hoa (SCI), Eutin (THI)
Communications: Ford Watchdog
Targeting & Tracking: GME HiTrak-2
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Overview:
The Hardshot 1B was made for the SLDF Royals in 2640 as more of a main battle tank than a
juggernaut. Instead of focusing on close-in firepower, the combat vehicle uses a twin-linked
cannon setup to increase the number of shells it can put out, and also carries equipment for
coordinating missile strikes. While slow for a MBT, the durability of the Hardshot platform
and the consistent firepower & utility more than made up for it. It also was generally
regarded as safer than the original Hardshot due to its reduced ammo stores overall.
With the fall of the Star League and the Succession Wars, the 1B would serve the Lyrans for
a time before its factories on Son Hoa were destroyed by the Free Worlds League in 2789.
Several of the components themselves became LosTech by 2975, and all remaining units were
soon converted into Hardshot variants that could still be maintained. Despite being extinct
for countless years, the design would experience an unexpected revival thanks to the Helm
Memory Core, and in 3052 would be reintroduced by TharHes Industries' Eutin plant in order
to combat the threat of the Clans. The Battle of Tukkayid would also reveal that General
Motors had actually been manufacturing and maintaining HDS-1Bs for ComStar's ComGuard
forces.
Capabilities:
The 1B uses two Ultra Autocannon/5s on its turret, each having 20 shots from a shared 2-ton
ammo pool. It also has a foward-mounted ER Large Laser installed with 2 more heat sinks,
believed to have been copied from common field refits of the 1C. The Machine Gun of the
standard Hardshot is still installed, but has had its ammo reduced to only a single 1-ton
drum. Finally, to coordinate with friendly indirect fire units on the battlefield, a Narc
Missile Beacon was installed on the turret as well with 2 tons of reloads.
Protection is provided by 20 tons of Ferro-Fibrous armor, augmented with CASE to protect the
remaining ammunition stores. These two technologies along with the Ultra Autocannons and ER
Large Laser would be the reason the design went extinct in the Inner Sphere for centuries.
DESIGN QUIRKS: Narrow/Low Profile, Fast Reload (Machine Gun), Slow Traverse
Deployment:
Several GM-make ComGuard Hardshot 1Bs would be deployed as part of the Battle of Tukkayid.
It would not have a notable role, other than revealing ComStar still had access to the
design even after it supposedly went extinct.
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Fusion 28.50
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 12 2.00
Control Equipment: 5.00
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 2.50
Armor Factor: 358 20.00
Type: Ferro-Fibrous
Armor
Value
Front: 92
R/L Side: 72
Rear: 51
Turret: 71
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Weapons and Ammo Location Tonnage
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ER Large Laser Front 5.00
Machine Gun Turret 0.50
Narc Missile Beacon Turret 3.00
2 Ultra AC/5s Turret 18.00
CASE Body 0.50
Machine Gun (Ammo 200) Body 1.00
Narc Missile Beacon (Ammo 12) [Homing] Body 2.00
Ultra AC/5 (Ammo 40) Body 2.00
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Alpha Strike Statistics
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Point Value (PV): 43
TP: CV, SZ: 4, TMM: 1, MV: 6"t
Damage: (S) 3 / (M) 3 / (L) 3
Armor (A): 12, Structure (S): 5
Specials: CASE, SNARC, SRCH, TUR(2/2/2, SNARC)
Alpha Strike Conversion
Name/Model: Hardshot Supertank HDS-1B
Technology: Inner Sphere
Tonnage: 100
Configuration: Tracked Combat Vehicle
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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: 100 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 3 (Cruise) = 6"
Tracked Motive Type = 6"t
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Machine Gun (TU) (+) 0.200 = 0.200
Ultra AC/5 (TU) (+) 0.623 = 0.823
Ultra AC/5 (TU) (+) 0.623 = 1.446
ER Large Laser (+) 0.800 = 2.246
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
Ultra AC/5 (TU) (+) 0.750 = 0.750
Ultra AC/5 (TU) (+) 0.750 = 1.500
ER Large Laser (+) 0.800 = 2.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
Ultra AC/5 (TU) (+) 0.750 = 0.750
Ultra AC/5 (TU) (+) 0.750 = 1.500
ER Large Laser (+) 0.800 = 2.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
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Final Long Range Damage Value: 3
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Convert Armor
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Ferro-Fibrous: 358 armor points x 1 358.000 = 358.000
Armor Factor Conversion (/) 30 = 11.933
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Final Armor Value: 12
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Convert Structure
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Standard: 50 structure points 50.000 = 50.000
Structure Conversion (/) 10 = 5.000
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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 one Narc Missile Beacon (TU) = SNARC
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(2/2/2)
Unit is equipped with turret mounted Narc Missile Beacons = TUR(SNARC)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 3 (Long) = 12.000
Special Ability Factor [SNARC] 1 (Ability Rating) (+) 1.000 = 13.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 13.000
Defensive Interaction Rating:
Armor Factor 12 (Armor) x 1.8 (Tracked) = 21.600
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 26.600
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 29.260
Final DIR Round to nearest half point = 29.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 29.500 = 30.250
Unit's Final Point Value:
Offensive Value = 13.000
Defensive Value (+) 30.250 = 43.250
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Final Point Value: 43