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Design Overview
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                 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
    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

    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.

    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
    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.

    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.

    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.

Equipment                                                             Mass                      
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       

Weapons and Ammo                                       Location          Critical     Tonnage   
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

Alpha Strike Statistics                                             
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