BattleMech Technical Readout
Name/Model: Super Hawk ("Ken Lemons 'Mech") SHP-3P
Designer: The Grand Poobah
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 80
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3049
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 7,946,490 C-Bills
Battle Value: 1,591
Chassis: Lemons 80-A
Power Plant: Boeing 320 320
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Dwarf Industries Super Jollies
Jump Capacity: 120 meters
Armor: Munter Mithral
Armament:
1 Donal PPC
1 Morrel LRM 10
2 Chenevy Medium Lasers
1 Chenevy Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Tek BattleCom
Targeting & Tracking: Tek Tru-Trak
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Overview:
From the Morrel factories of New Phoenix comes the SHP-3P Super Hawk, a multi-function
Assault 'Mech. Based on the highly successful Shadow Hawk, the Super Hawk was created in
response to the need for a heavier jump-capable 'Mech. It was meant to deal the with
increased numbers of heavier 'Mechs showing up on the battlefield during the Fourth
Succession War. Since it shares many systems with the lighter and more numerous Shadow Hawk
and Phoenix Hawk 'Mechs, spare parts are numerous and easily obtained.
The Super Hawk has been designed for MechWarriors by MechWarriors. Captain Munter of the
Legion of Phoenix and captured Liao warrior Commander Lemons (now with the L.O.P.) designed
this magnificent machine. The soul of the Super Hawk is the Lemon Chassis. This chassis was
scoffed at when first seen by the Liao engineers. However, it has proven to be quite
adaptable and enabled the 'Mech to hold the additional weight of the weapons, armor and jump
jets.
Capabilities:
The Super Hak is equipped with a mixed group of weapons suitable to give it a punch at all
ranges. The Donal PPC and the Morrel LRM-10 rack, provide long range support. Closer in, the
medium and small lasers give it good short-range firepower. Having the LRM-10 mounted on the
right arms and the lasers in the torso allows the mech to fire all its close assault weapons
and still do a powerful punch.
The Jump Jets allow an advantage in close situations and have surprised many unsuspecting
opponents with a quick position change. It's long leap (120 meters) provides excellent
mobility for crossing rough terrain as well as deadly maneuvering in the urban setting.
The large number of heat sinks makes this a generally heat safe 'Mech, though firing all
weapons and jumping at the same time can cause some overheating problems. But with its
particular mix of weapons this becomes unlikely to occur.
The Sparrow 400J life support system is highly advanced and allows a long-term comfort
factor, helping to keep the pilot sharp for the long campaign. The Sparrow system features
the Oasis environmental control unit. The Oasis unit keeps the cockpit 30-40% cooler during
battle. Included in the cockpit are a mini microwave oven and mini refrigerator so that the
pilot can have something cool to drink or prepare a small meal during quiet moments. The
pilot's seat is a couch that may be repositioned into a bed. Many testing MechWarriors
preferred to sleep in their 'Mech at night rather than pitch a tent while in the field. The
entire cockpit unit may be blasted free in an emergency and then float to the ground by
parachute. This may provide some shelter after ejection to the grounded pilot.
The electronics systems include the Tek Tru-Trak targeting system. This system, which is
nearly of Star League quality, gives the Super Hawk a deadly accurate fire. The
multi-channel Tek Battle Com communications gear has heavy shielding and excellent range,
making the Super Hawk well suited for the forward command role. To enhance this, the Apple
3030 Battle Computer has been added and provides information display equal to that of those
found in the most sophisticated HQ vehicles. The Apple 3030 includes special programming
which enables it to assign variable names immediately upon encountering unknown or variant
'Mechs. The only drawback to this system is that once damaged, it cannot be replaced or
repaired by most available field components. It must be sent back to the factory for
replacement.
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Equipment Mass
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Internal Structure: Standard 8.00
Engine: 320 Fusion 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 18 8.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 240 15.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 39
Center Torso (rear): 10
R/L Torso: 17 24
R/L Torso (rear): 9
R/L Arm: 13 26
R/L Leg: 17 32
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Weapons and Ammo Location Critical Tonnage
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2 Jump Jets RT 2 2.00
2 Medium Lasers RT 2 2.00
2 Jump Jets LT 2 2.00
PPC LT 3 7.00
Small Laser LT 1 0.50
LRM 10 RA 2 5.00
LRM 10 (Ammo 12) RA 1 1.00
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 40
TP: BM, SZ: 4, TMM: 1, MV: 8"j
Damage: (S) 3 / (M) 3 / (L) 2, OV: 0
Armor (A): 8, Structure (S): 6
Specials: IF1
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