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                 BattleMech Technical Readout

Name/Model:         Tiger Hawk TGR-3S
Designer:           CJ_Keys
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            85
Configuration:      Quad BattleMech
Era/Year:           Succession Wars / 3025
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         7,351,900 C-Bills
Battle Value:       1,946

Chassis:              Standard
Power Plant:          255 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Standard
Armament:             
    2 Large Lasers
    8 Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    During the Star League Era one of the premier direct fire support mechs as well as being
    used in removing entrenched enemies and prepared positions. Because of the low numbers of
    Flashman Mechs at the beginning of the first succession war the Lyran Commonwealth went to
    Defiance Industries looking for a replacement. What they found was a design that had been
    proposed to the SLDF when bids came up for the position the Flashman 'Mech was chosen to
    fill, that of "direct fire support with prepared position penetration capability"better
    known as a "Bunker Buster". The newly christened "Tiger Hawk" was selected by the Lyran
    Commonwealth to replace any destroyed Flashman Mechs in the LCAF.

Capabilities:
    The Tiger Hawk became well known during the first and second succession wars when Lyran
    units were forced to attack an enemy in a city or fortress. The Tiger Hawk was usually
    paired with Mechs such as the Stalker and Atlas, giving them a jump capable 'Mech to provide
    protection from flanking attacks and help in the Tiger Hawk's own specialized roles. In the
    direct fire support role the Tiger Hawk was a little more then adequate due to its ability
    to quickly and easily reach high ground to use as a point from which to hit targets almost
    anywhere on he battlefield. Where the Tiger Hawk truly excelled, when compared to it's usual
    lance mates, was in an urban environment and against hardened positions. When 'Mechs such as
    the Zeus and Atlas are forced to fight in urban environments, they loose much of their
    mobility which is already limited. The Tiger Hawk though retains most of it's mobility.
    Another hindrance to mechs such as the Atlas, and more so for the Zeus is the fact that
    their longer range weapons become harder to accurately target in such a confined
    environment. The Tiger Hawk takes care of this with it's eight Defiance B3M Medium Lasers,
    the same model as used by the Zeus. The Tiger Hawk also retains it's mobility with three
    Gunther-Messerschmitt 850 Jump Jets, which give the Tiger Hawk a 90 meter jumping distance.
    This unique ability gave the Tiger Hawk unparalleled mobility in an urban environment when
    compared to mechs traditionally assigned to close combat roles such as the Stalker. In the
    "Bunker Buster" role this give the Tiger Hawk the ability to constantly keep moving to evade
    fire from fixed positions as well as a unique "death from above" maneuver preformed on a
    fortified position or hardened structure while this extremely dangerous in that it requires
    the Tiger Hawk to fall through the building as it collapses, it can reduce the time required
    to fall such a structure from almost 40 seconds to less then 20 seconds.

Deployment:
    The TGR-3S Tiger Hawk fell out of production in the early 3050s when the Clans had come and
    made the use of static emplacements nearly obsolete. Recently though the Tiger Hawk has
    begun to see production again as the TGR-5S. In addition the original TGR-3S is being
    produced as a low cost option for minor periphery powers and mercenaries.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                     255 Fusion                13.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Single):                            29                    19.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  279                    17.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             40       
    Center Torso (rear):                              14       
    R/L Torso:                         18             27       
    R/L Torso (rear):                                  9       
    R/L Front Leg:                     18             36       
    R/L Rear Leg:                      18             36       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          1.00             
Jump Jet                                                  RT                1          1.00             
Large Laser                                               RT                2          5.00             
4 Medium Lasers                                           RT                4          4.00             
Jump Jet                                                  LT                1          1.00             
Large Laser                                               LT                2          5.00             
4 Medium Lasers                                           LT                4          4.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 47
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 5 / (M) 5 / (L) 0,  OV: 1
Armor (A): 9,  Structure (S): 7
Specials: ENE