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                 BattleMech Technical Readout

Name/Model:         Urbanmech UM-H60A
Designer:           Rudel Gurken
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            30
Configuration:      Biped BattleMech
Era/Year:           Late Succession Wars / 3025
Rules (Current):    Tournament Legal
Rules (Era):        Unavailable
Rules (Year):       Unavailable
Total Cost:         1,456,650 C-Bills
Battle Value:       485

Structure:            Standard
Power Plant:          60 Fusion
Walking Speed:        21.6 kph  
Maximum Speed:        32.4 kph  
Jump Jets:            Unknown
    Jump Capacity:    60 meters
Armor:                Standard
Armament:             
    1 Autocannon/10
    1 Heavy Machine Gun
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    [I've "redated" some of the new but "old-looking" weapons. So I've a host of new equipment
    available for succession war era mechs. This is one of them.]
    Even though the UrbanMech is a dedicated for fighting in a city it often has problems
    concerning infantry. The small laser isn't really a good infantry deterrent and the
    autocannon ammo is often deemed to precious to "wast" them on footsloggers.
    To correct this disadvantage some technicians began to mount anti-infantry weaponry instead
    of the laser.
    One of this field refits, dubbed UM-H60A, mounts a heavy machinegun.

Capabilities:
    The HMG deliveres a solid anti-infantry punch and keeps the same damage potential against
    armored foes as the original small laser. Most pilots are not worried about the somewhat
    reduced range as infantry in a city seems to pop out just under their feet.
    As the loss of a heat sink in return doesn't impair the performance of the heavy autocannon
    no mechwarrior has complained about that either.

Deployment:
    Variant of that kind emerge in units all over the Inner Sphere, house units and mercenaries
    alike.

Variants:
    Some UrbanMechs carry one or two medium or light machineguns with 200 or 100 salvoes
    respectively instead. Those often are named with unofficial designations.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  3.00                     
Engine:                                     60 Fusion                  1.50                     
    Walking MP:                                 2                                               
    Running MP:                                 3                                               
    Jumping MP:                                 2                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  1.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   96                     6.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      10             11       
    Center Torso (rear):                               8       
    R/L Torso:                          7              8       
    R/L Torso (rear):                                  4       
    R/L Arm:                            5             10       
    R/L Leg:                            7             12       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 Jump Jets                                               CT                2          1.00             
Autocannon/10 (Ammo 10)                                   RT                1          1.00             
Heavy Machine Gun (Ammo 50)                               LT                1          0.50             
Autocannon/10                                             RA                7         12.00             
Heavy Machine Gun                                         LA                1          1.00