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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Hatchetman HCT-8M
Designer:           Alisa Wolfstein
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            45
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3085
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Tournament Legal
Total Cost:         7,725,528 C-Bills
Battle Value:       1,659

Structure:            Endo Steel
Power Plant:          270 Light Fusion
Walking Speed:        64.8 kph  [75.6 kph]
Maximum Speed:        97.2 kph  [118.8 kph]
Jump Jets:            None
    Jump Capacity:    None
Armor:                Light Ferro-Fibrous
Armament:             
    1 ER Small Laser
    1 Snub-Nose PPC
    3 ER Medium Lasers
    2 Small Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Completely changing the role of the hatchetman from a city fighter to a fast and mobile
    skirmisher, the HCT-8M has far greater damage potential than the original -3F, and because
    of its triple strength myomer the -8M can deal 18 damage in one strike using its hatchet. In
    open terrain the -8M functions as an ambush attacker, able to engage slow heavy and assault
    'Mechs from behind thanks to its high mobility, provided by a 270-rated Light Fusion Engine.

Deployment:
    The best way to use the -8M is as a striker:
    
    Turn 1 -  you engage from the side of the enemy force, out of reach of most of their
    weapons. Most importantly, you activate the Triple Strength Myomer by firing the 3 ER Medium
    Lasers and Snub-Nose PPC. This brings the design's heat level to the minimum required to
    activate the myomer and increases the design's speed to 118.8 KPH.
    
    Turn 2 - with friendly heavy and assault 'Mechs attracting the enemy forces' fire, you rush
    in and unleash hell on the weak rear armour of an enemy unit (you can deal 42 damage and
    only gain 1 heat point if you leave out two of the ER Medium Lasers - plenty enough to knock
    the target down!) Furthermore, you can strategically target a specific location using the
    targeting computer for an even greater impact.
    
    Turn 3 - you flee to cover before the enemy forces turn and fire on you,  with your heat way
    above what most 'Mechs would be comfortable at. Just make sure you don't shut down! With a
    combination of luck and skill, you have just crippled or destroyed an enemy unit. Now that
    you've cooled down, it's time to go on the offensive once again in turn 4!

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                  270 Light Fusion             11.00                     
    Walking MP:                               6 [7]                                             
    Running MP:                               9 [11]                                            
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  152                     9.00                     
    Type:                              Light Ferro-Fibrous                                      

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      14             22       
    Center Torso (rear):                               5       
    R/L Torso:                         11             18       
    R/L Torso (rear):                                  4       
    R/L Arm:                            7             14       
    R/L Leg:                           11             22       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            H                 1          0.50             
Snub-Nose PPC                                             RT                2          6.00             
Targeting Computer                                        LT                3          3.00             
Hatchet                                                   RA                3          3.00             
3 ER Medium Lasers                                        LA                3          3.00             
2 Small Lasers                                            LA                2          1.00             
Triple-Strength Myomer                                    --                6          0.00