BattleMech Technical Readout
Name/Model: Ghost Hunter GHR-3Rb
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Configuration: Biped BattleMech
Era/Year: Star League / 2780
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 20,334,607 C-Bills
Battle Value: 1,956
Structure: Standard
Power Plant: 350 XL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 LRM 5
6 Medium Lasers
1 Snub-Nose PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
While many know the 'Mech known today as the Grasshopper, back in the days of the end of the Star
League, when the design was first being developed, it was known by a different name, and was
a different 'Mech with a different mission. The Ghost Hunter, as it was known then, was
developed to be a hunter/killer of light and medium 'Mechs, and as a headhunter unit, and
was filled with many items of advanced technology to help it fulfill these roles.
Capabilities:
While its descendent has become known as a rugged, heavily armored design, noted for its
mobility for a heavy design, large heat capacity and decent firepower, the original Ghost
Hunter was even more mobile, armored, and armed 'Mech. The 70 ton frame mounted 13.5 tons of
armor, virtually the maximum the frame will hold. Like its younger cousin, it mounted
primarily an energy based armament, although it had half again as many medium lasers for the
majority of this armament, and a single 5 pack of LRM's is its only ammunition-dependent
weapon. These long-range missiles were usually fitted with smoke rounds for battlefield
control.
That is largely where the Ghost Hunter's resemblance to the later Grasshopper ended. The
rest of the 'Mech was filled with an abundance of advanced Star League technology. Whereas
the Grasshopper mounts a large laser, the Ghost Hunter had a snub-nosed particle cannon
instead. This weapon matches the range of the heavy laser, but has a much greater punch on
its extended short range firing bracket. Additionally, the engine was an extra-light type
350 fusion core, which enabled the design to reach a ground speed of over 80 kph, and its
jump jet system allowed the 'Mech to reach a full 30 meters further than the Grasshopper's
120 meter range. The sensor system had also been tied into a Beagle Active Probe, to enable
the unit to find its prey.
Defensively, the 'Mech was almost without peer. The engineers had fitted the Ghost Hunter
with both a Null-Signature System and a Chameleon Light Polarization Shield System to try
and block both visual and electronic detection of the 'Mech. To aid in this, a Guardian ECM
Suite was also added to the design, and the LRM ammunition was fitted into a CASE system.
Combined, these systems virtually prevented any form of detection of the 'Mech when they
were active.
Unfortunately, trying to integrate all these systems into one machine proved difficult, even
for the Star League's greatest engineers. Not only was the price tag per unit astronomical,
the Ghost Hunter also proved to be a "hanger queen", with 2 of every three units confined
largely to maintenance while the third was actually in use. Rare components, and hard to
understand systems meant that few technicians could repair the 'Mech, and while its
ruggedness would often alleviate some need for maintenance, when it was required, it was
difficult to perform. All this combined meant that, although a half dozen prototypes were
ordered, none of them lasted for many years. Soon, it was decided to remove virtually all of
the new tech, and turn the design into the more economical Grasshopper.
Deployment:
As mentioned above, the Ghost Hunter design never amounted to more than a half-dozen
prototypes, all of which were recorded to have been destroyed either in the fight against
Amaris, or, in the case of the last machine, in the early days of the First Succession War.
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Equipment Mass
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Internal Structure: Standard 7.00
Engine: 350 XL 15.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Double): 14 [28] 4.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 216 13.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 30
Center Torso (rear): 13
R/L Torso: 15 20
R/L Torso (rear): 10
R/L Arm: 11 22
R/L Leg: 15 30
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Weapons and Ammo Location Critical Tonnage
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LRM 5 H 1 2.00
Jump Jet CT 1 1.00
Guardian ECM Suite RT 2 1.50
2 Jump Jets RT 2 2.00
Medium Laser RT 1 1.00
Snub-Nose PPC RT 2 6.00
Beagle Active Probe LT 2 1.50
CASE LT 1 0.50
2 Jump Jets LT 2 2.00
LRM 5 (Ammo 24) [Smoke] LT 1 1.00
Medium Laser LT 1 1.00
2 Medium Lasers RA 2 2.00
Chameleon LPS * 6 0.00
2 Medium Lasers LA 2 2.00
Null-Signature System ** 7 0.00
* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso
** Null-Signature System occupies 1 critical slot in each location except the Head
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