BattleMech Technical Readout
Name/Model: Hatchetman HCT-3S
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 45
Configuration: Biped BattleMech
Era/Year: Late Succession Wars / 3025
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,835,540 C-Bills
Battle Value: 1,108
Structure: Standard
Power Plant: 225 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Standard
Armament:
2 Medium Lasers
1 Large Laser
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Although an effective city fighter, it has been a well known fact that the Hatchetman is not
an effective combatant in open fields and other similar terrain. Therefore, Defiance
Industries engineers decided to revisit the design to make it more effective on the average
battlefield.
Capabilities:
Despite its hard-hitting firepower, the autocannon mounted on the Hatchetman is simply
massive in comparison to the 'Mech's size, taking up nearly one-third the mass of the
overall machine, especially when ammunition is included. Knowing this mass could be put to
more effective use, the designers removed the autocannon and its ammunition, replacing them
with two weapon systems. The first was a Thunderbolt A5M heavy laser, a model that matches
the range profile of the original autocannon while being less than half as massive. Although
hits by this weapon are only 80% as effective as the autocannon, it still provides heavy
firepower when needed. The second new weapon system installed is a TharHes 4 pack of short
range missiles, fed by a single ton of ammunition. This weapon only has a little over half
the range of the autocannon, but like the heavy laser, can hit almost as hard as the larger
gun, and has the added benefits of potentially impacting into holes already created by the
other weapons of the model, and being able to use alternate ammunition types if the
situation calls for it. To free up the hatchet for melee strikes when its within range of
such attacks, the right arm's medium laser was moved to a mount in the center torso. The
left arm's medium laser remained in its position.
Having used 8 of the 14 tons freed up by the autocannon's removal, other aspects of the
design were reviewed for improvement. Knowing that the original Hatchetman had trouble
closing with an enemy in open field combat, the engine size was increased from the original
type 180 engine to a type 225, which provides cruising speeds over 50 kph, and maximum
speeds in excess of 80 kph. The jump range was also improved with an additional jump jet
added to the rear torso. Finally, the armor on the design was increased, as several pilots
had complained of the light armor load on the original design. After the other changes,
enough mass remained to increase the armor to 8 tons, but it was felt this would be
insufficient for what was becoming a trooper or skirmisher design, and so, with great
reluctance given the high heat load of the heavy laser, the single additional heat sink was
removed. Although this can cause major heat concerns if the 'MechWarrior piloting the new
model was not careful, it was enough for a talented war to make the 'Mech shine on the
battlefield; which was only enhanced by the fact that it was found that, for whatever
reason, the heavy laser was especially accurate on this design (note: accurate weapon
quirk). However, it soon became known that the heavy laser also suffered from a poor cooling
jacket, and the short range missiles from an ammunition feed issue similar to the autocannon
on the Orion BattleMech.
Deployment:
Although the design was at first lauded for what should have been a highly effective
upgrade, the HCT-3S should gained a poor reputation due to the issues with its two new
weapons. Deployment was slowed and then halted to Lyran line units, and most of the output
of this newer model has been regulated to sale to friendly mercenary units.
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Equipment Mass
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Internal Structure: Standard 4.50
Engine: 225 Fusion 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 144 9.00
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 14 20
Center Torso (rear): 8
R/L Torso: 11 15
R/L Torso (rear): 5
R/L Arm: 7 14
R/L Leg: 11 20
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
Medium Laser CT 1 1.00
Jump Jet RT 1 0.50
Large Laser RT 2 5.00
SRM 4 RT 1 2.00
SRM 4 (Ammo 25) RT 1 1.00
Jump Jet LT 1 0.50
Hatchet RA 3 3.00
Medium Laser LA 1 1.00
Jump Jet RL 1 0.50
Jump Jet LL 1 0.50
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