BattleMech Technical Readout
Name/Model: Hitman HM-3X
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 30
Role: Scout
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 20,680,270 C-Bills
Battle Value: 1,436
Chassis: DragonTech Formula E-52 Composite
Power Plant: GM Super-Lite 240 XXL
Walking Speed: 86.4 kph
Maximum Speed: 129.6 kph [216 kph]
Jump Jets: None
Jump Capacity: None
Armor: Heavy Ferro-Fibrous
Armament:
3 Diplan M3-XR ER Medium Lasers
1 Thunderstroke-L-ClanTech LRM 5 (C)
1 Tracker Series Narc Missile Beacon (C)
Manufacturer: Diplan 'Mechyards
Primary Factory: Aix-la-Chapelle
Communications: Tek BattleCom II with Angel ECM Suite
Targeting & Tracking: Cat's Eyes 5 with Bloodhound Active Probe
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Overview:
With the arrival of the Clans, the formidable armies of both the Draconis Combine and the
Federated Commonwealth more than met their match. As regiment after regiment was lost, the
leaders of the two realms saw the need to adopt new tactics to counter the technological
advantages of the Clans. Some of these tactics led to the creation of the HM-1 Hitman by the
Draconis Combine.
Capabilities:
The Hitman is an extremely agile and fast light 'Mech, capable of speeds of up to 118.8 kph.
The 'Mech also feature the MASC system, which allows bursts of speed well over 150 kph.
To ensure success of the Hitman's primary purpose, which is to sneak up on enemy units
undetected, a Guardian ECM suite was installed. Because the Combines's ability to produce
high-quality electronic gear is still somewhat limited, House Kurita had to contract with a
Free Worlds League manufacturer to obtain this crucial component.
Once the Hitman is within range of an enemy, the 'Mech's Beagle Active Probe can help
to identify both the class and the type of equipment. The Beagle Active Probe has also
proven valuable in minimizing the Hitman's vulnerability to ambush.
If the Hitman is intercepted, it can use its advantage of speed to escape, even from
most Clan 'Mechs. With such a 'Mech, the pilot is always free to get away and fight from a
more advantageous position.
The Hitman's most important role is accomplished with its target-acquisition gear,
which produces a rain of accurate and deadly fire against an enemy target. By transmitting
coordinates directly to the fire control of artillery pieces, human error is considerably
reduced.
Once the Hitman locates a target, it paints it with the TAG system, allowing the
incoming Arrow IV missiles to lock on for the kill. This method of attack is what earned the
'Mech its name. To ensure survival after contact with enemy units, the 'Mech also has a trio
of medium lasers and an LRM-5 system. The accuracy of the LRM is increased by the addition
of a Artemis IV fire control system.
Many have speculated that the Hitman is really a modified copy of the Capellan Raven,
since both 'Mechs pack a wide array of high-tech electronics. However, the Hitman's exterior
and design more resemble the shapes of the Draconis Combine's Panther or the Federated
Commonwealth's Wolfhound and Valkyrie.
Deployment:
The Hitman is still being tested on the training grounds of the Sun Zhang Academy on New
Samarkand.
Over a dozen 'Mechs of this class have been involved in large-scale military exercises
conducted by the DCMS and Sun Zhang Academy pilots. As battalion-sized units squared off in
the ruins and rural areas, these training exercises tested all possible uses of the new
equipment. Both traditional tactics and newly developed tactics were pitted against those
used by the Clans.
Intelligence experts predict that the Hitman will be deployed when Arrow IV-equipped
'Mechs or vehicles become available in large quantities. The units stationed on Wolcott,
deep within Clan-occupied territory, will surely be the first to receive the Hitman and its
"guns."
Variants:
Desiring to make the ultimate in scout ‘Mechs for the DCMS, the engineers at Diplan took
their basic Hitman chassis and wanted to see what they could do with it if they applied the
latest advances in both Inner Sphere and Clan technology. The Hitman-3X is the final result.
Almost hilariously expensive, it is, without a doubt, also a highly effective scout. The
primary item they were not able to include because of all the other compromises they were
forced to implement to ensure the latest and greatest technology was on the machine was
stealth armor. This new Hitman is faster than all its predecessors, while also being more
heavily armored, with better armament and a better electronics package. However, the
engineers were forced to use some nonstandard parts, and the BattleMech has become more
difficult to maintain and pilot. However, most would say the improved communications package
and the rest make up for all of that.
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Equipment Mass
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Internal Structure: Composite 1.50
Engine: 240 XXL (C) 4.00
Walking MP: 8
Running MP: 12 [20]
Jumping MP: 0
Heat Sinks (Double): 10 [20] (C) 0.00
Gyro: XL 1.50
Cockpit: Small 2.00
Armor Factor: 105 5.50
Type: Heavy Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 14
Center Torso (rear): 6
R/L Torso: 7 10
R/L Torso (rear): 4
R/L Arm: 5 10
R/L Leg: 7 14
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Weapons and Ammo Location Critical Tonnage
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C3 Slave H 1 1.00
TAG H 1 1.00
Bloodhound Active Probe RT 3 2.00
Narc Missile Beacon (C) RT 1 2.00
Narc Missile Beacon (Ammo 6) [Homing] (C) RT 1 1.00
Angel ECM Suite LT 2 2.00
LRM 5 (C) LT 1 1.00
LRM 5 (Ammo 24) [Smoke] (C) LT 1 1.00
Supercharger LT 1 0.50
3 ER Medium Lasers LA 3 3.00
MASC (C) RL 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 46
TP: BM, SZ: 1, TMM: 4, MV: 24"
Damage: (S) 2 / (M) 2 / (L) 0*, OV: 0
Armor (A): 4, Structure (S): 1
Specials: AECM, BH, C3S, IF0*, MHQ1, RCN, SNARC, TAG
Distribution
Name/Model: Hitman HM-3X
Technology: Inner Sphere (Mixed)
Tonnage: 30
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Small Cockpit 3. Lower Arm Actuator
4. ER Medium Laser 4. Sensors 4. Hand Actuator
5. ER Medium Laser 5. C3 Slave 5. Heavy Ferro-Fibrous
6. ER Medium Laser 6. TAG 6. Heavy Ferro-Fibrous
1. Heavy Ferro-Fibrous 1. Heavy Ferro-Fibrous
2. Heavy Ferro-Fibrous 2. Heavy Ferro-Fibrous
3. Heavy Ferro-Fibrous 3. Heavy Ferro-Fibrous
4. Heavy Ferro-Fibrous 4. Heavy Ferro-Fibrous
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous
Left TorsoCenter TorsoRight Torso
1. XXL Engine (C) 1. XXL Engine (C) 1. XXL Engine (C)
2. XXL Engine (C) 2. XXL Engine (C) 2. XXL Engine (C)
3. XXL Engine (C) 3. XXL Engine (C) 3. XXL Engine (C)
4. XXL Engine (C) 4. XL Gyro 4. XXL Engine (C)
5. LRM 5 (C) 5. XL Gyro 5.Bloodhound Active Probe
6. Supercharger 6. XL Gyro 6.Bloodhound Active Probe
1.Angel ECM Suite 1. XL Gyro 1.Bloodhound Active Probe
2.Angel ECM Suite 2. XL Gyro 2. Narc Missile Beacon (C)
3. LRM 5 (Ammo 24) [Smoke] (C) 3. XL Gyro 3. Narc Missile Beacon (Ammo 6) [Homing] (C)
4. Heavy Ferro-Fibrous 4. XXL Engine (C) 4. Heavy Ferro-Fibrous
5. Heavy Ferro-Fibrous 5. XXL Engine (C) 5. Heavy Ferro-Fibrous
6. Heavy Ferro-Fibrous 6. XXL Engine (C) 6. Heavy Ferro-Fibrous
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5.Double Heat Sink (C) 5. MASC (C)
6.Double Heat Sink (C) 6. Heavy Ferro-Fibrous
Battle Value Breakdown
Name/Model: Hitman HM-3X
Technology: Inner Sphere (Mixed)
Tonnage: 30
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Heavy Ferro-Fibrous): 105 x 2.5 x 1 262.500
Internal Structure (Composite w/ XXL Engine): 51 x 1.5 x 0.5 x 0.5 (+) 19.125 = 281.625
Gyro (XL): 30 x 0.5 (+) 15.000 = 296.625
Defensive Equipment:
Angel ECM Suite (+) 100.000 = 396.625
Bloodhound Active Probe (+) 25.000 = 421.625
Explosive Ammunition: 2 Critical Spaces (-) 30.000 = 391.625
Defensive Movement Factor: +5 (*) 1.50 = 587.438
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Final Defensive Battle Rating: 587.438
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 20 (Heat Sinks) - 6 (Movement w/ XXL) - 17 (Weapons) = 3
Offensive Equipment:
ER Medium Laser 62.000
ER Medium Laser (+) 62.000 = 124.000
ER Medium Laser (+) 62.000 = 186.000
LRM 5 (C) (+) 55.000 = 241.000
Narc Missile Beacon (C) (+) 30.000 = 271.000
LRM 5 (Ammo 24) [Smoke] (C) (+) 7.000 = 278.000
Total 'Mech Tonnage: (+) 30.000 = 308.000
Speed Factor: 20 (Run) + 0 (Jump) (*) 3.000 = 924.000
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Final Offensive Battle Rating: 924.000
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BattleMech Battle Value
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Defensive Battle Rating: 587.438
Offensive Battle Rating: (+) 924.000 = 1,511.438
Cockpit (Small): (*) 0.95 = 1,435.866
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Final BattleMech Battle Value: 1,436
Alpha Strike Conversion
Name/Model: Hitman HM-3X
Technology: Inner Sphere (Mixed)
Tonnage: 30
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 30 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 8 (Walk) = 16"
Equipped with MASC and a Supercharger (*) 1.5 = 24"
Ground Target Movement Modifier at 24" is 4
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Final Movement and Movement Modes: 24"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 17 (Weapons) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
LRM 5 (C) (+) 0.300 = 0.300
ER Medium Laser (+) 0.500 = 0.800
ER Medium Laser (+) 0.500 = 1.300
ER Medium Laser (+) 0.500 = 1.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.8
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 17 (Weapons) - 4 (Base) (-) 19 = 1
Offensive Equipment: = 0.000
LRM 5 (C) (+) 0.300 = 0.300
ER Medium Laser (+) 0.500 = 0.800
ER Medium Laser (+) 0.500 = 1.300
ER Medium Laser (+) 0.500 = 1.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.8
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 2 (Weapons) - 4 (Base) (-) 4 = 16
Offensive Equipment: = 0.000
LRM 5 (C) (+) 0.300 = 0.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.3
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Final Long Range Damage Value: 0*
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Convert Armor
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Heavy Ferro-Fibrous: 105 armor points x 1 105.000 = 105.000
Armor Factor Conversion (/) 30 = 3.500
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Final Armor Value: 4
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Convert Structure
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Engine: Clan XXL on a 30 ton BattleMech = 1.0
Structure: Composite (*) 0.5 = 0.5
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Final Structure Value: 1
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Determine Special Abilities
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Unit is equipped with Angel ECM Suite = AECM
Unit is equipped with Bloodhound Active Probe = BH
Unit is equipped with C3 Slave = C3S
Unit is equipped with forward facing weapons capable of firing indirectly = IF0*
Unit is equipped as a mobile headquarters = MHQ1
Unit is equipped with Bloodhound Active Probe = RCN
Unit is equipped with one Narc Missile Beacon = SNARC
Unit is equipped with TAG = TAG
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 0.5 (Long) = 6.500
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 7.000
Overheat Factor 0 (Overheat) (+) 0.000 = 7.000
Special Ability Factor [IF0*] 0* (Ability Rating) (+) 0.500 = 7.500
Special Ability Factor [SNARC] 1 (Ability Rating) (+) 1.000 = 8.500
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 9.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 9.000
Defensive Interaction Rating:
Armor Factor 4 (Armor) x 2.0 (Non-Vehicle Unit) = 8.000
Structure Factor 1 (Structure) x 1.0 (Other Unit) (+) 1.000 = 9.000
Defense Factor 1 + {[4 (24" Move)] x 0.25} (*) 2.000 = 18.000
Final DIR Round to nearest half point = 18.000
Unit's Defensive Value:
Movement Factor 3 (0.25 per 2") = 3.000
Final DIR Defensive Interaction Rating (+) 18.000 = 21.000
Unit's Final Point Value:
Offensive Value = 9.000
Defensive Value (+) 21.000 = 30.000
Agile [4 (TMM) - 1] x 2 (Medium) (+) 6.000 = 36.000
C3 30 (Subtotal) x 0.05 (+) 1.500 = 37.500
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 40.500
Force Bonus [BH] Bloodhound Active Probe (+) 2.000 = 42.500
Force Bonus [MHQ1] Mobile Headquarters (+) 1.000 = 43.500
Force Bonus [RCN] Recon (+) 2.000 = 45.500
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Final Point Value: 46
Cost Breakdown
Name/Model: Hitman HM-3X
Technology: Inner Sphere (Mixed)
Tonnage: 30
Configuration: Biped BattleMech
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Structural Cost
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Armor (Heavy Ferro-Fibrous): (105 pts) 5.5 x 25,000 137,500.00
Internal Structure (Composite): 30 x 1,600 x 1 (+) 48,000.00 = 185,500.00
Myomer (MASC): (240 x 1 x 1,000) + (30 x 2,000) (+) 300,000.00 = 485,500.00
Engine (XXL): (100,000 x 240 x 30) / 75 (+) 9,600,000.00 = 10,085,500.00
Gyro (XL): 1.5 x 750,000 (+) 1,125,000.00 = 11,210,500.00
Cockpit (Small): 175,000 (+) 175,000.00 = 11,385,500.00
Life Support: 50,000 (+) 50,000.00 = 11,435,500.00
Sensors: 30 x 2,000 (+) 60,000.00 = 11,495,500.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 11,555,500.00
Arm Actuators: 30 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 11,400.00 = 11,566,900.00
Leg Actuators: 30 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 21,000.00 = 11,587,900.00
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Total Structural Cost: 11,587,900.00
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Weapons and Equipment Cost
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Angel ECM Suite 750,000 750,000.00
Bloodhound Active Probe 500,000 (+) 500,000.00 = 1,250,000.00
C3 Slave 250,000 (+) 250,000.00 = 1,500,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,580,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,660,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 1,740,000.00
LRM 5 (C) 30,000 (+) 30,000.00 = 1,770,000.00
LRM 5 (Ammo 24) [Smoke] [Empty Bin] (C) 0 (+) 0.00 = 1,770,000.00
Narc Missile Beacon (C) 100,000 (+) 100,000.00 = 1,870,000.00
Narc Missile Beacon (Ammo 6) [Homing] [Empty Bin] (C) 0 (+) 0.00 = 1,870,000.00
Supercharger 240 x 10,000 (+) 2,400,000.00 = 4,270,000.00
TAG 50,000 (+) 50,000.00 = 4,320,000.00
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Total Weapons and Equipment Cost 4,320,000.00
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BattleMech Cost
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Structural Cost: 11,587,900.00
Weapons and Equipment Cost: (+) 4,320,000.00 = 15,907,900.00
BattleMech Cost Multiplier: 1 + (30 / 100) (*) 1.30 = 20,680,270.00
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Final BattleMech Cost 20,680,270.00