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BattleMech Technical Readout
Name/Model: Hunchback (Rifleback) HBK-4AA
Designer: IronRaven Special Projects Group
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 50
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Star League / 2774
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,328,375 C-Bills
Battle Value: 1,029
Chassis: Crucis Type V
Power Plant: Nissan 200
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield
Armament:
1 Diverse Optics Type 30 Large Laser
1 Imperator-A Autocannon/5
1 Hellion V Medium Laser
1 Hellion-V Medium Laser
1 Diverse Optics Type 10 Small Laser
Manufacturer: Kali Yama Weapons Industries
Primary Factory: Unknown
Communications: Omicron 4002 Networking Channel
Targeting & Tracking: Garret D2j
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Overview:
The Rifleman is a classic mech, one of the first mission specific machines. Optimized for
air defense with a secondary role of fire support, the Rifleman is known to every
mechwarrior. The key to these capabilities is the Garrett D2j synthetic aperture radar
array. Unfortunately, the Rifleman lacks armour and endurance, and when pressed into direct
combat, it suffers. Then dies.
Kali Yama had a simple, modest proposal- send in a Hunchback. While others were developing
such dubiously effective mechs as the Quickdraw and the JaegerMech to replace and supplement
the Rifleman, the engineers at Kali Yama just bought some spare parts. Mounting the search
radar at the top of the left shoulder, the right torso was rebuilt. The "boombox" was
modified to become an elevation mechanism for a box containing a Imperator-A medium
autocannon with a then brand new Diverse Optics Type 30 Large Laser mounted immediately
under it. And the HBK-4AA was born.
While it has half the firepower of the Rifleman, the "Rifleback" carried two tons of
ammunition for the single cannon. This increased endurance and the ability to carry both
flak and conventional ammunition would have given Rifleback the flexibility to engage both
mechs and vehicles, and fighters and VTOLs. Of course, against infantry in light body
armour, air bursting shells' shrapnel would have been highly effective past the range of the
small laser. Fourteen heatsinks would have been able to manage the heat of the medium and
large lasers in an actual firefight. With the usual ten tons of armour, it was also more
survivable than a Rifleman.
Kali Yama submitted the -4AA in trials that adopted both the JaegerMech and the Quickdraw.
It performed well in both trials. It even offered the advantage of using off the shelf parts
in ready supply. The elevation mechanism was even controlled with the lateral wrist ring
actuators that give the Hunchback's hands their range of motion combined with a small parts
kit. The only new item was the DO T30, a choice made by Kali Yama only because they had no
business relationship with Magna. But in both cases, the SLDF wanted a heavy mech. The
JaegerMech's adoption was a pro-forma, with it having been predetermined that a Kallon
product would replace a Kallon product. And the Quickdraw was faster. Second place in two
trials. Then the Star League officially fell apart, the SLDF ran off and hurled themselves
into a star or a black hole, and the Succession Wars started.
There is nothing stopping people from making Riflebacks other than the scarcity of the fire
control systems. When they're available, the modifications sometimes happen. An example of
one of these is this month's This Old Mech. Built from salvage after it's owner, who's asked
their name not be disclosed, was able to disable a Hunchback with a series of cockpit shots,
but not without losing most of their own mech. Rebuilt with parts of the surviving arm in
place of the damaged Kali Yama autocannon, this specimen actually uses part of the
Rifleman's shoulder actuator instead of Hunchback wrist parts. While not quite as fast as
the Rifleman's waist, the waist actuators of this Rifleback traverse swift enough to engage
aerial targets. The two tons of ammo for the cannon has apparently surprised more than a few
VTOLs that, having identified the Garret air search radar then counted, only to discover
that no, it's not out of ammunition. It fills the intended mission of the Rifleback,
supplementing the company's JaegerMech.
While similar to the Hunchback -4N in many ways conceptually, the -4AA could come back. Like
most of what has become LosTech, it's just one or two little pieces that would be needed.
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Equipment Mass
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Internal Structure: Standard 5.00
Engine: 200 Fusion 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 14 4.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 160 10.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 26
Center Torso (rear): 5
R/L Torso: 12 20
R/L Torso (rear): 4
R/L Arm: 8 16
R/L Leg: 12 20
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Weapons and Ammo Location Critical Tonnage
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Small Laser H 1 0.50
Autocannon/5 RT 4 8.00
Large Laser RT 2 5.00
Autocannon/5 (Ammo 40) LT 2 2.00
Medium Laser RA 1 1.00
Medium Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 28
TP: BM, SZ: 2, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 3 / (L) 1, OV: 0
Armor (A): 5, Structure (S): 4
Specials:
Distribution
Name/Model: Hunchback (Rifleback) HBK-4AA
Technology: Inner Sphere
Tonnage: 50
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. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Small Laser 4. Hand Actuator
5. Medium Laser 5. Sensors 5. Medium Laser
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Autocannon/5 (Ammo 20) 1. Fusion Engine 1.Autocannon/5
2. Autocannon/5 (Ammo 20) 2. Fusion Engine 2.Autocannon/5
3. Roll Again 3. Fusion Engine 3.Autocannon/5
4. Roll Again 4. Gyro 4.Autocannon/5
5. Roll Again 5. Gyro 5.Large Laser
6. Roll Again 6. Gyro 6.Large Laser
1. Roll Again 1. Gyro 1. Heat Sink
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Heat Sink 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
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. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Hunchback (Rifleback) HBK-4AA
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 160 x 2.5 x 1 400.000
Internal Structure (Standard w/ Fusion Engine): 83 x 1.5 x 1 x 1 (+) 124.500 = 524.500
Gyro (Standard): 50 x 0.5 (+) 25.000 = 549.500
Explosive Ammunition: 2 Critical Spaces (-) 30.000 = 519.500
Defensive Movement Factor: +2 (*) 1.20 = 623.400
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Final Defensive Battle Rating: 623.400
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 14 (Heat Sinks) - 2 (Movement) - 16 (Weapons) = 2
Offensive Equipment:
Large Laser 123.000
Autocannon/5 (+) 70.000 = 193.000
Medium Laser (+) 46.000 = 239.000
Medium Laser (+) 46.000 = 285.000
Autocannon/5 (Ammo 20) (+) 9.000 = 294.000
Autocannon/5 (Ammo 20) (+) 9.000 = 303.000
Small Laser (+) 9.000 = 312.000
Total 'Mech Tonnage: (+) 50.000 = 362.000
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 405.440
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Final Offensive Battle Rating: 405.440
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 623.400
Offensive Battle Rating: (+) 405.440 = 1,028.840
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Final BattleMech Battle Value: 1,029
Alpha Strike Conversion
Name/Model: Hunchback (Rifleback) HBK-4AA
Technology: Inner Sphere
Tonnage: 50
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: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
14 (Heat Sinks) = 14
2 (Movement) + 16 (Weapons) - 4 (Base) (-) 14 = 0
Offensive Equipment: = 0.000
Small Laser (+) 0.300 = 0.300
Autocannon/5 (+) 0.375 = 0.675
Medium Laser (+) 0.500 = 1.175
Medium Laser (+) 0.500 = 1.675
Large Laser (+) 0.800 = 2.475
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.5
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
14 (Heat Sinks) = 14
2 (Movement) + 16 (Weapons) - 4 (Base) (-) 14 = 0
Offensive Equipment: = 0.000
Autocannon/5 (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Large Laser (+) 0.800 = 2.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
14 (Heat Sinks) = 14
2 (Movement) + 1 (Weapons) - 4 (Base) (-) -1 = 15
Offensive Equipment: = 0.000
Autocannon/5 (+) 0.500 = 0.500
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.5
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 160 armor points x 1 160.000 = 160.000
Armor Factor Conversion (/) 30 = 5.333
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere Fusion on a 50 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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No special abilities identified for this unit
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 10.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 11.000
Overheat Factor 0 (Overheat) (+) 0.000 = 11.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.000
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 14.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 15.400
Final DIR Round to nearest half point = 15.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 15.500 = 16.500
Unit's Final Point Value:
Offensive Value = 11.000
Defensive Value (+) 16.500 = 27.500
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Final Point Value: 28
Cost Breakdown
Name/Model: Hunchback (Rifleback) HBK-4AA
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
========================================================================================================================
Structural Cost
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Armor (Standard): (160 pts) 10.0 x 10,000 100,000.00
Internal Structure (Standard): 50 x 400 x 1 (+) 20,000.00 = 120,000.00
Myomer (Standard): 50 x 2,000 (+) 100,000.00 = 220,000.00
Engine (Fusion): (5,000 x 200 x 50) / 75 (+) 666,666.67 = 886,666.67
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,486,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,686,666.67
Life Support: 50,000 (+) 50,000.00 = 1,736,666.67
Sensors: 50 x 2,000 (+) 100,000.00 = 1,836,666.67
Heat Sinks (Single): 4 x 2,000 (+) 8,000.00 = 1,844,666.67
Arm Actuators: 50 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 23,000.00 = 1,867,666.67
Leg Actuators: 50 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 35,000.00 = 1,902,666.67
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Total Structural Cost: 1,902,666.67
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Weapons and Equipment Cost
------------------------------------------------------------------------------------------------------------------------
Autocannon/5 125,000 125,000.00
Autocannon/5 (Ammo 20) [Empty Bin] 0 (+) 0.00 = 125,000.00
Autocannon/5 (Ammo 20) [Empty Bin] 0 (+) 0.00 = 125,000.00
Large Laser 100,000 (+) 100,000.00 = 225,000.00
Medium Laser 40,000 (+) 40,000.00 = 265,000.00
Medium Laser 40,000 (+) 40,000.00 = 305,000.00
Small Laser 11,250 (+) 11,250.00 = 316,250.00
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Total Weapons and Equipment Cost 316,250.00
========================================================================================================================
BattleMech Cost
------------------------------------------------------------------------------------------------------------------------
Structural Cost: 1,902,666.67
Weapons and Equipment Cost: (+) 316,250.00 = 2,218,916.67
BattleMech Cost Multiplier: 1 + (50 / 100) (*) 1.50 = 3,328,375.00
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Final BattleMech Cost 3,328,375.00