Viewing BattleMech Unit
    Overview |  Distribution |  Battle Value |  Alpha Strike |  Cost |  Availability  | Reviews   
Design Overview
Generate in     format      
                 BattleMech Technical Readout

Name/Model:         Bel-Hit (Sphinx) BLH-1T
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            85
Role:               Striker
Configuration:      Quad BattleMech
Era/Year:           Jihad / 3068
Rules (Current):    Advanced
Rules (Era):        Experimental
Rules (Year):       Unavailable
Total Cost:         11,150,258 C-Bills
Battle Value:       2,316

Chassis:              Standard
Power Plant:          Strand 340 
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  [86.4 kph]
Jump Jets:            Swingline X-1000 
    Jump Capacity:    120 meters [150 meters]
Armor:                StarGuard III
Armament:             
    3 Victory Heartbeat Medium Pulse Lasers (C)
    6 Series 3c Micro Pulse Lasers (C)
Manufacturer:         Etna Industries
    Primary Factory:  Unknown
Communications:       Achernar  Standard
Targeting & Tracking: IMB SYS 3740 with Advanced Targeting Computer

================================================================================================
Overview:
    Named after the ancient Egyptian Great Sphinx, the Bel-Hit was part of Etna Industries
    exploration of using partial wings inorder to enhance the mobility of a variety of designs.
    It was the passion project of Luna Olricson who worked on its development in her free time.
    When the prototype was greenlit for development, it showed the kind of artistry that can be
    seen in a well designed engine, where form and function enhance rather than subract from one
    another.  It was efficient, powerful, and in some regards, beautiful, leading to Luna's
    passion becoming one of the best selling and performing mech's ever sold by Etna Industries.
    Mrs. Olricson would go on reccord stating that she hoped that her sphinx would be a
    guardian against invaders, hoping to spare others the heartbreak she experience when Clans
    killed her family nearly 20 years before the Bel-Hit reached production.

Capabilities:
    A lesson learned early in Etna's exploration of Jump-focused mechs was the need to give
    pilots accuracy enhancing tools due to the difficulty of jumping and firing, leading to the
    installation of a variety of Pulse weapons alongside a Targeting Computer.  This meant that
    even while aggressively pushing ones heat to activate its Triple Strength Myomer the mech
    still possessed a respectable level of percision.  The damage of this weaponry was optimized
    to focus on medium-to-short ranges, with three Medium Pulse Lasers and six Micro Pulse
    Lasers.
    
    While this would be rather lacking for an assault mech, it more than makes up for it with
    its primary form of offense of four Talon equipped paws.  These giant weapons are capable of
    ripping the leg off any mech lighter than then Bel-Hit, severely crippling these targets.
    Additionally, thanks to its large number of jump jets the BLH-1T was easily able to get
    height advantages over targets and letting it use these talons to rip the head off its prey.
    These Jump Jets worked with its partial wings to allow the Bel-Hit to jump 150 meters in
    just 10 seconds.  Additionally, its TSM allowed for it to run at a top speed of 86.4km/h, a
    highly respectable pace for an Assualt-class.

Deployment:
    The Bel-Hit thrives in situations found straight out of the myths that inspired it, namely
    fighting in Urban zones where it can use its superior mobility to confound and ambush
    enemies not ready for an Assault-mech to fall out of the sky at them.  These foes will
    quickly find themselves taking heavy hits from its pulse weaponry before having their legs
    torn off by the mech.  However, even if they adapt to this surprise, they will likely find
    the BLH-1T disappearing back into cover before they can properly punish it for its aggresive
    push.
    
    When activating its TSM, the mech can go from cold to hot by ground-firing its weapons,
    primming the mech instantly for combat.  Maintaining this heat is easy regardless of
    situation as its weaponry was chosen to specifically allow for careful modulation.  From
    here, it is primed to be be part of urban ambushes or calvary charges, capable of batting
    many tanks aside like cat toys once it reaches its target.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                   340 Fusion (C)              27.00                     
    Walking MP:                                 4                                               
    Running MP:                               6 [8]                                             
    Jumping MP:                               4 [5]                                             
Heat Sinks (Single):                         10 [13]                   0.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  272                    17.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             38       
    Center Torso (rear):                               9       
    R/L Torso:                         18             29       
    R/L Torso (rear):                                  7       
    R/L Front Leg:                     18             36       
    R/L Rear Leg:                      18             36       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Medium Pulse Laser (C)                                    H                 1          2.00             
Targeting Computer (C)                                    CT                2          2.00             
2 Jump Jets                                               RT                2          2.00             
Medium Pulse Laser (C)                                    RT                1          2.00             
3 Micro Pulse Lasers (C)                                  RT                3          1.50             
2 Jump Jets                                               LT                2          2.00             
Medium Pulse Laser (C)                                    LT                1          2.00             
3 Micro Pulse Lasers (C)                                  LT                3          1.50             
Partial Wing (C)                                        LT/RT               6          4.50             
Talons (C)                                                *                 8          6.00             
Triple-Strength Myomer                                    --                6          0.00             

* Talons occupy 2 critical slots in each leg

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 44
TP: BM,  SZ: 4,  TMM: 1,  MV: 8"/10"j
Damage: (S) 4 / (M) 2 / (L) 0,  OV: 1
Armor (A): 9,  Structure (S): 7
Specials: ENE, JMPS1, MEL, TSM