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Highlander HGN-820
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Vagabond
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PostPosted: 29-May-2002 19:19    Post subject: Highlander HGN-820 Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Highlander HGN-820
Tech:          Inner Sphere / 3050
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          90 tons
Chassis:       Star League XT-ES Endo Steel
Power Plant:   270 GM Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 HildCo Model 10 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Grumman-3 Standard
Armament:      
  1 NAIS Model 2b Rotary AC/5
  2 Guided Technologies 2nd Gen Streak SRM 6s
  2 BlazeFire Longshot ER Medium Lasers
  1 Holly LRM 20 w/ Artemis IV
Manufacturer:  StarCorps Industries
  Location:    (Unknown)
Communications System:  Hector VII
Targeting & Tracking System:  Starlight LX-1

==Overview:==
     In an unpressidented teaming, the latest technologies of House Kurita,
House Davion, and House Marik were allowed to be produced in the latest 
Highlander model.
     A multiple-purpose assault 'Mech with a variety of capabilities, the 
ninety-ton Highlander was assigned to nearly every Star League Army unit so
after its introduction in 2592. Though slow-moving with a maximum speed of 
kph, the Highlander can jump up to ninety meters, easily clearing almost an
obstacle. In doing so the 'Mech causes considerable damage to the terrain 
around its lift-off point. In addition to its jump capability, the Highland
carries seventeen tons of Grumman-3 armor and has Cellular Ammunition Stora
Equipment, plus an impressive array of weapons.
     The vehicle's major claim to fame is the "Highlander Burial," a maneuv
in which a light 'Mech is literally driven into the earth by the force of t
Highlander's landing on top of it. The Highlander's designers assumed that 
pilots would try to use its jump capability to land on another 'Mech, and s
they gave the Highlander impressively thick leg armor and a strengthened 
interior skeleton in its feet and lower legs to absorb the impact of landin
The jump jets were also designed to allow a pilot to automatically redirect
force of his jets to compensate for landing on a moving foe.
     The 'Mech's primary weapon is the Rotary Autocannon, which uses a seri
of high speed barrels to propel multiple shells toward the target. The syst
requires large amounts of ammo to maintain a very high fire rate, but produ
very little heat. The system is quite heavy, however, as it must be heavily
protected. A group of missile launchers, both long- and short-range, and 
torso-mounted twin Harmon Starclass medium lasers support the Rotary 
Autocannon. The missile launchers provide a mix of firepower at every range
and the medium lasers permit the Highlander to engage in hand-to-hand comba
with both hands free. According to its opponents, the Highlander's greatest
disadvantage is its need for almost constant ammunition resupply and a lack
significant energy weapons.

==Capabilities:==
     By the time the Highlander was introduced, the battlefield tactic of D
from Above was well-developed. Designers knew that if they gave a 'Mech 
jump-capability, some hotshot would attempt to use it by trying to land on 
another 'Mech. For that reason, the designers provided impressively thick l
armor while strengthening the interior skeleton of the feet and lower legs 
absorb the impact of landings. The jump jets were also designed to allow a 
pilot to automatically redirect the force of his jets to compensate for lan
on a moving foe. A "Highlander Burial" is one in which a light 'Mech is cru
and literally driven into the earth by the force of the Highlander's landin
     The primary weapon of the Highlander is the Rotary Autocannon. An adva
field arm, the Rotary Autocannon uses a series of barrels to propel multipl
shells toward the target. Though the system requires large amounts of ammo 
maintain a high fire rate, it produces very little heat. The system must be
heavily protected, however, making it quite heavy. The Rotary Autocannon sy
is perfect for larger 'Mechs and could become the successor to the standard
autocannon on tomorrow's battlefield.
     Supporting the Rotary Autocannon are a group of missile launchers, bot
long- and short-range, and torso-mounted twin medium lasers. The missile 
launchers provide a mix of firepower at every range, and the Blazefire Long
ER medium lasers permit the Highlander to engage in hand-to-hand combat wit
both hands free. Opponents of the design point out that the Highlander requ
almost constant ammo resupply and that in a prolonged battle, the lack of 
significant energy weapons severely hampers the 'Mech's ability to stay in 
fight. Ammunition storage was deemed sufficient by the Star League 
Quartermaster Command, however, and orders for Highlanders increased.
     The 'Mech is equipped with the newly developed Targeting Computer, 
Grumman-3 Armor, and Cellular Ammunition Storage Equipment shields the shel
and missiles in the right and left torso. Very reliable, the CASE system is
credited with saving countless 'Mechs and pilots across the Inner Sphere.

--------------------------------------------------------
Type/Model:    Highlander HGN-820
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Endo Steel           14      4.50
 (Endo Steel Loc: 1 HD, 4 LA, 1 RA, 3 RT, 1 CT, 2 LL, 2 RL)
Engine:        270                  6     14.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             29         40      
   Center Torso (Rear):                 15      
   L/R Side Torso:           19      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  15      28/28      
   L/R Leg:                  19      38/38      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Rotary AC/5            RA      1   40      8     12.00
  (Ammo Locations: 2 RT)
2 Streak SRM 6s          LA      8   30      6     11.00
  (Ammo Locations: 2 LT)
2 ER Medium Lasers       RT     10           2      2.00
1 LRM 20 w/ Artemis IV   LT      6   12      8     13.00
  (Ammo Locations: 2 LT)
1 Targeting Computer     RT                  3      3.00
CASE Equipment:          LT     RT           2      1.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         30          76     90.00
Crits & Tons Left:                           2       .00

Calculated Factors:
Total Cost:        9,823,380 C-Bills
Battle Value:      2,078
Cost per BV:       4,727.32
Weapon Value:      2,462 / 2,149 (Ratio = 1.18 / 1.03)
Damage Factors:    SRDmg = 35;  MRDmg = 27;  LRDmg = 8
BattleForce2:      MP: 3J,  Armor/Structure: 7/7
                   Damage PB/M/L: 6/5/1,  Overheat: 2
                   Class: MA;  Point Value: 21
                   Specials: if



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Kraken
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PostPosted: 29-May-2002 19:57    Post subject: Highlander HGN-820 Reply to topic Reply with quote

The mech itself is good; however, I must withhold my vote for one reason:

The factory site. According to Crouton Command (I'll be e-mailing you the link) SCI's only Highlander plant is on Son Hoa- within Lyran Territory. It would be impossible for this new Highlander to be built there. Where else could this be realistically built? Just setting up the factory alone would take months. In addition, I have yet to find a mech similar enough to the Highlander in that range category that would ease the transition and tooling time- even the Clans can't make their own Highlanders! Please, say where the factory is.

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Kraken
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PostPosted: 29-May-2002 20:11    Post subject: Highlander HGN-820 Reply to topic Reply with quote

After a little thinking, I think that Errai would be the best choice, theoretically. It is in Davion space, but is on the border with the Chaos March, meaning that it is still in easy access to both the Draconis Combine and the Free Worlds League. In addition, Errai used to be the factory for the Assassin and was erroneously listed as being the factory for the Hatamato-series mechs. (Back with Project 3065, I set up a pretty major factory there, as well.)

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ICER
Clan Hell's Horses
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PostPosted: 03-Jun-2002 16:56    Post subject: Highlander HGN-820 Reply to topic Reply with quote

An RC on a Highlander. What a great idea. Although the damage is low. The armor percing capabltis should make up for it.

Great idea vaggie.

BTW: Kraken, Don't bother us with details

How did you find all that info on those factorys?

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Ares
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PostPosted: 03-Jun-2002 18:06    Post subject: Highlander HGN-820 Reply to topic Reply with quote

RAC...can someone post all the stats for this weapon and it's versions (2, 5 , 10, 20)? I'm not sure how it works
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chihawk
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PostPosted: 03-Jun-2002 18:30    Post subject: Highlander HGN-820 Reply to topic Reply with quote

I believe posts that give stats for "newer" technology are removed from CBT because of copyright issues. So I'm hoping no one posts that info here.

Should Mordel or I hear that it's OK to post that info (several mods and admin from CBT lurk/post here) we'll allow it.

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Vagabond
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PostPosted: 03-Jun-2002 19:02    Post subject: Highlander HGN-820 Reply to topic Reply with quote

Quote:

On 2002-06-03 18:06, Ares wrote:
RAC...can someone post all the stats for this weapon and it's versions (2, 5 , 10, 20)? I'm not sure how it works




seeing as chihawks post prevents me from posting all the data, i'll surcumvent that with knowledge.

RAC 5 has the same shots per ton as ac5.

the weight and crit are as above, look in the mechs weapons.

heat is equal to ac5.

opperates similar to ultra's but can multi shot up 6 per turn. using srm tables for number of hits. [ie: srm 2, srm 4, srm 6]

the chances of jamming increase incrementally. it dosent go over 5 if memory serves.

and if i'm not mistasken, it can be unjammed.

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PostPosted: 03-Jun-2002 20:37    Post subject: Highlander HGN-820 Reply to topic Reply with quote

Yes it can be unjammed. But it cost a round to do it. As memory severs, You cannot do anything else that round.



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Karagin
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PostPosted: 04-Jun-2002 08:56    Post subject: Highlander HGN-820 Reply to topic Reply with quote

Personally I think the original Highlander is fine as it is with no need to modify it at all.



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