BattleMech Technical Readout
Name/Model: Light Hawk LGT-2A
Designer: Warhammer: 3025
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 55
Configuration: Biped BattleMech
Era/Year: Star League / 2553
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 4,489,007 C-Bills
Battle Value: 1,302
Chassis: Standard
Power Plant: 275 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
1 Large Laser
2 Medium Lasers
1 LRM 5
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Designed to compliment the versatile Shadow Hawk, the Light Hawk focuses on endurance and
staying power. Built from existing Shadow Hawk parts, the Light Hawk looks almost exactly
like its more popular brother. Thanks to the existing supply of compatable parts, the Light
Hawk has stood against the ravages of time surprisingly well.
Capabilities:
Where the Shadow Hawk mounted primarily mounts ammunition-based weapons, the Light Hawk
houses an array of lasers.
Replacing the Armstrong J11 Autocannon with the battle-proven Nightwind Large Laser and
completely omitting the Holly Short Range 2 Missile Rack has saved enough space to mount an
astonishing 11.5 tons of armor, 2 tons more than what is carried on the Shadow Hawk.
Enough space was also saved to mount an additional Martell Medium Laser on the 'mechs right
arm, making a fire-linked pair. Two extra heat sinks were added as well, to help deal with
the increased heat generation.
Deployment:
Though not quite as popular as its brother, the Light Hawk is very widespread. It can be
found wherever the Shadow Hawk is deployed, often in the same lances.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 5.50
Engine: 275 Fusion 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sinks (Single): 14 4.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 183 11.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 26
Center Torso (rear): 9
R/L Torso: 13 20
R/L Torso (rear): 6
R/L Arm: 9 17/18
R/L Leg: 13 26
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet CT 1 0.50
LRM 5 RT 1 2.00
LRM 5 (Ammo 48) RT 2 2.00
Large Laser LT 2 5.00
2 Medium Lasers RA 2 2.00
Jump Jet RL 1 0.50
Jump Jet LL 1 0.50
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 33
TP: BM, SZ: 2, TMM: 2, MV: 10"/6"j
Damage: (S) 2 / (M) 2 / (L) 0*, OV: 1
Armor (A): 6, Structure (S): 5
Specials: IF0*, JMPW1
Distribution
Name/Model: Light Hawk LGT-2A
Technology: Inner Sphere
Tonnage: 55
Configuration: Biped BattleMech
==================================================================================
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. Roll Again 4. Hand Actuator
5. Roll Again 5. Sensors 5. Medium Laser
6. Roll Again 6. Life Support 6. Medium Laser
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.Large Laser 1. Fusion Engine 1. LRM 5
2.Large Laser 2. Fusion Engine 2. LRM 5 (Ammo 24)
3. Roll Again 3. Fusion Engine 3. LRM 5 (Ammo 24)
4. Roll Again 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
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. Jump Jet 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. Jump Jet 5. Jump Jet
6. Heat Sink 6. Heat Sink
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
This does for the Shadow Hawk what the WVR-5M does for the Wolverine. You could go hunting for heavy 'mechs in this sort of machine and stand a good chance of success. It carries more armor than a Warhammer...as much as a Marauder, in fact. The Large Laser is a passable long range weapon for its era, particularly when coupled with LRMs.
The only modifications I'd make is to lose a ton of LRM ammo for a heat sink, and to split the medium lasers up.
All of those beam weapons are going to make this 'mech run hot. An extra heat sink will let you fire a barrage at short range and walk with no heat buildup, and halve the rate of heat buildup if you have to run at short range. Unlike the Phoenix Hawk, this 'mech doesn't have enough jump jets to keep you mobile when your movement is impeded because of heat buildup, so its best to keep the heat under control.
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Member Review - Sleeping Dragon : 13-Jul-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Solid design. I think that it may drop two heat sinks or heat sink and armor for another small LRM rack. Strong armor and good mobility allow it to stay in action longer, but I think that 48 shots for single launcher are more than enough.
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Member Review - Erenon : 15-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I'm looking at this from the point of working with Shadow Hawks.
And i can see Light Hawks closing with the foe while the Shadow Hawks hang back.
Not much firepower until you get close, but i think that's the whole idea.
As usual, Warhammer fluffs it out well.
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Member Review - Karagin : 11-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
The Fluff is excellent, has the Percesus/Orion feel to it, as you went with the sharing of parts etc...
The weapon mix is decent, you have the ranges covered nice overlapping with the LL and the MLs. The LRM gives it long range punch but not too much, I can see some folks ignoring that part and it costing them.
This one is pretty nice for the old school era of 3025 time frame. A solid design.
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