BattleMech Technical Readout
Name/Model: Horseshoe Crab HRC-M2
Designer: Knightrunner
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 35
Configuration: Quad BattleMech
Era/Year: Succession Wars / 2908
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 2,888,550 C-Bills
Battle Value: 797
Chassis: Standard
Power Plant: 245 Fusion
Walking Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 Large Laser
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
The HRC-M2, one of the rarest mechs ever used in Marik space, was designed, built, and used
almost exclusively on the sea-mining colony of Erelan early in the 30th century.
Erelan, one of the most prosperous planets in the Free Worlds League owed its wealth to the
extensive sea-mining operations dotting its continental shelves. These massive industrial
complexes produced massive quantities of high-quality ore, but were constantly targeted in
raids. Mech losses (due mainly to flooded body sections) in these raids were ruinous to
both sides, but the industrial capacity of the planet and availability of skilled engineers
provided a solution: a mech designed specifically to fight underwater.
The Horseshoe Crab design was loosely based on a smaller exploration/construction chassis of
proven stability. A large laser provided ample firepower at range, while a short-range
torpedo launcher could flood an enemy mech in a single salvo. A land-based variant could be
easily retrofitted by removing the torpedo launcher in favor of an SRM rack, but the HRC
proved somewhat less deadly outside of the water.
Unfortunately, the Horseshoe Crab was a victim of its own success. After several raids were
decimated by the HRC's torpedoes, the Steiner general Alphonse van Haarten ordered an
orbital strike against Erelan's underwater industrial base in 2917. Although several
Horseshoe Crabs survived the barrage, their factory was destroyed, along with much of the
planet's population and industrial capacity. Although never conquered, Erelan has never
fully recovered and the Horse hoe Crab passed into obscurity.
Capabilities:
The original Horseshoe Crab was well-suited to underwater combat. The four-legged mech was
reasonably quick and maneuverable when submerged, and the laser and torpedo racks were
highly effective against submarines and land-based mechs. The extra stability of the
platform was a major factor in the design's success.
The HRC's quad nature also made salvage easier; a HRC could drag itself back to base even
after several body sections were flooded. Pilots typically wore armored dive suits with
modified neurohelmets, allowing them to survive cockpit flooding or catastrophic life
support failure.
Deployment:
As of 3025, the only remaining Horseshoe Crab is a land conversion serving in the Erelan
militia. Lack of replacement parts and prejudice against quadrupedal mechs keeps this mech
out of major combat, and helps preserve the last remnant of a unique line.
Variants:
No specific variants were ever produced, but several individual mechs were field modified
for land duty by replacing the torpedoes with short-range missiles.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 3.50
Engine: 245 Fusion 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 88 5.50
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 11 12
Center Torso (rear): 2
R/L Torso: 8 11
R/L Torso (rear): 2
R/L Front Leg: 8 10
R/L Rear Leg: 8 10
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Large Laser CT 2 5.00
SRM 4 RT 1 2.00
SRM 4 (Ammo 25) RT 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 28
TP: BM, SZ: 1, TMM: 3, MV: 14"
Damage: (S) 2 / (M) 2 / (L) 0, OV: 0
Armor (A): 3, Structure (S): 3
Specials:
Distribution
Name/Model: Horseshoe Crab HRC-M2
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
==================================================================================
Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Roll Again 4. Foot Actuator
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Roll Again 1. Fusion Engine 1. SRM 4
2. Roll Again 2. Fusion Engine 2. SRM 4 (Ammo 25)
3. Roll Again 3. Fusion Engine 3. Heat Sink
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.Large Laser 5. Roll Again
6. Roll Again 6.Large Laser 6. Roll Again
Left Rear LegRight Rear 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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Horseshoe Crab HRC-M2
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
==================================================================================================
Defensive Battle Rating
--------------------------------------------------------------------------------------------------
Armor (Standard): 88 x 2.5 x 1 220.000
Internal Structure (Standard w/ Fusion Engine): 62 x 1.5 x 1 x 1 (+) 93.000 = 313.000
Gyro (Standard): 35 x 0.5 (+) 17.500 = 330.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 315.500
Defensive Movement Factor: +4 (*) 1.40 = 441.700
--------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 441.700
==================================================================================================
Offensive Battle Rating
--------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 2 (Movement) - 11 (Weapons) = 3
Offensive Equipment:
Large Laser 123.000
SRM 4 (+) 39.000 = 162.000
SRM 4 (Ammo 25) (+) 5.000 = 167.000
Total 'Mech Tonnage: (+) 35.000 = 202.000
Speed Factor: 11 (Run) + 0 (Jump) (*) 1.760 = 355.520
--------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 355.520
==================================================================================================
BattleMech Battle Value
--------------------------------------------------------------------------------------------------
Defensive Battle Rating: 441.700
Offensive Battle Rating: (+) 355.520 = 797.220
--------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 797
Cost Breakdown
Name/Model: Horseshoe Crab HRC-M2
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
===================================================================================================================
Structural Cost
-------------------------------------------------------------------------------------------------------------------
Armor (Standard): (88 pts) 5.5 x 10,000 55,000.00
Internal Structure (Standard): 35 x 400 x 1 (+) 14,000.00 = 69,000.00
Myomer (Standard): 35 x 2,000 (+) 70,000.00 = 139,000.00
Engine (Fusion): (5,000 x 245 x 35) / 75 (+) 571,666.67 = 710,666.67
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 1,610,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,810,666.67
Life Support: 50,000 (+) 50,000.00 = 1,860,666.67
Sensors: 35 x 2,000 (+) 70,000.00 = 1,930,666.67
Leg Actuators: 35 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 49,000.00 = 1,979,666.67
-------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 1,979,666.67
===================================================================================================================
Weapons and Equipment Cost
-------------------------------------------------------------------------------------------------------------------
Large Laser 100,000 100,000.00
SRM 4 60,000 (+) 60,000.00 = 160,000.00
SRM 4 (Ammo 25) [Empty Bin] 0 (+) 0.00 = 160,000.00
-------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 160,000.00
===================================================================================================================
BattleMech Cost
-------------------------------------------------------------------------------------------------------------------
Structural Cost: 1,979,666.67
Weapons and Equipment Cost: (+) 160,000.00 = 2,139,666.67
BattleMech Cost Multiplier: 1 + (35 / 100) (*) 1.35 = 2,888,550.00
-------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 2,888,550.00
Dark Age (3081 - 3150)
Introductory
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Tournament Legal
Advanced
Experimental
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Tournament Legal
Advanced
Experimental
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Introductory
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Tournament Legal
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Star League (2439 - 2780)
Introductory
Introductory
Tournament Legal
Advanced
Experimental
2780
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Alpha Strike Conversion
Name/Model: Horseshoe Crab HRC-M2
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
========================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------
Final Unit Type: BM
========================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------
Tonnage: 35 (less than 40) = 1
--------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 1
========================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------
Ground Movement: 7 (Walk) = 14"
Ground Target Movement Modifier at 14" is 3
--------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 14"
========================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 11 (Weapons) - 4 (Base) (-) 9 = 1
Offensive Equipment: = 0.000
SRM 4 (+) 0.600 = 0.600
Large Laser (+) 0.800 = 1.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.4
--------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 2
========================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 11 (Weapons) - 4 (Base) (-) 9 = 1
Offensive Equipment: = 0.000
SRM 4 (+) 0.600 = 0.600
Large Laser (+) 0.800 = 1.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.4
--------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 2
========================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) - 4 (Base) (-) -2 = 12
Offensive Equipment: = 0.000
--------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 0
========================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------
Standard: 88 armor points x 1 88.000 = 88.000
Armor Factor Conversion (/) 30 = 2.933
--------------------------------------------------------------------------------------------------------
Final Armor Value: 3
========================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 35 ton BattleMech = 3.0
--------------------------------------------------------------------------------------------------------
Final Structure Value: 3
========================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------
No special abilities identified for this unit
========================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 0 (Long) = 6.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 6.500
Overheat Factor 0 (Overheat) (+) 0.000 = 6.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 6.500
Defensive Interaction Rating:
Armor Factor 3 (Armor) x 2.0 (Non-Vehicle Unit) = 6.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 9.000
Defense Factor 1 + {[3 (14" Move)] x 0.25} (*) 1.750 = 15.750
Final DIR Round to nearest half point = 16.000
Unit's Defensive Value:
Movement Factor 1.75 (0.25 per 2") = 1.750
Final DIR Defensive Interaction Rating (+) 16.000 = 17.750
Unit's Final Point Value:
Offensive Value = 6.500
Defensive Value (+) 17.750 = 24.250
Agile [3 (TMM) - 1] x 2 (Medium) (+) 4.000 = 28.250
--------------------------------------------------------------------------------------------------------
Final Point Value: 28
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
I agree pretty much with everything the 'Sleeping Dragon' said in his review. Especially the comment about the LRM's.
That aside, I can't help but draw comparisons to the Scorpion. Similiar capabilites and weapons load but at a significant reduction in price and size. And with the improved speed, I'd prefer to use these over the scorpion in those "scout hunter" roles.
No topic has been started for this review [Start Topic]
Member Review - Sleeping Dragon : 24-Jun-2008 20:11
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Wow, I'm impressed. Another 'Mech in a row with good fluff. It may not look like anything extra, but a for a light 'Mech it's reasonably well armoured (I don't think that you'd use heavier armour underwater anyway) and packs quite a punch for it's speed. I'd prefer the addition of LRMs to the design, because you'll probably have to face the enemy beyond the range of the LL underwater, but as long as the water isn't clear or there is some sort of cover you have a good chance to be the first to shoot. And with flooding in play the first shot can easily be the last.
No topic has been started for this review [Start Topic]
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