Warhawk Mk II

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Gyrfalcon
11/29/12 01:53 PM
24.236.157.54

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I first bought the BattleTech Technical Readout: 3050 way back in the 1990's. While looking at the Clan Assault class OmniMechs, I thought that someone had made a mistake. It was obvious to me that the Masakari (aka Warhawk) needed many more heat sinks to cool those four ERPPCs. I tried removing the LRM-10 and Targeting Computer but still could not install the minimum 30 double heat sinks I thought it should have. The 'Mech needed to be bigger!
When I turned the page and looked at the Gladiator (aka Executioner), again I wondered what the designers were thinking. Sure, it was cool to make a 95-ton move that fast and be able to jump, but the weight of those 2-ton jump jets was ridiculous. An 85-ton 'Mech can use 1-ton jump jets and still carry about the same amount.
This 'Mech needed to be smaller.
Then an idea hit me, had someone accidentally switched the weight-class specifications on the two designs? I grabbed a pencil and paper (this was before 'Mech generating computer programs) and worked-up both designs at the others weight-class. Sure enough, both designs were more efficient at the others weight-class!
Here is that design I came up with along with the latest alternate configurations and updated fluff. I will post the Executioner Mk II once I update the fluff.

--------------------------------------------------------------------------------------------------------

BattleMech Technical Readout

Type/Model: Warhawk Mk II (base)
Tech: Clan / 3060
Config: Biped OmniMech
Rules: Level 2, Standard design

Mass: 95 tons
Chassis: Bergan Version 12.6 Endo Steel
Power Plant: 380 Heavy Force XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Compound 12A2 Standard
Armament:
4 ER PPCs
Manufacturer: Bergan Industries and Alshain BattleWorx
Location: Alshain
Communications System: Dash-2 Optima
Targeting & Tracking System: Hakkon-Morris LAP

------------------------------------------------------------------------------
==Overview:==
The original Warhawk was introduced by Clan Smoke Jaguar in 2999 in
preparation for the anticipated return to the Inner Sphere. Though it
appeared in the Toumans of a number of other Clans, such as the Ghost Bears
and Jade Falcons, the Jaguars jealously guarded their production. All
examples of the highly prized 'Mech in other Clans were battlefield salvage,
or won in Trials of Possession. Production lines and design specs finally
spread to the Fire Mandrills, Diamond Sharks and Goliath Scorpions upon the
Smoke Jaguars Annihilation in 3060. Produced exclusively on the Clan
Homeworlds, the design was one of many lost to Inner Sphere Clans after
contact to the Clan Homeworlds ceased during the Jihad.
With the loss of any potential replacements, Clan Ghost Bear warriors
demanded that their Scientists and Techs find a way to build their own
Warhawks. Despite it's name, the General Systems 340 XL engine was built
exclusively for the Warhawk. Not wanting to waste resources on building a new
facility to produce the unique engine, the Scientists instead suggested
modifying one of their Executioner production lines to build an upgraded
version of the Warhawk.
No one facility in the Ghost Bear Dominion could create the new 'Mech, so
Alshain BattleWorx shipped the engine and other systems that they produced to
the Bergan Industries (also on Alshain) factory for integration with the
chassis and armor they produced.

==Capabilities:==
The Warhawk Mk II has 40 tons of pod space for weapons and equipment. For
maximum versatility the only fixed heat sinks are the fifteen in the engine,
all others are in removable pods.
Using the massive Heavy Force 380 XL Engine, the Warhawk Mk II has a top speed
of 64.8 km/h.
It incorporates an Endo Steel chassis to save weight and 17.5 tons of standard
armor to protect itself from enemy fire.

In its primary configuration, the Warhawk Mk II has an impressive arsenal of
four ER PPCs that take advantage of the 'Mechs improved cooling system which
uses an unmatched 31 double heat sinks. Able to fire all of the ER PPCs at
once, maneuver, and still control its heat, it is a vast improvement over the
original Warhawk which had to use a volley fire strategy to manage its heat.

==Battle History:==
An unfortunate accident during a Trial of Possession lead to one of the
first Warhawk Mk IIs to be deployed to be lost to Clan Hell's Horses. A
collaboration between Clan Hell's Horses and the Exiled Wolves on Arc-Royal
resulted in the Hellstar. Introduced in 3079, the Hellstar is a standard
BattleMech that copies the Warhawk Mk II's primary configuration very closely.
The difference is that the Hellstar sacrifices one double heat sink for one
more ton of armor.

==Variants:==
Alt. Config. A - Configured for a more all around combat role, the
Warhawk A has two ER Large Lasers for long range combat. These were supported
by an LB 10-X Autocannon (ammo: 2 tons) that could fire both solid and cluster
ammunition and were all connected to an advanced Targeting Computer. A LRM-20
launcher (ammo: 3 tons) capable of providing long range missile fire support.
For close combat, the 'Mech mounted a highly accurate Streak SRM-6 launcher
(ammo: 1 ton). Finally, four extra double heat sinks for a total of 19. (BV2:
2593)

Alt. Config. B - The B configuration of the Warhawk is a generalist rather
than focused variant. For long range combat, the 'Mech carries a Gauss Rifle
(ammo: 5 tons) which can do a great deal of damage at long range. For close
combat, the 'Mech has five ER Medium Lasers as well as two SRM-6 launchers
(ammo: 5 tons). Finally, the 'Mech also carried a Narc Missile Beacon launcher
(ammo: 1 ton) which was capable of tagging a 'Mech with a beacon that can be
used by friendly units for more accurate missile fire on the designated
target. The advanced Targeting Computer and three extra double heat sinks
round out this variant. (BV2: 2814)

Alt. Config. C - The C configuration carries two ER PPCs for deadly
accurate long range fire, supported at close range by a pair of powerful and
already highly accurate Large Pulse Lasers, the lethality of all four weapons
only increased by the Targeting Computer. The 'Mech mounts eleven additional
double heat sinks to handle the 'Mech's heat load. (BV2: 3095)

Alt. Config. D - The Warhawk Mk II D carries as its primary long range
weapons a pair of ER Large Lasers which are supported by an Ultra
Autocannon/10 (ammo: 3 tons) that could fire at twice the rate as a standard
autocannon. As a sort of wild card, four ATM-3 launchers (ammo: 4 tons) which
could fire ammunition for long, medium, and short ranges which carry larger
warhead payloads as the 'Mech closed on its target. Five extra double heat
sinks are also included. (BV2: 2503)

Alt. Config. E - The Warhawk Mk II E mounts an ER PPC, a Large Pulse
Laser, and two SRM-4s (ammo: 1 ton). The new addition to the design was three
Plasma Cannons (ammo: 3 tons). The Targeting Computer made the energy weapons
more accurate. Eight extra double heat sinks are also included (BV2: 3024)

Alt. Config. F - The Warhawk Mk II F carries a single ER PPC in each arm
backed up by two LRM-15s (ammo: 4 tons). A torso-mounted Ultra AC/5 (ammo: 2
tons) rounds out the weapons. Like most Warhawk variants, this version carries
an advanced Targeting Computer plus four extra double heat sinks. (BV2: 3019)

Alt. Config. G - Nearly identical to the Prime configuration, the Warhawk
Mk II G sacrifices five double heat sinks for an advanced Targeting Computer.
(BV2: 3506)

Alt. Config. H - A close combat configuration of the Warhawk, the H
configuration carried as its only true long range weapon four LRM-5 launchers
(ammo: 2 tons). This was backed up by a pair of Large Pulse Lasers and also a
pair of Heavy Large Lasers which gave the 'Mech incredible close range damage
potential. An advanced Targeting Computer is used to increase the accuracy of
the lasers. To handle the heavy heat load, the Warhawk H carried an
additional ten double heat sinks. (BV2: 2763)

==Deployment==
The first Warhawk Mk IIs are being sent to units that have lost original
Warhawks.

--------------------------------------------------------
Type/Model: Warhawk Mk II (base)
Mass: 95 tons

Equipment: Crits Mass
Int. Struct.: 145 pts Endo Steel 7 5.00
(Endo Steel Loc: 1 HD, 4 LT, 2 RT)
Engine: 380 XL Fusion 10 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 31 Double [62] 32 21.00
(Heat Sink Loc: 3 LA, 3 RA, 3 LT, 4 RT, 1 CT, 1 LL, 1 RL)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 280 pts Standard 0 17.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 46
Center Torso (Rear): 11
L/R Side Torso: 20 32/32
L/R Side Torso (Rear): 8/8
L/R Arm: 16 32/32
L/R Leg: 20 35/35

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 ER PPCs RA 30 4 12.00
2 ER PPCs LA 30 4 12.00
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TOTALS: 60 78 95.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 32,309,470 C-Bills
Battle Value 2: 3,045 (old BV = 2,828)
Cost per BV2: 10,610.66
Weapon Value: 6,458 / 6,458 (Ratio = 2.12 / 2.12)
Damage Factors: SRDmg = 55; MRDmg = 43; LRDmg = 25
BattleForce2: MP: 4, Armor/Structure: 7/5
Damage PB/M/L: 8/6/6, Overheat: 0
Class: MA; Point Value: 30
Specials: omni
Karagin
11/29/12 06:50 PM
72.178.85.122

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Interesting background, but it comes down to being able to alpha strike which makes for a very boring game in my opinion.

Also with the rule changes the Variant C loses a lot of it's punch with the pulse/targ not being as effective anymore.

All of your variants are very much alpha strikers which is fine, but again I said to start with lends it self to a boring game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Prince_of_Darkness
12/01/12 02:55 AM
75.170.99.191

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It's got a good background, and is in-line with the present Wars of Reaving fluff. But as Karagin said, alpha striking every time makes for a boring design- and by this point in the game, you already have the aptly-named Hellstar.

Quote:

Interesting background, but it comes down to being able to alpha strike which makes for a very boring game in my opinion.

Also with the rule changes the Variant C loses a lot of it's punch with the pulse/targ not being as effective anymore.




Wait wait. Why call an alpha-baby boring when a 'mech carrying LPLs and a TC isn't?
Karagin
12/01/12 11:41 AM
72.178.85.122

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It is boring. Since normally it is combined with the ability to alpha strike. We have all made our own far share of these types of mechs, so while a cool idea, it doesn't work well in the game since it exploits things and takes tactical thinking out of the game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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