Difference between revisions of "Huntsman (Nobori-nin)"
m (→Gallery) |
m (→Gallery: add CCG picture) |
||
Line 50: | Line 50: | ||
<gallery> | <gallery> | ||
Image:CCG Mechwarrior Nobori-Nin.jpg|''Nobori-Nin A'' in Combat | Image:CCG Mechwarrior Nobori-Nin.jpg|''Nobori-Nin A'' in Combat | ||
+ | Image:CCG Arsenal Nobori-nin.jpg|''Nobori-nin C'' in Battle | ||
</gallery> | </gallery> | ||
Revision as of 06:56, 1 July 2010
This article needs to be updated with material from Record Sheets: 3058 Unabridged (Clan & Star League). Once these titles clear the Moratorium period, or if they already have, please consider revisiting this article and updating it with the new material. |
Huntsman | |
---|---|
Production information | |
Manufacturer | Irece Alpha, Avon Alpha, Brim Ironworks |
Model | Prime |
Class | Medium |
Cost | 12,634,375 C-bills |
Technical specifications | |
Mass | 50 tons |
Chassis | Mynx Type Medium Endo Steel |
Armor | Alpha Compound Ferro-Fibrous |
Engine | 250 Consolidated XL Fusion |
Speed | 86 km/h |
Jump Jets | Northrup Starlifters M50s Standard |
Armament |
Primary Configuration
|
BV (1.0) | 1,870[1] |
BV (2.0) | 2,108 |
Description
The Huntsman was first seen by Inner Sphere forces during the Battle of Luthien. A DCMS officer designated it the "Nobori-nin" (banner-bearer) after the fin-like object that rises from its back. No expense has been spared in the construction of this front-line OmniMech that uses an Extra-Light Engine, Endo Steel structure, and nine tons of Ferro-Fibrous armor. Five jump jets enable it to leap up to 150 meters at a time.
Armament
The primary configuration of the Huntsman sports a myriad of weapons. An Ultra Autocannon/2 and Artemis IV-linked LRM-10 provide long-range capability, while four ER Medium Lasers and a Streak SRM-6 make it a vicious close range 'Mech. A pair of Anti-Personnel Pods and a Flamer protect it from conventional infantry, and an Anti-Missile System provides it with some defense against incoming missiles. An Active Probe finds hidden units, and a TAG spotting laser can designate targets for homing artillery strikes.
Alternate Configurations
- Alt. Config. A - Useful at all ranges, the first alternate configuration uses an LRM-10 and an LB-X Autocannon/2 at long range. A pair of Large Pulse Lasers are accurate at all ranges, though they necessitated the addition of two double heat sinks. BV (1.0) = 1,870[1], BV (2.0) = 2,034
- Alt. Config. B - The Huntsman B uses an ER PPC at long range. Close in, it can call upon an LB-X Autocannon/10 and a pair of Medium Pulse Lasers. Two Machine Guns can make short work of unarmored infantry. BV (1.0) = 1,960[1], BV (2.0) = 2,156
- Alt. Config. C - This long-range support variant uses an LRM-20, LRM-15, and an Ultra Autocannon/5 for most of its work. An ER Medium Laser, ER Small Laser, and Streak SRM-4 handle units that get in close. A Flamer provides defense against infantry and combat vehicles. BV (1.0) = 1,927[1], BV (2.0) = 2,199
- Alt. Config. D - This newer variant uses an ATM 6 with three tons of ammunition for increasing damage as the Huntsman closes. An Ultra Autocannon/10 is useful at medium-short range, while a pair of Medium Pulse Lasers and a Small Pulse Laser are highly accurate against units that get too close. BV (1.0) = 1,851[1], BV (2.0) = 2,007
- Alt. Config. H - A powerful reconnaissance unit, the Huntsman H carries an Active Probe and an ECM Suite. It also mounts a pair of ER Large Lasers, a Heavy Small Laser, and five Heavy Medium Lasers that are all tied to an advanced Targeting Computer. Six additional double heat sinks strain to keep heat levels manageable. BV (1.0) = 2,060[1], BV (2.0) = 2,495
- Alt. Config. N - This fusion of Warden and Crusader technology mounts an ER PPC, ER Large Laser, ATM 6, and a Heavy Medium Laser. A Targeting Computer makes the direct-fire weapons more accurate, while three additional heat sinks help to keep heat levels down. BV (1.0) = 2,245[1], BV (2.0) = 2,556