BattleMech Technical Readout

Type/Model: Grasshopper GHR-5H (Human Sphere)
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 70 tons
Chassis: Mingh z33/7 Standard
Power Plant: 280 VOX Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Lifters Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Durallex Heavy Standard
Armament:
1 LongFire V LRM 5
1 Firmir MaxiLase Large Laser
4 Intek Medium Lasers
Manufacturer:    Lantren Corporation
   Location:    Bryant
Communications System:    CommuTech Multi-Channel 10
Targeting & Tracking System: BlazeFire Sightlock


Overview:

         The Star League designed the Grasshopper during the Star League Civil War to use against Amaris, but when the Grasshopper finally went into production in 2780, the fighting was over. By November of 2784, most Regular Army regiments had received a number of GHRs. During the chaos of Kerensky's Exodus and the defection of Regular Army units to the Successor Lords, these 'Mechs fell into the hands of one House or another.
         It proved to be a revolutionary design; although it had a mass of 70 tons, it was jump-capable. A heavy 'Mech, with all the firepower and armor of its weight classification, the GHR-5H was designed as a highly mobile close-range fighter. The Houses most often used it to spearhead assaults against heavily defended positions during the First Succession War, and so the Grasshopper gained renown as a storming 'Mech.
         The GHR-5H was expected to engage and destroy light to medium 'Mechs at close range, clearing the way for less mobile, better-armed units. In a duel with another heavy 'Mech, the Grasshopper is usually out-gunned, but its heavy armor and high mobility allows it to inflict substantial damage before having to retreat.

Capabilities:

         The Grasshopper is not heavily armed, but it can keep up a much higher rate of fire than many other heavy 'Mechs. This has given the GHR a reputation as a high-intensity fighter. With 24 reloads for its LongFire V LRM-5 and needing no ammunition for its array of large and medium lasers, the Grasshopper is able to continue its assaults for long periods away from supply depots. One modification replaces a heat sink in the left torso with a C3 slave system. This takes advantage of the Grasshopper's closing role to bring in more accurate fire from other units.
         Its ability to operate independently makes the 'Mech useful as a raider and guerrilla fighter. Instead of relying on long-range bombardment to weaken the enemy's defenses, the Grasshopper relies on surprise and superior mobility to overwhelm its victims.
         The Grasshopper is also famous for its ability to outflank an enemy and attack from the rear. Though light and medium 'Mechs have always had this ability, the appearance of a heavy 'Mech with jump capacity required a complete revision of lance tactics.
         A lance was traditionally grouped closely to concentrate firepower. However, the Grasshopper could jump into the middle of a tight formation well under the minimum range of any of the lance's big guns. This provided it with a choice of several targets at close range. The tactic was particularly effective in lances where the heavy 'Mechs lacked substantial short-range armament.

Deployment

         The Grasshopper usually leads a lance of jump-capable 'Mechs. During major offensives, it falls to this lance to outflank key enemy positions, forcing their opponents to fight on two fronts.
         This effective design is sold to buyers through the Human Sphere. Simple to maintain and keep armed for combat, it is a favorite of mercenary and militia forces everywhere.


Type/Model: Grasshopper GHR-5H (Human Sphere)
Mass: 70 tons
Equipment:   Crits Mass
Internal Structure: 107 pts Standard 0 7.00
Engine: 280 6 16.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 22 Single 11 12.00
   (Heat Sink Loc: 1 LA, 1 RA, 5 LT, 4 RT)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 208 pts Standard 0 13.00

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 22 30
  Center Torso (Rear):   13
  L/R Side Torso: 15 20/20
  L/R Side Torso (Rear):   10/10
  L/R Arm: 11 22/22
  L/R Leg: 15 26/26

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 LRM 5 HD 2 24 2 3.00
   (Ammo Loc: 1 RT)
1 Large Laser CT 8   2 5.00
1 Medium Laser LT 3   1 1.00
1 Medium Laser RA 3   1 1.00
1 Medium Laser LA 3   1 1.00
1 Medium Laser RT 3   1 1.00
4 Standard Jump Jets:     4 4.00
   (Jump Jet Loc: 2 LL, 2 RL)
TOTALS:   22   54 70.00
Crits & Tons Left:       24 .00

Calculated Factors:
Total Cost: 6,024,574 C-Bills
Battle Value: 1,427
Cost per BV: 4,221.85
Weapon Value: 1,519 / 1,519 (Ratio = 1.06 / 1.06)
Damage Factors:    SRDmg = 24; MRDmg = 9; LRDmg = 2
BattleForce: MP: 4J,   Armor/Structure: 5/5
    Damage PB/M/L: 4/3/-,   Overheat: 0
    Class: MH,   Point Value: 14

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