BattleMech Technical Readout

 

Type/Model:

Highlander HGN-PR1

Tech:

Mixed Tech / 3060

Config:

Biped BattleMech

Rules:

Level 3, Custom design

 

 

Mass:

90 tons

Chassis:

Star League PR1 Standard (IS)

Power Plant:

270 GM Fusion (IS)

Walking Speed:

32.4 km/h

Maximum Speed:

54.0 km/h

Jump Jets:

3 HildCo Model 10 Standard Jump Jets

   Jump Capacity:   

90 meters

Armor Type:

Rock Hard 2 Ferro-Fibrous

Armament:
1 M-7 Gauss Rifle (IS)
1 Cruncher-C Streak SRM 6 (C)
2 Farstar-C ER Medium Lasers (C)
1 Fireswarm-C LRM 20 (C)
Manufacturer:    Pryde Rock Industries
Communications System:    Rock Talk 10
Targeting & Tracking System: Rock Trac 10
 
 
Overview:
The Highlander was originally designed to stand alone in defense of a city or other strongpoint or to provide support for a mixed-type attack. Originally introduced in 1592, she was quickly assigned to nearly all Star League Army units as an assault 'Mech.

The Pryde Rock Industries version of this venerable 'Mech, first seen in June of 3060, has done little to change her main aspects, leaving her engine the standard fusion style and maintaining her jump capacity. The armor has also remained the same, leaving the Highlander extremely difficult to kill in the best of situations, and a pure terror in the worst. But the most comprehensive change in the 'Mech is once again in her weaponry.
 
Capabilities:
Raised on tales of the "Highlander Burial", it is the rare 'MechWarrior who does not instantly quake with fear when he sees those reinforced legs carrying the Highlander into battle. For intimidation over the centuries, many Highlander pilots have taken to painting 'Mech silhouettes on their legs in prominent places to show just how many enemies they have "buried," leaving the enemy with little reason to attempt to close the range with this intimidating vision of death.

The primary weapon of the Highlander is still the Gauss Rifle. An arm-full of electro-magnetic energy, there are few sights more fearful then this shiny projectile streaking towards your cockpit. Supporting the Gauss Rifle are the Fireswarm-C clan-equivalent heavy Long Range Missile launcher, and the Cruncher-C Streak launcher seen on the earlier Thug assault 'Mech. In addition, two Farstar-C Extended Range Medium Lasers are embedded deep within the right torso to supplement the Cruncher-C as the range closes.

Opponents of the original Highlander complained about the ammunition shortage and the new version was designed with these limitations in mind. An extra tonne of ammunition was added for the Fireswarm-C launcher, and the two tonnes of ammo for the Cruncher-C are now hailed as excellent for a long-term battle. Only the Gauss Rifle's ammo was left alone, but it was deemed not as important as increasing the LRM's ammunition supply.

One weakness of the new Highlander not seen in the original however is heat buildup. The original could not effectively fire her LRMs and Medium Lasers at the same time, thereby limiting the amount of heat buildup and leaving the twelve heat sinks able to dissipate most heat. But the new design's Farstar-Cs can fire at a much longer range and the Fireswarm lacks the minimum range of her older cousins. In tests, many 'Mechs shut down or suffered ammo explosions when unwary pilots pushed the envelope too far firing all weapons at nearby targets.

Luckily for testers though, the Cellular Ammunition Storage Equipment keeps the 'Mech from exploding under this punishment.
 
Deployment
As with most present Comstar construction, half of the Highlanders produced go to the Com Guards, with the other half going to the Rasalhague Kungsarme. Informants have noted that Terra's Pryde fielded one of these 'Mechs in the Second Battle of Pryde Rock against the Marian forces to devestating effect.
 

Type/Model:

Highlander HGN-PR1

Mass:

90 tons

Equipment:

 

Crits

Mass

Internal Structure:

138 pts Standard (IS)

0

9.00

Engine:

270

6

14.50

   Walking MP:

3

 

 

   Running MP:

5

 

 

   Jumping MP:

3

 

 

Heat Sinks:

16 Single (IS)

6

6.00

   (Heat Sink Loc: 1 HD, 1 CT, 2 LL, 2 RL)

Gyro:

 

4

3.00

Cockpit, Life Support, Sensors:

5

3.00

Actuators:

L: Sh+UA+LA+H, R: Sh+UA+LA

15

.00

Armor Factor:

(IS)

14

15.50

   (Armor Crit Loc: 6 LA, 2 RA, 1 LT, 5 RT)


 

 

Internal

Armor

 

 

Structure

Value

 

Head:

3

9

 

Center Torso:

29

40

 

Center Torso (Rear):

 

17

 

L/R Side Torso:

19

28/28

 

L/R Side Torso (Rear):

 

10/10

 

L/R Arm:

15

30/30

 

L/R Leg:

19

38/38


Weapons & Equipment:

Loc

Heat

Ammo

Crits

Mass

1 Gauss Rifle (IS)

RA

1

16

9

17.00

   (Ammo Loc: 2 RT)

1 Streak SRM 6 (C)

LA

4

30

4

5.00

   (Ammo Loc: 2 LT)

2 ER Medium Lasers (C)

RT

10

 

2

2.00

1 LRM 20 (C)

LT

6

18

7

8.00

   (Ammo Loc: 3 LT)

CASE Equipment (IS):

LT RT

 

 

2

1.00

3 Standard Jump Jets:

LT RT

 

 

3

6.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:

 

21

 

77

90.00

Crits & Tons Left:

 

 

 

1

.00


Calculated Factors:

Total Cost:

9,350,280 C-Bills

Battle Value:

2,243

Cost per BV:

4,168.65

Weapon Value:

2,764 / 2,593 (Ratio = 1.23 / 1.16)

Damage Factors:   

SRDmg = 37; MRDmg = 26; LRDmg = 13

BattleForce2:

MP: 3J,   Armor/Structure: 7/7

   

Damage PB/M/L: 5/4/2,   Overheat: 1

   

Class: MA,   Point Value: 22