Author's Note & Disclaimer: I only own the designs. Equipment that you cannot find online, or in any of the games from the Mechwarrior/Battletech series are my designs. If you have any questions about my designs, feel free to ask me. I don't bite if you are just asking questions. If you flame, I will bite though.
Clan Northern Harrier Experimental Teams Equipment Analysis
List of Battlemechs ({#} = number in use):
1) Silhouette Variable Focus Experimental Mech {1} (VFX) Note: VFM (Variable Focus Mech) is the same as LAM (Land/Air Mech).
2) Land/Surface-Aquatic Attack Platform Experimental Colossal Mech {2} (L/S-X103-A1 & L/S-X103-A2)
3) Prowler Experimental Null-Signature Attack Frame {1} (PRW-X92) Note: unit is a former experimental prototype. Mass production units now exist.
4) NexusII Salvage & Repair mini-Mech {4} (NXS-SLV/RPR-2) Note: one support unit per star of mechs with experimental units. Not part of the team itself.
5) Killer Hawk Multi-Mode Mech {16} (KLH-190) Note: this unit is the primary mech in use by Clan Northern Harrier's experimental teams and is the only mass-produced mech in use operating alongside the experimental mechs. There are four variants, each specifically modified to operate alongside the experimental unit they provide support for while in the field.
List of Battle Armors (#1) ({#} = number in use)
1) Experimental Elemental Suit: Strike-variant (aka. Strike Armor) Flight-capable All-Purpose Armor equipped with a sword for CQC (left arm, storage position on the left side of the back to allow for use of left hand in object manipulation) and a Medium Pulse Laser/Gauss Pistol for anti-armor combat (right arm). {1}
2) Experimental Elemental Suit: Assault-variant (aka. Attack Armor) Equipped with a climbing claw for CQC (left arm), a Heavy Assault Beam Cannon (right arm) for anti-Battlemech combat, and a Heavy Mortar (left shoulder) for bombardment and use against hard targets. {1}
3) Experimental Elemental Suit: Infiltrator-variant (aka. Hacker Armor) Equipped with two arm-mounted 12.7 mm machine guns for anti-personal combat, and manipulator arm units (basically armored hands with full dexterity) to allow the wearer to utilize standard computer interfaces and wiring, this suit also has a fully functional Null-Signature system to allow for evading sensors and other forms of detection during infiltration. Suit is equipped with a full array of hydro-jets for swift movement underwater, as well as a micro cutting laser for underwater defense and sabotage. {1}
4) Experimental Elemental Suit: Precision-variant (aka. Marksman Armor) Equipped with a myriad number of weapons hard-points, standard load includes a 15 mm anti-material rifle and a personal sidearm, operators use various load outs depending on the mission, and may use the additional hard-points to carry other mission equipment, or even extra ammunition. {1}
(#1) All Battle Armors in use with the Experimental Teams double as Pilot suits.
Data Analysis:
Silhouette Statistics:
Mass: 55 tons
Power Plant: Prototype Displacement Reactor
Top Speed: Not measured, but throttle allows the reactor to be pushed to 340% of its original theoretical limit without putting the reactor in danger of failing
Engine & Main Thrusters (Air Mech and Fighter modes): F-134 Turbofan engine & "Vengeance IV" thrust-vectored exhaust nozzles, afterburner-equipped.
Jump Jets: "Manta" Wing Vents, 200 meters (600 meters in Air Mech mode)
Armor: SnowGuard VI
Heat Sinks: 4 dual Heat Recycler Mk. IIIs
Armament:
1 "Nightmare" Ultra Gauss Cannon in Rifle configuration
2 ER Large Pulse Lasers
2 ER Medium Pulse Lasers
2 "Savager" 4-pack Long Range Missile Launchers (LRM-4)
1 class 5 Internal Rotary Auto Cannon (RAC/5)
Overview: The experimental unit "Silhouette" is a revolutionary change in the design of the Land/Air Mech. The addition of a rifle-type weapon for the Mech provides a capability to greatly increase the versatility in mission parameters and allows for much greater firepower. The rifle is hand carried in both Mech modes and under-slung while in fighter mode. The Savager missile launchers are leg mounted and can be oriented to provide a forward firing arc or an aft firing arc by the pilot's choice during transformation into fighter mode. The Pilot can also select which hand the rifle is held with. The Silhouette also has a Rotary Auto Cannon that is only useable in the fighter and Air Mech modes, due to its location in the nose of the fighter frame. There are currently no alternate load-outs for the Silhouette due to its experimental status, but there are plans to provide future pilots with several load-out equipment packs that would allow the armaments to be changed in a timely manner.
KLH-190 Killer Hawk Statistics (LAM):
Mass: 50 tons
Power Plant: Tempest Sub-Atomic Fusion Reactor
Top Speed: Approximately 65 km/h (mech), 1140 km/h (fighter)
Engine & Main Thrusters (Air Mech and Fighter modes): F-130 Turbofan engine & "Vengeance III" thrust-vectored exhaust nozzles, afterburner-equipped.
Jump Jets: "Hummingbird" Fusion Thrusters, 180 meters (540 meters in Air Mech mode)
Armor: SnowGuard III
Heat Sinks: 8 dual Heat Recycler Mk. IIIs
Armament:
2 ER Large Pulse Lasers
2 ER Medium Lasers
2 "Hailstorm" RAC/10
2 "Sparrow" High-Maneuver LRM-15 racks
Overview: The LAM variant of the Killer Hawk Multi-Mode Mech is notorious for rapid heat build-up. Its "Hailstorm" RAC 10s have the slowest heat-up of all of its weapons, and as such are traditionally used when other weapons would bring the heat into the danger zone. The eight dual Heat Recyclers were originally developed to store excess heat, and then slowly feed the heat back into the engine to keep it from freezing in the extremely cold temperatures on Nova VII when the mech was not actively firing its weapons. This unique property of feeding the heat back into the engines has been found to enhance engine performance on worlds where temperatures are not so low. However, this causes a major overheating problem on desert and volcanic terrain, where temperatures are naturally higher. This problem was finally solved in the third model of these heat sinks. The Heat Recycler Mk. III allows for the heat sinks to be cooled with a high-velocity jet of air run through the heat sinks to blast the hot air out the back of the mech, regardless of the reactor the mech is powered by.
Statistics (Battlemech):
Mass: 60
Power Plant: "Faithful" Hydro-Atomic Fusion Reactor
Top Speed: 68 km/h
Jump Jets: "Merlin" Fusion Thrusters, 120 meters
Armor: SnowGuard II
Heat Sinks: 4 dual Heat Recycler Mk. IIs
Armament:
2 ER Particle Projectile Cannons (PPC) / ER Plasma PPCs
2 ER Large Lasers
2 class 10 Ultra Auto Cannons (Ultra AC/10)
1 Javelin LRM-15 rack
1 High-pressure Water Cutter
Overview: The primary variant of the Killer Hawk Multi-Mode Mech is well known for its durability and stubborn reputation. It is also well known for having very low temperatures inside the cockpit, due to its "Faithful" reactor, which produces a moderate amount of water as a by-product of its reaction process. The Heat Recycler Mk. II was designed specifically to function alongside the "Faithful" reactor, and has coolant tanks that utilize a drip-cooling system, with the coolant tanks constantly being replenished with the water produced by the reactor. The Killer Hawk takes advantage of this in another way as well, a high-pressure Water Cutter also fed from the reactor. Once the water storage tank for the Water Cutter has reached its maximum capacity, the onboard computer automatically increases the drip rate for the coolant tanks in order to prevent a coolant tank overflow. If such an overflow were to occur, it would result in a catastrophic failure of the mech. When the Plasma PPCs are chosen for the equipment loadout, they are located on the arms, where the blades provide increased CQC capabilities.
Land/Surface-Aquatic Attack Platform A1 & A2 Statistics:
Mass: 150 tons
Power Plant: Nuclear Fusion Reactor, type unspecified
Top Speed: 38 km/h (land), 30 knots (water)
Armor: Class 1 Starship Plating
Heat Sinks: 1 Iota class Naval Heat Sink
Armament:
1 Rail Gun (A1)
1 10-tube Rocket-Propelled Torpedo Launcher (A2)
6 Large Lasers
2 "Parsifal" Long-Range Missile Turrets
12 Point Defense Micro-RAC/5
Overview: The massive six-legged Colossal-class mechs known as Land/Surface-Aquatic Attack Platforms are classified as Battlemechs, but are more often treated as Amphibious Wet Naval Vessels. They are capable of carrying up to a star of Elementals or infantry, or a point of tanks or other support vehicles in addition to their two pilots. The only reason they cannot carry more is due to a lack of physical space to carry them. Traveling over water with the help of a series of hydro-jets and moving across land on six legs, the mere sight of these hulking behemoths is often all it takes to cause the opposing force to either flee or surrender. These mechs have never had any recorded heat problems, and according to rumor, they are very luxurious to travel in.
