HTM2-56X Hatamoto-Kaze Mk II |
HTM2-56X Hatamoto-Kaze Mk II |
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Dec 22 2005, 04:47 PM
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CODE HTM2-56X Hatamoto-Kaze Mk II Chassis: Alshain Type Chi Power Plant: Kagushima 400 XL (Clan) Cruising Speed: 53.75 km/h Maximum Speed: 86 km/h Maximum Speed w/Triple Strength Myomer : 96.75 km/h Maximum Speed w/Supercharger : 107.5 km/h Maximum Speed w/Supercharger and TSM : 129 km/h Jump Jets: PRS-80 Jump Capacity: 120 meters Armor: New Samarkand Royal Plate with CASE Armament: 4 D.C.M. Optics - Heavy Laser 270 Medium Heavy Lasers 1 D.C.M. Optics - Heavy Laser 450 Large Heavy Laser Manufacturer: Draconis Combine Military R&D Division Primary Factory: New Samarkand Communications System: Colmax 900 with Angel ECM Suite Targeting and Tracking System: Garret O2j Overview: The Hatamoto-Kaze Mk II is based upon the same chassis and design as the original Hatamoto-Kaze and the other Hatamoto model Battlemechs. The major difference is the significant advance in the technology used in the construction and armament of the 'mech. Through their somewhat unclear ties with Clan Nova Cat, the Draconis Combine Military R&D Division has been able to obtain access to many different Clan technologies, and, in some cases, the ability to reproduce them with their own factories on New Samarkand. The Kaze Mk II was rebuilt from the ground up using Clan technology as the basis for the fundemental components of the Battlemech's frame and chassis. Along with the use of the Clan re-designed chassis, which allowed for the inclusion of Standard case in all sections at no additional costs, the Draconis Combine Military R&D Division were able to acquire a Clan Fusion XL engine, allowing for a top speed of 86km/h to be reached with a relatively small sacrifice in internal space and engine survivability. The addition of a 3rd generation supercharger allows the Hatamoto-Kaze to reach a top speed of 108km/h for periods of time. As if having an 80 ton Assault 'mech move at over 100km/h wasn't enough the designers including Triple Strength Myomer muscles. This allowed the 80 ton Assault Battlemech to reach top speeds of 129 km/h when the TSM was engaged. The designers then decided to add Jump Jets to the Battlemech, so that it could jump a total of 120m through the air in order to clear large obstacles and traverse rough terrain with as little difficulty as possible. Now that the designers and engineers had succesfully created an Assault 'mech capable of outrunning almost anything over 50 tons, they proceeded to create a suite of defensive abilities to compliment the 'mechs nearly unbelievable agility. With this in mind, they originally designed the 'mech with a Angel ECM suite, courtesy of Clan Nova Cat, and Inner Sphere Stealth Armour. The additional heat generated from the armour itself, as well as the deterimental effect it had on the 'mechs heat sinks, in order to mask its IR signature, was not considered to be much of an issue at the time. That soon changed when they created the weapons system for the Hatamoto-Kaze Mk II. The downside to having such a fast and defensively capable 'mech was that there was little room left for weapons. Wanting to have sufficient firepower worthy of an Assault 'mech, the designers had to rule out the use of Ballistic weapons due to weapon tonnage and the little available tonnage they had to work with. They contimpletated the use of a missile system in tandem with a suite of lasers, but later dismissed the idea due to the dependancy on a very limited supply of ammo. Instead they decided to drop ammunition based weapons entirely and focus solely on energy based weapons. Before the weapons system was designed however, they had the foresight to add additional heat sinks to help cope with the well known heat issues associated with an energy weapon based 'mech. The designers decided on a fairly simply and somewhat small weapons suite consisting of 1 Large Heavy Laser and 4 Medium Heavy Lasers. The effectiveness of the PPCs mounted on the arms of the original Hatamoto-Kaze prompted the designers to mount the Large Heavy Laser and 2 Medium Heavy Lasers on the right and left arms respectively. The remaining two Medium Heavy Lasers were mounted in the left and right torsos, and 2 additional Double heat sinks were added to the design. The major flaw was that the 'mech created far too much heat to be anywhere near acceptable, producing 60 heat max while only being capable of dissipating 36. This flaw caused the designers to nearly scrap the design until a new development in the Inner Sphere allowed them to rethink their original design. Null Signature technology allowed the Draconis Combine Military R&D Division to rethink and revise their original designs for the Hatamoto-Kaze Mk II. Stripping the Stealth armour off and replacing it with Standard Inner Sphere armour, the enginners then installed a Null Signature system into the 'mech. When activated this system provided the same effect that the Stealth Armour provided, making the Kaze Mk II nearly invisible to all but the highest quality detection systems plus it "cloaked" the 'mech, making it virtually invisible to the naked eye. The system still created an excessive amount of heat, but the ability to turn the system on and off at will, plus the fact that it had no deterimental effects on the heat sinks themselves was enough to convince the designers that the extra heat was worthwhile. The only flaw with the Null Sig system was that if the MechWarrior were to fire its weapons while Null Sig was activated, the additional heat generated would interfere with the system and render the 'mech partially visible until the heat sinks dissipated the weapon heat. The more heat created, the more visible the 'mech would become, also the firing of weapons could allow a trained pilot to trace the shots back to their origin. By keeping the Angel ECM suite, the Hatamoto-Kaze Mk II could become completely invisible to all known detection systems when the Null Sig system was activated, and, if carefully piloted by the MechWarrior, render it entirely undetectable to all but the most skillful of pilots with just the naked eye. Entirely satisfied that they had created one of the most promising infiltration units of all time, through some major assistance from Clan Nova Cat the Draconis Combine Military R&D Division proceeded to produce several prototypes from their Research and Development facilities on New Samarkand. Within the confines of their secure testing grounds on New Samarkand, the Hatamoto-Kaze Mk II underwent months of testing and retesting the design in numerous different combat situations, both real combat and simulated. There are records of one test pilot being reprimanded for destroying one of the prototypes during a live fire exercise, but otherwise all records indicate a nearly flawless performance in most combat conditions. Capabilities: There is little available data on the Hatamoto-Kaze Mk II's actualy combat capabilities, mainly due to the R&D Division of the Draconis Combine Military refusing to release an official report regarding the Mk II's capabilities until after it has seen actual live combat. There are reports however that have been released to various commanders and aides throughout the Draconis Combine's military prefectures. The R&D Division remains adament that they are not official reports however. The information currently released indicates that the Hatamoto-Kaze Mk II would be deployed in either a recon command position, or in a full lance of Mk IIs for heavy infiltration purposes. With the Hatamoto-Kaze Mk II's relatively high top speed for an Assault 'mech, pushed even higher through the Supercharger and Triple Strength Myomer, it is able to quickly and reliably close to within its kill zone of 180m, although its weapon suites allow for firing at up to 450m with its Large Heavy Laser, the Medium Heavy Lasers have a range of merely 270m and aren't truly fully effective until mid-range at approximately 180m. Once within 270m, and preferably 180m, the Kaze Mk II is able to unleash a devasting fury of laser fire sure to melt through all but the absolute thickest of armours. The ability for the Hatamoto-Kaze Mk II to "cloak" allows the Assault 'mech innumerable infiltration opportunities. Also the Kaze Mk II may be used to flank enemy units while the enemy themselves remain oblivious until it is too late. The Angel ECM suite installed on the Hatamoto allows for coverage of all friendly units within 180m as well as rendering the Hatamoto itself nearly invisible to radar to begin with. When the Null Signature system is activated, the only way to electronically spot the Hatamoto-Kaze Mk II would be through an active probe detecting the jamming from the Angel ECM, and then proceeding to detect the jamming from multiple angles in an attempt to triangulate the position of the Kaze Mk II. Also if the pilot were producing excessive heat through weapons fire or other means, the Hatamoto may be detected by an InfraRed sweep of the area. Aside from those two methods, no known detection system can find the Hatamoto-Kaze Mk II when the Null Signature system and Angel ECM suite are both operational. The 240 points of standard armour installed on the Hatamoto gives the 'mech an excellent battlefield longetivity should it be engaged in direct combat and unable to use the Null Sig system to full effectiveness. The heavy armour, combined with the ample firepower of the Kaze Mk II, allows the MechWarrior to directly engage any 'mech but the most heavily armed and armoured unit on the battlefield. With proper use of the Null Signature system the Hatamoto-Kaze Mk II is a more than capable match, in a one on one, for most anything fielded within the Inner Sphere or even the Clans. Deployment: There is currently no official deployment of the Hatamoto-Kaze Mk II since it has only recently been approved for mass production at the time of this documentation. There is one confirmed model known to be under the ownership of Captain Adam 'Gunman' Wolf of the Legionnaires mercenary unit. There are also several unconfirmed sources suggesting that 2 or 3 more Hatamoto-Kaze Mk IIs have been given to Commander Tai-Sho James O'Callahan and his aide Sho-sho Hsari Pangetta of the New Samarkand Prefecture, and possibly to Theodore Kurita himself. These are all unofficial listings of the battlemech though and are not considered to be official deployments. Battle History: There is currently no battle history available for the Hatamoto-Kaze Mk II as it has not sen any actual live combat. Available field testing reports indicate that the Kaze Mk II is an excellent infiltration 'mech capable of penetrating most, if not all, enemy defences while retaining the firepower to fight its way out should it be spotted or caught behind enemy lines. With its command console cockpit the Hatamoto-Kaze Mk II is an excellent 'mech to lead a command lance of recon units and/or combined arms forces as a precursor to or during a surprise attack. Field reports also indicate that with the Null Signature system and Angel ECM suite the Kaze Mk II is an excellent tool for breaking enemy morale through surprise attacks of devasting ferocity. The nearly maxed out armour installed on the Hatamoto-Kaze Mk II allows for battlefield longetivity not usually expected in infilitration units. Known Variants: There are currently only 2 known models of the Hatamoto-Kaze Mk II. Although the Kaze Mk II is not an omnimech it does have two variants currently undergoing production. The first, and primary variant is the HTM2-56X, the 56X is armed with a Large Heavy Laser on the right arm, twin Medium Heavy Lasers on the left arm, and another 2 Medium Heavy Lasers in the left and right torso, one each. The second, and currently only other known variant, of the Hatamoto-Kaze Mk II, is the HTM2-48D. The 48D is the dress/parade variant for formal occassions. This model drops the Large Heavy Laser, 1 double heatsink, and the supercharger for a sword mounted in the right hand. Although this model lacks in firepower, when compared to the 56X, and leaves 4 tons unused on the 'mech's chassis, the designers weren't concerned since this model is not intended to ever see battle. HTM2-56X Hatamoto-Kaze Mk II Technology Base: - Mixed (Clan Chassis) - Level 3 Equipment Mass Internal Structure: - (C) EndoSteel 4 Engine: 400 XL (Clan) 26.5 Walking MP: 5[10] Running MP: 8 Jumping MP: 4 Heat Sinks: 18(36) - (C) Double 8 Gyro: 4 Cockpit: - Command Console 6 Armor Factor: 240 15 Internal Armor Structure Value Head 3 9 Center Torso 25 34 Center Torso(rear) 15 R/L Torso 17 24 R/L Torso(rear) 10 R/L Arm 13 26 R/L Leg 17 31 Weapons and Ammo Location Critical Tonnage (C) Medium Heavy Laser LA 2 1 (C) Medium Heavy Laser LA 2 1 (C) Angel ECM Suite LT 2 1.5 (C) Medium Heavy Laser LT 2 1 Jump Jet LT 1 1 TSM LT 3 0 Jump Jet LL 1 1 Jump Jet RL 1 1 (C) Medium Heavy Laser RT 2 1 Jump Jet RT 1 1 TSM RT 3 0 (C) Large Heavy Laser RA 3 4 Supercharger CT 1 3 |
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