Hobgoblin II ProtoMech
Overview
The original Hobgoblin UltraProto was a test-bed design that had been forced into use as a line unit. Its relative abysmal performance really hurt the reputation of the Hobgoblin. The Hobgoblin would have simply been thrown into the dustbin of history if it weren't for two factors. The first one was the Society still had some of the associated production equipment for it. Secondly, there was heavy lobbying from people who worked on the design and wished to redeem it. After a number of decades the Hobgoblin II project was green-lighted with the specific aim of creating a line unit that reuses many of the older components.
Capabilities
The design Hobgoblin II reuses most of the older components such as the fusion engine and sensor equipment. However it was decided to increase the tonnage of the design to give it enough weight for upgrades. The reduced movement speed was deemed a minor issue as it was decided to keep using the Magnetic Clamp System.
Both the prototype and the primary loadout of the final version use the same weapons, but the final version is able to store more ammunition. The main gun mounted Fusillade was replaced with a torso-mounted SRM-5 launcher. This launcher has a far smaller range of motion, as it is restricted to the torso facing, but it can tilt up and down. The arms are equipped with one Chemical Medium Laser each, vastly improving the firepower. This decision was based upon a Hobgoblin variant that was deployed near the end of the rebellion.
Most fire-support mission can be performed using the Alt-A, which mounts a LRM-16. This launcher has enough ammunition to constantly firing for two minutes, after which it will have to rely on its backup Machine Gun.
For medium range engagement it is advised to use the Alt-B. The arm-mounted ERMLs have the reach to be effective at longer ranges. An AP Gauss Rifle is mounted in the torso and it is used as a backup weapon in case it needs to engage infantry or the enemy is too close for comfort.
The Alt-C is almost exactly configured as the Prime, but it replaces the SRM launcher with a Nova CEWS. This loadout should function well as a hidden spotter for larger units.
The only loadout that doesn't mount the Magnetic Clamp System is Alt-D. This loadout with Jump Jets is meant for combat drops and for missions in which there is no OmniMech support. Its Improved Heavy Medium Lasers are quite suitable for countering armor, while the Machine Gun in the torso can deal with infantry.
Deployment
Even in the Inner Sphere the looks of the original Hobgoblin are well known, as such the usage of the Hobgoblin II is highly restricted and it only deployed around Core Facilities.
Type/Model: Hobgoblin II (Prototype)
Tech: Clan / 3095
Config: ProtoMech
Rules: Advanced
Mass: 12 tons (12,000 kg)
Chassis: HOB/12-STD
Power Plant: 60 Fusion
Walking Speed: 32.0 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: None
Armor Type: Proto-Standard D
Armament:
Magnetic Clamp System
2 Chemical Medium Lasers
SRM-5 Launcher
Manufacturer: The Society
Location: Beta Mobile Facility
Communications System: Proto-Type 4
Targeting & Tracking System: Ribaldi 402 TTS
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Type/Model: Hobgoblin II
Mass: 12 tons (12,000 kg)
Equipment: Mass, kg
Int. Struct.: 28 pts Advanced Composite 1,200
Engine: 60 Size Fusion 1,500
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 0 Compact ProtoMech 0
Cockpit, Life Support, Sensors & Pilot: 750
Armor Factor: 58 pts Integral Advanced Alloy 2,900
Internal Armor
Structure Value
Head: 3 8
Torso: 12 24
Left/Right Arms: 3/3 6/6
Legs: 7 14
Weapons and Equipment Location Heat Ammo Mass, kg
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1 Magnetic Clamp System Torso 0 1,000
1 SRM-5 Launcher Torso 0 12 1,850
1 Chemical Medium Laser Left Arm 0 12 1,400
1 Chemical Medium Laser Right Arm 0 12 1,400
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TOTALS: 0 12,000
Mass remaining, kg: 0 left
Type/Model: Hobgoblin II (Omni-Proto)
Tech: Clan / 3105
Config: ProtoMech
Rules: Custom
Mass: 12 tons (12,000 kg)
Chassis: HOB/12-ENDO
Power Plant: 60 Fusion
Walking Speed: 32.0 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: None
Armor Type: Proto-Standard D
Armament:
6250 kg Pod Space
Manufacturer: The Society
Location: Beta Mobile Facility
Communications System: Proto-Type 4
Targeting & Tracking System: Ribaldi 402 TTS
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Type/Model: Hobgoblin II
Mass: 12 tons (12,000 kg)
Equipment: Mass, kg
Int. Struct.: 28 pts Proto Endosteel 600
Engine: 60 Size Fusion 1,500
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 0 Compact ProtoMech 0
Cockpit, Life Support, Sensors & Pilot: 750
Armor Factor: 58 pts Integral Advanced Alloy 2,900
Internal Armor
Structure Value
Head: 3 8
Torso: 12 24
Left/Right Arms: 3/3 6/6
Legs: 7 14
Weapons and Equipment Location Heat Ammo Mass, kg
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TOTALS: 0 5,750
Mass remaining, kg: 6,250 left
Loadout Name: Prime
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Weapons and Equipment Location Heat Ammo Mass, kg
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1 Magnetic Clamp System Torso 0 1,000
1 SRM-5 Launcher Torso 0 16 2,050
1 Chemical Medium Laser Left Arm 0 18 1,600
1 Chemical Medium Laser Right Arm 0 18 1,600
Loadout Name: Alt-A
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Weapons and Equipment Location Heat Ammo Mass, kg
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1 Magnetic Clamp System Torso 0 1,000
1 LRM-16 Launcher Torso 0 12 4,800
1 Machine Gun Right Arm 0 40 450
Loadout Name: Alt-B
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Weapons and Equipment Location Heat Ammo Mass, kg
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1 Magnetic Clamp System Torso 0 1,000
1 AP Gauss Rifle Torso 0 10 750
1 ER Medium Laser Left Arm 5 - 1,000
1 ER Medium Laser Right Arm 5 - 1,000
10 Heat Sinks 0 2,500
Loadout Name: Alt-C
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Weapons and Equipment Location Heat Ammo Mass, kg
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1 Magnetic Clamp System Torso 0 1,000
1 Nova CEWS Torso 2 1,500
2 Heat Sinks 0 500
1 Chemical Medium Laser Left Arm 0 18 1,600
1 Chemical Medium Laser Right Arm 0 18 1,600
Loadout Name: Alt-D
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Weapons and Equipment Location Heat Ammo Mass, kg
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1 Machine Gun Torso 0 10 300
1 Imp. Hvy Medium Laser Left Arm 7 - 1,000
1 Imp. Hvy Medium Laser Right Arm 7 - 1,000
14 Heat Sinks 0 3,500
3 Jump Jets 0 450