Shadow Hawk SHD-2Ha
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/C-D-D
Production Year: 3025
Cost: 4,826,907 C-Bills
Battle Value: 1,196
Chassis: Earthwerks SHD Standard
Power Plant: CoreTek 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Pitban LFT-50
Jump Capacity: 150 meters
Armor: Maximillian 43 Standard Armor
Armament:
1 Autocannon/10
2 Medium Lasers
Manufacturer: Earthwerks Incorporated, Majesty Metals and Manufacturing
Primary Factory: Calloway VI (Earthwerks), Dunianshire (Majesty)
Communications System: O/P 300 COMSET
Targeting and Tracking System: O/P 2000A
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Equipment Type Rating Mass
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Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 152 9.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 23
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 5
L/R Arm 9 15
L/R Leg 13 18
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Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.00
Autocannon/10 LT 3 7 12.00
Medium Laser HD 3 1 1.00
@AC/10 (20) LT - 2 2.00
Free Critical Slots: 31
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5j 1 1 0 0 2 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/1/0
Basically an attempt to take a classic design with glaring flaws and turn it into something a bit more viable. Fixed the baffling jump capacity, tweaked armour distribution just a tiny bit, and took the cool over-the-shoulder main gun and actually made it a focal point of the design's loadout. Dropping the LRM and changing the class of autocannon lowers the range a bit, but it has much better ability to close in over rough terrain, does 10 long range rather than 5+(average)3 damage, and concentrated damage up close means that this can be a menace if you get it into a rear firing arc - which again is helped by the better jump capacity. SRM-2 is anaemic and does fewer than 1.5 hits per turn on average, so a Medium Laser is a straight improvement imho.
130 more BV per unit is probably a worthwhile price to pay, yes there's a bit of heat management involved but regardless even if you are keeping it frosty cold you're doing more damage than the original anyway.