Mech Index

BattleMech Technical Readout

Type/Model: Conjurer (Hellhound) DW101
Conjurer image from: http://www.graydeath.de/battltech/techdata/clan/2nd012.htm
Tech: Clan / 3055
Config: Biped BattleMech
Rules: Level 2, Modified design
   
Mass: 50 tons
Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Standard Jump Jets
   Jump Capacity:    180 meters
Armor Type: Ferro-Fibrous
Armament:
1 Large Pulse Laser
1 LRM 5
2 Streak SRM 2s
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)
Overview:
       Originally produced as a fast 'Mech designed to take a lot of punishment, the Hellhound could generally outrun anything that out-gunned it. Considered only marginally successful in the beginning, the Hellhound built its reputation as one of the best medium 'Mechs in operation.

Capabilities:
       The primary armament arrangement is a large pulse laser and a shoulder-mounted missile support system, backed up by twin extended range medium lasers mounted in the right torso.
       Jumping capability to the maximum range possible for the weight of the 'Mech gives the Hellhound an added edge in combat. Clan technicians have used the advanced technology available to produce a perfect blend of speed and striking power.

Variants:
     The Conjurer DW101 is a variant designed by Dave Wright on 010830. This variant improves excess combat heat and adds range to the Conjurer's attacks with an LRM-5.

Deployment
       The Hellhound is used by Clan Jade Falcon, and has become a particularly feared sight in the Federated Commonwealth. The Hellhound demonstrates Its tactical flexibility in all its assigned tasks, including recent forays as light 'Mech hunter-killers.


Type/Model: Conjurer (Hellhound) DW101
Mass: 50 tons
Equipment:   Crits Mass
Internal Structure: 83 pts Endo Steel 7 2.50
   (Endo Steel Loc: 1 LT, 2 RT, 2 LL, 2 RL)
Engine: 300 6 19.00
   Walking MP: 6    
   Running MP: 9    
   Jumping MP: 6    
Heat Sinks: 10 Double [20] 0 .00
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 163 pts Ferro-Fibrous 7 8.50
   (Armor Crit Loc: 2 LA, 2 RA, 2 LT, 1 RT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 16 23
  Center Torso (Rear):   7
  L/R Side Torso: 12 19/19
  L/R Side Torso (Rear):   5/5
  L/R Arm: 8 14/14
  L/R Leg: 12 24/24

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Large Pulse Laser RA 10   2 6.00
1 LRM 5 LA 2 24 2 2.00
   (Ammo Loc: 1 LA)
2 Streak SRM 2s LT 4 50 3 3.00
   (Ammo Loc: 1 LT)
6 Standard Jump Jets:     6 3.00
   (Jump Jet Loc: 2 LT, 2 RT, 2 CT)
TOTALS:   16   58 50.00
Crits & Tons Left:       20 .00

Calculated Factors:
Total Cost: 5,245,500 C-Bills
Battle Value: 1,598
Cost per BV: 3,282.54
Weapon Value: 1,268 / 1,182 (Ratio = .79 / .74)
Damage Factors:    SRDmg = 20; MRDmg = 14; LRDmg = 8
BattleForce2: MP: 6J,   Armor/Structure: 4/4
    Damage PB/M/L: 3/2/1,   Overheat: 0
    Class: MM,   Point Value: 16

Created with HeavyMetal Pro

Variant Design from Dave Wright

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