BattleTech Vehicle Technical Readout

Type/Model: Harasser Missile Platform
Tech: Inner Sphere / 3025
Config: Hovercraft
Rules: Level 1-FA, Standard design
   
Mass: 25 tons
Power Plant: 120 GM Classic II I.C.E.
Cruise Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Armor Type: 2 Star Slab Standard
Armament:
2 SureShot Mk VI SRM 6s
Manufacturer:    Brooks Incorporated
   Location:    Suzano
Communications System:    Maxell 500
Targeting & Tracking System: Maxell TA 55


Overview:

         The Harasser is manufactured by the same company that produces the Galleon Light Tank.   In 2829, House Marik commissioned the Harasser as a companion vehicle to the Galleon.   The Harasser's speed would allow it to keep up with the swiftly moving Galleons, while at the same time keeping it out of trouble.   Its missile capabilities would also greatly augment the offensive firepower of a Galleon unit.
         The first Harassers were never absorbed into Galleon units, however.   Because the Free Worlds League military suffered severely in the initial stages of the Second Succession War, the Marik high command had to assign all of its reserve and garrison 'Mechs to bolster its battered front-line units.   The new Harasser was quickly issued to hastily raised urban defense garrisons or to reserve troops as a "poor-man's" artillery piece.   Over time, however, as 'Mechs and more powerful fusion-driven vehicles became scarce, more and more Harassers were issued to front-line units.   It has only been in recent years that teams of Galleons and Harassers have been finally committed to battle.

Capabilities:

         The Harasser is an inexpensive vehicle to manufacture.   In fact, it utilizes many of the communications and electronic systems found in the Galleon.
         The Harasser's best defense against enemy fire is its amazing speed.   When moving full out, it is difficult for vehicles, or even 'Mechs, to score a hit on a Harasser.   Its GM Classic power plant can propel the hovercraft over terrain at speeds of over 160 kph, and it is well known for its reliability.   The one problem with the automotive plant is that the turret must be removed before the power plant can be replaced.   This greatly increases the time needed for routine plant replacement as well as increasing the chance of damaging turret components.
         The design of the weapon system allows rapid target engagement.   The vehicle commander has a set of turret controls that override the gunner's.   The commander identifies a target and then aligns the turret in the general area of the target.   He releases control to the gunner, and begins anew to search for a new target.   The commander's control system can also serve as a secondary set of fire controls in case the gunner station is destroyed.   Many Harasser units end up disabling the commander's firing trigger, however, because the commanders so often inadvertently fire a salvo of missile while trying merely to realign the turret.
         While the two SureShot Mk VI Short-Range Missile Racks give the Harasser greater firepower than most vehicles of its class, its armor protection is quite light.   One or two solid hits are all that is needed to put the Harasser out of action. Most commanders try to compensate by keeping the Harasser always moving at top speed.   Though this reduces the accuracy of their own attacks, it helps throw off the aim of hostile units.   In a static battle, the Harasser has little chance of surviving.

Battle History:

         One of the best-known Harasser victories occurred on the Marik border world of Suzano in the year 3000.   (Ironically, this planet once had a factory that produced Harasser tanks.   By the time of this raid, the plant had been reduced to slag.)
         Because the Marik high command considered other planets bordering House Steiner to be in more danger, they had stripped Suzano of most of its 'Mech forces.   When an advance group from an undetected Liao JumpShip raided the planet that year, the Confederation forces caught the garrison forces completely unaware.   The Liao raiders easily disabled or captured the defenders, which consisted of only a few light 'Mech lances and militia infantry units, within a week.   Surprised at their quick victory, the Liao units decided to stay and secure the planet.
         Meanwhile, Marik's 3rd and 5th Infantry Support Companies were on maneuvers in a remote area of Suzano during the time of the invasion.   Knowing that the Marik high command's decision to relocate Suzano's 'Mechs would bring trouble, the company commanders took their Harassers into the wild to prepare for just such an invasion.   In a three month-long series of guerrilla raids and precision strikes, the 3rd and 5th ISC had severely damaged the invaders and threatened them with certain destruction.   Within a week, the Liao troops had been forced offworld.

Variants:

         Over the years, many variations of the Harasser have become popular.   One of the most common variations replaces the vehicle's two missile racks with one FarFire 10 Long-Range Missile System and 24 loads of ammunition.   Another popular variation replaces the missile racks with laser weapons of various sizes.
         Two lesser-used options replace the missiles with flamers or communications-detection gear.   These are used only for very specialized missions.

Notable Vehicles & Crews:

         Marklin "Chevy" Chevalier
         Chevy, as he is known by his friends, owns one of the first Harassers to come off the assembly line, and he is rumored to have won it in a card game.   Over the years, Chevy has kept his Harasser, the "Aces and Eights," in peak condition for both fighting and display.   He is the current commander of the 5th Infantry Support Company stationed on Suzano.


Type/Model: Harasser Missile Platform
Mass: 25 tons
Const. Options: Fractional Accounting
Equipment:   Items Mass
Internal Structure: 15 pts Standard 0 2.50
Engine: 120 I.C.E. 0 8.00
   Cruise MP: 10    
   Flank MP: 15    
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 1.25
Crew: 2 Members 0 .00
Lift Equipment:   0 2.50
Turret Equipment:   0 .60
Armor Factor: 32 pts Standard 0 2.00

    Internal Armor
    Structure Value
  Front: 3 7
  Left / Right Sides: 3 6/6
  Rear: 3 7
  Turret: 3 6

Weapons & Equipment: Loc Heat Ammo Items Mass
2 SRM 6s Turret 0 30 3 8.00
TOTALS:   0   3 24.85
Items & Tons Left:       7 .15

Calculated Factors:
Total Cost: 561,750 C-Bills
Battle Value: 337
Cost per BV: 1,666.91
Weapon Value: 85 / 85 (Ratio = .25 / .25)
Damage Factors:    SRDmg = 12; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 10H,   Armor/Structure: 0 / 2
    Damage PB/M/L: 2/2/-,   Overheat: 0
    Class: GL,   Point Value: 3

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