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Phoenix Hawk PXH-1K
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General data
Stock RoleSkirmisher
Tonnage45 t (19 t base)
Cost5,000,000 C
Template:Hardpoints Phoenix Hawk PXH-1K
Melee55 (+45 instability)
Death from Above55 (+45 instability)
55 damage to self
Template:Armor Phoenix Hawk PXH-1K
Mobility and detection
Speed165m / 275m Sprint
StealthVisibility: 1
Signature: -25%
SensorsSpotting distance: Base
Sensor range: Base

The Phoenix Hawk PXH-1K is a Medium-class 'Mech in Battletech: Heavy Metal.

Description[ | ]

The 1K is, largely, identical to the base PXH-1 model -- canonically this model does not have jumpjet capability, but because the Vectored Thrust system is hardcoded, JJs can be added to the 1K and it simply doesn't come with any. The other major difference is in hardpoints -- the 1K replaces the 1 model's ballistic hardpoint with two additional energy hardpoints, turning the PXH-1K into an even more dedicated laser boat -- and even more prone to cooking itself like a turkey.

Loadouts[ | ]

  • As with the PXH-1 model, having only 19 tons of workable space and 7-odd at full armor limits what can be done with the PXH-1K. Not starting with jumpjets frees up several more tons, but NOT using jumpjets while the Vectored Thrust system is on the model is sort of wasting that potential.
  • If you go with the Kuritan design, either leaving off jumpjets entirely or only adding a few back on, the PXH-1K can carry multiple Large Lasers and function as a deadly sniper-skirmisher -- its ground speed is no slouch even without its jump.
  • Alternatively, leaving off some armor can allow the PXH-1K to mount five Medium Lasers, which will produce insane amounts of heat but also very high close-quarters damage for a 45 ton Medium.

Strategy[ | ]

  • Yang's Thoughts: The Kurita-modified PXH-1K removes almost all of its jump capability in favor of better armor and heat management. This makes it less flexible in more restrictive environments, but it's still a nimble and reliable skirmisher.
  • The Phoenix Hawk can be thought of as a direct upgrade to the Spider which the campaign starts with, and a proper introduction to "jumpjet backstab" gameplay. Its bonus to damage after jumping strongly encourages it to be used in this manner: jumping behind an enemy and unleashing a full alpha strike on their weaker rear armor, before jumping away to cool down. This is brutally effective at coring out opponents, and reaches its peak with the later Grasshopper heavy mech; the Phoenix Hawk can't match the Grasshopper's alpha capacity or survivability, but can move faster, farther, and sooner in the initiative order.