BattleMech Technical Readout
Name/Model: High Score BV-9570
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan (Mixed)
Technology Rating: F
Tonnage: 80
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental
Rules (Year): Experimental (Extinct)
Total Cost: 98,945,400 C-Bills
Battle Value: 9,570
Chassis: Composite
Power Plant: 400 XXL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph [140.4 kph]
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
3 RISC Repeating TSEMPs (IS)
9 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
This is my current highest battle value mech. You will note its nearly useless otherwise.
Earliest history I have for this idea is well over 25 years old now. Bv1 is still going
strong, most of the fancy toys didn't exist. Clan 75 ton 5/8/5 with an ERPPC, 4 medium
pulse lasers, an ER medium and a TCom. Think it was 3500ish BV1. More importantly it had a
higher BV then the Turkina B, which at the time was the highest BV stock mech. I was proud
of myself, I had made a bad ass thing.
Many years pass. I'm sure other high BV units were created, but by this point High BV
wasn't a good thing. BV was usually the limiting factor. The goal was instead maximum
effect per BV.
Then a few years ago someone on Facebook asked what's the highest BV mech that could be
made. Most people went with super heavies. Those can get into the 5 to 6k bv range. The
forefather of this design ended the thread with a 7513 BV. It was also very worthless but
at the time I thought it was near the max.
Few more years go by. I think I was working on how to minimize the BV of some urbanmech
variant when I noticed that removing heat sinks only reduced the BV by so much, but no more.
So I looked up the rules for heat effects. Despite remembering the basics, I has missed a
detail. The last weapon listed that even partially fits within the available heat
efficiency counts at full value. Which meant I had room for improvement.
Capabilities:
High BV starts with mobility. This is mostly because on the offensive side it's an
exponential function. On the defensive side it triggers higher multipliers at different tmm
thresholds.
Going too far into speed eventually reaches diminishing returns as weapons tonnage is lost
in higher optimum movement curves.
Originally with the 7.5k design 5/8(10)/7. Was used. It was not the right choice, but was
born of my long held prejudices. The better option was to sacrifice the extra jump in
favor of masc/supercharger. This gave slightly higher mobility but also Freed up more then
enough tonnage to out compete attempting to use improved jumpjets and a partial wing as
well.
The next trick is to use up the remaining tonnage generating as much bv as possible to be
multiplied by the speed. In general, Clan ER Medium lasers are the answer. So much so that
1 laser is worth more then a ton of armor. There are other factors of course. The math
changes while you still have heat sinks available. But that's the gist of it.
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Equipment Mass
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Internal Structure: Composite (IS) 4.00
Engine: 400 XXL 17.50
Walking MP: 5
Running MP: 8 [13]
Jumping MP: 5
Heat Sinks (Double): 13 [26] 3.00
Gyro: None 0.00
Cockpit: Interface 4.00
Armor Factor: 24 1.50
Type: Standard
Internal Armor
Structure Value
Head: 3 3
Center Torso: 25 3
Center Torso (rear): 0
R/L Torso: 17 3
R/L Torso (rear): 0
R/L Arm: 13 3
R/L Leg: 17 3
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ER Medium Laser CT 1 1.00
Jump Jet CT 1 1.00
MASC CT 3 3.00
Supercharger CT 1 2.00
ER Medium Laser RT 1 1.00
RISC Repeating TSEMP (IS) RT 7 8.00
ER Medium Laser LT 1 1.00
Targeting Computer LT 7 7.00
3 ER Medium Lasers RA 3 3.00
RISC Repeating TSEMP (IS) RA 7 8.00
3 ER Medium Lasers LA 3 3.00
RISC Repeating TSEMP (IS) LA 7 8.00
2 Jump Jets RL 2 2.00
2 Jump Jets LL 2 2.00
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 44
TP: BM, SZ: 4, TMM: 3, MV: 16"/10"j
Damage: (S) 3 / (M) 3 / (L) 0, OV: 4
Armor (A): 1, Structure (S): 2
Specials: DN, ENE, JMPW1, TSEMP3
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