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                 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

================================================================================================
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.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
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                                             
------------------------------------------------------------------------------------------------
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