BattleMech Technical Readout
Name/Model: High Score BV-10425
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan (Mixed)
Technology Rating: F
Tonnage: 80
Configuration: Biped FrankenMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental
Rules (Year): Experimental (Extinct)
Total Cost: 102,069,300 C-Bills
Battle Value: 10,425
Chassis: Hybrid
Power Plant: 400 XXL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph [140.4 kph]
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
3 RISC Repeating TSEMPs (IS)
1 ER PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer
================================================================================================
Overview:
So there are these contests where people compete to see who has the loudest car stereo. The
current record as of today, based on a quick google search is 186.61 dB. That is a level of
sound that would kill you. Also the Cars are more car shaped bunkers at this point. Which
is the point I'm getting to, the High Score line of mechs are mech shaped, but have no real
relationship to the game other then using the same construction rules and cost evaluation
system. They're designed for maxing out that cost evaluation.
Capabilities:
80 tons. 5/8(13)/3.
Most of that comes from optimizing for maximum BV multipliers while also maximizing the
available tonnage for stuff to multiply. Jump of 3 is new. Older models went with jump 5
for maximum offensive multipliers. But by dropping to a jump of 3, you lose some multiplier
but free up the heat needed to get full value out of a 4rth main gun.
Armor? Useless stuff. There are other bits of equipment that provide more BV per ton.
We'll use more of those.
Internal structure? Originally I didn't play with this, but then people started using
frankenmech construction to free up more tonnage.
This one has 2 optimizations. Reduction of the head and side torsos to free up weight, and
increasing the Legs and then the Arms to maximize total armor pips available for a given
tonnage of structure. The other optimization is the use of endosteel instead of composite.
There were free critical slots after some other changes so this allowed some points to be
recovered vs the composite structure that has classically been used.
Heat sinks. 14 + 1 coolant pod. This provides 31 cooling which is just enough to provide
the heat capacity to provide full value from 3 repeating TSEMPS plus a spare heavy weapon,
Traditionally a RISC hyper Laser, but I've found an alternative solution. It was this
finding that allowed the 10K barrier to be broken.
Cockpit: Interface. Frees up tonnage and critical slots once the Gyro is removed. Also
provides a massive 1.3x multiplier to the BV.
MASC and Super Charger. Both increase movement. Movement increases mutlipliers. Defense
is capped at 1.4. Offense went from 2.44 to 2.3 with the removal of the jump jets from
earlier.
Weapons.
The Meat is 3 Repeating TSEMPS. At 600 BV each They are some of the highest BV per heat
items available. And Heat is the name of the game at this stage. You have 31 heat
available. The TSEMPs take up the first 30 of it. That 1 remaining point is the important
bit. Whatever the next highest BV weapon installed will still contribute its full BV to the
score. Earlier this would of been another TSEMP. But then someone replaced it with a RISC
hyper laser. Same tonnage, but freed up a critical slot which let more secondary systems be
added. I have done this again, downgrading to a Clan ERPPC with capacitor, which saves both
critical slots and provides an extra 2 tons to play with.
The Tcom becoming smaller is what provides that second ton. Tcom was added because it is a
flat 1.25 multiplier to all the other energy weapons.
Traditionally at this point a bunch of ER Medium lasers would of been added. Over time
though they've been traded out for bigger guns that contribute more BV since they provide
their full BV. The ER Mediums would of contributed half BV because the heat capacity was
used up. A Half BV ER Medium laser still contributed move BV then armor though so it was a
good idea.
In this case though, I've devoted that tonnage to the 2 RISC Viral Jammers, one of each
type. ERMediums would contribute 129.375 bv per ton. The Jammers provide 159.04. Finally
an ECM was included, mostly because trying to add another weapon would increase the weight
of the TCOM, which made the ECM the best thing available at the time.
The Cherry on top is the RISC Heat Sink Override Kit. Takes up no Crits, No tonnage, Just
provides a flat 1% increase to the final BV.
Variants:
High Score BV-9570 ~ Thunder
mordel.net/tro.php?a=vt&ut=bm&id=38432&fltr=st.6~so.D
High Score BV-9698 ~ Otto Warper
mordel.net/tro.php?a=vt&ut=bm&id=64323&fltr=st.6~so.D
Otto Warper also made the High Score BV-9701 which introduced the use of Frankenmech
structures.
High Score BV-9912 ~ Thunder
An unposted upgrade that mostly traded out ERMedium lasers for Clan LRM-5's loaded with
Thunder-augmented mines. Those mines are worth 200BV per ton, even when their launchers are
discounted by 50% due to heat. Better then ERMediums, but unsupported by Mordel, and has
issues with the new Core rules. (Prepare for 20 years of "The New Core Rules" Just like TW
was the new rules for the last 20 years.)
High Score BV-10006 ~ LiaoScotsman
mordel.net/tro.php?a=vt&ut=bm&id=87866&fltr=st.6~so.D
First mech to break 10k. Has an issue though. The Endo-composite structure used should
take up a critical slot which was not accounted for, but thats a detail. The important part
was that coolant pod which gave just enough heat capacity to fit in a 4rth main gun for full
value. This is the mech I started working off of. I had a 10083 mech for a few days that
fixed the issue and included a RISC Jammer to boost the BV even higher. But then I saw the
BV of that ERPPC with capacitor and decided to see what would happen. A second Jammer, an
extra ECM, and structure providing more of its value happened.
And then there was that 14000 BV experiment. Max out Defense multiplier, install all the
Jammers, 14000+ BV. Cool. Minor Detail. You can only fit 1 of each jammer. Megamkelab is
unaware of that detail. But it was a good idea while it lasted.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Composite/Endo Steel Hybrid 2.50
Engine: 400 XXL 17.50
Walking MP: 5
Running MP: 8 [13]
Jumping MP: 3
Heat Sinks (Double): 14 [28] 4.00
Gyro: None 0.00
Cockpit: Interface (IS) 4.00
Armor Factor: 0 0.00
Type: Standard
Internal Armor
Structure Value
Head: 3 0
Center Torso: 25 0
Center Torso (rear): 0
R/L Torso: 3 0
R/L Torso (rear): 0
R/L Arm: 6/5 0
R/L Leg: 21 0
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet (1 ton) CT 1 1.00
MASC CT 3 3.00
RISC Viral Jammer (Homing) (IS) CT 1 2.50
RISC Repeating TSEMP (IS) RT 7 8.00
RISC Viral Jammer (Decoy) (IS) RT 1 2.50
RISC Repeating TSEMP (IS) LT 7 8.00
Supercharger LT 1 2.00
ER PPC w/ Capacitor RA 3 7.00
Targeting Computer RA 6 6.00
Coolant Pod LA 1 1.00
ECM Suite LA 1 1.00
RISC Repeating TSEMP (IS) LA 7 8.00
Jump Jet (1 ton) RL 1 1.00
Jump Jet (1 ton) LL 1 1.00
Notes:
Equipped with RISC Heat Sink Override Kit
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 35
TP: BM, SZ: 4, TMM: 3, MV: 16"/6"j
Damage: (S) 1 / (M) 1 / (L) 2, OV: 1
Armor (A): 0, Structure (S): 3
Specials: CASE, DJ, DN, ECM, HJ, JMPW2, TSEMP3
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