Units »Search» BattleMechs »Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
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BattleMech Technical Readout
Name/Model: Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
Designer: Lios
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 95
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3027
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard (Extinct)
Total Cost: 9,476,025 C-Bills
Battle Value: 2,171
Chassis: Standard
Power Plant: 285 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
4 PPCs
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The "Lightning Shark" was an attempt by WHEST to turn the M3-MP Bull Shark into an
all-energy setup. Given the resources of the Hunt, they kind of made it work.
While other people pointed out a more... efficient build might have been possible, the Bull
Sharks always had issues with critical spaces; too few given its loadout allowance.
Besides, who doesn't want to fire FOUR PPCs at the same time?
Capabilities:
The BSK-M3whL, known better as the Lightning Shark, is a Bull Shark with FOUR PPCs, two in
each arm.
Question 1: why four? Because everyone knows the Awesome is awesome because it can fire
three PPCs at you. Awesome. But wouldn't FOUR be so much better?
Question 2: why standard PPCs? Donals, in this case. Tried, tested, reliable. And because ER
PPCs generate 50% more heat for the same boom as a standard. Sure, they fire farther, too,
but WHEST personnel said the math... felt weird, considering you have to vent the heat of
six PPCs for the damage of four. The M3 family of Bull Sharks are well-armored enough, so
why not take that little bit more time to close?
Because the Hunt has a good stock of double heat sinks. But twenty was taxing both Hunt
Quartermasters and WHEST designers, one for supply and the other for critical spaces.
This way, the Lightning Shark can keep on blasting all four PPCs while on cruising speed ten
times in a row before heat became an issue. Then the mechwarrior could just fire two and
watch the gauge zero out. Then it's back to firing four PPCs for another ten consecutive
times.
Way more awesome than Awesome, right?
Deployment:
By the First Expansion in late 3027, the Hunt only modified one M3 in its storage for this
experiment. It's assigned to 1st CAB, with Megalodon Lance (of course), sometimes replacing
one of the two Hunter Sharks.
When not in use, the mech is in storage with the flagship.
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Equipment Mass
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Internal Structure: Standard 9.50
Engine: 285 Fusion 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 20 [40] 10.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 240 15.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 30
Center Torso (rear): 11
R/L Torso: 20 30
R/L Torso (rear): 10
R/L Arm: 16 25
R/L Leg: 20 30
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Weapons and Ammo Location Critical Tonnage
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Medium Laser H 1 1.00
Jump Jet CT 1 2.00
Medium Laser CT 1 1.00
Medium Laser RA 1 1.00
2 PPCs RA 6 14.00
Medium Laser LA 1 1.00
2 PPCs LA 6 14.00
Jump Jet RL 1 2.00
Jump Jet LL 1 2.00
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Alpha Strike Statistics
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Point Value (PV): 49
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 4 / (M) 5 / (L) 4, OV: 1
Armor (A): 8, Structure (S): 8
Specials: ENE
Distribution
Name/Model: Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
Technology: Inner Sphere
Tonnage: 95
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3.PPC 3. Cockpit 3.PPC
4.PPC 4. Medium Laser 4.PPC
5.PPC 5. Sensors 5.PPC
6.PPC 6. Life Support 6.PPC
1.PPC 1.PPC
2.PPC 2.PPC
3.Double Heat Sink 3.Double Heat Sink
4.Double Heat Sink 4.Double Heat Sink
5.Double Heat Sink 5.Double Heat Sink
6. Medium Laser 6. Medium Laser
Left TorsoCenter TorsoRight Torso
1.Double Heat Sink 1. Fusion Engine 1.Double Heat Sink
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
4.Double Heat Sink 4. Gyro 4.Double Heat Sink
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1.Double Heat Sink 1. Gyro 1.Double Heat Sink
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
4.Double Heat Sink 4. Fusion Engine 4. Roll Again
5.Double Heat Sink 5. Jump Jet 5. Roll Again
6.Double Heat Sink 6. Medium Laser 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
Technology: Inner Sphere
Tonnage: 95
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 240 x 2.5 x 1 600.000
Internal Structure (Standard w/ Fusion Engine): 145 x 1.5 x 1 x 1 (+) 217.500 = 817.500
Gyro (Standard): 95 x 0.5 (+) 47.500 = 865.000
Defensive Movement Factor: +2 (*) 1.20 = 1,038.000
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Final Defensive Battle Rating: 1,038.000
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 40 (Heat Sinks) - 3 (Movement) - 52 (Weapons) = -9
Offensive Equipment:
PPC 176.000
PPC (+) 176.000 = 352.000
PPC (+) 176.000 = 528.000
PPC (+) 176.000 = 704.000
Medium Laser (+) 46.000 = 750.000
Medium Laser [Inefficient] (+) 23.000 = 773.000
Medium Laser [Inefficient] (+) 23.000 = 796.000
Medium Laser [Inefficient] (+) 23.000 = 819.000
Total 'Mech Tonnage: (+) 95.000 = 914.000
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 1,133.360
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Final Offensive Battle Rating: 1,133.360
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,038.000
Offensive Battle Rating: (+) 1,133.360 = 2,171.360
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Final BattleMech Battle Value: 2,171
Alpha Strike Conversion
Name/Model: Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
Technology: Inner Sphere
Tonnage: 95
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 95 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"j
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Determine Short/Medium Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 20 x 2 = 40
Total Heat Output:
Movement = 3
Medium Laser (+) 3 = 6
Medium Laser (+) 3 = 9
Medium Laser (+) 3 = 12
Medium Laser (+) 3 = 15
PPC (+) 10 = 25
PPC (+) 10 = 35
PPC (+) 10 = 45
PPC (+) 10 = 55
Heat Efficiency:
Heat Dissipation Rate = 40
Total Heat Output - 4 (-) 51 = -11
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Unit is Inefficient: -11
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
PPC (+) 0.750 = 2.750
PPC (+) 0.750 = 3.500
PPC (+) 0.750 = 4.250
PPC (+) 0.750 = 5.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 40 = 200.000
Divided by the maximum heat output - 4 (/) 51 = 3.922
Rounded up to the nearest tenth = 4.0
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
PPC (+) 1.000 = 3.000
PPC (+) 1.000 = 4.000
PPC (+) 1.000 = 5.000
PPC (+) 1.000 = 6.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 40 = 240.000
Divided by the maximum heat output - 4 (/) 51 = 4.706
Rounded up to the nearest tenth = 4.8
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 5
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Determine Long Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 20 x 2 = 40
Total Heat Output:
Movement = 3
PPC (+) 10 = 13
PPC (+) 10 = 23
PPC (+) 10 = 33
PPC (+) 10 = 43
Heat Efficiency:
Heat Dissipation Rate = 40
Total Heat Output - 4 (-) 39 = 1
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Unit is Efficient: 1
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
PPC (+) 1.000 = 2.000
PPC (+) 1.000 = 3.000
PPC (+) 1.000 = 4.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.0
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Final Long Range Damage Value: 4
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Convert Armor
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Standard: 240 armor points x 1 240.000 = 240.000
Armor Factor Conversion (/) 30 = 8.000
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Fusion on a 95 ton BattleMech = 8.0
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Final Structure Value: 8
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Determine Special Abilities
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Unit contains no explosive components = ENE
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 5 (Medium) + 5 (Medium) + 4 (Long) = 18.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 20.000
Overheat Factor 1 (Overheat) (+) 1.000 = 21.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 21.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 24.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 26.400
Final DIR Round to nearest half point = 26.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 26.500 = 27.750
Unit's Final Point Value:
Offensive Value = 21.000
Defensive Value (+) 27.750 = 48.750
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Final Point Value: 49
Cost Breakdown
Name/Model: Bull Shark (Wild Hunt "Lightning" Variant) BSK-M3whL
Technology: Inner Sphere
Tonnage: 95
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (240 pts) 15.0 x 10,000 150,000.00
Internal Structure (Standard): 95 x 400 x 1 (+) 38,000.00 = 188,000.00
Myomer (Standard): 95 x 2,000 (+) 190,000.00 = 378,000.00
Engine (Fusion): (5,000 x 285 x 95) / 75 (+) 1,805,000.00 = 2,183,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,083,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,283,000.00
Life Support: 50,000 (+) 50,000.00 = 3,333,000.00
Sensors: 95 x 2,000 (+) 190,000.00 = 3,523,000.00
Heat Sinks (Double): 20 x 6,000 (+) 120,000.00 = 3,643,000.00
Arm Actuators: 95 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 19,000.00 = 3,662,000.00
Leg Actuators: 95 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 66,500.00 = 3,728,500.00
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Total Structural Cost: 3,728,500.00
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Weapons and Equipment Cost
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Jump Jets 95 x (3 x 3) x 200 171,000.00
Medium Laser 40,000 (+) 40,000.00 = 211,000.00
Medium Laser 40,000 (+) 40,000.00 = 251,000.00
Medium Laser 40,000 (+) 40,000.00 = 291,000.00
Medium Laser 40,000 (+) 40,000.00 = 331,000.00
PPC 200,000 (+) 200,000.00 = 531,000.00
PPC 200,000 (+) 200,000.00 = 731,000.00
PPC 200,000 (+) 200,000.00 = 931,000.00
PPC 200,000 (+) 200,000.00 = 1,131,000.00
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Total Weapons and Equipment Cost 1,131,000.00
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BattleMech Cost
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Structural Cost: 3,728,500.00
Weapons and Equipment Cost: (+) 1,131,000.00 = 4,859,500.00
BattleMech Cost Multiplier: 1 + (95 / 100) (*) 1.95 = 9,476,025.00
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Final BattleMech Cost 9,476,025.00