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
https://mordel.net/tro.php?a=vt&ut=bm&id=38432&fltr=st.6~so.D
High Score BV-9698 ~ Otto Warper
https://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
https://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
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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
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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
Alpha Strike Conversion
Name/Model: High Score BV-10425
Technology: Clan (Mixed)
Tonnage: 80
Configuration: Biped FrankenMech
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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: 80 (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: 5 (Walk) = 10"
Equipped with MASC and a Supercharger (*) 1.5 = 16"
Ground Target Movement Modifier at 16" is 3
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 16"/6"j
=======================================================================================================================
Determine Short/Medium Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 14 x 2 = 28
Coolant Pods 1 x 1 (+) 1 = 29
Total Heat Output:
Movement = 6
ER PPC w/ Capacitor (+) 15 = 21
RISC Repeating TSEMP (Inner Sphere) (+) 10 = 31
RISC Repeating TSEMP (Inner Sphere) (+) 10 = 41
RISC Repeating TSEMP (Inner Sphere) (+) 10 = 51
Heat Efficiency:
Heat Dissipation Rate = 29
Total Heat Output - 4 (-) 47 = -18
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Unit is Inefficient: -18
=======================================================================================================================
Determine Short Range Damage Value
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Offensive Equipment: = 0.000
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 1.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 29 = 31.900
Divided by the maximum heat output - 4 (/) 47 = 0.679
Rounded up to the nearest tenth = 0.7
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Final Short Range Damage Value: 1
=======================================================================================================================
Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 1.100
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 29 = 31.900
Divided by the maximum heat output - 4 (/) 47 = 0.679
Rounded up to the nearest tenth = 0.7
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 1
=======================================================================================================================
Determine Long Range Heat Efficiency
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Heat Dissipation Rate:
Heat Sinks (Double) 14 x 2 = 28
Coolant Pods 1 x 1 (+) 1 = 29
Total Heat Output:
Movement = 6
ER PPC w/ Capacitor (+) 15 = 21
Heat Efficiency:
Heat Dissipation Rate = 29
Total Heat Output - 4 (-) 17 = 12
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Unit is Efficient: 12
=======================================================================================================================
Determine Long Range Damage Value
-----------------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
ER PPC w/ Capacitor [Targeting Computer] (+) 1.100 = 1.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.1
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Final Long Range Damage Value: 2
=======================================================================================================================
Convert Armor
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Standard: 0 armor points x 1 0.000 = 0.000
Armor Factor Conversion (/) 30 = 0.000
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Final Armor Value: 0
=======================================================================================================================
Convert Structure
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Engine: Clan XXL on a 80 ton BattleMech = 3.0
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Final Structure Value: 3
=======================================================================================================================
Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with RISC Viral Jammer (Decoy) = DJ
Unit is equipped with an Interface cockpit = DN
Unit is equipped with ECM Suite = ECM
Unit is equipped with RISC Viral Jammer (Homing) = HJ
Jumping TMM is 2 less than Ground TMM = JMPW2
Unit is equipped with three RISC Repeating TSEMP = TSEMP3
=======================================================================================================================
Determine Point Value
-----------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 1 (Medium) + 1 (Medium) + 2 (Long) = 5.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 7.000
Overheat Factor 1 (Overheat) (+) 1.000 = 8.000
Special Ability Factor [TSEMP3] 3 (Ability Rating) x 5 (+) 15.000 = 23.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 23.000
Defensive Interaction Rating:
Armor Factor 0 (Armor) x 2.0 (Non-Vehicle Unit) = 0.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 3.000
Defense Factor 1 + {[3 (16" Move)] x 0.25} (*) 1.750 = 5.250
Final DIR Round to nearest half point = 5.500
Unit's Defensive Value:
Movement Factor 2 (0.25 per 2") + 0.5 (Jump-capable) = 2.500
Final DIR Defensive Interaction Rating (+) 5.500 = 8.000
Unit's Final Point Value:
Offensive Value = 23.000
Defensive Value (+) 8.000 = 31.000
Agile [3 (TMM) - 1] x 1 (Medium) (+) 2.000 = 33.000
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 35.000
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Final Point Value: 35
Cost Breakdown
Name/Model: High Score BV-10425
Technology: Clan (Mixed)
Tonnage: 80
Configuration: Biped FrankenMech
======================================================================================================================
Structural Cost
----------------------------------------------------------------------------------------------------------------------
Armor (Standard): (0 pts) 0.0 x 10,000 0.00
Internal Structure (Hybrid): 80 x 1600 x 1 (+) 128,000.00 = 128,000.00
Myomer (MASC): (400 x 3 x 1,000) + (80 x 2,000) (+) 1,360,000.00 = 1,488,000.00
Engine (XXL): (100,000 x 400 x 80) / 75 (+) 42,666,666.67 = 44,154,666.67
Gyro (None): (+) 0.00 = 44,154,666.67
Cockpit (Interface): 1,500,000 (+) 1,500,000.00 = 45,654,666.67
Life Support: 50,000 (+) 50,000.00 = 45,704,666.67
Sensors: 80 x 2,000 (+) 160,000.00 = 45,864,666.67
Heat Sinks (Double): 14 x 6,000 (+) 84,000.00 = 45,948,666.67
Arm Actuators: 80 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 16,000.00 = 45,964,666.67
Leg Actuators: 80 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 56,000.00 = 46,020,666.67
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Total Structural Cost: 46,020,666.67
======================================================================================================================
Weapons and Equipment Cost
----------------------------------------------------------------------------------------------------------------------
CASE 4 x 50,000 200,000.00
Coolant Pod 50,000 (+) 50,000.00 = 250,000.00
ECM Suite 200,000 (+) 200,000.00 = 450,000.00
ER PPC 300,000 (+) 300,000.00 = 750,000.00
Jump Jets 80 x (3 x 3) x 200 (+) 144,000.00 = 894,000.00
PPC Capacitor 150,000 (+) 150,000.00 = 1,044,000.00
RISC Heat Sink Override Kit (IS) 500 (+) 500.00 = 1,044,500.00
RISC Repeating TSEMP (IS) 1,200,000 (+) 1,200,000.00 = 2,244,500.00
RISC Repeating TSEMP (IS) 1,200,000 (+) 1,200,000.00 = 3,444,500.00
RISC Repeating TSEMP (IS) 1,200,000 (+) 1,200,000.00 = 4,644,500.00
RISC Viral Jammer (Decoy) (IS) 990,000 (+) 990,000.00 = 5,634,500.00
RISC Viral Jammer (Homing) (IS) 990,000 (+) 990,000.00 = 6,624,500.00
Supercharger 400 x 10,000 (+) 4,000,000.00 = 10,624,500.00
Targeting Computer 6 x 10,000 (+) 60,000.00 = 10,684,500.00
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Total Weapons and Equipment Cost 10,684,500.00
======================================================================================================================
BattleMech Cost
----------------------------------------------------------------------------------------------------------------------
Structural Cost: 46,020,666.67
Weapons and Equipment Cost: (+) 10,684,500.00 = 56,705,166.67
BattleMech Cost Multiplier: 1 + (80 / 100) (*) 1.80 = 102,069,300.00
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Final BattleMech Cost 102,069,300.00