Bushi BSH-1K

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Rotwang
12/01/13 09:39 AM
94.227.126.162

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Bushi BSH-1K

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/C-E-D-A
Production Year: 3132
Cost: 3.556.000 C-Bills
Battle Value: 1.096

Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
1 Autocannon/5
2 Medium Lasers
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The Clan Invasion came as a serious blow to the Draconis Combine. Mech losses
began to rise and production could barely keep pace. In order to free up more
forces the decision was made to produce a new second line mech that could
replace front-line capable units. As the Inner Sphere was in the middle of a
technological renaissance, large stocks of older, but still functional weapons
were available to tap into and speed up production.



Capabilities:
The Bushi was designed to be a medium trooper mech and serve with reserve and
militia units. The primary job would be to deal with internal unrest, garrison
duty and minor offensive operations.


Though slow for its weight, the Bushi has credible firepower and armour
protection and can stand up to most light and medium opponents of Succession
War vintage technology.


The main weapon is a Lord's Light PPC commonly used on the Panther and
available in numbers when the design was refitted to an ER PPC. The
Imperator-A AC/5 came from Dragon refits.


A pair of medium lasers and machineguns complete the weapons suite.


The only concession made to advanced technology was the use of Double Strength
Heat Sinks as it allowed to train pilots without having to go through the
hassle of learning to manage heat.


Battle History:
The Bushi served the Dragon well, as they became the bane of Periphery raiders
and pirates. Though small numbers ended up facing the Clans or Inner Sphere
forces they performed as expected or slightly better as the rugged design
proved to be a tough fighter when cornered.


Deployment:
The Bushi freed up vital forces that were used to stem the oncoming Clan tide.
By 3055 they had become common second-line mechs. Into the 3060's suggestions
were made to make some improvements as newer, more advanced mechs were becoming
more common in the DCMS, including militia units and some were being sold off
to mercenaries or finding their way onto the open market, many finding
customers in the Chaos March, while others were sent as military aid to the
Capellan Confederation.


More were delivered to various factions in the Fed-Com Civil War by parties in
the Draconis Combine.


By the late 3060's the Bushi was considered obsolete as the increased
availability of Star League and other technology to Periphery forces put the
Bushi at a disadvantage. The Jihad forced the DCMS to keep the Bushi into
service and many were desployed as front-line mechs.


Production was finally shut down in 3081 when the more advanced Bushi II was
introduced.


Variants:
The Bushi 2K drops one of the medium lasers in favour of a C3 slave.

The 3K variant replaces the AC/5 with a large laser from Archer 2K refits and
adds four jump jets. This version was often used by unit commanders.


One unofficial version used standard heat sinks to ease production in the early
days, while field upgrades became increasingly common over the years, most
either replacing the AC/5 with an Ultra model or the PPC with an ER version.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5,00
Engine: Fusion Engine 200 8,50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 2 RT
Gyro: Standard 2,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Standard Armor AV - 168 10,50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RA 10 3 7,00
2 Machine Guns LA 0 2 1,00
Autocannon/5 LT 1 4 8,00
2 Medium Lasers CT 6 2 2,00
@AC/5 (40) LT - 2 2,00
@MG (200) LT - 1 1,00
Free Critical Slots: 28

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 11
4 3 3 2 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA
Karagin
03/23/14 02:23 PM
70.118.139.48

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Fluff is good, the mech fits the DCMS ideals for a mech, suggest going with either an UAC5 or ER PPC as an upgrade of the weapons and possible Endosteel or Ferro Armor.

The lay out of SSK pales in comparison to Heavy Metal Pro and is much hard to read, but I guess that what you get for a crappy design program that is trying to be something it's not.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
BobTheZombieModerator
03/23/14 07:34 PM
184.63.108.73

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Solid, balanced design there. I'd agree with Karagin's UAC5 / ERPPC / FF upgrade idea as well.
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