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
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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.
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BobTheZombie
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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