Maurer
08/23/14 03:33 AM
98.154.219.23
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Code: BattleMech Technical Readout
Type/Model: Bishop BIS-QF25 Tech: Inner Sphere / 3058 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 65 tons Chassis: Technicron T-65 Endo Steel Power Plant: 260 Magna Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: 4 Chilton 460 Standard Jump Jets Jump Capacity: 120 meters Armor Type: Jolassa-325 w. CASE Standard Armament: 2 Kreuss PPCs 1 Burow Anti-Missile System 1 Flame Tech Flamer 1 Hovertec Hex SRM 6 2 Magna Medium Lasers Manufacturer: Technicron Manufacturing Location: Tamarind Communications System: Garret Type 4 Targeting & Tracking System: Dynatec 2780
------------------------------------------------------------------------------ ==Overview:== The Free Worlds League attempted to develop the Bishop as a mobile fire support mech to increase its mech units while the majority of its military technology was being sold to the FedCom and Combine who were fighting the Clans.
As a result of rushing into production with poor development planning, the Bishop was plagued with numerous problems and produced in limited numbers. This lead to a bad reputation among technicians who had to work on the 'mech, despite positive commentary from the Mechwarriors who pilot the machine as a rather solid design.
==Capabilities:== For just about every positive aspect of the mech, there is a negative.
At 65 tons, the Bishop has an average cruising speed of 64 km/h from its 260 Magna Fusion engine. which is rather under-powered, resulting in poor performance and a sluggish acceleration to top speed. . To make up for this small deficiency, it was fitted with four Chilton 460 jump jets in the legs to give the unit a jump capability of 120 meters. To protect the jump jets and acuators from heavy landings, the legs are reinforced and provide more stablility when it does engage in physical attacks.
Eleven tons of armor give it slightly above average armor protection, but do nothing to help the Bishop's reputation. The Jolassa-325 armor is manufactured by the Kerr-McGinnis company, who's products generally receive a negative reputation. Its armor, along with its large arms (see below) and thick legs restrict the Bishop from performing a torso twist and give it a larger then normal profile, making it difficult to navigate through certain terrain and easier to target by enemy units.
To manage heat build up, designers attempted to integrate a sophisticated coolant system with thirteen double heat sinks. Unfortunately, this resulted in an over engineered cooling system that can fail to properly dissipate heat when the Mechwarrior attempts to perform certain maneuvers. Unable to rectify the problem, technicians simply added an additional heat sink.
The Bishop's primary armament is a standard Kreuss PPC in each arm, left over parts from upgraded AWS-8Q Awesomes. While functional in the 80-ton mech, the aging Kreuss PPCs produce additional heat and EM interference which can degrade the effectiveness of its other weapon systems. To remedy the problems from the PPCs and lack of torso twist, technicians installed a double heat sink directly behind the hand actuator, which can bend backward, allowing the Bishop to shoot behind it. The hand actuator is reinforced with thicker armor, protecting the weapons from battle armor and infantry attacks, and giving the Bishop an advantage in melee combat.
For close range armament, the Bishop mounts two run of the mill Magna Medium Lasers mounted in the center torso and an Hovertec-Hex SRM-6, which can be more accurate then normal, provided there is no EM interference from the PPCs. A Flame Tech Flamer provides defense against infantry, while a Burow AMS gives additional missile defense. To protect from ammo explosions, a slipshod CASE system is installed which unfortunately slows the reload time of the Bishop's munitions.
==Design Quirks:==
Battlefists Easy to Pilot Hyper-Extending Actuators Accurate Weapon (SRM-6) Protected Actuators Reinforced Legs Stable
Bad Reputation Difficult to Maintain EM Inteference (PPCs) Cooling System Flaws No Torso Twist Non-Standard Parts Over sized Poor Performance Poor Cooling Jacket (PPCs) Slow Reload
-------------------------------------------------------- Type/Model: Bishop BIS-QF25 Mass: 65 tons
Equipment: Crits Mass Int. Struct.: 104 pts Endo Steel 14 3.50 (Endo Steel Loc: 1 HD, 2 LA, 2 RA, 5 LT, 4 RT) Engine: 260 Fusion 6 13.50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Heat Sinks: 14 Double [28] 12 4.00 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 176 pts Standard 0 11.00
Internal Armor Structure Value Head: 3 9 Center Torso: 21 23 Center Torso (Rear): 8 L/R Side Torso: 15 20/20 L/R Side Torso (Rear): 6/6 L/R Arm: 10 20/20 L/R Leg: 15 22/22
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 PPC RA 10 3 7.00 1 PPC LA 10 3 7.00 1 Anti-Missile System RT 1 12 2 1.50 (Ammo Locations: 1 RT) 1 Flamer RT 3 1 1.00 1 SRM 6 LT 4 15 3 4.00 (Ammo Locations: 1 RT) 2 Medium Lasers CT 6 2 2.00 CASE Equipment: RT 1 .50 4 Standard Jump Jets: 4 4.00 (Jump Jet Loc: 2 LL, 2 RL) -------------------------------------------------------- TOTALS: 34 76 65.00 Crits & Tons Left: 2 .00
Calculated Factors: Total Cost: 6,376,536 C-Bills Battle Value: 1,410 Cost per BV: 4,522.37 Weapon Value: 1,521 / 1,521 (Ratio = 1.08 / 1.08) Damage Factors: SRDmg = 28; MRDmg = 14; LRDmg = 5 BattleForce2: MP: 4J, Armor/Structure: 4/5 Damage PB/M/L: 4/3/2, Overheat: 1 Class: MH; Point Value: 14
With some inspiration from the Bishop, I wanted to design a mech as a conundrum with design quirks. It turns a ranged mech (which also looks like a simplified Warhammer) into a brawler which looks like it could break dance. My apologies for the some of the fluff, my brain was dumbing from ideas to flush everything out.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama
"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
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ghostrider
08/23/14 01:01 PM
24.30.142.185
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good job on it, but there is one thing that wasn't covered. The fact the fwl is seriously hurting for ppcs at this time.
Don't know why, but at first I thought it was a catapult modification. Is there a place where quirks are shown and what they do? I would expect the 'newer' books, but the last set I got was clan invasion.
Like the em interference. Is the like the heavy lasers penalty when firing?
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Maurer
08/23/14 04:45 PM
66.249.84.93
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My knowledge of design quirks is limited to what you find by searching the sarna wiki. Like you, the last set I have is the clan invasion and pretty much shy away from level 3 stuff most of the time.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama
"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
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ghostrider
08/25/14 11:25 AM
66.74.189.38
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Are you going to design a whole set of mechs using chess piece denominations? Or was this a religious reference?
Just curious but unless the srm 6 was streak, I don't know why it would be considered accurate.
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Rotwang
08/26/14 03:13 AM
194.78.67.210
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The name is inspired by the Bishop, self-propelled gun used by the British in WWII.
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Maurer
08/26/14 03:58 AM
98.154.219.23
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Quote: Are you going to design a whole set of mechs using chess piece denominations? Or was this a religious reference?
Not really, Rook is already taken and Queen/King/Knight don't really have much pizzazz as a name. Pawn I could imagine as some type of cheap, quick to manufacture cannon fodder mech.
Design quirks
One of the designs quirks available is:
Accurate Weapon The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction qulity. As such, it receives a bonus to the target numbers for to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each, and the cost is proportional to the damage potential of the weapon or weapon bay.[3] Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[2] and ProtoMechs.[4]
More or less self explanatory, designate a weapon system on the unit as 'Accurate Weapon (WeaponName)" to identify the weapon. As for the cost of quirks, I don't have the exact information.
I chose "Accurate Weapon (SRM-6)" to have have confliction with "EM Interference". Essentially, when the Bishop would fire either PPC, the player would have to roll to determine if the EM Interference quirk activates, which would then negate the "Accurate Weapon (SRM-6)" quirk, making it harder for the SRM to hit. (Although, I think "Em Interference" only works on eletronics like Artemis, Beagle Probes, C3 systems, etc. The Sarna wiki use the phrase The range of equipment affected by this electromagnetic interference all features delicate electronics, and includes, so I could be wrong.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama
"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
Edited by Maurer (08/26/14 04:11 AM)
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