[M] Bounder (BND-2)

Pages: 1
tgsofgc
04/17/04 03:13 AM
209.110.234.43

Edit Reply Quote Quick Reply
This is a spider-esque design that goes hog wild on level 2 tech. I think it is acceptably non munch while still being decently efficient.
Code:
 
BattleMech Technical Readout

Type/Model: Bounder BND-2
Tech: Inner Sphere / 3059
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 30 tons
Chassis: Chariot Type II Light Endo Steel
Power Plant: 300 Vlar XL XL Fusion
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: 10 Chevron I Standard Jump Jets
Jump Capacity: 300 meters
Armor Type: Durallex Light Ferro-Fibrous
Armament:
2 Diverse Optic ER Medium Lasers
Manufacturer: Trellshire Heavy Industries
Location: Tharkad / LA (THI)
Communications System: Lockheed/CBM Comset 100
Targeting & Tracking System: Garret T15AJ

------------------------------------------------------------------------------
==Overview:==
The innovative firm known as Team Banzai has long been a major player in
Federated Commonwealth design circles, even predating the Commonwealth. As
such it isn't surprising that the invasion of the Clans has put major stress
on the firm to produce knew mechs capable of evening the playing field with
superior clan technology.
To this extent Dr. Banzai and his team quickly began examining reports from
battles to analyze what current features of Inner Sphere designs had proven
most successful. The team published the results suggesting that the most
successful design would capitalize on Medium to short range weapondry, enough
speed to quickly close with an opponent, and arguably most important of all
jump jets. This last characteristic surprised many though a number of major
battles had proven that the clans have generally avoided using jump jets and
as a consequence were unable to make as effective use of the terrain. This
also allowed for crafty tacticians who realized this advantage to force clan
opponents into prolongued encounters where Inner Sphere air support,
artillery, and larger ammo bins could prove more of a deciding factor.
Following the report a number of new designs in development, such as the
Falconer, featured design changes allowing them to mount jump jets.
Unfortunately the Banzai team was unable to introduce their final design till
3059. The design named the Bounder was based heavily off of the Spider light
mech being used to great effect in the Draconis Combine. Unfortunately the
high demand for a number of its necessary components, and a stubborn
resistence to reconfiguring the limited available production lines has delayed
production. It is expected however that by 3063 a line will either be added to
or reconfigured on Tharkarad for the new design.

==Capabilities:==
The Bounder which is cosmetically destinct features capabilities extremely
similar to the older Spider in use by the Draconis Combine. This proved
particularly alarming to a number of fiscally minded Lyran funders who
correctly pointed out that despite their similarities the Bounder is much,
much more expensive. Proponnents have been quick to counter that the Bounder
is capable of leaps exeeding those of any mech yet seen in the Inner Sphere.
Supporting its complex motive systems is the reliable Diverse Optics ER Medium
Laser system. This versatile energy weapon features increased range allowing
mechs incapable of mounting many weapons to make most efficient use of their
limited resources. Unfortunately this new break through system that was
developed from clan technology is only currently produced in the Free World's
League, and demand far outstrips production.
To protect these expensive lasers they were both mounted in the center torso.
A mounting familiar to Spider pilots, which also allows the Bounder to fully
utilize its hands. Unfortunately it also limits the Bounders ability to track
fast moving opponents from a distance. This was deemed beneficial late in the
design as it discouraged pilots from attempting to engage opponents from a
distance.
With such an innovative and forward looking design, all aspects currently
appear promissing though it is almost certain a few bugs will be discovered
after it enters production.

==Battle History:==
As the Bounder isn't expected to see production for at least another year to a
year and a half, there currently is no history of combat performance for it.
Initial testing with the hand made prototype has been encouraging with its
successful besting of most light mechs currently in use across the Inner
Sphere. Though the value of the prototype has kept it off of the clan front
lines, and will likely leave the Bounder's performance versus its dedicated
advesary anyones guess.

==Variants:==
There have been a number of proposed variants that quickly floated to the top
during the design process. These generally include exchanges to older
weapondry, which is readily available across the inner sphere, or the addition
of sophisticated communication systems, such as the Combine produced C3 slave
or the TAG laser useful for coordinating artillery bombardment.

--------------------------------------------------------
Type/Model: Bounder BND-2
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Endo Steel 14 1.50
(Endo Steel Loc: 1 LA, 1 RA, 6 LT, 6 RT)
Engine: 300 XL Fusion 12 9.50
Walking MP: 10
Running MP: 15
Jumping MP: 10
Heat Sinks: 10 Double [20] 0 .00
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: 105 pts Ferro-Fibrous 14 6.00
(Armor Crit Loc: 7 LA, 7 RA)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 15
Center Torso (Rear): 5
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 14/14

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 ER Medium Lasers CT 10 2 2.00
10 Standard Jump Jets: 10 5.00
(Jump Jet Loc: 3 LT, 3 RT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 10 77 30.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 6,100,640 C-Bills
Battle Value: 881
Cost per BV: 6,924.68
Weapon Value: 365 / 365 (Ratio = .41 / .41)
Damage Factors: SRDmg = 9; MRDmg = 3; LRDmg = 0
BattleForce2: MP: 10J, Armor/Structure: 3/1
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 9

I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Silenced_Sonix
04/17/04 09:03 AM
168.209.97.34

Edit Reply Quote Quick Reply
For the same price, you can get a Lvl1 MArauder (MAD-3M), or add another half-mil C-Bills and get an Awesome. Although, like you said, it is primarily a fast-mover, not a heavy/assault 'Mech that would fall into the same price range.(Two Spider SDR-8M's would also cost roughly the same)

Against Clans though, their combination of Pulse lasers and targetting computers would still be hard pressed to hit the Bounder at medium to long ranges.

Please do not be offended by my constant nit-picking when it comes to prices - I am a very-financially-minded person, and always try to see a cheaper or more effective alternate solution to a given plan/budget.
Evolve or Die
tgsofgc
04/17/04 11:18 AM
209.110.234.49

Edit Reply Quote Quick Reply
I have no problem with it, in fact I do it from time to time myself. The fact of the matter though is that you have to think fiscally when the design assumes it and ignore it when it isn't a concern. Afterall some aspects of the game are very silly in terms of cash. Namely endo steel and double heat sinks free more weight at less cost than ferro fibrous or the super expensive xls. Similarly weapon costs don't even really come into play with them being dwarfed by the chasis cost.

When I was designing this I envisioned it falling the vein of the 3050 upgrades, namely hog wild on level 2 tech.

(If you are interested in cost, you can look up my mini awesome on this board. It really is a proof of how game balance destructive double heat sinks are too)
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
CrayModerator
04/19/04 06:37 PM
68.200.111.17

Edit Reply Quote Quick Reply
I think I'd take the speed down to 9/14/9 to mount another pair of MLs. You'd have to watch the heat more, but 2 MLs is just a bit light on the punch for a 30-ton *attack* mech. As a scout, it'd be great.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
tgsofgc
04/21/04 03:19 AM
209.110.234.56

Edit Reply Quote Quick Reply
GP. It started kind of as a shock mech. Namely everyone makes em but you still don't see very many 10 jump designs popping up on the boards. Plus with 4 medium lasers it would definately work well as an advesary to the Dasher.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Pages: 1
Extra information
0 registered and 239 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 4786


Contact Admins Sarna.net