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                 BattleMech Technical Readout

Name/Model:         ZZ Sword Angel Test
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            85
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         27,726,443 C-Bills
Battle Value:       2,390

Chassis:              Standard
Power Plant:          340 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  [86.4 kph]
Jump Jets:            Improved
    Jump Capacity:    180 meters [210 meters]
Armor:                Standard
Armament:             
    3 Medium X-Pulse Lasers
    1 Laser Anti-Missile System (C)
    3 Small X-Pulse Lasers
    2 Micro Pulse Lasers (C)
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown with ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer

================================================================================================
Overview:
    85 tons is arguably the "optimal" weight for Swords, as it is the breakpoint for reaching 20
    damage with TSM, forcing a PSR test.  Additionally, 85 tons is the break point right before
    jump jets double in weight, notable as the Sword has the accuracy to still be effective
    after a jump without the risk of falling after a kick.
    
    Of note, a Zweihander slash is more damaging than a kick, though that is a very high tier
    pilot skill.  Shields do not prevent this (to the best of my knowledge) and give an
    incredible amounts of defense.  While the Medium Shield does remove one speed, TSM adds that
    speed right back to net neutral.  This in addition to having Jump 7, meaning your TMM is
    usually going to be +4.
    
    Shields in active mode only allow you to shoot with your right arm, torso, and leg.  As we
    are using a sword, the right arm is out, leaving weapons to be clustered into the right
    torso and leg.  These weapons are all pulse as having to be accurate after a jump is hard
    enough, much less while at -9 heat.  A targeting computer helps offset this as well.  Of
    note, x-pulse weapons are used as the heat they produce is actually essential for TSM
    activation on turn 1.
    
    Unfortunately, this is supremely c-bill inefficient.  Its super fun as a concept though.
    Maybe fit for the arenas of Solaris?

Variants:
    ???-1B: removes its partial wings and equips a medium shield (max jump 5 + 4/6 movement).
    Enough weight left over to equip an Angel ECM, TAG unit, and C3 slave computer.  However,
    the loss in mobility proved too cripling to the machine to be useful, despite its improved
    melee abilities.  BV2.0: 2,227.  Cost: 28,975,193

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                     340 XL (C)                13.50                     
    Walking MP:                                 4                                               
    Running MP:                               6 [8]                                             
    Jumping MP:                               6 [7]                                             
Heat Sinks (Double):                       10 [23] (C)                 0.00                     
Gyro:                                        Compact                   6.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  263                    16.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             44       
    Center Torso (rear):                              10       
    R/L Torso:                         18             29       
    R/L Torso (rear):                                  7       
    R/L Arm:                           14             28       
    R/L Leg:                           18             36       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 Improved Jump Jets                                      CT                4          4.00             
3 Improved Jump Jets                                      RT                6          6.00             
Laser Anti-Missile System (C)                             LT                1          1.00             
3 Medium X-Pulse Lasers                                   LT                3          6.00             
Partial Wing (C)                                        LT/RT               6          4.50             
3 Small X-Pulse Lasers                                    LT                3          3.00             
ECM Suite (C)                                             RA                1          1.00             
Small Shield                                              RA                3          2.00             
Targeting Computer (C)                                    RA                2          2.00             
Sword                                                     LA                6          4.50             
Improved Jump Jet                                         RL                2          2.00             
2 Micro Pulse Lasers (C)                                  LL                2          1.00             
Triple-Strength Myomer                                    --                6          0.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 51
TP: BM,  SZ: 4,  TMM: 1,  MV: 8"/14"j
Damage: (S) 3 / (M) 3 / (L) 0,  OV: 1
Armor (A): 9,  Structure (S): 5
Specials: AMS, ECM, ENE, JMPS2, MEL, SHLD, TSM