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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Bull Shark (Wild Hunt Variant) BSK-M3wh
Designer:           Lios
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            95
Role:               Brawler
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3027
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard (Extinct)
Total Cost:         9,877,725 C-Bills
Battle Value:       2,056

Chassis:              Standard
Power Plant:          285 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Standard with CASE
Armament:             
    2 LB 10-X ACs
    2 SRM 6s
    4 Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Wild Hunt's hunt for the Dobrev eventually led to the explanation for the advanced tech
    proliferating in the Frontier's black markets and the production of the BSK-M3. AS in a way
    the new progenitor of the mech, the Hunt took a keen interest in capturing any they came
    across, as by their arrival at the Magistracy in 3027 they still hadn't found who made the
    bloody things, or where.
    
    The Hunt's variant of the M3 Bull Shark illustrates two things: the unit's insistence on
    high maneuver warfare, exemplified by the M3wh being able to jump 90 meters, and the Hunt's
    access to SLDF weapons, making for a more potent mech in close and mid-range combat.

Capabilities:
    True to its role as a brawler, the BSK-M3wh Bull Shark - often called the Hunter Shark - is
    different from either the "elite" M3 or its mass production version, the M3-MP.
    
    The first difference is in the loadout. Access to SLDF equipment from the Artru cache and
    good relations with the Frontier's... shadier sectors allows the Hunt to replace the
    standard AC/10s with LB-X versions. Each arm cannon carries 2 tons of slug ammo and a ton of
    Cluster ammo.
    
    The Hunter Shark becomes deadlier in mid- to shirt-ranges. The MP's SR4 is replaced with an
    SR6 rack, one in each arm, that feeds off a ton of ammo each. Anyone who goes below 1,000
    meters with a Hunter Shark will face a barrage of lasers and missiles, assuming it survived
    the AC assault.
    
    The loadout is surprisingly sustainable even at Alpha Strike thanks to the Hunter Shark
    having 11 double heat sinks. The mech still strains to vent the heat at Alpha, but even in
    Wild Hunt doctrine its Hunter Shark pilots are advised against firing everything all the
    time. Fight smart, not brutally.
    
    The second most conspicuous capability of the Hunter Shark is, like all Wild hunt mechs, can
    jump. Less for DFA purposes and more for tactical flexibility, but nothing is more
    awe-inspiring and shocking at the same time than a fat 95-ton mech FLYING.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  9.50                     
Engine:                                     285 Fusion                16.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                         11 [22]                   1.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  240                    15.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      30             30       
    Center Torso (rear):                              11       
    R/L Torso:                         20             30       
    R/L Torso (rear):                                 10       
    R/L Arm:                           16             25       
    R/L Leg:                           20             30       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          2.00             
CASE                                                      RT                1          0.50             
LB 10-X AC (Ammo 20)                                      RT                2          2.00             
LB 10-X AC (Ammo 10) [Cluster]                            RT                1          1.00             
2 Medium Lasers                                           RT                2          2.00             
SRM 6 (Ammo 15)                                           RT                1          1.00             
CASE                                                      LT                1          0.50             
LB 10-X AC (Ammo 20)                                      LT                2          2.00             
LB 10-X AC (Ammo 10) [Cluster]                            LT                1          1.00             
2 Medium Lasers                                           LT                2          2.00             
SRM 6 (Ammo 15)                                           LT                1          1.00             
LB 10-X AC                                                RA                6         11.00             
SRM 6                                                     RA                2          3.00             
LB 10-X AC                                                LA                6         11.00             
SRM 6                                                     LA                2          3.00             
Jump Jet                                                  RL                1          2.00             
Jump Jet                                                  LL                1          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 47
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 5 / (M) 5 / (L) 2,  OV: 0
Armor (A): 8,  Structure (S): 8
Specials: CASE, FLK1/1/1, SRM2/2