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FS9-MO Firestarter
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Kraken
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PostPosted: 04-Mar-2013 09:53    Post subject: FS9-MO Firestarter Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Firestarter FS9-MO
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Argile H/09 Standard
Power Plant:   210 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Firestone Radial 6s Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Livingston Ceramics Standard
Armament:      
  4 Flamers
  2 Medium Lasers
  2 Machine Guns
  1 SRM 2
Manufacturer:  Argile Technologies of Skye
  Location:    Skye
Communications System:  Tansech Omni-7
Targeting & Tracking System:  Tansech C30-97

---------------------------------------------------------------------------
==Capabilities:==
note: refitted with ER Flamers from the AFNN.

--------------------------------------------------------
Type/Model:    Firestarter FS9-MO
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        210 XL Fusion                12      4.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     10 Double [20]               6       .00
 (Heat Sink Loc: 1 LA, 1 RA)
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:  112 pts Standard              0      7.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         16      
   Center Torso (Rear):                  5      
   L/R Side Torso:            8      11/11      
   L/R Side Torso (Rear):              4/4      
   L/R Arm:                   6      11/11      
   L/R Leg:                   8      15/15      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Flamer                 RA      3           1      1.00
1 Medium Laser           RA      3           1      1.00
1 Flamer                 LA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
1 Machine Gun            RT      0  200      2      1.50
  (Ammo Locations: 1 RT)
1 Machine Gun            LT      0           1       .50
1 Flamer                 CT      3           1      1.00
1 Flamer                 CT(R)   3           1      1.00
1 SRM 2                  HD      2   50      2      2.00
  (Ammo Locations: 1 LT)
CASE Equipment:          LT     RT           2      1.00
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS:                         20          62     35.00
Crits & Tons Left:                          16       .00

Calculated Factors:
Total Cost:        5,325,210 C-Bills
Battle Value:      640
Cost per BV:       8,320.64
Weapon Value:      369 / 369 (Ratio = .58 / .58)
Damage Factors:    SRDmg = 13;  MRDmg = 2;  LRDmg = 0
BattleForce2:      MP: 6J,  Armor/Structure: 3/1
                   Damage PB/M/L: 3/1/-,  Overheat: 0
                   Class: ML;  Point Value: 6



Personal custom unit for an upcoming character in the fic series, the operative idea being "Some guys just want to watch the whole world burn".



ER Flamers -

Thanks to a redesign of the nozzle system that delivers the gout of flame, the XM Corporation (previously famous for its assortment of personal laser weaponry) was able to redesign the Flamer, a weapon whose position on the battlefield was growing increasingly tenuous due to the rise of battle armor.

The nozzle arrangement allows the flames to shoot out a greater distance, but at the cost of the gout breaking apart at range. The end result is that while they have doubled the range that the standard Flamer can fire, the potency is reduced at the longer ranges.

Game terms: The new range brackets are 2 (short) / 4 (medium) / 6 (long). However, due to the dissipation effects of the flames, the damage decreases with each range bracket. The weapon does 3 points at short range, 2 points at medium range, and 1 point at long range.
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