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Author Topic: Optimizing the Firestarter  (Read 8777 times)

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Takiro

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Optimizing the Firestarter
« on: December 08, 2019, 09:12:29 PM »

Flame On! Contest number nine features another niche light 'Mech by way of House Steiner. In true Lyran fashion we get even heavier this time around as we break into the thirty-five ton weight class. To be honest I don't ever think we've utilized the Firestarter too much in our home campaigns. My opinion would likely rate this as an over specialized 'Mech which has limited applications. Perhaps I am wrong in this assumption and would love to be shown the error of my ways. Unfortunately I couldn't find a MotW Article: Firestarter on the main boards so there is only the link from BattleTechwiki below to inspire you.

https://www.sarna.net/wiki/Firestarter

Optimal Design Thoughts on the Firestarter

Role. Infantry destroyer, tank cooker, and disruptor of a well designed heat scale the Firestarter is a Mech that will win few battles on its own but can be an interesting asset if used correctly. Presumably keying in on high energy opponents this fast moving (6/9 MP meets my Light Mech minimum) can dramatically reduce their capabilities. Setting other objects ablaze can also serve to cover friendly unit movement and slow enemy advances. Meant to impede adversaries as opposed to other military components it is no surprise to me that this Mech might not be a favorite per say. I like odd balls though and those who dare to be different which the Firestarter certainly is.

Factories. 1 [2]

[DESTROYED] Skye (Argile Technologies) Lyran Commonwealth
       Beginning production in 2550 it produced the FS9-H exclusively until 2776 and the Amaris Coup with nearly 3,000 Firestarters in total seeing active duty. According to House Steiner Sourcebook (pg 67) the Battle of Skye in 2895 lasted for thirteen months and destroyed not only this factory but large swaths of the planet.

[DESTROYED?] Erdvynn (Diplass Technologies) Rim Worlds Republic
       Mentioned under Infrastructure Ingerity in Field Report 2765: Periphery (pg 10-11) as a supplemental site for Diplass BattleMechs. This facility and it's production started sometime after the Reunification War apparently with an agreement with the Lyran Commonwealth. While I can find no specific instance of its destruction we must presume that it was destroyed. Diplass facilities were said to be damaged during fighting with SLDF who no doubt would have salvaged whatever they could have.

Coventry (Coventry Metals) Federated Commonwealth / House Steiner
       Following the destruction of Argile Technologies in 2895 this facility picked up production of the Firestarter. Presumably this occurred around 2900 sometime during the Third Succession War. In 3049 they produced the first lostech version of the Firestarter, the FS9-S.

Internal Structure. The three ton Argile H/09 chassis developed for the original design appears to have been unchanged till 3049. This is when the Foundation Ultralight EndoSteel which weighs a ton and a half was designed by Coventry Metals. So either choice exists at this time for designers to play with.

Engine. The GM 210 Fusion Engine allows for what I consider minimum speed for a Light BattleMech. Any slower than 6/9 and you’re asking for big trouble in this fragile war machines which often rely on speed for life. Without high armor to stop damage Lights must make opponents miss and the Firestarter can do that at these speeds if only a little bit. The 210 XL Engine is a little hard to come by at this time but I see several of our designers pulled it off.

Jump Jets. Six Luxor Load Lifters allow the Firestarter to leap 180 meters which is a big plus. This mobility allows the Light BattleMech to maneuver effectively in confined spaces like cities or forests which helps it survive in heavy combat situations. I might go as far to say that these Lifters are a must for the Firestarter but I  won't require them at this late date.

Heat Sinks. It doesn't appear that any Firestarter available in 3050 utilized Double Heat Sinks. While ten Single Heat Sinks are pretty common and easy design wise they really don't keep their Mechwarrior cool. With a high heat energy arsenal and jump jets pilots have to bracket fire and monitor their movement carefully or heat will be a problem for you more then your enemy. I would suggest Double Heat Sinks as a relatively simple lostech upgrade for the Firestarter which would make it a more effective design.

Cockpit & Gyro. Not much can be done here to improve the performance of the machine given the available level of technology. However, both components are plentiful and have proven to be reliable over time.

Armor. The thirty-five ton chassis has a max armor factor of 119. Seven tons of armor would be a 112 armor factor while six and half tons of Ferro-Fibrous would be 116 armor factor. The FS9-H features five and a half tons of Livingston Ceramics standard plating which has a 88 armor factor or approximately 74% of max protection. The lostech FS9-S may have switch the brand of armor to Durallex Nova but it provides the same protection as it's 3025 precursor. The FS9-A, which was the original Firestarter, had six tons of armor thanks to having Small Lasers instead of Machine Guns and their ammunition which equals a 96 armor factor or approximately 81% of max protection. The only other existing model is FS9-M or Mirage which I would disqualify here for dropping not only the Flamers but adding three tons of armor! Not sure what good eight and half tons, a full ton and a half over max, would do except waste tonnage.

Weapons & Equipment. A Firestarter must have a Flamer, at least for this contest it must, as this weapon defines this Light BattleMech. Because of this and it's other point defense arsenal this design has to get in close to utilize it's weaponry. Also this thing runs hot as much of its firepower is bought to you by energy weapons. Ammo explosions from said heat build ups could be a concern or at least it is to me.

Design Criteria
Design: Firestarter Light BattleMech
Era: 3052, just following the Truce of Tukayyid
Tech: InnerSphere Level 2
Mass: 35 tons
Weaponry: Flamer is a must!

Tech Base
The tech base for this enterprise will be InnerSphere Level 2, also known as Star League lostech, circa 3053. Remember some Level 1 standards which Bradshaw and myself think still have value like Large Lasers and PPCs which feature the same damage factor as their higher tech brethren with less range and perhaps most significantly less heat. I've also become a fan of massed LRM-5s over the larger batteries (Free Worlds League in particular has gone in this direction) which could provide closer equivalents to Clan LRMs. Here is a list for your design reference. Let me know if there is anything I missed!

Star League LosTech
Anti-Missile System
Arrow IV Artillery Missile System
Extended Range Large Laser (ER Large Laser)
Extended Range Particle Projection Cannon (ER PPC)
Gauss Rifle
Ultra Autocannon/5
LB 10-X Autocannon
One-Shot Missile Packs
Pulse Lasers (Small, Medium, & Large)
Streak SRM-2
Swarm LRMs
Thunder LRMs
Artemis IV FCS
Beagle Active Probe
Guardian ECM Suite
Myomer Accelerator Signal Circuitry (MASC)
Narc Missile Beacon
TAG
Cellular Ammunition Storage Equipment (CASE)
Double Heat Sinks
Endo Steel Internal Structure
Ferro-Fibrous Armor
Extra Light (XL) Engine

InnerSphere Low Tech
Blazer Cannon (or Binary Laser)
Recon Camera
Remote Sensor Dispenser

New Innovations
Triple Strength Myomer
Hatchet
C3 Computer

Produced by the Lyran Commonwealth (House Steiner) the Firestarter is seemingly deployed by every Successor State. I suppose the LCAF wouldn’t have minded the sale of this Light ‘Mech to others as they traditionally prefer heavier war machines. Distant purchases by the Capellan Confederation (House Liao) and Federated Suns (House Davion) would be plausible in my opinion. The dawn of the Federated Commonwealth alliance bought further opportunities for the proliferation of this design to the AFFC at large but it still appears in limited numbers there. Salvage opportunities abound for the Draconis Combine (House Kurita) and the Free Worlds League (House Marik) throughout the Succession Wars. The ComGuards also deployed the Firestarter on Tukayyid against the Invading Clans but along with the Capellans probably field the least of these ‘Mechs. Mercenaries would also be another user of this ‘Mech which reaches out into the Periphery thanks in part to Amaris who had a factory for this design.

Please do your research (think Objective Raids) for available components as this will be another factor in rapid production. I love fluff and your winning designs will be featured in my BattleTech Salient Horizon alternate setting. I'd like to go beyond the refits bought to you by Technical Readout 3050 and delve into extensive redesigns of your BattleTech favorites. Sharpen up your favorite war machines perhaps drawing on past or current variants while remembering the spirit or role of these Mechs. Don't forget to justify the expense of your project and multiple winners are possible. Figure that all entries have to be completed and posted on these forums by Friday December 27, 2019 by 11:59 PM which should give you all a full two weeks for this contest, good luck!!
« Last Edit: December 28, 2019, 09:20:36 AM by Takiro »
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Takiro

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Re: Optimizing the Firestarter
« Reply #1 on: December 08, 2019, 09:14:17 PM »

All the same rules apply for this one folks I just didn't have time to finish this write up off.
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lrose

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Re: Optimizing the Firestarter
« Reply #2 on: December 08, 2019, 09:28:30 PM »

Over the course of the Succession Wars the Draconis Combine captured a number of Firestarters from the forces of the Lyran Commonwealth.  While some of the mechs were put into service with the DCMS, many moderate to heavily damaged examples were put into storage, where they sat for many years.  Following the Clan assault, the DCMS found itself in need of replacing large numbers of Mechs which had been destroyed during the invasion.  One of the biggest problems was that the DCMS faced a shortage of light mechs, as the factories which built the Panther were lost to the Clans.  In an effort to make up the shortage the DCMS contracted with Diplan Mechyard to rebuild the many stored Firestarters into new mechs for the Combine regiments.  In conjunction with this contract, Diplan Mechayards received a contract to build a new mech, the first they had built in centuries.  Using funding from Hachiman Taro Electronics Limited, Diplan upgrade a component factory on Aix-la-Chapelle into a full production facility.  The company has been rebuilding Firestarters from the DCMS, using the mechs to test new equipment for Diplan's new mech, the Hitman. 

Diplan has produced 2 variants of the Firestarter at Aix-la-Chapelle.  The FS9-K was turned into a hard hitting strike mech.  Diplan Engineers started by stripping the mech to a bare chassis.  They then replaced the old GM 210 engine with a new GM 210XL engine.  The extra light engine is being developed for us on the new Hitman mech.  By using the engine on the Firestarter, the engineers not only save weight for other upgrades, but get to field test the new engine before the Hitman enters into service.  To provide the Firestarter with an extra boost of speed, the mech carries a MASC system.  This unit, the same as the one that will be carried by the Hitman, allows the Firestarter to race away from dangerous situations.

The Mech's weapons have been updated to provide more of a punch.  2 of the flamers and the the machine guns have been removed and replaced with an Extended Range Large Laser.  These are supported a pair of arm mounted flamers and medium lasers that are retained from the original Firestarter.  With all of the heat generated by the weapons, the designers replaced the old cooling system with double strength models.

The Firestarters old electronics have been replaced with new models.  The Sipher CommCon SCU-4 and Cat's Eye 5 are reliable systems found in numerous mechs in the DCMS.  Using these systems simplifies logistics and makes it easier to support the Firestarter in the field.  The Firestarter also carries a C3 Slave, allowing the mech to take advantage of C3 networks for improved targeting abilities.

Lastly the old Livingston Ceramics armor has been replaced with New Samarkand Royal Ferro-Fibrous armor.  The advanced armor provides extra protection to the mech. 

The FS9-KC3 was designed to serve as a command mech for a light mech lance.  While sharing many components, most notably the GM 210XL engine, with the FS9-K, the -KC3 removes the Large Laser for a C3 Master Computer. Given the limited combat capability of the -KC3, the design team felt the mech was best suited as an advanced electronics unit.  The C3 Slave and MASC systems were removed and replaced with A Guardian ECM and Beagle Active Probe.  This allows the -KC3 to serve as a high tech scout unit. Lastly the -KC3 retains the standard heat sinks of the FS9-H since the limited weapons do not require the extra cooling capabilities.


FS9-K
Mass: 35 tons
Chassis: Argile H/09
Power Plant: GM 210XL
Cruising Speed 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Firestone Radial 6s
 Jump Distance: 180 M
Armor: New Samarkand Royal Ferro Fibrous Armor
Armament:
   2 Magna II Medium Lasers
   1 Victory Nickel Alloy ER Large Laser
   2 Purity L series Flamers
Manufacturer:  Diplan Mechyard (Aix-la-Chapelle)
Communications System: Sipher CommCon SCU-4
Targeting & Tracking System: Cat's Eye 5

Tonnage 35 tons
Internal Structure          3.5
Engine: 210XL                         4.5
   Walking MPs: 6
   Running MPs: 9
   Jumping MPs: 6
Heatsinks       10  (20)
Gyro                              3
Cockpit                         3
Armor                 107         6
            IS      Armor
Head         3      9
CT         11        15/5
RT/LT      8      13/2
RA/LA      6      10
RL/LL      8     14

Weapons
Flamer         RA      1   1
Medium Laser      RA      1   1
Flamer          LA      1   1
Medium Laser      LA      1   1
C3 Slave         H      1   1
ER Large Laser      CT       2   5
Jump Jets         RT      3   1.5
Jump Jets         LT      3   1.5
MASC         RL      2   2


FS9-KC3
Mass: 35 tons
Chassis: Argile H/09
Power Plant: GM 210XL
Cruising Speed 64.8 kph
Maximum Speed: 97.2 kph 123.7 kph with MASC
Jump Jets: Firestone Radial 6s
 Jump Distance: 180 M
Armor: New Samarkand Royal Ferro Fibrous Armor
Armament:
   2 Magna II Medium Lasers
   2 Purity L series Flamers
Manufacturer:  Diplan Mechyard (Aix-la-Chapelle)
Communications System: Sipher CommCon SCU-4 with Guardian ECM and C3 Computer
Targeting & Tracking System: Cat's Eye 5 with Forward 1

Tonnage 35 tons
Internal Structure          3.5
Engine: 210XL                         4.5
   Walking MPs: 6
   Running MPs: 9
   Jumping MPs: 6
Heatsinks       10
Gyro                              3
Cockpit                         3
Armor                 107         6
            IS      Armor
Head         3      9
CT         11        15/5
RT/LT      8      13/2
RA/LA      6      10
RL/LL      8     14

Weapons
Flamer         RA      1   1
Medium Laser      RA      1   1
Flamer          LA      1   1
Medium Laser      LA      1   1
C3 Computer      RT      5   5
Guardian ECM      LT      2   1.5
Beagle Active Probe   LT      2   1.5
Jump Jets         RT      3   1.5
Jump Jets         LT      3   1.5

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lrose

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Re: Optimizing the Firestarter
« Reply #3 on: December 08, 2019, 09:28:52 PM »

The FS9-Z was developed after the clan invasion in response to the Elemental Battle Armor. The original Firestarter was considered one of, if not the best, anti-infantry mechs in existence,  With it's machine guns and flamers, the Firestarter could quickly devestate large infantry formations.  Unfortunately these weapons were not as effective against armored infantry.  Coventry Metal Works has proposed an upgrade to the Firestarter which would turn it into an Elemental hunter.  Retaining the Endo Steel frame of the FS9-S, the FS9-Z switches to an Omni/Edasich 210XL.  A joint program, between Coventry Metal Works and Edasich Motors, this has replaced the old Omni 210 that was built by Coventry Metal Works.  The new engines frees up additional mass for other upgrades. 

All of the Defiance B3M Medium Lasers, Diverse Optics Type 10 Small Lasers and 3 of the 4 Hotshot Flamers have been remove from the Firestarter.  In the place there are 4 Defiance P5M Medium Pulse Lasers and 3 Magna 200P Small Lasers. The Pulse Lasers not only hit harder then standard Medium Lasers, they are more accurate, which has proven valuable against small targets like the Elementals.  The Small Pulse Lasers, one of which is mounted to protect the mech's rear, can be used against Battle Armor or regular infantry, allowing the mech to retain some anti-infanty capability.  Lastly the Firestarter retains the Anti-Missile System of the FS9-S.  While many mechwarrior complain that the AMS does not carry enough ammo for extended encounters, in this case the AMS has proven very effective agains the Elementals SRM launchers.  With only a limited number of shots, the Elementals tend to run out of ammunition before the AMS.  The center torso mounted Flamer has been retained.  This allows the Firestarter to fulfill the incendiary, as well as for use against conventional infantry and tanks.

To cope with the heat from the new weapons array the Firestarter carries a 10 double strength heatsinks.  This allows the mech to keep up a high rate of fire.

Lastly, the FS9-Z removes the beagle active probe.  This allows the Firestarter to carry 1.5 tons of additional armor, providing much needed additional protection.



FS9-Z Firestarter
Mass: 35 tons
Chassis: Foundation Ultralight Endo Steel
Power Plant: Omni/Edasich 210XL
Cruising Speed 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Luxor Load Lifters
 Jump Distance: 180 M
Armor: Durallex Nova
Armament:
   4 Defiance P5M Medium  Pulse Lasers
   2 Magna 200P Small Pulse Lasers
        1 Hotshot Flamer
   1 SureFire 444 Anti-Missile System
Manufacturer:  Coventry Metal Works (Coventry)
Communications System: Cyclops 14
Targeting & Tracking System: Cyclops Multi-Tasker 10

Tonnage 35 tons
Internal Structure    Endo         2
Engine: 210XL                         4.5
   Walking MPs: 6
   Running MPs: 9
   Jumping MPs: 6
Heatsinks       10 (20)
Gyro                                 3
Cockpit                            3
Armor                 112            7
            IS      Armor
Head         3      9
CT         11        16/5
RT/LT      8      13/2
RA/LA      6      11
RL/LL      8     15

Weapons
Medium Pulse Laser   LA      1   2
Medium Pulse Laser   LT      1   2
Small Pulse Laser   H      1   1
Flamer                   CT      1   1
Small Pulse Laser   CT(R)   1   1
Medium Pulse Laser   RT      1   2
Medium Pulse Laser    RA      1   2
AMS          LT      1   0.5
Ammo (12)      LT      1   1
Jump Jets         RT      3   1.5
Jump Jets         LT      3   1.5
« Last Edit: December 09, 2019, 04:33:29 PM by lrose »
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Takiro

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Re: Optimizing the Firestarter
« Reply #4 on: December 09, 2019, 06:08:14 AM »

A good start Irose but your third design I would question as a Firestarter should probably have at least one Flamer just cause its still a Firestarter. Thoughts?
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lrose

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Re: Optimizing the Firestarter
« Reply #5 on: December 09, 2019, 07:00:49 AM »

I figure the Firestarter has 2 main roles on the Battlefield - incendiary work and anti-infantry.  The FS-9Z is designed for the anti-infantry role - in this case to counter the Elemental.  I figured the pulse lasers are more useful in this role.  If you really feel it needs a flamer then I would replace the forward CT small pulse laser with a flamer.

Let me know and I will adjust the design and fluff accordingly.
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Takiro

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Re: Optimizing the Firestarter
« Reply #6 on: December 09, 2019, 07:52:22 AM »

I would say the Flamer is a must for the Firestarter. My bad for leaving this incomplete
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Abele

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Re: Optimizing the Firestarter
« Reply #7 on: December 09, 2019, 10:56:22 AM »

Here are my two entries,

Firestarter FS-9TP

Code: [Select]
Firestarter FS9-TP

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 5,625,788 C-Bills
Total Cost: 5,625,788 C-Bills
Battle Value: 1,022

Chassis: Unknown Standard
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
    1  ER Large Laser
    1  Medium Pulse Laser
    1  Small Laser
    2  Flamers
    1  Guardian ECM Suite
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
For decades engineers at Majesty Metals & Manufacturing (M3) have been
attempting to reverse engineer the Firestarter and finally achieved the
feat in 3050. The variant they ended up with was the FS-9K variant. A total of
six were built, with four going to the 1st Canopian Light Horse and the last
two retained as test vehicles for new technology.


Their next desire was to modernize the Firestarter. However, to do this
they would need help. Diplomatic efforts over the past decade to repair or
improve relations with the Capellans and Taurians and the engineers hoped that
the recovery of this ancient design. The Capellans were the first to agree and
quickly followed by the Taurians. In exchange for providing the advanced
technologies, the Capellans would eventually receive 40% of all production from
the two facilities that would end up producing the Firestarter, M3 on
Canopus and Vandenberg Mechanized Industries (VMI) on Illiushin. The Capellans
would supply the initial fifty 210XL engines until the two factories could
produce the engines themselves. The advanced weapons would be supplied by the
Capellans for a longer period of time as means of control over the two
periphery powers.


Capabilities:
The Firestarter maintains a pair of flamers for anti-infantry work and
potential combat against battle armor, like those on the Clan front. It's
intended mission is as a striker and deep raider. To accomplish this it is
armed with an ER large laser and Guardian ECM unit. In addition to the flamers,
a medium pulse laser and small laser provide additional firepower. Ten double
heats are mounted to handle the heat of the energy-based battery, but proper
heat discipline still needs to be maintained. Seven tons of standard provide
nearly 30% more armor protection than the original FS-9K.


Variants:
The lone variant was developed by the Capellans and removes the ER large laser,
medium pulse and one fo the flamers and replaces it with an ER PPC.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      58 points                3.50
Engine:             XL Fusion Engine             210                       4.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 112                  7.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           15       
                                 Center Torso (rear)                  6         
                                           L/R Torso     8            11       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            11       
                                             L/R Leg     8            15       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Guardian ECM Suite                           CT        0         2         1.50
Small Laser                                  LT        1         1         0.50
Flamer                                       RA        3         1         1.00
ER Large Laser                               RA        12        2         5.00
Flamer                                       LA        3         1         1.00
Medium Pulse Laser                           LA        4         1         2.00
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 10
6j         2       2       1       0      1     0   Structure:  2
Special Abilities: ECM, ENE, SRCH, ES, SEAL, SOA




Firestarter-9L

Code: [Select]
Firestarter FS9-L

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 5,723,663 C-Bills
Total Cost: 5,723,663 C-Bills
Battle Value: 1,137

Chassis: Unknown Standard
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
    1  ER PPC
    1  Medium Laser
    1  Small Laser
    1  Flamer
    1  Guardian ECM Suite
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown



================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      58 points                3.50
Engine:             XL Fusion Engine             210                       4.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 112                  7.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           15       
                                 Center Torso (rear)                  6         
                                           L/R Torso     8            11       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            11       
                                             L/R Leg     8            15       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Guardian ECM Suite                           CT        0         2         1.50
Small Laser                                  LT        1         1         0.50
ER PPC                                       RA        15        3         7.00
Flamer                                       LA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 11
6j         2       2       1       0      1     0   Structure:  2
Special Abilities: ECM, ENE, SRCH, ES, SEAL, SOA

« Last Edit: December 09, 2019, 10:58:45 AM by Abele »
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Abele

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Re: Optimizing the Firestarter
« Reply #8 on: December 09, 2019, 11:22:09 AM »

Here's one more.


This is a rather simple modification which involves the upgrading of the armor to the ferro-fibrous compound. Weapons modifications include the replacement of the two medium lasers with a single medium pulse laser. The centerline flamers were removed and replaced with a pair of machineguns and a ton of ammo. These changes cut down on the heat burden of the original FS9-H. The mission remains the same as it still means infantry suppression and scouting.

Code: [Select]
Firestarter FS9-MG

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-D
Production Year: 3054
Dry Cost: 3,086,100 C-Bills
Total Cost: 3,088,100 C-Bills
Battle Value: 636

Chassis: Unknown Standard
Power Plant: Unknown 210 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous
Armament:
    1  Medium Pulse Laser
    2  Flamers
    4  Machine Guns
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      58 points                3.50
Engine:             Fusion Engine                210                       9.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 1 LL, 1 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV -  98                  5.50
    Armor Locations: 1 HD, 1 CT, 2 LT, 2 RT, 3 LA, 3 RA, 1 LL, 1 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           15       
                                 Center Torso (rear)                  6         
                                           L/R Torso     8            11       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            8         
                                             L/R Leg     8            11       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           CT        4         1         2.00
2 Machine Guns                               RT        0         2         1.00
2 Machine Guns                               LT        0         2         1.00
Flamer                                       RA        3         1         1.00
Flamer                                       LA        3         1         1.00
@MG (200)                                    RT        -         1         1.00
@MG (200)                                    LT        -         1         1.00
                                            Free Critical Slots: 18

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 6
6j         2       1       0       0      1     0   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA

Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Optimizing the Firestarter
« Reply #9 on: December 09, 2019, 12:22:26 PM »

Very nice Abele!!
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lrose

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Re: Optimizing the Firestarter
« Reply #10 on: December 09, 2019, 04:47:58 PM »

Okay, updated the FS-9Z with a flamer. 
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lrose

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Re: Optimizing the Firestarter
« Reply #11 on: December 09, 2019, 05:27:32 PM »

The F9-P is a nightmare that has been seen in limited numbers in the rimward area of space near the Federated Commonwealth's Periphery border and the Taurian Concordat.  All of the information about this mech comes from a report on one that was captured by the TDF on Dicallus.  The mech was unmarked but appears to be operating with pirates from the Pirates Haven Star Cluster. 

Based on the serial number, the basic chassis was traced to a shipment of of FS9-S Firestarters that was reported stolen by pirates from a AFFC depot on Tsamma.  Exactly why the high tech mechs had been shipped to the backwaters of the old Federated Suns is not clear and the AFFC has not been willing to offer any explanation. 

Based on a study of the mech it appears that the pirates made numerous modifications to the mech using components acquired across the rimward and spinward regions.  The Omni 210 engine was replaced with a Hermes 210XL engines.  These were part of shipment of engines for the Raven that was stolen from the Capellan Confederation.  Based on the complexity of this engine replacement it appears the pirate band has significant technical capabilities. 

The weapons arrangement of the Firestarter has been significantly altered.  The Hotshot Flamers and Defiance B3M Medium Lasers have been retained but the Small Laser, Anti-Missile System and Beagle active probe have all been removed.  In their place the mech carries 4 Armstrong Minigun Machine Guns stolen from the Outworlds  Alliance and 4 Sian/Ceres Lynx SRM Launchers stolen from a shipment in the Capellan Confederation.  The targeting and tracking system has been replaced with the simpler O/P 911, again stolen, this time from the Taurian Concordat.  The number of weapons greatly taxes the cooling system of the Firestarter, to cope with the added heat the mech carries 10 double strength heatsinks that were stolen from the Federated Commonwealth. 

While it is not clear who exactly built these mechs, it is clear how they are intended to be used.  So far the mechs have been reported on a number of raids against lightly defended planets.  On these raids the Firestarters have been used as terror weapons, the flamers, machine guns and SRMS, loaded with Inferno rounds, have terrorized the local populations into submitting to the pirates demands.  The only reason we have any hard data on these mechs is because during a recent raid against Dicallus in the Taurian Concordat the pirate force ran into a company of the TDF mechs conducting a training maneuver.  The TDF forces easily overwhelmed the pirates and captured the Firestarter which was ill-suited for fighting other mechs.




FS9-P Firestarter
Mass: 35 tons
Chassis: Foundation Ultralight Endo Steel
Power Plant: Hermes 210XL
Cruising Speed 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Luxor Load Lifters
 Jump Distance: 180 M
Armor: Durallex Nova
Armament:
   4 Hotshot Flamers
   2 Defiance B3M Medium Lasers
   4 Armstrong Miniguns
   4 Sian/Ceres Lynxs
Manufacturer:  Unknown
Communications System: Cyclops 14
Targeting & Tracking System: O/P 911

Tonnage 35 tons
Internal Structure    Endo         2
Engine: 210XL                         4.5
   Walking MPs: 6
   Running MPs: 9
   Jumping MPs: 6
Heatsinks       10 (20)
Gyro                                 3
Cockpit                            3
Armor                 88            5.5
            IS      Armor
Head         3      9
CT         11        13/6
RT/LT      8      10/6
RA/LA      6      6
RL/LL      8     7

Weapons
Flamer         RA      1   1
Flamer         CT      1   1
Flamer         CT(R)   1   1
Flamer         LA      1   1
Medium Laser      RA      1   1
Medium Laser      LA      1   1
MG            RA      1   0.5
MG            RT      1   0.5
MG            LT      1   0.5
MG            LA      1   0.5
Ammo (200)      RT      1   1
2 SRM 2         RT      2   2
2 SRM 2         LT      2   2
Ammo (50)      LT      1   1
Jump Jets         RT      3   1.5
Jump Jets         LT      3   1.5
Note: No hand actuators



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Takiro

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Re: Optimizing the Firestarter
« Reply #12 on: December 09, 2019, 05:39:01 PM »

Thank and very interesting.

I will be updating the criteria (hopefully tonight) and work has begun on the Valkyrie review.
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Takiro

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Re: Optimizing the Firestarter
« Reply #13 on: December 09, 2019, 09:59:54 PM »

Criteria updated, maybe a few design thoughts later. Keep those designs coming folks!
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Bradshaw

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Re: Optimizing the Firestarter
« Reply #14 on: December 10, 2019, 11:07:22 AM »

Firestarter Charlie

Seen as a revision of the old K variant that was considered inferior to the H variant, upgraded now with new lostech technologies Coventry Mech Works believes they are able to meet the needs of both H and K variant lovers. Still outfitted with the Hotshot Flamers and twin Coventry Light Autogun Machine Guns, the Charlie variant replaces the Defiance B3M Medium Lasers with a single Cyclops XII ER Large Laser. Utilizing a General Motors MASC-B system for short to intermediate bursts of speed for tactical flexibility. The Charlie variant is slightly less armored than the H or S variants but engineers believe between the new increased speed and the integrated SureFire 444 Anti-Missile System pilots won't notice the the loss.

Code: [Select]
Total Cost: 6,095,050 C-Bills
Battle Value: 911

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h (129.6 km/h)
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER Large Laser
    4  Flamers
    2  Machine Guns
    1  Anti-Missile System
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2.00
    Internal Locations: 1 LT, 3 RT, 5 LA, 5 RA
Engine:             XL Fusion Engine             210                       4.50
    Walking MP: 6
    Running MP: 9 (12)
    Jumping MP: 6 Standard
    Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL                             3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV -  80                  5.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           12       
                                 Center Torso (rear)                  3         
                                           L/R Torso     8            10       
                                    L/R Torso (rear)                  2         
                                             L/R Arm     6            7         
                                             L/R Leg     8            9         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               CT        12        2         5.00
MASC                                         RT        -         2         2.00
Anti-Missile System                          LT        1         1         0.50
3 Flamers                                    RA        9         3         3.00
Flamer                                       LA        3         1         1.00
2 Machine Guns                               LA        0         2         1.00
@MG (1/2) (100)                              LT        -         1         0.50
@Anti-Missile System (12)                    LT        -         1         1.00
                                            Free Critical Slots: 3


Firestarter Prodigy

The Prodigy variant is built upon the same frame as the Charlie variant. Designed more as an Urban Prowler compared to the Charlies open field design. The Prodigy maintains the Defiance B3M Medium Lasers from the original design, incorporating into the design with the tonnage savings of its new XL engine a Guardian ECM system for increased survivability in its urban home. Some pilots have switched the ECM systems out for Beagle Active Probes depending on their roles within the Regiment. A TAG system was installed on this variant as a means for Regimental Command to utilize the Mechs to call in artillery support if needed.

Code: [Select]
Total Cost: 6,277,300 C-Bills
Battle Value: 868

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h (129.6 km/h)
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    2  Medium Lasers
    4  Flamers
    2  Machine Guns
    1  Anti-Missile System
    1  TAG
    1  Guardian ECM Suite
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2.00
    Internal Locations: 1 LT, 3 RT, 5 LA, 5 RA
Engine:             XL Fusion Engine             210                       4.50
    Walking MP: 6
    Running MP: 9 (12)
    Jumping MP: 6 Standard
    Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL                             3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV -  88                  5.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           13       
                                 Center Torso (rear)                  4         
                                           L/R Torso     8            11       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     6            7         
                                             L/R Leg     8            10       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
3 Flamers                                    RA        9         3         3.00
Flamer                                       LA        3         1         1.00
2 Machine Guns                               LA        0         2         1.00
TAG                                          HD        0         1         1.00
Guardian ECM Suite                           CT        0         2         1.50
MASC                                         RT        -         2         2.00
Anti-Missile System                          LT        1         1         0.50
@MG (1/2) (100)                              LT        -         1         0.50
@Anti-Missile System (12)                    LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 9
8/6j       3       1       0       0      1     0   Structure:  2
Special Abilities: AMS, TAG, ECM, CASE, HT1, SRCH, ES, SEAL, SOA
« Last Edit: December 10, 2019, 01:44:56 PM by Bradshaw »
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