Flash 1-A

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His_Most_Royal_Highass_Donkey
03/07/11 08:42 AM
173.117.154.4

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Flash 1-A

Mass: 35 tons
Cost 9,152,460 C-Bills
Tech Base: Inner Sphere
Chassis Config: Biped
Era: post Clan Invasion

Chassis: Endo Steel
Power Plant: 315 XL Fusion Engine
Walking Speed: 97,2 km/h
Maximum Speed: 151.2 km/h MASC 194.4 km/h
Jump Jets: 9
Jump Capacity: 270 meters
Armor: (Clan) Ferro-Fibrous
Armament:
4 Medium Lasers
2 Single Shot SRM 2 (Inferno loads)

Internal Structure: Endo Steel 58 points 1.75
Engine: XL Fusion Engine 315 10.75
Walking MP: 9
Running MP: 14/18
Jumping MP: 9
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: engine
Gyro: XL 2
Cockpit: Standard 3,00
Armor: (Clan) Ferro-Fibrous - 115 6.00
Armor Locations:

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 15
Center Torso (rear) 5
L/R Torso 8 13
L/R Torso (rear) 3
L/R Arm 6 11
L/R Leg 8 16

Weapons
1 OS SRM-2 (Inferno load) .50 1 LA
2 Medium Lasers 2.00 2 LT
2 Medium Lasers 2.00 2 RT
1 OS SRM-2 (Inferno Load) .50 1 RA



The Flash1A is a mech specially designed and built for raiding.

With the relative unknown speed of almost 200 kph that the Flash can obtain it can get into and out of a defended areas before any other mech can respond to its presents.

It is quite light on weapons for its weight class but its not meant to stand up to defenders. Its mission profile is to come in fast hit the critical target with its lasers then use the SRM 2 inferno to start a fire and then run away to safety. It is very affective in destroying an enemies ammo stock piles where all the mech has to do is launch the inferno missiles into the center of the stock pile of ammo and let the ammo destroy its self.

One of the things that people knottiest about the Flash 1A is that it carries Clan Ferro-Fibrous armor technology as standard equipment. Enough of this armor has been captured from the versus battles with the Clan that there is enough to be used on a very low production Inter Sphere battlemech design. Because of the low amounts of spare armor that is available inside of the Inter Sphere its not encouraged for the pilots of the Flash 1A to engage in head to head fire fights. *The real reason was I ran out of crits. But maybe people will just buy my cover story.*

The Flash was given hand actuators so it could take a small amount of captured supplies if the mission profile is to smash and grab.

The mech was given nine jump jets allowing it to jump 270 meter so it could fly over any natural or man made bearers that are between its self and either the target or its escape route. Even other jump capable mechs would be hard pressed to be able to keep up to the Flash.

The one issue that almost kept the Flash from being built was its price tag. At just over nine million C-Bills one could buy a pre 3050 assault mech for that amount of money. The selling point that won buyers over was that it could do a great deal of more damage to an enemies back lines than an assault mech can do on the front lines with less risk to its self. *If one wants to use the five times multilayer for clan tech in the inner sphere the mech would cost an extra six hundred and forty eight thousand extra C-Bills.*

There are no known plans to make a variant do to the lack of space and weight available.

Battle History

The developers of the Flash 1A wanted to prove that there design was sound and looked for someone to raid. Not wanting to upset a preternatural customer and for the shear difficultly it was decided to raid a Clan supply base. Also grabbing Clan tech was not lost on the developers even though clan tech is available around the Inner Sphere its still extremely expensive and worth going after..

Four dispossessed elite mercenary pilots where hired. A captured Clan Confederate dropship was rented with a corresponding scout jumpship and crew for both ships from the LCAF to take the mercenaries to the target world and to return. With some intelligence that was gathered by the LCAF the drop ship was able to land uncontested and unloaded the four Flash battlemechs.

Things did not go as planed after the Mechs where unloaded and where on there way to the supply depot. First they ended up getting lost for a couple of hours. Then when they finally arrived at the depot there was a star of medium second line mechs that where arriving to be reloaded with ammo for a live ammo training mission. Because the clan warriors where not expecting to find Inner Sphere mechs in system they did not respond as they would have if there was any enemy mechs on planet. The Flash mechs opened up with all sixteen medium lasers on the first Clan mech. Do to the Clan warrior not taking defensive measures all but one of the lasers hit the target. The battlemech went down with out the pilot even knowing what happened around him. The second clan pilot did not fair well either do to her slow response. Thou she was hit by eleven medium laser she was at least able to fire off her weapons. Fortunately for the Inner Sphere pilots all the shots went wide. The next salvo of lasers finished not only her battle mech off but with a lucky head shot her life also.

With two of the clan battlemechs down and the clan pilots not knowing what was going on they retreated a short distance to access what was happening and to get a plan together.

When the clan pilots renewed the fight they came in firing. To there surprise there was no targets to be seen. The Flashes took the time they where given by the clan mechs short retreat to circle around the clan battle mechs using their MASC to good affect. When thy saw the clan battle mechs attack where they though the Inner Sphere battlemechs where the Inner Sphere battle mechs jumped in and shot up two of the clan light rear armor locations, dropping the clan battlemechs. The Flash mechs did take some damage but not anything that would be critical. The last clan pilot showed that even at one to four odds that he would not back down. He opened up with all of his weapons onto one of the Flash battle mechs doing a great deal of damage to the mech. It did not take much for the four Flashes to finish off the last clan battlemech.

With all resistance being crushed the Inner Sphere mech pilots called in the J-27 Ordnance Transports to be loaded with the most valuable supplies. When the transports and mechs where loaded with everything they could carry the Flash pilots launched there inferno SRMs into the supply depot to burn what would burn.

When the Inner Sphere pilots returned to the drop ship they loaded up there stolen supplies into the dropship and then loaded up their mechs. The J-27 Ordnance Transports where left behind as planed do the time that it would take to load them into the drop ship. Just to make sure that when the transports are found by the clanners they where parked right next to the dropships exhaust ports so if they where not completely destroyed they would be of little use.

When all of the loot was gone over the most valuable ended up being some information that was downloaded from the supply depot computer. A good amount of technical information was recovered about various clan battlemechs. Also some shipping information was recovered also that might give the LCAF some hints of what the clanners might be up to in the future.

The developers where quite thrilled that not only did they get some great footage of the Flash battlemechs in action but the loot that was recovered more than covered the expense of the raid leaving every one a good profit.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
CrayModerator
03/07/11 10:40 AM
147.160.136.10

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Interesting story, and you put some real effort into the fluff.
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.
His_Most_Royal_Highass_Donkey
03/07/11 11:31 AM
184.228.188.8

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Quote:

Interesting story, and you put some real effort into the fluff.




I was waiting for things to get stale in the forum but something kept popping up. So I just thought of more to write about. I posted it now because I was tired of waiting to do so.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
KitK
03/09/11 08:27 PM
71.17.192.22

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A mech like this has potential for battle armor insertions too.

It appears that the SRM2-OS are actually Clan Inproved One-Shots (CL SRM2-iOS). It is clear from the mixed technology that you used some Advanced rules, but you might also have mentioned you used the Fractional Accounting option. Without these two bits of info your mech looks a tad overwieght at first glance.

KK
His_Most_Royal_Highass_Donkey
03/09/11 09:44 PM
173.128.234.167

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Quote:

A mech like this has potential for battle armor insertions too.

It appears that the SRM2-OS are actually Clan Inproved One-Shots (CL SRM2-iOS). It is clear from the mixed technology that you used some Advanced rules, but you might also have mentioned you used the Fractional Accounting option. Without these two bits of info your mech looks a tad overwieght at first glance.

KK




I had asked here in the wiki about the OS SRM and I was told that there are two options and was not told that either one was clan tech. The cheaper one weighs more and vise verses.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
KitK
03/10/11 08:53 AM
128.233.4.207

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Umm... you got better info for someone else. I'm just flat out wrong on the SRM iOS. I read the Streaks for some reason. Both Clan and IS SRM2 iOS are .5 tons.
Xephan
03/10/11 12:20 PM
209.180.139.86

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OS = unloaded weight
IOS= .5 tons less then unloaded weight *except for IOS clan srm2* which is .25

ie a IS srm2 = 1 ton
a IS srm 2 OS = 1 ton
a IS srm 2 IOS = .5 ton
KitK
03/14/11 12:55 PM
128.233.13.214

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A couple of new thoughts on this mech:

First of all I like your concept, and the fact that you implemented it with iOS gives it an unusual twist of character.

But...(to try for some discussion)

Are two missile shots enough to carry out missions with more than one target, or a tougher target, on the same mission? What I am getting at is a question about mission fexibility and, therefore, the mech's utility beyond a very specific mission type.

The other thing I wondered about comes from the demonstration raid. First they engaged in combat, which really isn't their role. But the bigger issue is that they moved from a hit-and-fade mission to a hit-hold-escort mission. Is the mech really as adept at that as it is at hit and fade?

And, finally, defenders...
In your scenario you got the drop on defenders, and against light defenders 4 medium lasers is pretty good fire power within that class. But is the mech vulnerable to armor, battle armor, and infantry defenders? Especially if it had to hold the target for a salvage/raid operation?
His_Most_Royal_Highass_Donkey
03/14/11 05:07 PM
68.27.203.219

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Quote:

A couple of new thoughts on this mech:

First of all I like your concept, and the fact that you implemented it with iOS gives it an unusual twist of character.

But...(to try for some discussion)

Are two missile shots enough to carry out missions with more than one target, or a tougher target, on the same mission? What I am getting at is a question about mission fexibility and, therefore, the mech's utility beyond a very specific mission type.




The missiles are there just to set things on fire during the retreat. There not meant for any kind of combat. I guess I could have put in a flamer if I had thought about it. A flamer would have been more effective not only to start fires but also as a defense against unarmored PBI.

Quote:

The other thing I wondered about comes from the demonstration raid. First they engaged in combat, which really isn't their role. But the bigger issue is that they moved from a hit-and-fade mission to a hit-hold-escort mission. Is the mech really as adept at that as it is at hit and fade?




No, it would be a lot more effective at hit and fade. But if there is little chance of being counterattacked they could hold a target until other units could take away the loot. In the demonstration raid there was not expected to be any resistance at all other than some second line unarmored BPI. The battlemech star was not expected to be there.

Quote:

And, finally, defenders...
In your scenario you got the drop on defenders, and against light defenders 4 medium lasers is pretty good fire power within that class. But is the mech vulnerable to armor, battle armor, and infantry defenders? Especially if it had to hold the target for a salvage/raid operation?




I disagree that four medium lasers is good fire power for a 35 ton battlemech with advanced technology. A 25 ton battlemech with pre3025 tech could have three medium lasers. Adding another ten tons should not add just one medium laser.

No, there would be little chance that they could be expected to defend something from a counterattack. There expected to run away in the face of a strong resistance.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
KitK
03/14/11 08:11 PM
71.17.192.22

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Quote:

The missiles are there just to set things on fire during the retreat. There not meant for any kind of combat. I guess I could have put in a flamer if I had thought about it. A flamer would have been more effective not only to start fires but also as a defense against unarmored PBI.




I thought of the flamer for both those reasons, too. But I do like the SRM choice because it fits the mechs aloof character better than the in-your-face tactics needed for a flamer. I am not familer enough with building rules and potential blast radii for blowing an ammo dump, but the range of an SRM has some merit!
His_Most_Royal_Highass_Donkey
03/14/11 11:59 PM
173.153.130.168

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Quote:

Quote:

The missiles are there just to set things on fire during the retreat. There not meant for any kind of combat. I guess I could have put in a flamer if I had thought about it. A flamer would have been more effective not only to start fires but also as a defense against unarmored PBI.




I thought of the flamer for both those reasons, too. But I do like the SRM choice because it fits the mechs aloof character better than the in-your-face tactics needed for a flamer. I am not familer enough with building rules and potential blast radii for blowing an ammo dump, but the range of an SRM has some merit!




I don't think there are any rules about non weapon explosions. The subject probably never came up with the writers of the game. I could be wrong, Cray would be the best person to ask.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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