KamikazeJohnson
11/13/14 01:18 PM
24.114.26.255
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Hellfire HLF-3R
Mass: 75 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Clan Invasion Tech Rating/Era Availability: E/X-X-F-A Production Year: 3070 Cost: 16,073,750 C-Bills Battle Value: 1,802
Chassis: Unknown Endo-Steel Power Plant: Unknown 300 Fusion XL Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Standard Armor Armament: 2 Plasma Rifles 1 LRM-15 1 Light PPC 2 ER Medium Lasers 2 SRM-6s 1 Flamer Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: This was the result of a "design request" by a member of my local BTech group. The requirements were Heavy 'Mech, minimum 40 points/round reliable damage (requiring no more than a "6" on the Cluster Hit Table), 15 points Heat Damage. The simple solution would have been 4 Plasma Rifles, but I wanted to do something a little different.
A pair of Plasma Rifles are essential to reach both the Damage and Heat Damage requirements, ugt I decided to go for flexibility by supplementing with a pair of SRM 6s; by mounting both Standard and Inferno ammo, the Hellfire can fire one volley of each, or go all out for Heat or Damage. A pair of Lasers to round out the Damage, a Light PPC and an LRM for Long-Range capability, and a Flamer just for kicks.
All the ammo is awkwardly placed in a single torso location, but the use of CASE II should prevent too many disastrous mishaps.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 114 points 4.00 Internal Locations: 2 HD, 2 LT, 3 LA, 3 RA, 2 LL, 2 RL Engine: XL Fusion Engine 300 9.50 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: Double Heat Sink 15(30) 5.00 Heat Sink Locations: 1 LT, 1 LA, 1 RA Gyro: Standard 3.00 Cockpit: Small 2.00 Actuators: L: SH+UA R: SH+UA Armor: Standard Armor AV - 216 13.50 CASE II Locations: 1 RT 1.00
Internal Armor Structure Factor Head 3 9 Center Torso 23 33 Center Torso (rear) 10 L/R Torso 16 23 L/R Torso (rear) 8 L/R Arm 12 22 L/R Leg 16 29
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- ER Medium Laser RA 5 1 1.00 Plasma Rifle RA 10 2 6.00 Flamer RA 3 1 1.00 Plasma Rifle LA 10 2 6.00 SRM-6 LA 4 2 3.00 Light PPC RT 5 2 3.00 LRM-15 LT 5 3 7.00 ER Medium Laser LT 5 1 1.00 SRM-6 CT 4 2 3.00 @SRM-6 (Inferno) (15) RT - 1 1.00 @SRM-6 (15) RT - 1 1.00 @LRM-15 (8) RT - 1 1.00 @Plasma Rifle (30) RT - 3 3.00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18 4 4 4 1 0 3 1 Structure: 3 Special Abilities: CASEII, HT1, SRCH, ES, SEAL, SOA, SRM 1/1/0, IF 1
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
07/05/15 05:35 PM
70.118.139.48
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So who did this one turn out in the actual game?
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
07/06/15 01:36 AM
76.89.120.217
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3 gauss rifles would have done this as well. Weight would have been an issue, but heat never would.
Same thing with massed lrms, but that gets boring. And if you really wanted a pain in the but figuring out hits and damage, lrm 5 packs or srm 2 packs. Though that might not fit the 15 heat issues along. Maybe dropping the 3rd gauss for other weapons would work.
But this one looks fine. It does counter the usual trend of not being ammo reliant, but then that much damage for not alot of heat tends to do that.
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Retry
07/06/15 06:49 PM
76.7.232.162
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3 Gauss Rifles would have done anything good. The problem is fitting 45+ tons of equipment on any one thing.
I absolutely adore Plasma Rifles anyways, and two of them is worth two thumbs up for me regardless.
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