Hell Blitzer- 35-ton High-Tech Firestarter from RSI-MiliTech

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l0rDn0o8sKiLlZ
03/08/17 01:53 AM
98.244.112.161

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Hell Blitzer RSI-236R
IS TW non-box set
35 tons
BV: 918
Cost: 6,677,685 C-bills

Movement: 8/12/8
Engine: 280 XL
Heat Sinks: 11 [22]
Gyro: Standard Gyro

Internal: 58 (Endo-Steel)
Armor: 104/119
Internal Armor
--------------------------------------
Center Torso 11 15
Center Torso (rear) 4
Right Torso 8 12
Right Torso (rear) 3
Left Torso 8 12
Left Torso (rear) 3
Right Arm 6 10
Left Arm 6 10
Right Leg 8 13
Left Leg 8 13

Weapon Loc Heat
----------------------------------------
Medium Laser RT 3
Medium Laser LT 3
Small Laser RA 1
Small Laser LA 1
Flamer RL 3
Flamer LL 3
TAG HD 0

Equipment Loc
----------------------------------
Guardian ECM Suite RT
Standard None








Fluff:

A fast raid 'Mech designed by Rebel Solutions, Incorporated. The Hell Blitzer was an upscaled, high-tech alternative to the venerable Firestarter. With it's massive 280XL engine the Hell Blitzer was an extremely fast harasser and capable flanker. RSI produced two variants in the form of refit kits that swapped out the TAG and Guardian ECM for a BAP and C3 Slave, known as the 236S, and one with a C3 swap for the TAG known as 236G. Six and a half tons of MiliTech Pattern 4 Armor give the 'Mech respectable protection for a 35-tonner, one of it's major selling points. 11 Double Heat Sinks give the 'Mech enough cooling to move, fire and jump all at the same time. It's other major selling point were the eight MiliTech ThrustPoint Jump Jets propelling the 'Mech to a staggering 240 meters. The advertisement showed a single Hell Blitzer vaulting over a wall and scorching the infantry on the way down, only to call in an artillery strike, run the length of the compound and jump over the other wall.


Note: This 'Mech was deigned exclusively from Sarna-provided materials, and built with zero actual game experience. Feed-back appreciated with this in mind. And thanks to the contributors! Built in megamek lab. File attached.
"Woad Raider, kill things today."
Maurer
03/11/17 01:20 AM
45.48.53.140

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For those of us a bit more familiar with HeavyMetalPro. BV is a bit lower, but cost is the same.

Code:
               BattleMech Technical Readout

Type/Model: Untitled 'Mech
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 35 tons
Chassis: Endo Steel
Power Plant: 280 VOX XL Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 8 MiliTech ThrustPoint Standard Jump Jets
Jump Capacity: 240 meters
Armor Type: MiliTech Pattern 4 Standard
Armament:
2 Small Lasers
2 Medium Lasers
1 Guardian ECM
1 TAG
2 Flamers
Manufacturer: Rebel Solutions, Incorporated
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
A fast raid 'Mech designed by Rebel Solutions, Incorporated. The Hell Blitzer
was an upscaled, high-tech alternative to the venerable Firestarter. The
advertisement showed a single Hell Blitzer vaulting over a wall and scorching
the infantry on the way down, only to call in an artillery strike, run the
length of the compound and jump over the other wall.

==Capabilities:==
With it's massive 280XL engine the Hell Blitzer was an extremely fast harasser
and capable flanker. Six and a half tons of MiliTech Pattern 4 Armor give the
'Mech respectable protection for a 35-tonner, one of it's major selling
points. 11 Double Heat Sinks give the 'Mech enough cooling to move, fire and
jump all at the same time. It's other major selling point were the eight
MiliTech ThrustPoint Jump Jets propelling the 'Mech to a staggering 240
meters. The advertisement showed a single Hell Blitzer vaulting over a wall
and scorching the infantry on the way down, only to call in an artillery
strike, run the length of the compound and jump over the other wall.

==Variants:==
RSI produced two variants in the form of refit kits that swapped out the TAG
and Guardian ECM for a BAP and C3 Slave, known as the 236S, and one with a C3
swap for the TAG known as 236G.

--------------------------------------------------------
Type/Model: Untitled 'Mech
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Endo Steel 14 2.00
(Endo Steel Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL)
Engine: 280 XL Fusion 12 8.00
Walking MP: 8
Running MP: 12
Jumping MP: 8
Heat Sinks: 11 Double [22] 0 1.00
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: 104 pts Standard 0 6.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (Rear): 4
L/R Side Torso: 8 12/12
L/R Side Torso (Rear): 3/3
L/R Arm: 6 10/10
L/R Leg: 8 13/13

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Small Laser RA 1 1 .50
1 Small Laser LA 1 1 .50
1 Medium Laser RT 3 1 1.00
1 Guardian ECM RT 0 2 1.50
1 Medium Laser LT 3 1 1.00
1 TAG HD 0 1 1.00
1 Flamer LL 3 1 1.00
1 Flamer RL 3 1 1.00
8 Standard Jump Jets: 8 4.00
(Jump Jet Loc: 3 LT, 3 RT, 2 CT)
--------------------------------------------------------
TOTALS: 14 68 35.00
Crits & Tons Left: 10 .00

Calculated Factors:
Total Cost: 6,677,685 C-Bills
Battle Value: 853
Cost per BV: 7,828.47
Weapon Value: 378 / 378 (Ratio = .44 / .44)
Damage Factors: SRDmg = 11; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 8J, Armor/Structure: 3/1
Damage PB/M/L: 3/1/-, Overheat: 0
Class: ML; Point Value: 9
Specials: ecm, tag


Now, for my recommendations; What other benefits does this design have for a Firestarter FS9-S or FS9-S1?

When comparing the Hell Blizter against the Firestarter, I'd probably go for the Fire Starter. It is nearly half the cost with more durability due to an standard engine and an AMS for additional defense. For the niche role of an incendiary mech, the Firestarter excels at it better due to having 2 more flamers - including two that are arm mounted allowing it the ability to start fires in the rear/side firing arcs without having to turn the whole mech around. The only thing the Hell Blitzer has going for it are a faster speed and more armor, but with extremely weak rear armor that could be penetrated and damage the vulnerable Xl engine.

My minimal recommendation would be to drop the 11th heatsink, the mech doesn't really need it unless it fire's everything and jumps at the same time. Drop the small lasers as well and install 2 more medium lasers, or drop all the standard lasers for 2 medium pulse lasers (to make it even more "high tech") You might even downgrade to single heatsinks to further reduce the cost and as an added bonus, can add Triple Strength Myomer to take advantage of the higher heat output. What you must at least do is increase the rear armor a bit more.

Oh, I am also disappointed by that commercial. I saw the original commercial once, where the Hell Blizter vaulted over the wall and burned the infantry. It darted across the base and stopped, where you then see the mechwarrior climb out as he radios for the artillery strike. As the arty shells land, the camera pans up close to the mechwarrior as he pulls aviator glasses down across his face. While the explosions play in the background, the mechwarrior says "Mission Accomplished!" and climbs back in before jumping back over the wall. I always wonder why the best part was cut out.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
KamikazeJohnson
03/11/17 01:45 PM
72.143.218.67

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Interesting approach...not a true "specialist" like the Firestarter, but definitely in the "general mischief" category. Well enough armed and armoured to defend itself against anything that can catch it.

The XL Engine is a risk, as ways, but it's not designed to go toe-to-toe with Heavues anyway...it has the speed and jump range to escape most enemies with the firepower to bring it down.

I definitely agree with Maurer about the Flamer placement...Leg-mounted weapons have horrible firing arcs, and you wouldn't generally want to start a fire directly in front of you. Arms are definitely the best place for those.

Same with the heat...you're highly unlikely to be using full fire while jumping with a 'Mech like this--the range on the Small Lasers and the Flamers will see to that--so the 11th DHS is expendable. An extra Med Laser would be much more effective in combat than the Flamers anyway, so reserve them for their intended use. Plus, even if you do heat up a bit, the Jump range still allows you to pull out regardless of your heat level.

Equipment availability permitting, I would upgrade the Small Lasers to ER Smalls, or trade the pair for a single Small Pulse Laser (or X-Pulse Laser) for better accuracy and additional anti-infantry capability (also the ability to fight Infantry effectively in places where you don't want to torch your surroundings...like a city you're defending. For that matter, if you hold back the Flamers in combat, you have the heat dissipation to upgrade to ER Mediums, if available.

Overall, I like the design concept, and I think it would be effective in its intended role. It could benefit from a few tweaks, but the fairly simple weapon set allows for easy customization depending on what higher-tech toys are available to the faction.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
03/12/17 09:22 PM
66.74.61.223

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I will agree with most of the assessments of the other 2 who have commented on this.
Most of the times I have known a flamer type mech being deployed it was normally against infantry.
The legs mounts would not be effective against them as they tend to hit from the sides from hiding places, even the rear in some cases. You want to have the flamers so you can strike back.

And with the second use of the flamer units, it would be easier to burn twice as much with the flamers in the arm.
Moving down the road with arms in opposite directions, bathing both sides with the flamers.

Depending on who this is deployed against, the armor isn't going to keep it safe. A normal Puma prime from the clans could very well go internal on the side torsos with their erppcs. But then most light IS mechs suffer that issue.
l0rDn0o8sKiLlZ
04/12/17 10:43 PM
98.244.112.161

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Hell Blitzer RSI-294R
IS TW non-box set
35 tons
BV: 1,010
Cost: 6,776,910 C-bills

Movement: 8/12/8
Engine: 280 XL
Heat Sinks: 11 [22]
Cockpit: Small Cockpit
Gyro: Standard Gyro

Internal: 58 (Endo-Steel)
Armor: 119/119
Internal Armor
--------------------------------------
Center Torso 11 12
Center Torso (rear) 10
Right Torso 8 10
Right Torso (rear) 6
Left Torso 8 10
Left Torso (rear) 6
Right Arm 6 12
Left Arm 6 12
Right Leg 8 16
Left Leg 8 16

Weapon Loc Heat
----------------------------------------
ER Medium Laser LT 5
Small Pulse Laser LT 2
ER Medium Laser RT 5
TAG RT 0
ER Flamer HD 4
ER Flamer (R) HD 4

Equipment Loc
----------------------------------
Standard None
Guardian ECM Suite CT



An updated version of the Hell Blitzer. I have many more designs that I intend to post, but I am using some of these as feedback to see if I'm going in the right direction. I have built numerous Vehicles and 'Mechs, but I am polishing them [ and their backstories ] for one large upload. Perhaps broken into several regular postings.

Useless information aside, the Hell Blitzer has been modified to better fit into it's intend role. The Medium Lasers and Small Lasers have been upgraded to ER and Pulse Variants respectively. The Flamers were moved, upgraded to ER types, and one was made rear-facing.

The Hell Blitzer is a high-tech replacement to the Firestarter, but with some tweaks. The original Firestarter is purely an incendiary 'Mech, at rough 3 Million C-Bills. The Hell Blitzer is a hybrid Incendiary / Raid / Harasser 'Mech with several improvements over the original.

Firstly, it's main advantage is it's obscene Jump Height. It can clear any wall, move well in space, and generally navigate any and all terrain with impunity, sans the underwater kind. Secondly, it has more uses than the Firestarter, while still being able to work as an Incendiary 'Mech. It has half the Flamers, but an ECM Suite which let's it do it's job relatively unmolested. Thirdly, it works as an Artillery Spotter with it's TAG unit. Finally it's speed, armor [ quite high for a 35-tonner ] and armament lend it well to Light 'Mech hunting and flanking slower 'Mechs.

It's twice the cost of a Firestarter, but also twice the 'Mech. Although the Firestarter is a superior Incendiary 'Mech, the Hell Blitzer is a superior 'Mech in it's own right, while also performing the Firestarter's role comparably. Note: The Flamers are mounted so as to have a "run through" type of attack. Running through an area, or Jump Jetting and igniting things as you go, from the front and the rear. I considered arm mounting the Flamers, but hit-and-run was more the intended use of this 'Mech, so I mounted them as such.

Basically burn something in front of you, while burning something behind you, while moving through the area your trying to burn so you can get in and then Blitz the Hell out there as fast as possible. Attachment (154 downloads)
"Woad Raider, kill things today."


Edited by l0rDn0o8sKiLlZ (04/12/17 10:50 PM)
Pages: 1
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