Firebull FB2-3L

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Karagin
10/23/23 08:26 PM
38.48.37.18

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Code:
                BattleMech Technical Readout

Type/Model: Firebull FB2-3L
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 45 tons
Chassis: Hyberian Model M31 Endo Steel
Power Plant: 315 GM XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Rawlings 60 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: StarGuard III Ferro-Fibrous
Armament:
2 Cyclops Eye Large Lasers
1 Cyclops Oculus Medium Laser
1 Cyclops Noculus Small Laser
Manufacturer: Bodie Industries
Location: Dieron VII
Communications System: Angst Discom
Targeting & Tracking System: N&D Longreach II

--------------------------------------------------------
Type/Model: Firebull FB2-3L
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 6 LT, 6 RT, 1 LL, 1 RL)
Engine: 315 XL Fusion 12 11.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 152 pts Ferro-Fibrous 14 8.50
(Armor Crit Loc: 6 LA, 6 RA, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 20
Center Torso (Rear): 7
L/R Side Torso: 11 17/17
L/R Side Torso (Rear): 5/5
L/R Arm: 7 14/14
L/R Leg: 11 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Large Laser LA 8 2 5.00
1 Medium Laser CT 3 1 1.00
1 Small Laser HD 1 1 .50
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 20 78 45.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 9,370,552 C-Bills
Battle Value 2: 1,438 (old BV = 1,275)
Cost per BV2: 6,516.38
Weapon Value: 990 / 990 (Ratio = .69 / .69)
Damage Factors: SRDmg = 18; MRDmg = 9; LRDmg = 1
BattleForce2: MP: 7J, Armor/Structure: 4/2
Damage PB/M/L: 3/2/-, Overheat: 0
Class: MM; Point Value: 14


It's an older mech I came up with a while back. It runs warm if you try the video game style of play, so it's really a mech one has to learn to use to be successful with. It has a nice mix of higher tech, mainly in the construction side, keeping with that 3050 feel of things.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
10/24/23 07:10 PM
71.47.208.18

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Fascinating coincidence. I was just messing around with a similar speedy medium design built around twin ER large lasers. Little snipers in the 25- and 30-ton range are nice and can be very fast but you need to get up to 40-50 tons to survive a stray BFG shot.

So, naturally, I approve.
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.
Karagin
10/25/23 02:01 AM
38.48.37.18

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Yes, sometimes the next level up gives you the better options.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
10/25/23 11:42 PM
45.51.181.83

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Almost reminds me of the laser Blackjack, but much faster. The hand actuators makes this a little more desirable. Well besides the extra speed.

The jets are a nice addition when you have to play peek-a-boo.
This unit could well cost more then a few players hours of frustration just trying to kill each other. You will only forget they have the 7 hex jump once, when you lose initiative.
Karagin
10/26/23 12:36 AM
38.48.37.18

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It will catch a lot of players off guard when they expect a medium mech to be not jumping and moving max 5 8 to maybe 6 9. Smart player will use it keep medium range and snipe, close when needed and get those rear shots quickly.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
10/27/23 11:37 AM
45.51.181.83

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Which medium range? The Large lasers?
Or the standard medium laser/srm range?
I can see the mech's owner using the LL range. But anyone fighting it will have to stay as long range if using mls and srms.
Otherwise, they could well have the Firebull jump besides or even behind them. DFA is also possible as well.

I can see a pilot making the mistake of thinking it is for closer range. The sl and even the ml isn't really enough to keep in closer range. The harder to hit longer range the LL's provide will help keep it alive.

The movement will allow the unit to keep positioning itself to a flank and possibly get the rear shots.

I will admit, I am more used to the slower movement units, so medium mechs tend to be avoided when picking mechs. The lights are good for their speed, while I keep feeling the mediums are too slow and lack the punch they should have. It is a bad view on my part, but this unit does seem to have the speed to deal some damage. It isn't concentrated on a single weapon for damage, like say a standard ac 20 hunchback.
Karagin
10/27/23 09:43 PM
38.48.37.18

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You just summed up what needs to be learned; as I said, if you play it like a video game mech, it will die. It's not a bash'em mech. It's a mech that requires you to think about what you want to do a couple of turns ahead.

The idea is for a player to know how to pick the range, medium for the large, then close it up to get the other weapons in for the kill shots then get out of there. It takes learning the weapons and knowing how to read the field you are on.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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