BattleMech Technical Readout
Name/Model: Infernos INF-01
Designer: DrmChsr0
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 50
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3058
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 9,138,500 C-Bills
Battle Value: 2,512
Chassis: Endo Steel
Power Plant: 250 XL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 60 meters
Armor: Ferro-Fibrous
Armament:
3 ER PPCs
1 SRM 2
2 Anti-Personnel Pods
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
You all know the FireStarter........
Well, during the Exodus, Alexander Kerensky managed to get his hands on a few of these
'Mechs (to be exact, a Binary's worth).His son, the Great Nicholas Kerensky, Father of THe
Clans and whatnot, found these 'Mechs ineffective in battle, and decided to give away the
'Mechs. Due to the taint on these mechs, no one has wanted to take them, until Khan Marthe
Pryde got hold of them. She then tasked her scientists at Falcon Eyrie to improve on the
FireStarter design, and this is what they've come up with....
Capabilities:
The Infernos has an SRM-2 loaded with Infernos SRM-2 rounds and 3 Clan ER PPCs. The Inferno
SRM-2 is used to heat up 'mechs in battle, while the triple PPCs on it's right arm deals a
massive amount of damage to anything it hits. The PPCs are a new design, ultralight and
capable of being mounted on medium 'mechs wothout breaking their arms. It has clocked rather
promising results in simulation for a design which looked rather unpromising in the
beginning.
Deployment:
There is only one prototype and that is undergoing field tests at Falcon Eyrie.
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Equipment Mass
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Internal Structure: Endo Steel 2.50
Engine: 250 XL 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 2
Heat Sinks (Double): 16 [32] 6.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 125 6.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 18
Center Torso (rear): 6
R/L Torso: 12 13
R/L Torso (rear): 4
R/L Arm: 8 12
R/L Leg: 12 17
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Weapons and Ammo Location Critical Tonnage
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TAG H 1 1.00
3 ER PPCs RA 6 18.00
SRM 2 LA 1 0.50
SRM 2 (Ammo 50) LA 1 1.00
Anti-Personnel Pod RL 1 0.50
Jump Jet RL 1 0.50
Anti-Personnel Pod LL 1 0.50
Jump Jet LL 1 0.50
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Alpha Strike Statistics
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Point Value (PV): 38
TP: BM, SZ: 2, TMM: 2, MV: 10"/4"j
Damage: (S) 4 / (M) 4 / (L) 4, OV: 1
Armor (A): 4, Structure (S): 3
Specials: CASE, JMPW2, OVL, TAG
Distribution
Name/Model: Infernos INF-01
Technology: Clan
Tonnage: 50
Configuration: Biped BattleMech
==================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Endo Steel 4. TAG 4. Endo Steel
5. Ferro-Fibrous 5. Sensors 5. Ferro-Fibrous
6. SRM 2 6. Life Support 6.ER PPC
1. SRM 2 (Ammo 50) 1.ER PPC
2. Ferro-Fibrous 2.ER PPC
3. Ferro-Fibrous 3.ER PPC
4. Roll Again 4.ER PPC
5. Roll Again 5.ER PPC
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. Endo Steel 3. XL Engine 3. Endo Steel
4. Ferro-Fibrous 4. Gyro 4. Ferro-Fibrous
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1.Double Heat Sink 1. Gyro 1.Double Heat Sink
2.Double Heat Sink 2. XL Engine 2.Double Heat Sink
3.Double Heat Sink 3. XL Engine 3.Double Heat Sink
4.Double Heat Sink 4. XL Engine 4.Double Heat Sink
5. Endo Steel 5. Endo Steel 5. Endo Steel
6. Roll Again 6. Ferro-Fibrous 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Anti-Personnel Pod 6. Anti-Personnel Pod
Battle Value Breakdown
Name/Model: Infernos INF-01
Technology: Clan
Tonnage: 50
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Ferro-Fibrous): 125 x 2.5 x 1 312.500
Internal Structure (Endo Steel w/ XL Engine): 83 x 1.5 x 1 x 0.75 (+) 93.375 = 405.875
Gyro (Standard): 50 x 0.5 (+) 25.000 = 430.875
Defensive Equipment:
Anti-Personnel Pod (+) 1.000 = 431.875
Anti-Personnel Pod (+) 1.000 = 432.875
Defensive Movement Factor: +3 (*) 1.30 = 562.738
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Final Defensive Battle Rating: 562.738
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 32 (Heat Sinks) - 3 (Movement) - 47 (Weapons) = -12
Offensive Equipment:
ER PPC 412.000
ER PPC (+) 412.000 = 824.000
ER PPC (+) 412.000 = 1,236.000
SRM 2 [Inefficient] (+) 10.500 = 1,246.500
SRM 2 (Ammo 50) (+) 3.000 = 1,249.500
Total 'Mech Tonnage: (+) 50.000 = 1,299.500
Speed Factor: 8 (Run) + 1 (Jump) (*) 1.500 = 1,949.250
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Final Offensive Battle Rating: 1,949.250
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BattleMech Battle Value
------------------------------------------------------------------------------------------------
Defensive Battle Rating: 562.738
Offensive Battle Rating: (+) 1,949.250 = 2,511.988
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Final BattleMech Battle Value: 2,512
Alpha Strike Conversion
Name/Model: Infernos INF-01
Technology: Clan
Tonnage: 50
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 2 (Jump) = 4"j
Jumping Target Movement Modifier at 4" is 0
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Final Movement and Movement Modes: 10"/4"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
3 (Movement) + 47 (Weapons) - 4 (Base) (-) 46 = -14
Offensive Equipment: = 0.000
SRM 2 (+) 0.200 = 0.200
ER PPC (+) 1.500 = 1.700
ER PPC (+) 1.500 = 3.200
ER PPC (+) 1.500 = 4.700
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 150.400
Divided by the maximum heat output - 4 (/) 46 = 3.270
Rounded up to the nearest tenth = 3.3
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
3 (Movement) + 47 (Weapons) - 4 (Base) (-) 46 = -14
Offensive Equipment: = 0.000
SRM 2 (+) 0.200 = 0.200
ER PPC (+) 1.500 = 1.700
ER PPC (+) 1.500 = 3.200
ER PPC (+) 1.500 = 4.700
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 150.400
Divided by the maximum heat output - 4 (/) 46 = 3.270
Rounded up to the nearest tenth = 3.3
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
3 (Movement) + 47 (Weapons) - 4 (Base) (-) 46 = -14
Offensive Equipment: = 0.000
ER PPC (+) 1.500 = 1.500
ER PPC (+) 1.500 = 3.000
ER PPC (+) 1.500 = 4.500
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 144.000
Divided by the maximum heat output - 4 (/) 46 = 3.130
Rounded up to the nearest tenth = 3.2
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Final Long Range Damage Value: 4
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Convert Armor
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Ferro-Fibrous: 125 armor points x 1 125.000 = 125.000
Armor Factor Conversion (/) 30 = 4.167
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Final Armor Value: 4
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Convert Structure
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Engine: Clan XL on a 50 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Jumping TMM is 2 less than Ground TMM = JMPW2
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with TAG = TAG
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 16.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 17.000
Overheat Factor 1 (Overheat) (+) 1.000 = 18.000
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 18.250
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 18.750
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 18.750
Defensive Interaction Rating:
Armor Factor 4 (Armor) x 2.0 (Non-Vehicle Unit) = 8.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 11.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 13.200
Final DIR Round to nearest half point = 13.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 13.000 = 14.750
Unit's Final Point Value:
Offensive Value = 18.750
Defensive Value (+) 14.750 = 33.500
Agile [2 (TMM) - 1] x 4 (Medium) (+) 4.000 = 37.500
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Final Point Value: 38
Cost Breakdown
Name/Model: Infernos INF-01
Technology: Clan
Tonnage: 50
Configuration: Biped BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (125 pts) 6.5 x 20,000 130,000.00
Internal Structure (Endo Steel): 50 x 1,600 x 1 (+) 80,000.00 = 210,000.00
Myomer (Standard): 50 x 2,000 (+) 100,000.00 = 310,000.00
Engine (XL): (20,000 x 250 x 50) / 75 (+) 3,333,333.33 = 3,643,333.33
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 4,543,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 4,743,333.33
Life Support: 50,000 (+) 50,000.00 = 4,793,333.33
Sensors: 50 x 2,000 (+) 100,000.00 = 4,893,333.33
Heat Sinks (Double): 16 x 6,000 (+) 96,000.00 = 4,989,333.33
Arm Actuators: 50 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 15,000.00 = 5,004,333.33
Leg Actuators: 50 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 35,000.00 = 5,039,333.33
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Total Structural Cost: 5,039,333.33
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Weapons and Equipment Cost
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Anti-Personnel Pod 1,500 1,500.00
Anti-Personnel Pod 1,500 (+) 1,500.00 = 3,000.00
CASE 1 x 50,000 (+) 50,000.00 = 53,000.00
ER PPC 300,000 (+) 300,000.00 = 353,000.00
ER PPC 300,000 (+) 300,000.00 = 653,000.00
ER PPC 300,000 (+) 300,000.00 = 953,000.00
Jump Jets 50 x (2 x 2) x 200 (+) 40,000.00 = 993,000.00
SRM 2 10,000 (+) 10,000.00 = 1,003,000.00
SRM 2 (Ammo 50) [Empty Bin] 0 (+) 0.00 = 1,003,000.00
TAG 50,000 (+) 50,000.00 = 1,053,000.00
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Total Weapons and Equipment Cost 1,053,000.00
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BattleMech Cost
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Structural Cost: 5,039,333.33
Weapons and Equipment Cost: (+) 1,053,000.00 = 6,092,333.33
BattleMech Cost Multiplier: 1 + (50 / 100) (*) 1.50 = 9,138,500.00
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Final BattleMech Cost 9,138,500.00
Member Review - Sleeping Dragon : 28-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
having three PPCs in one arm on lightly armored mech means that first heavy AC hit or a little concentrated fire from anything heavier than clan large laser will disarm you soon (not mentioning the TCs so common with clans and now with IS forces too). Loading mech that overheats so much with something as volatile as the infernos is another bad idea (2 JJs can be justified on something like Urbie, but not this time) tonnage devoted to JJs, A-pods, and TAG should be devoted tho heat sinks and even that is not enough, this mech badly needs different weapons and much more ...
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Member Review - Blackhand : 23-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.00
Comment:
Reread the heat scale, IF you fired all three ER PPCs and didn't move you'd go up to 45 - 32 = 12 which means a possible INFERNO ammo explosion with 6+ to avoid. Sure that doesn't sound too bad.
Dump the 3rd ER PPC, dump the infernos and give this mech some inclose weaponry.
As I dislike being at over 100 points of heat if I botch my first roll. Takes 3-4 rounds to recover from and by then your dead.
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Member Review - Erenon : 15-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
Bleah.
Serious heat issues on this one. lots of firepower and no way to use it without risking shutdown.
I also question placing all the PPCs on the same arm. Should misfortune strike and the arm be blown off, this mech would be left with exactly one weapon.
The 60 metre jump capacity and light armour don't help either.
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Member Review - StarRaven : 15-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
I don't see what this has to do with 10 unwanted Firestarters.
The third PPC is a waste of tonnage; not enough heat sinks to ever fire it, and putting all three in the same arm is just asking to be disarmed. Weak armor and pathetic jump make this altogether unattractive. Like has been said, some backup weapons would probably be an improvement over a PPC you'll never be able to fire.
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Member Review - bladewind : 14-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
This mech is running WAAAY too hot.
Drop the 3rd ERPPC and inferno. U just have enuff DHS to fire 2 ERPPCs safely.
then use the extra 7.5 tons for something nice like a paired Streak 4s etc
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