Hellbringer. The oft-maligned lower-end Heavy OmniMech of the Clans. Despite the reputation among its users and opponents for a variety of reasons, this fighting machine has persisted in the Inner Sphere from the start of Operation: REVIVAL clear through Grey Monday and into the continuing Dark Age.
The origins of the Hellbringer start with Clan Hell's Horses. First developed in 2926 after the successful Trial for Tokasha Mechworks by Clan Ghost Bear, the Hellbringer was one of several stop gap Omni concepts to fill the flagging
touman with cheap, effective, and powerful forces. The Hellbringer was the most effective of these efforts, and the only successful one of the lot. That should probably tell you something about how effective the others were. Regardless of the short term effectiveness of this production, the Hell's Horses soon lost even this meager advantage, as the Hellbringer spread quickly through other Clans'
toumans as well, sped largely by the loss of the production facility to other rival Clans and the distribution of the design as a ploy to curry favor to rescue the Hell's Horse's flagging position.
Encountered in at least token use by every Clan during the Invasion, the Hellbringer is found most commonly with Clan Jade Falcon, praised by Falcon warriors for its unbridled offensive potential. As such, nearly all states that have engaged the Clans have seen the Hellbringer, though its official Inner Sphere codename “Loki” was given to it by one Federated Commonwealth officer that dubbed it “utterly mad” in all configurations.
Sharing similar visual qualities with both the Warhammer and Thunderbolt BattleMechs of the Inner Sphere, it's not difficult to see the inspirations for the Hellbringer's appearance. A 325 rated Extra Light Fusion Engine propels the 65 ton Hellbringer to running speeds of up to 86 km/hr, which is about as fast as can be efficiently done even with XL engines. Cast using many of the same molds as the Summoner, with whom it shares a lack of Endo-Steel components, the Hellbringer has a hunched appearance, with short arms hanging to the 'Mech's sides and thick, blocky angles throughout. It looks like a trooper, despite performance to the contrary.
That performance to the contrary is courtesy of the Hellbringer's armor. A mere eight tons of Forging Omni H-24 standard armor make for pitiful protection, covering barely more than 60% of the design's maximum capacity. Though, at the very least what's there is arranged as intelligently as it can be, given the shortcomings. The Head is armored to standard, capable of stopping any number of the most common mid-range weapons, such as AC-10s of various flavors, Inner Sphere PPCs, and Clan ER and Pulse Large Lasers from simply removing the head, though damage inflicted by one of those weapons will still threaten the pilot, especially if a hit has already landed. Interestingly, the Rear Torsos of the Hellbringer are armored almost as heavily as the head, with the Center able to handle an Inner Sphere Large Laser or Light Gauss with impunity, while the sides can take one direct hit from a Clan spec Medium Laser. That sort of armor is valuable on a machine where armor is otherwise lacking. Each Leg is armored to take one Gauss Rifle slug or Clan ER PPC strike, but will be left completely without armor afterward. Much like the Inner Sphere laughingstock the JagerMech, the Hellbringer actually in some cases has thicker internal structure than it does armor. The legs are very close to achieving this dubious distinction, capable of taking exactly one more similar hit before being destroyed. The Hellbringer's arms are even less acceptably armored, barely capable of stopping the ER and Pulse lasers mentioned above without breaching, though there technically is still some tattered remnants of armor on the limbs if they take a hit like that. Gauss and PPC fire, however, will shred it and then some, bleeding damage into the structure on the first hit. Finally, the side and Center Torsos aren't much better. The legs are actually armored somewhat
better than the side torsos, and a Gauss slug will punch right through and start dealing damage immediately. The Center Torso, on the other hand, can at least eat an additional SRM before breaching. Spectacular.
The saving grace of the Hellbringer is the relatively massive warload it brings to the table. For the time, its 28.5 tons of podspace were absolutely unheard of for anything smaller than 80 tons, including the vaunted Timber Wolf. Three fixed heatsinks hidden in the engine accompany the base ten, for a base chassis dissipation of thirteen double heatsinks. Aside from the bulky XL Engine, the entire 'Mech is bare of critical components, leaving more room to work with than any other Clan Frontline Omni of the original Invasion. That's right, not a single Clan Omni from 3050 has more space to put all the juicy weapons and equipment a pilot could want. Many of the standard configurations squander this bountiful space, but used correctly the 'Mech is still capable of putting out tremendous punishment.
The Primary configuration of the Hellbringer takes a little bit of everything to the field. Twin ER PPCs, one in each arm, provide long range hitting power and fire support, if necessary, all the way out to 690 meters. Three ER Medium Lasers in the Left Torso complement a Streak SRM-6 system in the Right Torso, both of which addsadditional punch to 450 and 360 meters respectively and an opportunity to exploit holes previously punched by the PPCs. Finally, two Machine Guns in the Right Torso provide anti-infantry protection at short range, only to about 90 meters or so. A Targeting Computer nestled in the Left Torso alongside the lasers provides pinpoint accuracy. The other equipment in the Prime is what makes it so odd, though. An Active Probe and a decidedly un-Clanlike ECM Suite are also included in the spacious Left Torso, while an AMS system inhabits the head, with the singular ton of ammunition in the Center Torso. Not the best place for ammo, but with this little armor, it's not going to be much of a problem in most cases. The rest of the ammo for the Streaks and MGs are shoved into the Right Torso, for a total of two and a half tons of ammunition on this configuration. That's not even the last of it! No, the configuration is rounded out by a quartet of A-Pods in the legs, two each. With the Machine Guns already on the machine, and the general lack of usefulness for A-Pods in general, this design choice puts serious question on who was driving the think tank on this one,
especially since the Hellbringer Prime overheats heavily on a running alpha, literally double the heat dissipation capacity of the 'Mech, though there's something to be said about the nicely arranged brackets. At least, nicely arranged by ranges. Firing both primary weapons on a run will still put the Prime into an overheat that slows it perceptibly.
Configuration A is slightly more sensible. Instead of the baffling array of secondary equipment that doesn't contribute much in duels or against other 'Mech opponents, this version of the Hellbringer mounts paired ER Large lasers in the Left Arm, accurate out to 750 meters, and an Ultra AC/5 with two tons of ammunition in the Right that can begin to support the lasers as early as 630 meters out. Following up on the long range hole punching is an LRM-20 system with a criminally low sixty seconds worth of ammunition in the Right Torso. An ER Medium Laser in the Head can add to the fire as soon as it comes in range. An odd choice, a Narc Launcher occupies a place in the Left Torso, adjacent to an Active Probe held over from the Prime. The Narc Launcher is of... questionable utility within the confines of Zellbrigen, but if a pilot is desperate to get utility out of it, he or she can use it to make their own LRM fire more accurate, though with a range of 360 meters, closing to that range before opening up with one of the most powerful parts of the 'Mech is a decided risk. Annoyingly, the Narc and the LRM have the same amount of ammunition from an endurance point of view. The Machine Guns in the Right Torso from the Prime have also made an encore appearance, and have been “upgraded” to a full ton of ammunition, nestled in the Center Torso, taking the place of the now absent AMS ammo. One step forward, two steps back. The heat load on this configuration is slightly more taxing at range with a salvo of the long range weapons at a run generating enough heat to affect targeting performance, but also more lenient on an alpha, which “only” generates enough heat to flirt with ammunition detonation.
The third of the Hellbringer's common configurations, configuration B is the first that doesn't suffer from crippling heat issues. However, it suffers from crippling ammo issues, appropriately enough. A Gauss Rifle in the Right Arm reaches out and touches people out to 660 hexes with a slight difficulty with short range opponents. In the opposite arm, an LB-5X exploits holes punched by the gauss weapon, and also offers superb anti-aircraft capability. The crippling ammunition issues rear their ugly heads with only a single ton for each weapon, in the same location. For the autocannon, twenty shots is enough to get through a fight, though having only one choice between cluster or slug limits its overall utility. For the gauss rifle, one ton is criminally under supplied, lasting less than a minute and a half of constant fire. Two SRM-6s with Artemis IV FCS in the Right Torso provide superb close-in firepower capable of damaging exposed components. Artemis only saves a half ton versus upgrading to Streak systems, and loses fully 25% range, only reaching out to 270 meters. Two tons of ammunition supply the launchers, both placed in the same torso. Given the ammunition efficiency and improved range of Streak systems, it's a mystery to me why the designer didn't simply consolidate and drop to one ton of ammunition. A similar 'quick fix' for the configuration is to drop one ton of SRM ammunition for an additional ton of gauss, since the gauss will be in range significantly more often than the relatively short-legged missiles. Finally, an ER Small Laser in the Left Torso provides last ditch defensive potential out to 180 meters. Total heat buildup for this configuration is barely 50% of the overall heat dissipation of the 'Mech, meaning that the Hellbringer B can literally bathe in inferno gel or plasma fire and only make the pilot sweat.
Next on the list, the Hellbringer C initially debuted in 3054, several years after the Invasion, and trades a punishing long range focus for equally painful short range power. The centerpiece of the 'Mech is a massive LB-20X Autocannon in the Right Torso, fed by three tons of ammunition distributed where space allows between the side torsos. Two ER Medium Lasers in the Left Torso exploit holes punched by the main gun. On the Left Arm, an ER Large Laser provides a hefty and accurate long range punch while two underslung ER Smalls add damage at close range. In the Right Arm, all around versatility is brought around by an ATM-6 launcher, with three tons of ammo in the same arm. This config is well versed at all ranges, with the ER Large and ATM providing an accurate if not especially powerful reach, adding the ER Mediums and the ATM's standard munitions when the ranges close and more damage is required. Finally, at close range, the LBX opens up and the ATM switches to HE missiles, which provide unparalleled damage at knife-fight ranges. The Small Lasers aren't often going to be in range even so, but offer a low-heat solid punch when targets are within 180 meters. Total heat capacity isn't up to a running alpha, but with a variety of weapons to provide good flexibility and damage at all ranges with a focus on short range pain, the base heat sinks are fairly good. At long range, a running alpha doesn't even raise a blip on the display, and the mid-range battery doesn't do much more than make the pilot sweat. Close range, managing the offensive potential of the C is a bit more complex, but firing the LBX, ATM, and ER Mediums offers a net cool down after a few salvos including the Large. If the pilot is desperate, a running alpha at close range will flirt with ammunition explosion but not quite reach it with a small buffer between the 'Mech and disaster.
Configuration D is probably the most hilarious of the standard configurations. The primary weapons on the 'Mech are a quartet of Plasma Cannons split two in each arm, which are the source of the hilarity. Clan plasma weapons don't actually do damage to enemy 'Mechs, instead dealing a good amount of heat to units that track it. Against non-'Mech units, Plasma Cannons are murderous things, dealing damage that's on average similar to an ER Large, though across a greater swath of the target's surface, and at a cost of only three tons per system. Additionally, Plasma Cannons do not suffer when targeting close enemies, and reach out to 540 meters without difficulty, though as their downside must be supplied with ammunition. On this configuration, one ton of ammo per cannon is divided up the same way as the cannons themselves. Backing up the cannons are an array of four Medium Pulse Lasers, arranged two per side torso that can very accurately strike targets to 360 meters. A Micro Pulse Laser in the Head offers token damage to the pile at 90 meters and less. Finally, four B-Pods, two to each leg, work to fight off enemy battlesuits that may get too close for comfort. Combined with the devastating anti-battlearmor power of the plasma cannons and the superb accuracy of the medium pulse lasers, the B-Pods are perhaps a little superfluous, and the four tons tied up in their use could have been much better spent on heatsinks. Firing all four plasma weapons at a run will have the 'Mech build just enough heat to avoid penalties. Against 'Mechs, and when trying to maximize accuracy, the pulse lasers can be swapped out two-for-one without crippling heat issues, though be aware that it might be necessary to cool off every few turns. To avoid being forced to cool off, three pulse lasers and two cannons can be fired indefinitely while stationary, and at a run a pulse laser need be dropped for only a short period every thirty seconds or so. If absolutely necessary, a running alpha strike will slow the 'Mech by nearly 40% and make acquiring targets more difficult, but not impossibly so. (Editor's Note: There is a duel between the Hellbringer D and another Clan 'Mech, which I believe to be a Mad Dog, in which the Hellbringer pilot forced the Mad Dog to the point of shut down with repeated salvos of the main cannons. For the life of me, I am unable to find any evidence of that showdown ever happening or having a place in the fluff, but I'm certain it exists.)
The next configuration is the only common Hellbringer configuration to mount jump jets. The E is also one of only two Hellbringers to not waste unfortunate amounts of tonnage on superfluous A- and B-Pods, sharing that distinction with the F. Apparently, it took until 3069 to achieve that feat. The five tons taken up by jump jets leaves 23.5 tons of equipment to play with, and the designers of the E decided on long range fire-support, though being Clan, short range power is still present due to the general lack of minimum range on Clan weapons. The centerpiece of this version is a HAG-20, mounted in the Left Arm and provided with two tons of ammunition. That amount of ammo is perhaps a bit low on the modern battlefield, but for a duel it handles things nicely with two full minutes of fire available at the pilot's fingertips. Occupying the Right Arm are a pair of ER Large Lasers. The HAG has a 30 meter shorter range than the lasers, but all three will be able to engage targets to an impressive distance, and with equally impressive power. At 630 meters, an LRM-10 with a single ton of ammunition in the Right Torso can enter the fray and provide additional hits. No other weapons or equipment grace the design. Total damage output for the E is lower than most other Hellbringers, but the concentration on long range firepower and maneuverability to the exclusion of all else means that this particular Hellbringer will probably survive longer than most. The heat load of the E is fairly simple to juggle. Firing both ER Larges and the HAG at a run will not quite generate enough heat to make movement difficult. Firing one ER Large, the HAG, and the LRM the next turn, also at a run, will drop the heat back down to neutral. A running alpha will leave both the speed and targeting degraded, while a jumping alpha will degrade the ground based movement further.
The only other Hellbringer not to waste tonnage on other equipment, the Hellbringer F was introduced at the same time as the C. Sporting a pair of LB-10X Autocannons, one to an arm, the F certainly gets off to a good start for all around versatility. Only two tons of ammo makes it a little short for a full engagement, but once again, duels are golden. Four ER Medium Lasers, one in each arm and side torso, deliver solid mid-range punch. The last bit of armament is a standard SRM-6 in the Right Torso fed by one ton of ammunition. Aside from the lack of a dedicated long range punch, this is probably the most balanced of the common Hellbringer configurations. It is also one of the coolest running, with a running alpha not even slowing it down. (Editor's Note: This config comes courtesy of a canonization of the MechWarrior 4 appearance of the Hellbringer.)
One more common Hellbringer configuration exists, the H, featuring the obligatory Heavy Laser boat. Unveiled in 3059, this version dishes out the most raw damage, but also overheats more than any other Hellbringer, a feat in and of itself. An ER PPC in the Right Arm provides the main long range punch, with an Ultra AC/5 in the Right Torso and an LRM-15 in the Left Torso. Each of the ammunition using weapons comes with two tons in the same location. Fortunately, all of those weapons can be fired at a run with no heat buildup. Unfortunately, the designers were being a bit more ambitious with this one. A Heavy Large Laser sits in the Left Arm, and four Heavy Small Lasers pad the Left Torso. Because Heavy Lasers have the same ranges as their Inner Sphere, non-heavy counterparts and suffer an intrinsic inaccuracy, their utility is somewhat limited. However, if the pilot ever finds him or herself less than 90 meters from a target, the barrage of coherent light stands a fair chance of melting the opponent. Unfortunately, firing all of those lasers, alone, at a standstill, will almost put the Hellbringer into heat-inflicted deficiency. Put together, a Hellbringer H is fully capable of forcing itself into an unavoidable shutdown with a running alpha strike.
Notable Hellbringer pilots are few and far between, with only three apparent. The first (and least known) of the three is one Star Captain Phadorah of Clan Hell's Horses, who gained minor fame after defeating two opponents simultaneously, including a Horse-turned-Wolf Star Colonel, who was 'reclaimed' for the Horses.
The next notable Hellbringer pilot is notable for being a notable pilot of the Omni without direct affiliation with a Clan. Brian Cameron of the Wolf's Dragoons piloted a Hellbringer for much of his career as Jaime Wolf's communications officer and aide-de-camp, at one point even taking command of the surviving portion of the unit on Outreach after the legendary mercenary's death.
The last and most famous of the notable Hellbringer pilots, Star Captain Joanna, is the MechWarrior that killed Natasha Kerensky in single combat. Though she did not pilot a Hellbringer for the duel, much of her career was spent in the Omni, including the battle of Tukayyid. Joanna is also notable for being the only well-known Hellbringer pilot to be of Clan Jade Falcon, who are known to be prolific users of the design.
Using a Hellbringer is the same for most configurations, excepting possibly the E and F. Get in close, use cover and your speed to keep the hit numbers as high as it's possible to keep them at that range, and unload buckets of pain into your opponents' faces. Don't expect Hellbringers to live very long, regardless of what else you bring, so get your use out of them as quickly as possible. Just about the only thing that will keep a Hellbringer alive is a slower, more dangerous unit on your side that can soak the punishment, and those are few and far between when considering just how much damage a Hellbringer is capable of putting out, and how high the risk-reward is for taking one out early. For the E and F, stay at medium or long range, and use the superior ranged firepower to whittle down enemies while your ammo lasts. For something like the D, plasma cannons play merry hell with everything, but most particularly conventional assets like infantry and vehicles, where they inflict good damage for low tonnage to damn near everything. 3D6 damage split into 5 point clusters averages two full clusters and a point left over, with potential spikes all the way up to three full clusters and one three point hit, so they're perfect for roasting battle armor and infantry that get in your way.
Fighting a Hellbringer is almost painfully simple. Point and click. The armor is really pathetic, no matter how you slice it, so any concentrated fire will bring one down fast. Unfortunately, it's Clan, so anything taking it down will suffer for it. Most configurations are high on power at all ranges, but overheat easily, so bringing along heat generating weapons can help, and a few big hole punchers will start taking out important things. Keep in mind, though, that with the glut of weapons on a normal Hellbringer, taking out the big guns just gives your opponent more options to use other big guns without worrying about heat anymore. Mixed blessing. Hit it hard and put it down fast to avoid taking more damage than most Assaults can put out on short notice.
Availability and other information can be found on the
Master Unit List, and additional pictures can be found on
CamoSpecs.