Author Topic: Mech of the Week - Hellion Omnimech - Clan Angry Speedfreaks go!  (Read 8516 times)

marauder648

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The Hellion OmniMech – Proof angry lunatics can make something good.

Clan Ice Hellion are known for many things, their quick to flare temper, their Italian love of speed, the political acumen of a 800lb gorilla on meth and their unique take on Zellbringen.

The Hellions were a rather..different Clan to the ones we were introduced to when they came a calling in 3050 yet we did meet their machines.  The Fenris for example started out as a Hellion design, and I’d like to think that the ultra-speedy Gargoyle was also at least influenced by the Hellions or those fighting them, in this case Clan Wolf.

Whilst considered a rather unstable bunch in the Clans the Hellions occasionally had bright sparks of pure genius that were eclipsed by raging hissy fits and spiteful lashing out at anyone near them almost ‘because’.

The Hellion OmniMech is one of these bright sparks and shows what a dedication to speed and firepower can accomplish when the purse is thrown wide open and the Scientists are told to go nuts.

What do I get?

You get yourself a 30 tonne light that combines speed, firepower and manoeuvrability into one rather impressive and impressive looking package.  Developed well post Operation Revival the Hellion comes ready to play with all the new toys the Clan’s had produced post Revival.  And even though the Hellions fell, reduced to bandits and raiders during the Wars of Reaving before joining the remnants of the Scorpions, the Hellion seems to still be in production today with one variant featuring far newer weapon systems.
Although I am not sure who still produces it, perhaps it is refits of salvage hulls, or possibly the Diamond Sharks produced it for sale.

The beating heart of the Hellion is a 210 rated XL engine and an Endo-Steel skeleton, the armour is also of a weight saving Ferro-Fibrous compound meaning that a great deal of weight is saved.  And unlike many Clan lights it does not have ANY fixed equipment or heatsinks, the Mech is entirely modular in terms of its outfit.  Well I say that…it does have one thing fixed as standard, all of the variants feature a MASC system to boost the speed.  Thanks to the engine the Hellion can top out at 119kph but can blitz up to 151kph with the MASC system engaged, this is 7/11/14 in game terms.

The Hellion’s 5.5 tonnes of Ferro-Fibrous armour give it the maximum protection for its weight class and allow it to absorb a considerable weight of fire for a machine its size. 
Although ‘only’ a light Mech the Hellion can take a pounding although with any light its speed is its protection.  Both the arms and side torso’s can take an AC-10 round whilst the legs require a pair of hits from Clan ER Mediums. The chest can take a gauss slug before going internal so all in all a rather thick hide for a light. 

All the weight saving means that you get a lot of space left over for weapons and the various configs of the Hellion do not disappoint, producing a family of Mech’s that can often outgun and outrun anything they encounter, giving the Clan’s one of the most heavily armed and versatile lights in their inventory.

Configs (And yes I have no shame, the NATO Phonetic alphabet rides again!)

Prime – Opting to not use any new toys in the Prime the Hellion’s instead went for an efficient mix of weapons that pack a surprising bite.  A quartet of ER Medium’s form the Prime’s main punch and thanks to the power of the Clan ER Medium laser it can tear through light and medium Mech’s with ease and the fact there’s four of them make it capable of tearing through back armour on machines far larger. 
To fill those holes a trio of SSRM-2s are fitted and whilst the not most hard hitting weapon system they can’t all be knocked out like the equivalent weight SSRM-6 could with a single lucky crit.  Finally the Hellion has a long range punch in the form of a LRM-10 for a long range sting and if needs be a point blank sand blasting.  Fitted with only the standard 10 double heatsinks the Hellion can’t handle the heat of a full alpha strike’s 32 heat including movement, but a careful pilot should have no issues in using the Mech’s firepower to its fullest.

Alfa – The fire support unit for a Flurry or Star the Alpha has a simple armament lead-out but one that’s effective none the less. A trio of LRM-10’s form the main bulk of firepower whilst an ER Medium laser provides some ammo-independent backup.  Still for a missile platform its not bad, its fast and agile and Clan LRM’s are a threat at long and short ranges.  Of course ammo is a problem as the size of the Hellion does constrain how much it can carry due to tonnage limitations but this is true of any small fire support missile unit.

Bravo – Me thinks the Hellions saw the Diamond Shark’s Solitaire and went WE WANT THAT!  So with the Bravo the Hellions Scientists produced a Heavy Laser Boat that probably pumps out enough heat and radiation from its laser array that it could probably be confused for an exploding star.

Mounting a single Heavy Large Laser as well as a quartet of Heavy Medium’s and a single Heavy Small the Bravo has an absolutely brutal punch but this is accompanied by an even more brutal heat surge that three tonnes of additional heatsinks in no way shape or form help with if you should push that big red ALPHA STRIKE button.  A full broadside will net you 49 heat before any movement and you vent 26 of that.  Yes this would probably result in the pilot loosing 90% of their bodies water as they sweat it out but if a Bravo gets behind you, the temptation to press that Alpha button would be strong indeed… Note you may need to remove the pilot from the cockpit with aid of a mop and bucket also, hazmat suits are also recommended for the clean-up teams.

Charlie – Stepping well back from the crazy of the Bravo the Charlie takes a far more constrained approach to delivering firepower.  Of importance to note the sensor suite received a significant retrofit allowing for the fitting of a targeting computer.  This is then used to tie in the Mech’s quartet of ER Medium lasers and its ATM-6.  With the Hellion’s speed I would guess that a large chunk of its ammo bin would be taken up by HE ammo, with the remainder being standard ammo, the speed of the machine really counts ER ammo out and who would not want to fire 6 ATM HE rounds at a Mech’s back.

Delta – This one confused me a bit, to start with it has a meaty long range punch in the form of an ER Large Laser and an LRM-15, yet it also has a pair of Heavy Medium Lasers for close in work.  Then I realised this was the Hellions version of a multi-role machine akin to something like a Kit Fox Prime or even a larger machine like a Stormcrow.  The mix of armament does give you a big punch although like all Hellions save the Alfa the Delta suffers heat woes, the combination of the Heavy and ER lasers means that you can’t really slap the alpha button too much once you’re within range to do so as you’ll be overheating rapidly.

Echo – Built to turn infantry and battle armour into blazing, molten wrecks as well as playing havoc with tanks the Echo is probably the most specialised of the Hellions configs.  The Echo is also a Hellion that can jump, capable of making 150 meter jumps.  To carry out its infantry/BA/tank butchering role the Echo was possibly designed by a pyromaniac.  Or someone who REALLY hated infantry. Or both. 
A quartet of flamers and a pair of AP Gauss Rifles form the backbone of the infantry butchering armament.  To deal with Battle Armour a pair of Heavy Medium lasers and an SRM-4 round out the armament and make the machine still capable of hurting other Mech's.  Finally an ECM suite mounted in the head protects the Mech from hostile EW systems.

Foxtrot – Possibly a running mate of the Echo or a refit the Foxtrot is fitted with a head mounted Active Probe instead of the ECM and retains the paired AP Gauss rifles of the Echo but features a more capable anti-Mech armament based around an ER Large Laser, an ER Medium and another anti-infantry weapon the ER-Flamer, this weapons package is rounded off by an SRM-6.
 
If this is a scout it is built for all environments and can still be used to annihilate infantry as well as providing an anti-Mech punch that should not be underestimated.  With the Hellions take on Zell something tells me that the Echo and Foxtrot work as a pair, one sniffing out the foe, the other then burning them to death. 

Golf – The latest config to come out, and this is the one that had me scratching my head at who made it.  The scratching only intensified when I saw part of its armament.  To start with the Golf has a rather Prime-esque weapons fit, a trio of Heavy Medium lasers provide powerful punches whilst an LRM-10 covers long range engagements, again, much like the Prime.  Now here’s the weird part. 

A bit of Inner Sphere tech, and a very specialised one at that.  A torso mounted One Shot TSEMP Cannon. 

This shows that the Hellion is still in production post War of Reaving and indeed, post Blackout but by whom?  I would guess the Sharkfoxes but it could be used by Hellion/Scorpion Remnants as well and there it makes sense.  Either this thing charges in, slapping a target with an EMP that either overloads their systems or causes all kinds of technical woes.  If a target is shut down it can be captured for salvage and if its overloaded you can batter it with your firepower with ease.  So is this a Hellion’s take on a capture machine?

Thoughts

The Hellion is a nasty nasty machine, not in a bad way though, it’s a light that outguns more than a few mediums and even some old heavies thanks to its Clantech weapons.  Its speed whilst not super-fast (save when you turn the MASC on) is more than enough to allow it to bring its firepower to bare and if it gets into trouble it can easily sprint away and disengage. 

Whilst it does take a big proud step back towards 3050 Clan Mech heat woes you have to sacrifice something and in the Hellions case its heatsinks but unless you go berserk (or are in a Bravo) you should be able to keep a weatherly eye on the heat whilst still maintaining a barrage of weapons fire. 

This machine is up there with designs like the Tiburon and Fire Falcon as a machine that can punch very far above its weight and one that should be respected by any foe.  Killing one is really a matter of dealing with any light Mech, you hit them hard enough and they’ll fall over.  Of course hitting them might be an issue, but a good solid blow will be decisive.  Inferno’s and Plasma is definitely a plus as it will hopefully cut down on the volume of fire being directed at you.  Oh and Infantry, if an Echo comes into range, shoot yourself in the face now.  Right now.  It will be quicker and far less painful.  A Hellion pilot should try and move fast, using terrain to keep his targeting modifiers up for anyone shooting at him or her.

Save the heat problems the only other issue is that Hellions tend to be rather pricey in terms of BV, so if you’re looking for a cheap Mech, look somewhere else.



C'mon you know that it has https://www.youtube.com/watch?v=c5Ka0WFqftA playing as its theme song...

http://i.space.com/images/i/000/034/744/wW4/bright-gamma-ray-burst-1920.jpg?1385150051 A Hellion Bravo firing an alpha strike as recorded by an orbiting satellite.  Maybe...


Any comments are most welcome and I appologise for any errors as I don't have my TRO to hand.  I did this during a few lunch breaks at work.
« Last Edit: 22 June 2015, 23:44:13 by marauder648 »
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UnLimiTeD

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Certainly a beauty, to the point of maybe being a bit overengineered.
I think you got a name mixup in the first line of the foxtrot version.
Thanks for the article, especially with a short tactical analysis.
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marauder648

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Oops thanks for pointing that out :) And it probably is a bit over engineered but then most Clan Mech's in my mind would be.
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Deadborder

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The Hellion may not actually be in production in the IS; the G config could be simply be a new pod on existing chassis. That being said, I suspect most of those in the IS are Falcon/Horse salvage from the Hellions themselves

its a fun little 'Mech. Nasty as all get out, hits well above its weight and great for lots of random violence.
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I've been surprisingly lucky when using a Hellion-G in a Falcon light star. I've always been lucky enough to actually hit with that TSEMP every time I've used it, and it has proven invaluable in rattling someone enough that the Star could take them down, or evade for a critical few turns. In one notable Alpha Strike game, the Hellion solo-killed a Shadow Cat by shutting it down, then dashing behind it the next turn and gutting it with a backshot.

It may not be a big brother to the Fire Falcon like the Black Lanner is, but it certainly makes for an effective older cousin. O0
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cold1

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Every time one of those favorite mech by weight class threads happens you see Hellion like every 3rd post.  It's he best light clan omni as far as I'm concerned.  And I neither like light mechs nor do I like depending on speed as my primary defense. 

The D is essentially half a Timberwolf Prime and twice as fast... let that sink in.  You can do evil things with bracket fire.  LRM + ERLL long range then LRM + HMLs.  That's 5 and 10 point holes a plenty.  No, it won't stagger a Dire Wolf head on but any other light or medium is probably going to get beat up quick.

One thing of note to me is the configurations REALLY are well done.  Nothing is super munchy but they all work pretty well or at least well at the intended niche.  Also like the Timby.


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Diplominator

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The Hellion looks cool and has nice configs. I'd love to use it more but I tend towards all-jumping units when I play a Falcon unit.

Here's a question, though: does anyone have a 3067 record sheet book handy? MegaMek and SSW both list the Hellion Prime as lacking non-mandatory actuators in the right arm, which clashes with the art and makes no sense besides. It has plenty of free crits. Is that reflective of the official RS?

The rest of the configs also seem to have unnecessary removal of hands, but we don't have art for them.

Arkansas Warrior

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Definitely my favorite light omni.  There's no better balance of speed, armor, and firepower of any of them.






Clarification: with the MASC, it only moves 14 hexes right?  Or am I doing the math wrong?
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Adgar76

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Clarification: with the MASC, it only moves 14 hexes right?  Or am I doing the math wrong?

14 hexes is correct, the movement profile is 7/11[14].

A. Lurker

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Clarification: with the MASC, it only moves 14 hexes right?  Or am I doing the math wrong?

MASC grants a running speed equal to double walking speed rather than 50% extra rounded up as normal, so yeah, that's 7/11(14). Which with each MP being the notional equivalent of 10.8 kph still works out to a top speed of 151.2 (or almost 94 miles per hour) in those terms, mind.

glitterboy2098

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according to the MUL, the following factions have hellions up to the early republic era..

Clan Diamond Shark
Clan Hell's Horses
Clan Jade Falcon
Clan Nova Cat

(note that prior to the jihad most of its configs were "clan general", post jihad it's just those 4.)
obviously the MUL doesn't include whatever the homeworlders are doing though.

in MWDA the steelwolves, Seafoxes, and IIRC, spirit cats all had hellion figures, so i'd guess the diamond sharks/seafoxes are selling them by that time.

marauder648

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Cheers for pointing out the MASC thing, as I said didn't have my TRO with me at the time so fixed now :)
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Grey

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Admittedly I was, at first, dismissive of this since the first three configurations tended to be overspecialised, undergunned or undersinked.

Then a Prime gutted my Timber Wolf A.

Then I started facing stars of the things in Ice Hellion scenarios.

Once I got my hands on one I realised how potent it truly was and it's now my favourite Clan light, despite my poor luck with MASC.

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Nice for a clan unit (no, I don't like anything with clantech  >:( ). Still, the configs seem a bit repetitive: medium beamers and missiles, mediums and missile again, and again... a clan omni without ERPPCs or pulse lasers? The frost ferrets are letting me down...

An IS analogue would be nice too
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marauder648

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Nice for a clan unit (no, I don't like anything with clantech  >:( ). Still, the configs seem a bit repetitive: medium beamers and missiles, mediums and missile again, and again... a clan omni without ERPPCs or pulse lasers? The frost ferrets are letting me down...

An IS analogue would be nice too

One could say that was the issue with Clan lights, especially the 3050 mechs, they tried to go "Look at our guns, our guns are amazing give 'em a lick  (ooh they taste just like rasins)"

But this then hid the fact that basically on the Puma the 2nd PPC is uselss unless you want to start melting the mech with rampant overheating or that if they started totting the large pulse then it starts becoming very cheesy very quickly. 

The Hellion is designed within tight constraints and it squeezes every spare gram it can out to take on firepower but that firepower is useful. Its no an extranious PPC thats there when the other one gets blown off.  Its not 3 AMS or anything bonkers. Its all there to be used. 
The Hellion like the Fire Falcon or Tiburon shows that the Clans can design a mech that is designed to obliterate the opponents it can face, and it does so with firepower, well thought out firepower.  Is it an optimized design? Yes for sure but thankfully the over-optimised and thus cheesy designs stay away from Clan mech canon for the most part.  The Hellion prime is a VERY powerful mech, but its still only a light, you hit it hard enough and it will go away and you really only need to hit it hard enough once or twice.
« Last Edit: 23 June 2015, 05:33:41 by marauder648 »
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Colt Ward

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Too bad the Hellions are no longer officially around . . . (could the Sharks be buying new Hellions from somewhere in the deep periphery . . . if such a place finally started producing Clan equipment?) . . . otherwise it would be fun to see a Ice Hellion L, is is of course for Ludicrous Speed.  Just like the Executioner, slap a Supercharger on top of the MASC- a very Hellions thing to do.  Course I want to make it a better Fire Moth H at that point.
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A. Lurker

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Overall opinion of the Hellion, now that I've had a bit of time to reflect: nice 'Mech, but I'm not convinced it's fast enough yet. :D

Seriously, nudging its base speed up another bracket would have only cost it a ton and a half of pod space, and this is a design whose firepower is constrained more by its heat dissipation than strictly by its free tonnage anyway -- carrying a bit less gun in exchange for a likewise lessened heat load and the ability to bring its remaining armament into position that bit more easily yet again is a trade I'd at the least seriously consider.

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It's my favorite light Clan omni; as a primarily Ghost Bear adherent (on the Clan side anyway), "light" usually means "60 tons," but when the time comes to trot out a recon or striker star, I wanted something to mix in with my Fire Moths and Vipers.  Then FM:Crusaders hit and there was this beautiful 'Mech just waiting for me.  Fast, decently armored, and carrying enough guns to give 'Mechs twice its size fits.  What's not to love?
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iamfanboy

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As far as Alpha Strike goes, there are a LOT of mediums and lights who have TMM+3 A4/S2 like the Hellion, but several of the configurations manage to stand out. As Weirdo pointed out, the Hellion-G doesn't even sacrifice firepower to mount the TSEMP with damage of S4/M4/L1 OV1. The -B also stands out as one of the few sub-30 point units which can deal more than 5 damage... at S4/M3 OV3, it can deal a potential 8 backstab damage and only lose 6" of movement next turn, when it runs away to cool off!

In my experience, however, the TMM+3 A4/S2 units don't have a ton of survivability, once they're marked out; it's just low enough to make them vulnerable to artillery and bombs, while their points value (25-35) makes them reasonable value for targeting with those attacks.


But the mini sure does look awesome. Let's see, if I move the Thor from my Striker Nova to the heavy cav Star, that still leaves a slot this and the Ice Ferret or Stormcrow...

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I'd go with the Stormcrow. But then, the Stormcrow's one of the best mediums ever.

As for the article, I have to say, the Hellion isn't a bad 'mech. As someone who tends to use 'mechs on the heavier spectrum (As though my sig wasn't a dead giveaway), the Hellion will likely prove a foe I am not going to like fighting, provided I face it at some point. That said, the Echo configuration seems like a sprinting War Crime-almost, if not moreso, than the Scarecrow the Fedsuns use circa Dark Ages.

P.S.: This has been a nitpick for a while now, but... I'm confused why you always type "Alfa" when listing the configuration, then seem to use "Alpha" for every other mention of it. Why?

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I have rolled with a Hellion A, Tiburon, Goshawk II, Arctic Wolf II Omni (with LPL, forget the letter), and Grendel B as my Sea Fox Aggressive Negotiation Group.  The speed is dizzying as a star and the firepower can be staggering when focusing on individuals.  The Hellion fits well with all of those units and holds it's own with them.  I could maybe drop the Goshawk II for a Fire Falcon and not notice much of a different other than losing one of the jumpers.

I've used the Hellion over the years and tend to have it work well.  Sometimes it's too slow (the turns where you are cooling the MASC) and it's light 'mech armor is it's ruin, but thats how using a Light Mech goes!

Grey

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Overall opinion of the Hellion, now that I've had a bit of time to reflect: nice 'Mech, but I'm not convinced it's fast enough yet. :D

Seriously, nudging its base speed up another bracket would have only cost it a ton and a half of pod space, and this is a design whose firepower is constrained more by its heat dissipation than strictly by its free tonnage anyway -- carrying a bit less gun in exchange for a likewise lessened heat load and the ability to bring its remaining armament into position that bit more easily yet again is a trade I'd at the least seriously consider.

Most of the time I'd agree, but there are already plenty of 8/12 options around, and even with the MASC it would be hard to differentiate the Hellion from the Hankyu, Fire Falcon, Viper or Ice Ferret. Or maybe it's just me, there's something about a 7/11 Clan Light that screams "Better than the Inner Sphere" but realistic about game combat enough to carry heavy firepower, even with a bit of a heat burden.

A. Lurker

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Most of the time I'd agree, but there are already plenty of 8/12 options around, and even with the MASC it would be hard to differentiate the Hellion from the Hankyu, Fire Falcon, Viper or Ice Ferret. Or maybe it's just me, there's something about a 7/11 Clan Light that screams "Better than the Inner Sphere" but realistic about game combat enough to carry heavy firepower, even with a bit of a heat burden.

To be honest, the presence of those other options (none of which are actually straight matches to the notional upgrade anyway) doesn't bug me in the slightest. BattleTech has only finite design space since all one ever does is put prefab parts together according to likewise predefined rules as it is, so duplication happens and wanting to never repeat something that's already worked elsewhere purely for originality's sake would strike me as a good way to design oneself into a corner fairly quickly.

Ruger

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That said, the Echo configuration seems like a sprinting War Crime-almost, if not moreso, than the Scarecrow the Fedsuns use circa Dark Ages.

You know, the more I look at it, I'm willing to bet that the creator of that config was thinking "you know, I think the Clans need their own version of the Firestarter when he created it...

;)

Ruger
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glitterboy2098

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according to the MUL, the following factions have hellions up to the early republic era..

Clan Diamond Shark
Clan Hell's Horses
Clan Jade Falcon
Clan Nova Cat

(note that prior to the jihad most of its configs were "clan general", post jihad it's just those 4.)
obviously the MUL doesn't include whatever the homeworlders are doing though.

in MWDA the steelwolves, Seafoxes, and IIRC, spirit cats all had hellion figures, so i'd guess the diamond sharks/seafoxes are selling them by that time.

well, turns out i was a bit off on the MWDA factions..
http://www.warrenborn.com/Search.php?ID=Hellion


Steiner, Kurita, Davion, Republic of the Sphere, and 2 "Gunslinger".. which was MWDA speak for mercs.

still, it seems likely that these factions got their mechs from somewhere, and the Seafoxes/diamond sharks seem most likely.

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That said, the Echo configuration seems like a sprinting War Crime-almost, if not moreso, than the Scarecrow the Fedsuns use circa Dark Ages.
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  • Posts: 2129
  • How can a bird be sultry? Very carefully.
You've never encountered the Piranha then, 12 Clantech MGs
Pffft, I love using those things. But mainly against other 'mechs. I've used stars of the damn things.

That sounds really weird coming from a guy who fights predominantly in the 60-100 ton band.

MoneyLovinOgre4Hire

  • Lieutenant General
  • *
  • Posts: 25813
  • It's just my goth phase
I've only ever encountered this thing once, and the experience left me with a bad taste in the mouth regarding this mech.

It was at a tournament, and the guy using it was cheating: he was using the B configuration and keeping up a rate of fire that should have caused an auto-shutdown after 2 rounds.  I wasn't familiar with the mech so I didn't call him on it, I only realized after the match.
Warning: this post may contain sarcasm.

"I think I've just had another near-Rincewind experience," Death, The Color of Magic

"When in doubt, C4." Jamie Hyneman

 

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