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Author Topic: 'Mech of the Week: FS9-O Firestarter (OmniMech)  (Read 1177 times)

Empyrus

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'Mech of the Week: FS9-O Firestarter (OmniMech)
« on: 22 June 2021, 17:11:44 »
Firestarter
A more futuristic lighter
Hear what Firestarter pilots probably say while fighting here.
Yes, I reused these lines from my Firestarter article

For the general history of the Firestarter, I refer readers to my Firestarter article. This article concerns the heavier, medium-class OmniMech version of the Firestarter that debuted in 3057.

The genesis of the FS9-O Firestarter is in the detente between Successor States in the aftermath of the Clan Invasion. The Draconis Combine cracked the secrets of Omni-technology in 3052, creating the Raptor, and over the next few years, developed several other OmniMechs. Now, the Firestarter is traditionally produced by the Lyrans but they evidently didn't see it particularly important, and Coventry Metal Works presented the Firestarter specifications as a gesture of goodwill to Luthien Armor Works. LAW in turn reworked the specs into an OmniMech version and gifted these to Coventry. This eventually resulted in an agreement to allow Coventry to produce the Black Hawk-KU, arguably a bigger deal than the Firestarter Omni is in any way. Indeed, as far as I'm aware, the Firestarter Omni has not historical significance in itself.

But though insignificant in grand scheme of things, the Firestarter is not a bad 'Mech. No, not at all, and one could argue it is the best of the lighter first generation Inner Sphere OmniMechs. The Raptor suffers from being a 20-tonner with all the limitations that brings, the Draconis Combine didn't have double heat sinks to spare for Owens and Strider, and the Strider, though possessing equal ground speed, has less armor and pod-space than the Firestarter.

At 45 tons, the FS9-O is ten tons heavier than its progenitor. 270-rated extra-light fusion engine matches the original's speed and 6 fixed jump jets provide equal jump capability. 8.5 tons of standard armor is about 89% of chassis maximum, arranged quite smartly. Center torso can take an AC/20 shot, while legs and side torsos are Gauss-proof, though arms - which carry majority of firepower - have only 12 points of armor on top of 7 internal structure, meaning they're at risk from 20 point hits. Like the FS9-S series, the FS9-O is built with endo-steel chassis. Between the endo-steel, XL engine and fixed jump jets, the Firestarter was already getting a bit cramped but in their first questionable decision, LAW's designers also fixed a double heat sink in each side torso. Retaining a pair of fixed flamers from the original Firestarter in the center torso (one rear-mounted), the Firestarter has only 4 slots available in its torso sections, one on the left, three on the right. These decisions leave the 'Mech with only 13.5 tons of pod-space. But ultimately how the available pod-space is used is more important, and fortunately the FS9-O does pretty well in this regard, with a good variety of configurations.

The primary configuration is very rather similar to the original Firestarter except it is boosted in power. Each arm sports a large laser, while the right carries two additional flamers, and the configuration is rounded out with a Beagle Active Probe. While not advanced armament, twin large lasers are nothing to sneer at especially in reasonably mobile chassis. Reasonably scout or pursuit 'Mech.

Unfortunately there seems to be a law that states that all OmniMechs have to have a dud configuration, and in the Firestarter's case, the A configuration is that. With limited pod-space and fixed heat sinks, one would ideally focus on energy and missile weapons, but here some genius decided an LB-10X would be a good idea. With two tons of ammo, the final half a ton is taken by a small laser. The LB-10X is a good weapon, especially on a mobile platform, but I really don't advocate spending most of your pod-space for one. That said, thanks to the LB-10X's quality and the fixed flamers, the A is not horrible configuration, it is cheap in battle value, and useful against infantry and vehicles. But in general, I'd recommend the G configuration instead.

The B configuration is an interesting alternative to the primary as a scout or pursuit 'Mech. Armed with a large pulse laser, twin medium pulse lasers and a small laser, and carrying a TAG and C3 slave, it would be especially at home in C3-equipped lances and companies. Pulse lasers are not most popular weapons, but their accuracy is useful in a jumping design that shouldn't have major issues getting to good range. I am mildly disappointed this one does not carry a Beagle Probe, it would've been a superb scout. But I guess the Owens needs a reason to exist.

For fire support, the C configuration offers twin LRM-10s, each with a ton of ammo, supplemented with a small laser and a C3 slave. I'm not sure what to think of this. On one hand, mobile fire support is nice, on the other hand, twin LRMs aren't terribly strong and there isn't really enough ammo to take advantage of specialty munitions. The C3 slave is rather odd addition here as well. Still, OmniMechs are all about flexibility, and having an option for fire support is nice.

The D configuration continues defying any pattern and makes the Firestarter into a sniper. The left arm carries an ER PPC, while the right has a medium laser and LRM-5 with a ton of ammo. Torso locations carry a C3 slave unit and a Guardian ECM. Very straightforward configuration, and quite useful in C3 lances, providing that protective ECM umbrella. Capellans must be envious, for this is essentially a more mobile Vindicator, and I believe anyone who likes the Vindicator probably likes this configuration.

Next, for something completely different with the E configuration. This one turns the Firestarter into a melee combatant, armed with a sword, a small and medium pulse lasers, and a MRM-20. At 45 tons, the sword deals only 6 points of damage but it is accurate, and keeps battle value and heat generation low. The E has second highest damage output of all normal Firestarter configurations, topped only by the space-focused U (by 1 point). Fun backstabber, reasonable for hunting similarly sized prey.

Debuting few years later, the F configuration is essentially improved version of the primary, at least in battle. Armed with an ER large and medium laser in each arm, and ER small laser in the head, it is the also the first configuration to mount additional heat sink. The laser armament is somewhat redundant, but it does allow for variety of firing patterns, especially while jumping, or for extra punch when the situation is dire. Expensive in BV compared to most FS9-O configurations though, and perhaps somewhat redundant with the D.

If the F was improvement to the primary, the G configuration fixes the A. Downgrading the LB-10X to recently developed LB-5X, the G saves crucial mass to add three medium lasers to the left arm, and also replaces the useless small laser with CASE for the AC ammo. Two tons are arguably an overkill for a single LB-5X but that's a minor issue at best. Flexible configuration when uncertain about opposition, capable dealing with just about any kind of enemy to an extent.

Going back in time, during the Operation Bulldog, captured Clan equipment was used to create new configurations for Inner Sphere OmniMechs. The Firestarter R configuration is thus armed with ClanTech and is something of a melding of the primary and B configurations. Armed with twin Clan ER large lasers in the left arm and a Clan LRM-10 with Artemis IV in the right, fed by two tons of ammo in the right torso. Powerful with excellent range and mobility to use that, but also quite expensive at over 1700 BV. The LRM is best used while jumping as as stand-in for one laser, and one might throw some speciality munitions to the second ammo bin. Thunders are always fun...

Debuting at the eve of the Jihad, the H configuration is a multipurpose configuration. With Beagle Active Probe and Guardian ECM, it works for electronic warfare and support, while AMS provides extra defense. For armament, it each arm has a medium and small pulse laser, the left arm has also a pair of machine guns, while left torso has an ER medium laser. The pulse lasers or machine guns are a bit redundant with the fixed flamers, but I suppose there's no overkill against Blakist Manei Domini infantry. Lack of heavy hitter is my major complaint with this one.

An earlier experimental configuration, the X configuration is perhaps more common after the Jihad. Sporting advanced Angel ECM and Bloodhound Active Probes, this one is a superb scout and electronic support 'Mech. The main gun is a large X-pulse laser, supported by somewhat dubious Streak-2 rack. Not particularly powerful, but should be an asset to almost any force.

Finally, we have the late-Jihad-era unusual environment configuration, the U. Aimed at space operations, the U is essentially a variation of the E. Armed with 5 medium pulse lasers spread across torsos, head and left arm, and a sword in the right arm. Final ton is taken by a fuel tank for jump jets. I'm not familiar with the space rules, so I won't be commenting on that aspect but I will note that this is one of the rare U configurations that are actually quite good at ground. Yes, it wastes a ton, but it offers accurate damage with simple operation.



The Omni Firestarter does differ from its progenitor somewhat as the original is rather incendiary focused in its most incarnations. The FS9-O does pay lip-service to that task with its fixed flamers, but do not let those define the 'Mech. With its variety of configurations, it cannot be really put into one box. Many of its configurations work well as replacements or complements to various Phoenix Hawk variants, or just about any 6/9/6 movement curve possessing Spheroid 'Mech. The FS9-O has no obvious strengths but neither does it have obvious weaknesses. Flexibility is the key with this 'Mech, and as OmniMechs go, it offers quite nice selection of configurations for variety of tasks.


The Omni Firestarter is featured in TROs 3058 Upgrade and Clan Invasion.
The Omni Firestarter at...
...MUL
...CamoSpecs
...Sarna.net
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MoneyLovinOgre4Hire

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #1 on: 22 June 2021, 18:01:47 »
I believe the F variant was developed by the Free Worlds League, actually.
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GermanSumo

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #2 on: 22 June 2021, 18:29:20 »
Hey Empyrus.

Great review. May i add something? You compared the Firestarter Omni to a Pixie due to its speed. I would go further and say that the Drac engineers actually achieved something really big with this Omni (which wasnt really expanded on later). A while ago in a discussion about Omnis i read that Omnimechs can actually help the quartermasters to cut down on supply use if enough are deployed. You only need the base parts and the pods. The caveat is that a unit must employ a certain number of Omnis to benefit from overall supply reduction.

Looking at the Firestarter Omni from this perspective, it suddenly opens up something else.
- The Prime-Config resembles a traditional firestarter in weapons output (beefed up if anything).
- The A has a big gun (and small energy weapon)... i see a Clint emulated here.
- The B screams beefed up Fire-Javelin to me.
- The C is a Whitworth
- The D is a Panther/Vindicator (or even a Grand Dragon)
- The E was the answer to the Hatchetman in my books... the Dracs actually copied this config in their Hatchetman 5K
- The F is a Phoenix Hawk
- The G is another take on the Clint
- The R looks pretty similar to a Cougar Prime of the Inner Sphere variety or a mutant Adder
(I will not check the later configs now)

This looks to me like some tech had the idea to re-create a whole bunch of light and medium mechs capabilities on one single platform. This platform is actually decently armed and for 3055 pretty fast and mobile.

This mech with its pods can emulate at least 8 common Inner Sphere mechs with ease. You just need one production line plus different omnipods instead of 8 different factories. Pilots who are familiar with any of these mechs can be assigned pods which actually copy their old mechs. As a chassis its superior to many of its progenitors.

I have no idea if this was done on purpose by the developers but this mech can singlehandedly replace many of the older light and medium designs. Maybe other people may spot more mechs which can be copied by this Omni.

So its not "just" an average, leaning towards good Omnimech. This Mech could have replaced any of the mentioned designs. And massivly streamline production and supply if a house adopted it on a big scale for their light/medium regiments.
« Last Edit: 22 June 2021, 18:32:33 by GermanSumo »

Empyrus

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #3 on: 22 June 2021, 18:46:46 »
Good list of comparable 'Mechs. I considered pointing out some 'Mechs but because 6/9/6 movement bracket is rather common (especially among the Lyrans), no names popped to my mind off-hand except the Phoenix Hawk due to its archetypical nature. (And unfortunately searching by mobility in MUL or MML isn't easiest thing to do.)

Indeed, OmniMechs do offer logistical benefits. But for Inner Sphere, OmniMechs tend to be prestige units (see House specific second generation OmniMechs), and with their higher costs and existing industrial base geared toward standard 'Mechs, there's little movement toward adopting OmniMechs. And it is not uncommon for configurations be variations of a theme rather than truly different, though this is more of a artificial BattleTech game restriction because devs can publish only so many different configurations. The Firestarter Omni is a positive surprise in this regard.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #4 on: 22 June 2021, 19:11:21 »
Nice review.  I do think when reviewing, it should be considered the technology available when these configurations were made. 

That said, it's good mech. I won't recommend the ER weapons on them unless they had heat sinks to handle it. Bracket fire in later years can be issue when you have too many standard and 2nd gen Inner Sphere OmniMechs running around without same heat issues.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #5 on: 22 June 2021, 20:47:59 »
I love the B, and have often called it the "OMNI Phoenix Hawk".

The U is a ridiculously good backstabber, even though the sword is pretty much wasted tonnage. I much prefer to kick when given the choice.

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #6 on: 22 June 2021, 21:24:56 »
Omni Firestarter is one of my favorites, not perfect but very well rounded.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #7 on: 23 June 2021, 00:05:37 »
A few notes on the U, from someone familiar with the space rules:

A ground unit's Thrust is its Jump divided by three, so the Firestarter has a Thrust of 2. Anything more mobile than a JumpShip is functionally faster than you, a LOT faster. Your fuel is similarly limited, though I forget the precise numbers, and the extra ton of fuel helps a LOT.

The net result is that you're not totally helpless in space, but much like foot infantry on the ground, you're not going anywhere fast, and are really reliant on your transport to get your to the general area of the map you want to be in. (Velocity puts a wrinkle in this - you retain your transport's velocity when you exit, so a DropShip has options for essentially flinging you in a given direction.)

Shooting - Biggest thing is that you don't care about your weapons ranges at all. Seriously, if it's a space-only game, you might as well cover those numbers on the record sheet with white-out or something. You can only shoot at targets in your own hex. If you're standing on said target, it's at short range. If you're not, then it's at long range. That simple.

This makes the Firestarter-U's pulse lasers very useful. You're not wasting any tonnage on range you won't ever use, and the pulse bonus is very good for countering that range penalty. The sword is also very good here, as possessing a melee weapon gives you a bonus when rolling to safely land on a space unit's hull(notice that almost all space-config mechs have a melee weapon, even the Clan ones), and when attacking said unit, melee weapons are added in to your shooting - when trying to damage specific systems, the Firestarter can cause crit checks on any unit with 30 capital armor or less; a very serious threat to many JumpShips and space stations, and even concerning to some lighter WarShips.

Don't get me wrong - at the end of the day, 'mechs suck in space. But we can certainly say that the designers of this Firestarter config did absolutely everything they could to minimize its weaknesses, and maximize its strengths.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #8 on: 23 June 2021, 05:01:02 »
I love the Omni-Firestarter. In a recent(ish) AtB campaign I salvaged quite a few of these and they were my go to mech if I needed to fill out a heavier lance and a mainstay in the ligter ones. They always served very well. I didn't use the A much, but in a light lance it can be nice to bring a rather big gun to the table that can punch holes that others can exploit and to park those pesky vehicles.
It worked very well as the more mobile element to Black Jack Omnis that bring a heavier punch.

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #9 on: 23 June 2021, 09:35:09 »
People rag on the Firestarter-C often, but it should be pointed out that there are extremely few IS mechs that can manage a 6/9/6 movement curve while still throwing twenty LRMs at a target. Some can meet or beat the ground speed but don't have the jump, and of my scan of RS books, only the Hellspawn and Elyeuka can match it completely(or close enough). The Dervish and Trebuchet come close but are slower and have to go bigger to manage it. That's something to keep in mind if you want a scout or strike force to have missile support.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #10 on: 23 June 2021, 11:31:05 »
Another fun fact about the Firestarter: I just checked the MUL, and of the entirety of Inner Sphere mechs, only six exist that mount an LB-10X, and two of that group bear names like Hollander and Urbanmech. So if you're wanting a cheap clustercannon for your forces, you could do a LOT worse than a Firestarter.

(And because folks will ask, the other four are a Hussar, Arctic Fox, retro tech Centurion, and Buster MOD.)
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
"Damn you, Weirdo... Damn you for being right!" - Paul
"...I was this many years old when I found out that licking a touchscreen in excitement is a bad idea." - JadeHellbringer
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Empyrus

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #11 on: 23 June 2021, 11:38:04 »
Do you mean cheaper than the Firestarter that carry LB-10X or...?

I don't think the Firestarter-A is a bad configuration, it just feels a bit weak compared to the G or others in general. There's certainly utility in a mobile LB-10X. There are far worse configurations around.

As for the Firestarter-C, it is not bad either. Feels a bit light on firepower front, but not like that can be truly improved considering the chassis as it is. I probably would've opted for a LRM-15 with two or three tons of ammo and supporting weapons, but there's an argument to be against supporting weapons: They increase BV and they might mean the pilot hangs around instead of focusing on their mission. All in all, the C is quite reasonable fire support configuration. Plus it has more armor than the Hellspawn...
(Word of Blake and Mariks during the Jihad and later are fortunate to have the Trebuchet 3C which sports identical movement but more missiles.)
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #12 on: 23 June 2021, 12:01:43 »
Another fun fact about the Firestarter: I just checked the MUL, and of the entirety of Inner Sphere mechs, only six exist that mount an LB-10X, and two of that group bear names like Hollander and Urbanmech. So if you're wanting a cheap clustercannon for your forces, you could do a LOT worse than a Firestarter.

(And because folks will ask, the other four are a Hussar, Arctic Fox, retro tech Centurion, and Buster MOD.)

Is this based on tonnage or BV?  Because there's a lot more than those mechs who mount LB-10s.
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #13 on: 23 June 2021, 12:05:02 »
Forgive me, that bit slipped last my proofreading.

Yes, those six are the only ones that carry an LB-10X and have a lower BV than the Firestarter.
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
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"...finally, giant space panties don't seem so strange." - Whistler
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #14 on: 23 June 2021, 14:07:00 »
Oh, I know how that goes.

One word missing in a college term paper...
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #15 on: 23 June 2021, 21:39:18 »
If you can ignore the fixed equipment, the firestarter O is possibly the standout of the lighter 3058 omnis.

Every other one has bigger problems, from the raptor being vastly under-armoured, strider and owens having SHS, and blackjack being slow.

The basic frame on the firestarter isn't bad, and the configurations are mostly decent. It's biggest sin in the rear-mounted flamer, which is survivable.

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #16 on: 23 June 2021, 22:11:45 »
I ended up really enamored of the design while building variants and magnetizing 2 of them.  Initially the 4 flamers of the prime kept overshadowing the twin large lasers to me,  but after a while I came to accept them as just there, for a close in back up weapon set.

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #17 on: 24 June 2021, 13:11:19 »
Indeed, OmniMechs do offer logistical benefits. But for Inner Sphere, OmniMechs tend to be prestige units (see House specific second generation OmniMechs), and with their higher costs and existing industrial base geared toward standard 'Mechs, there's little movement toward adopting OmniMechs.
A rough eyeball estimate from FM:U puts omnis at about 20% on average for House combat regiments (garrison and militia have much less, as you'd expect). Achieving a 20% omni ratio in about a decade looks like quite an enthusiastic uptake to me.


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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #18 on: 24 June 2021, 13:30:05 »
Off-hand, FM:U is the only source to suggest the FWL has that many OmniMechs. I seem to recall people regarding the book's numbers somewhat suspect.
Regardless, the situation is probably bad after the Jihad and FM:U's numbers aren't correct anymore.

Some issues to note in general:
Some of Spheroid Omnis are problematic and redundant (granted, the Clans have a lot of redundancy as well but the Spheroids had fresh start...). The Free Worlders for example created the Perseus rather than adopting rather similar Avatar or Sunder. The Cicada, Raptor and Owens could be improved seriously, with no replacements in sight.
Some of them don't seem to be in production post-Jihad anymore, though evidently they can be found in reasonable numbers still.
Post-Jihad, with the general disarmament trend and shift toward higher quality and advanced equipment, there doesn't seem to have been an uptick in OmniMechs in general.

Of newer OmniMechs, the Templar III was a replacement for a prestige unit, the Gauntlet and Sarath were national prestige units. Uncertain about the Tenshi, but then as the main produces or OmniMechs in the Inner Sphere, it may just have been filling a previously unfulfilled slot (slow but durable assault-class) or a replacement for the Sunder. The Centurion is the closest thing to a workhorse/generic OmniMech there is. The Gun is highly specialized garrison 'Mech, an oddity among OmniMechs.


Going back to the Firestarter Omni, though good replacement/complement to many 'Mechs, it may not be in production anymore. Judging by MUL availabilities, its use is restricted to fewer factions nowadays. Unfortunately Spheroids don't seem to truly appreciate OmniMechs.


I will need to update my OmniMech timeline and distribution analysis, and perhaps talk about this stuff more there.
« Last Edit: 24 June 2021, 13:31:52 by Empyrus »
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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #19 on: 24 June 2021, 21:37:51 »
Off-hand, FM:U is the only source to suggest the FWL has that many OmniMechs. I seem to recall people regarding the book's numbers somewhat suspect.
Regardless, the situation is probably bad after the Jihad and FM:U's numbers aren't correct anymore.

The Field Manual originally suggested that the Free Worlds League was working on many models, but only the Perseus had entered service. It also stated that the League was working on acquiring key designs from the DCMS, most notably the Owens. TRO 3067 states that other homegrown designs had entered service, but of these only the Perseus was fielded in any significant numbers. While admittingly a mech named after a famous archer has more to say on the matter, 3067 noted that the issues with logistics caused problems for omnis in the FWLM.

five_corparty

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #20 on: 25 June 2021, 22:38:13 »
A few notes on the U, from someone familiar with the space rules:

A ground unit's Thrust is its Jump divided by three, so the Firestarter has a Thrust of 2. Anything more mobile than a JumpShip is functionally faster than you, a LOT faster. Your fuel is similarly limited, though I forget the precise numbers, and the extra ton of fuel helps a LOT.

The net result is that you're not totally helpless in space, but much like foot infantry on the ground, you're not going anywhere fast, and are really reliant on your transport to get your to the general area of the map you want to be in. (Velocity puts a wrinkle in this - you retain your transport's velocity when you exit, so a DropShip has options for essentially flinging you in a given direction.)

Shooting - Biggest thing is that you don't care about your weapons ranges at all. Seriously, if it's a space-only game, you might as well cover those numbers on the record sheet with white-out or something. You can only shoot at targets in your own hex. If you're standing on said target, it's at short range. If you're not, then it's at long range. That simple.

This makes the Firestarter-U's pulse lasers very useful. You're not wasting any tonnage on range you won't ever use, and the pulse bonus is very good for countering that range penalty. The sword is also very good here, as possessing a melee weapon gives you a bonus when rolling to safely land on a space unit's hull(notice that almost all space-config mechs have a melee weapon, even the Clan ones), and when attacking said unit, melee weapons are added in to your shooting - when trying to damage specific systems, the Firestarter can cause crit checks on any unit with 30 capital armor or less; a very serious threat to many JumpShips and space stations, and even concerning to some lighter WarShips.

Don't get me wrong - at the end of the day, 'mechs suck in space. But we can certainly say that the designers of this Firestarter config did absolutely everything they could to minimize its weaknesses, and maximize its strengths.

Dude, awesome run down, thanks!  I've never played the space rules, so this is really cool info. :-)

LastChanceCav

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Re: 'Mech of the Week: FS9-O Firestarter (OmniMech)
« Reply #21 on: 12 July 2021, 23:29:22 »
Thanks for the great article. I really love the omni-Firestarter/P-hawk. Its not a perfect omni chassis, but for its era you get a lot of options. https://bg.battletech.com/forums/battlemechs/fs9-o-firestarter-configurations/msg1015565/#msg1015565

Cheers,
LCC
Last Chance Engineering - Bespoke Battlemechs for the refined gentleman.

 

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