BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: casperionx on 01 December 2017, 16:59:23
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The Flashman had been doing the rounds for quite some time, and in effect was a solid and dependable workhorse mech, needing limited ammunition (in the form of its AMS), it could stay out in the field for extended periods of time with out need for resupply.
The Special forces of the star league also used the Flashman to great effect, often installing the infamous chameleon light polarisation shield to prevent visual detection. In addition, the large lasers were swapped out for 2 extended ranged large lasers and a large pulse laser in the centre torso.
To make the extra gear tick, they needed to give the flashman12 tons of ferro-fibrous armour, and remove the AMS.
This allowed tonnage for an extra heatsink, and the large pulse laser.
Finally the last change made was the removal of the lower arm actuators to allow the mech to flip its arms to shoot at targets in its rear.
Flashman FLS-8Ksl
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Age of War/Star League
Tech Rating/Era Availability: E/F-X-X-A
Production Year: 2750
Cost: 19,365,500 C-Bills
Battle Value: 1,881
Chassis: Unknown Standard
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 ER Large Lasers
1 Large Pulse Laser
5 Medium Lasers
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Standard 114 points 7.50
Engine: XL Fusion Engine 375 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 215 12.00
Armor Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 25
Center Torso (rear) 15
L/R Torso 16 22
L/R Torso (rear) 10
L/R Arm 12 24
L/R Leg 16 27
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Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.00
ER Large Laser RA 12 2 5.00
Medium Laser LA 3 1 1.00
ER Large Laser LA 12 2 5.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
Large Pulse Laser CT 10 2 7.00
Flamer HD 3 1 1.00
Chameleon LPS * 6 6 0.00
Free Critical Slots: 10
* The Chameleon LPS occupies 1 slot in every location except the HD and CT.
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 19
5 4 4 2 0 3 1 Structure: 3
Special Abilities: ECM, STL, ENE, SRCH, ES, SEAL, SOA
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I dislike IS ER Large Lasers immensely, but they fit well here. Also, as a special ops mech, I feel a SnPPC would be a better choice than a LPL. Overall the loss of the damage from the third Large Laser is easily made up for when you end up being nigh impossible to hit a medium and long range. I would definitely use this O0
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Just a thought running around in my head for a more modern take on on the design. Swap the LPL for the mentioned SnPPC and reflective armor. It is less BV friendly and you never want to get within melee range, but those opposing energy weapons that are most likely going to be needed to hit Flashman have their damage reduced.
Flashman FLS-8 ops
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 3132
Cost: 19,859,875 C-Bills
Battle Value: 2,302
Chassis: Unknown Standard
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Laser-Reflective
Armament:
1 Snub-Nose PPC
2 ER Large Lasers
5 Medium Lasers
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Additional:
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Equipment Type Rating Mass
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Internal Structure: Standard 114 points 7.50
Engine: XL Fusion Engine 375 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Laser-Reflective AV - 207 13.00
Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 24
Center Torso (rear) 10
L/R Torso 16 22
L/R Torso (rear) 10
L/R Arm 12 23
L/R Leg 16 27
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Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.00
ER Large Laser RA 12 2 5.00
Medium Laser LA 3 1 1.00
ER Large Laser LA 12 2 5.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
Snub-Nose PPC CT 10 2 6.00
Flamer HD 3 1 1.00
Chameleon LPS * 6 6 0.00
Free Critical Slots: 12
* The Chameleon LPS occupies 1 slot in every location except the HD and CT.
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I was thinking of the Snubby actually. And I almost did use it, but I went with the Pulse laser for additional accuracy in close range.