BattleMech Technical Readout
Name/Model: White Flame WHF-3B
Designer: Catalyst Game Labs
Source(s): Record Sheets: Jihad
Record Sheets: 3067 Unabridged
Record Sheets: 3067
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Role: Skirmisher
Configuration: Quad BattleMech
Era/Year: Civil War / 3065
Rules (Current): Standard (Extinct)
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 14,706,700 C-Bills
Battle Value: 1,637
Chassis: Dennenbach-Mitchell Series 9 Endo Steel
Power Plant: Magna 350 Light Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Rawlings 60
Jump Capacity: 150 meters
Armor: StarSlab/3
Armament:
1 Tronel XIII Large Pulse Laser
2 Diverse Optics ER Medium Lasers
1 Tronel XII Medium Pulse Laser
1 McArthur Anti-Missile System
Manufacturer: Mitchell Vehicles
Primary Factory: Terra
Communications: Domman Echo II
Targeting & Tracking: Wayne SuperSight
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Overview:
When the Word of Blake decided to convert a section of the newly reopened Mitchell Vehicles
factory specifically to produce quad BattleMechs, they had two designs already in the works.
Neither of the designs (which would eventually become the Blue Flame and the White Flame),
however, were complete. In both cases, the engine was the problem. A standard fusion engine
weighed too much to allow the 'Mechs to carry the desired weaponry. An extra-light engine
left enough free weight, but took up too much space in the confined interiors of a quad to
fit the weapons.
The answer to this problem came with the development of the light engine by the Lyran
Alliance. With the onset of the civil war distracting Lyran intelligence, ROM agents were
able to steal the new technology. It proved to be the perfect compromise of weight and size
for the planned 'Mechs. Current plans call for the light engine to be used by the Word of
Blake for quad 'Mechs only, though it is possible that a bipedal design may require it in
the future.
Capabilities:
The White Flame is fast and mobile for a heavy 'Mech, but it carries less weaponry than most
comparably-sized BattleMechs. It is at its most useful as a guerrilla-type unit, striking
quickly then fading back and striking again from another direction. Stand-up slugfests will
leave the heavy quad rapidly defeated, despite its heavy armor and anti-missile defenses.
This is not to say that the White Flame's large and medium pulse lasers aren't dangerous
when combined with its pair of ER medium lasers, just that they are simply best used on the
move.
The jump jets that give the White Flame its great mobility are a sight to behold in
use. Installed in each of the quad's four legs and protruding downward from its center
torso, the entire underside of the 'Mech appears to ignite when it jumps, leaving a trail of
fire like a falling star behind it in the air. Upon landing, the four legs flex and absorb
the impact, while the center torso jet helps by propelling a few seconds longer than the
others to help cushion the landing. The overall effect is quite striking.
Deployment:
Like the Blue Flame, White Flames have been distributed throughout the militia in numbers
smaller than the production total. Whether some are simply being modified after production
and thus have yet to see service or a secret division exists, as some believe, is unknown.
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Equipment Mass
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Internal Structure: Endo Steel 3.50
Engine: 350 Light Fusion 22.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Double): 11 [22] 1.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 233 15.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 34
Center Torso (rear): 10
R/L Torso: 15 23
R/L Torso (rear): 7
R/L Front Leg: 15 30
R/L Rear Leg: 15 30
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Weapons and Ammo Location Critical Tonnage
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Anti-Missile System H 1 0.50
Jump Jet CT 1 1.00
Large Pulse Laser RT 2 7.00
Medium Pulse Laser RT 1 2.00
Anti-Missile System (Ammo 24) LT 2 2.00
2 ER Medium Lasers LT 2 2.00
Improved C3 Computer LT 2 2.50
Jump Jet RFL 1 1.00
Jump Jet LFL 1 1.00
Jump Jet RRL 1 1.00
Jump Jet LRL 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 44
TP: BM, SZ: 3, TMM: 2, MV: 10"j
Damage: (S) 3 / (M) 3 / (L) 0, OV: 0
Armor (A): 8, Structure (S): 4
Specials: AMS, C3I, MHQ2
Distribution
Name/Model: White Flame WHF-3B
Technology: Inner Sphere
Tonnage: 70
Configuration: Quad BattleMech
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Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Anti-Missile System 4. Foot Actuator
5. Jump Jet 5. Sensors 5. Jump Jet
6. Endo Steel 6. Life Support 6. Endo Steel
Left TorsoCenter TorsoRight Torso
1. Light Fusion Engine 1. Light Fusion Engine 1. Light Fusion Engine
2. Light Fusion Engine 2. Light Fusion Engine 2. Light Fusion Engine
3. ER Medium Laser 3. Light Fusion Engine 3.Large Pulse Laser
4. ER Medium Laser 4. Gyro 4.Large Pulse Laser
5. Anti-Missile System (Ammo 12) 5. Gyro 5. Medium Pulse Laser
6. Anti-Missile System (Ammo 12) 6. Gyro 6. Endo Steel
1.Improved C3 Computer 1. Gyro 1. Endo Steel
2.Improved C3 Computer 2. Light Fusion Engine 2. Endo Steel
3. Endo Steel 3. Light Fusion Engine 3. Endo Steel
4. Endo Steel 4. Light Fusion Engine 4. Endo Steel
5. Endo Steel 5. Jump Jet 5. Endo Steel
6. Endo Steel 6. Endo Steel 6. Endo Steel
Left Rear LegRight Rear 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. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: White Flame WHF-3B
Technology: Inner Sphere
Tonnage: 70
Configuration: Quad BattleMech
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Defensive Battle Rating
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Armor (Standard): 233 x 2.5 x 1 582.500
Internal Structure (Endo Steel w/ Light Fusion Engine): 115 x 1.5 x 1 x 0.75 (+) 129.375 = 711.875
Gyro (Standard): 70 x 0.5 (+) 35.000 = 746.875
Defensive Equipment:
Anti-Missile System (+) 32.000 = 778.875
Anti-Missile System (Ammo 12) (+) 11.000 = 789.875
Anti-Missile System (Ammo 12) (+) 11.000 = 800.875
Explosive Ammunition: 2 Critical Spaces (-) 30.000 = 770.875
Defensive Movement Factor: +3 (*) 1.30 = 1,002.138
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Final Defensive Battle Rating: 1,002.138
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Offensive Battle Rating
-----------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 22 (Heat Sinks) - 5 (Movement) - 24 (Weapons) = -1
Offensive Equipment:
Large Pulse Laser 119.000
ER Medium Laser (+) 62.000 = 181.000
ER Medium Laser (+) 62.000 = 243.000
Medium Pulse Laser (+) 48.000 = 291.000
Total 'Mech Tonnage: (+) 70.000 = 361.000
Speed Factor: 8 (Run) + 3 (Jump) (*) 1.760 = 635.360
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Final Offensive Battle Rating: 635.360
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BattleMech Battle Value
-----------------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,002.138
Offensive Battle Rating: (+) 635.360 = 1,637.498
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Final BattleMech Battle Value: 1,637
Alpha Strike Conversion
Name/Model: White Flame WHF-3B
Technology: Inner Sphere
Tonnage: 70
Configuration: Quad 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: 70 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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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: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
22 (Heat Sinks) = 22
5 (Movement) + 24 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 26 = -4
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
Medium Pulse Laser (+) 0.660 = 1.660
Large Pulse Laser (+) 0.990 = 2.650
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 22 = 58.300
Divided by the maximum heat output - 4 (/) 26 = 2.242
Rounded up to the nearest tenth = 2.3
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
22 (Heat Sinks) = 22
5 (Movement) + 24 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 26 = -4
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
Medium Pulse Laser (+) 0.660 = 1.660
Large Pulse Laser (+) 0.990 = 2.650
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 22 = 58.300
Divided by the maximum heat output - 4 (/) 26 = 2.242
Rounded up to the nearest tenth = 2.3
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
22 (Heat Sinks) = 22
5 (Movement) + 1 (Anti-Missile) - 4 (Base) (-) 2 = 20
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 233 armor points x 1 233.000 = 233.000
Armor Factor Conversion (/) 30 = 7.767
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Light Fusion on a 70 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with Anti-Missile System = AMS
Unit is equipped with Improved C3 Computer = C3I
Unit is equipped as a mobile headquarters = MHQ2
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 0 (Long) = 9.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 10.500
Overheat Factor 0 (Overheat) (+) 0.000 = 10.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 10.500
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 20.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 24.000
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.750
Final DIR Defensive Interaction Rating (+) 24.000 = 26.750
Unit's Final Point Value:
Offensive Value = 10.500
Defensive Value (+) 26.750 = 37.250
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 40.250
C3 37.25 (Subtotal) x 0.05 (+) 2.000 = 42.250
Force Bonus [MHQ2] Mobile Headquarters (+) 2.000 = 44.250
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Final Point Value: 44
Cost Breakdown
Name/Model: White Flame WHF-3B
Technology: Inner Sphere
Tonnage: 70
Configuration: Quad BattleMech
===============================================================================================================================
Structural Cost
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Armor (Standard): (233 pts) 15.0 x 10,000 150,000.00
Internal Structure (Endo Steel): 70 x 1,600 x 1 (+) 112,000.00 = 262,000.00
Myomer (Standard): 70 x 2,000 (+) 140,000.00 = 402,000.00
Engine (Light Fusion): (15,000 x 350 x 70) / 75 (+) 4,900,000.00 = 5,302,000.00
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 6,502,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 6,702,000.00
Life Support: 50,000 (+) 50,000.00 = 6,752,000.00
Sensors: 70 x 2,000 (+) 140,000.00 = 6,892,000.00
Heat Sinks (Double): 11 x 6,000 (+) 66,000.00 = 6,958,000.00
Leg Actuators: 70 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 98,000.00 = 7,056,000.00
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Total Structural Cost: 7,056,000.00
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Weapons and Equipment Cost
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Anti-Missile System 100,000 100,000.00
Anti-Missile System (Ammo 12) [Empty Bin] 0 (+) 0.00 = 100,000.00
Anti-Missile System (Ammo 12) [Empty Bin] 0 (+) 0.00 = 100,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 180,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 260,000.00
Improved C3 Computer 750,000 (+) 750,000.00 = 1,010,000.00
Jump Jets 70 x (5 x 5) x 200 (+) 350,000.00 = 1,360,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 1,535,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 1,595,000.00
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Total Weapons and Equipment Cost 1,595,000.00
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BattleMech Cost
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Structural Cost: 7,056,000.00
Weapons and Equipment Cost: (+) 1,595,000.00 = 8,651,000.00
BattleMech Cost Multiplier: 1 + (70 / 100) (*) 1.70 = 14,706,700.00
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Final BattleMech Cost 14,706,700.00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
This quad is fast and has lots of jump for its weight. It's very heavily armored too and the light engine is less dangerous as an XL.
But all this came for a price. firepower!
It can only deliver mediocre firepower at short ranges while it has to keep a close look at the heat if using its jump jets.
While it isn't able to fire at longer ranges it has problems up close too: It cannot swivel its torso and so can be outflanked quite easily.
The C3i can make it usable at the edge of medium ranges or can relate targeting data back while at close range.
The AMS seems odd here as i would try to mount more firepower/heat sinks instead.
Use it in cities and heavy forests and try to avoid open terrain! You'll have to make good use of your jump jets to keep enemies off your flank though!
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Member Review - Wanallo : 22-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
For a mech which sounds like a Stoned native american. It really doesn't perform in the field against similar wieght mechs. Its speed and jump ability however. Mean it can support light and medium lances to give them a massive boost in firepower.
No topic has been started for this review [Start Topic]
Member Review - DarkAdder : 05-Mar-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
You know, this thing looks like it could do so much, but when you get down to brass tacks, its kind of undergunned. Why is it that the majority of the mechs designed or refitted for the C3i net are totally dependant on it? This mech has to rely on other friendly mechs for fire support.
The speed of the mech is fair, but the mech is still going to take some about en route to its target. Taking this thing into a ranged fight is the height of stupidity.
In a built up environment, this thing can do alot of damage though. So dont discount it immediately.
Used in a C3i unit, this thing will serve nicely. By itself, this thing is meat.
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