FANDOM


Background
Firestarter


The Firestarter was conceived primarily as an indirect assault unit. Constructed by Argile Technologies of Skye from 2550 to the beginning of the Civil War in early 2776, it was successfully marketed as a highly mobile incendiary 'Mech. Nearly 3,000 Firestarters saw active service. Most 'Mech regiments contained a number of FS9s, and spare parts were usually stocked at all repair depots. Though many Firstarters have been gutted beyond repair, those that survive are usually in good condition. Because the FS9-H was a popular 'Mech, a good supply of spare parts is still available.


Affiliation - Inner Sphere

Model Type - FS 9-H Firestarter

Class - Light Battlemech

Crew - 1


MDC By Location


Head/Cockpit - 120

Reinforced Pilots Cmpartment - 150

Main Torso - 450

Arms - 150ea

Hands - 65ea

Legs - 195ea

Feet - 95ea

Flamer - 25ea

Medium Laser - 30ea

Machine Gun - 30ea

Note - the head can only be hit by a called shot and is -3 to strike.

Armour - Stops up to and including all standard 7.62mm rounds


Speed


Running - 97.2 kph

Jump - 180m


Statistics


Weight - 35 tons

PS - Robotic 35

Cargo - Minimal space for peronal items and weapons

Power System - Omni 210 Fusion Engine


Weapons


Weapon Type - Flamer (4, 1 per arm, 1 main body, 1 main body rear)

Range - 300m

Damage - 5d6+2

Rate Of Fire - 3 per melee

Payload - na

Bonuses - na


Weapon Type - Medium laser (2, 1 per arm)

Range - 900m

Damage - 2d4x10

Rate Of Fire - 4 per melee

Payload - na

Bonuses - na


Weapon Type - Machine gun (2)

Range - 300m

Damage - 5d6+2

Rate Of Fire - equal to pilot

Payload - 100 each

Bonuses - na


Bonuses and Penalties


Use Robot Combat Training

Lift - 17.5 tons, carry - 8.75 tons

Punch - 3d6

Restrained Punch - 6d6 sdc

Kick - 4d6+3

Body Block - 2d4+1


Systems of Note

Combat Computer - Identifies friendly and enemy units, types, and classes.  Range 3km

Radar - Detects friendly or enemy units in the surrounding area.  Affected by terrain.  range - 10km

Target Interlocking Circuits - These allow you to link weapons together in order to fire them at the same time.  Each weapon still needs a separate to-hit roll.  This system give syou 3 "circuits" to set up which can be rearranged as needed at teh cots of 2 melee actions.

Damage Monitor - This system gives the pilot a detailed reading of their units status and damage situation including ammunition counters and diagnostics.  It can also give a rough readout of enemy units status in regards tho their damage and functionality status.

Ejection System - Once the head is reduced to zero and the pilots compartment is reduced to zero, the pilot is automatically ejected in order to save them. Once propelled skyward out of the ruined mech, they parachute safely to the ground.


References Used

Sarna.net

masterunitlist.info

Battletech Technical Manual 3025 (FASA)

Community content is available under CC-BY-SA unless otherwise noted.