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Author Topic: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons  (Read 2462 times)

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Vition2

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #15 on: January 29, 2018, 11:04:59 PM »

Configs I have, and I actually made them before I saw marauder's post.  Surprisingly none of them (that I saw) are exact matches, but a few are very close.  What I'm mostly waiting on is inspiration for fluff, but here's what I have so far, fluff may come later:

PRIME: Generalist
Code: [Select]
Ice Ferret (Fenris) PRIME
45 tons 
BV: 1,684
Cost: 12,226,400 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
ER PPC                          LA    15
ER Small Laser                  LA     2
Streak SRM 4                    RT     3

Ammo                           Loc Shots
----------------------------------------
Streak SRM 4 Ammo               RT    25



Carrying Capacity:
One battle armor squad


Configuration A: Anti-Infantry
Code: [Select]
Ice Ferret (Fenris) PRIME
45 tons 
BV: 1,093
Cost: 12,268,269 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
Machine Gun                     LA     0
Machine Gun                     LA     0
Machine Gun                     LA     0
Machine Gun                     LA     0
Flamer                          RA     3
Flamer                          RA     3
LRM 10                          RT     4
SRM 6                           LT     4

Ammo                           Loc Shots
----------------------------------------
Half Machine Gun Ammo           LA   100
LRM 10 Ammo                     RT    12
SRM 6 Ammo                      LT    15

Equipment                      Loc
----------------------------------
Active Probe                    CT


Carrying Capacity:
One battle armor squad

Configuration B: Headhunter/Raider
Code: [Select]
Ice Ferret (Fenris) PRIME
45 tons 
BV: 1,997
Cost: 12,816,550 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
ER Medium Laser                 LA     5
ER Medium Laser                 LA     5
ER Medium Laser                 RA     5
ER Medium Laser                 RA     5
Flamer                          LA     3
Flamer                          RA     3
ER Small Laser                  LT     2
ER Small Laser                  LT     2
Flamer                          LT     3

Equipment                      Loc
----------------------------------
Active Probe                    RT
ECM Suite                       RT
Targeting Computer              CT


Carrying Capacity:
One battle armor squad

Configuration C: Scout/Spotter
Code: [Select]
Ice Ferret (Fenris) PRIME
Clan TW
45 tons 
BV: 1,037
Cost: 12,552,832 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
Medium Pulse Laser              LA     4
Flamer                          LA     3
Clan TAG                        RA     0
Narc                            RT     0

Ammo                           Loc Shots
----------------------------------------
Narc Pods                       RT     6
Narc Pods                       RT     6

Equipment                      Loc
----------------------------------
Active Probe                    LT
ECM Suite                       LT


Carrying Capacity:
One battle armor squad

Configuration D: Direct Fire Support/Harrier
Code: [Select]
Ice Ferret (Fenris) PRIME
Clan TW
45 tons 
BV: 1,648
Cost: 12,161,332 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 13 [26]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
ER Large Laser                  LA    12
ER Large Laser                  RA    12
Flamer                          RT     3



Carrying Capacity:
One battle armor squad

Configuration E: Indirect Fire Support
Code: [Select]
Ice Ferret (Fenris) PRIME
Clan TW
45 tons 
BV: 1,523
Cost: 12,186,707 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
ER Medium Laser                 LA     5
Flamer                          RA     3
LRM 20                          RT     6

Ammo                           Loc Shots
----------------------------------------
LRM 20 Ammo                     RT     6
LRM 20 Ammo                     RT     6
LRM 20 Ammo                     RT     6



Carrying Capacity:
One battle armor squad

Configuration F: Laserboat
Code: [Select]
Ice Ferret (Fenris) PRIME
Clan TW
45 tons 
BV: 1,755
Cost: 12,046,238 C-bills

Movement: 8/12
Engine: 360 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 75 (Endo-Steel)
Armor: 144/153 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               14       19
Center Torso (rear)                  8
Right Torso                11       14
Right Torso (rear)                   7
Left Torso                 11       14
Left Torso (rear)                    7
Right Arm                   7       14
Left Arm                    7       14
Right Leg                  11       19
Left Leg                   11       19

Weapon                         Loc  Heat
----------------------------------------
ER Large Laser                  LA    12
Medium Pulse Laser              RA     4
Medium Pulse Laser              RA     4
Flamer                          RA     3
ER Small Laser                  LT     2
ER Small Laser                  LT     2



Carrying Capacity:
One battle armor squad
« Last Edit: January 29, 2018, 11:05:22 PM by Vition2 »
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Red Pins

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #16 on: January 30, 2018, 02:16:49 AM »

Heh.

Well, got something after only a couple hours, but didn't bother much with fluff.  I note the Fenris is one of the disassociated designs, for me - Superman's cape may as well be paper-mache.  While designs like the Coyotl showcase the flexibility of the Omni, the Fenris got bent and twisted to make a 'common' design explain the failures of the Clans to succeed during the invasion.  In my experience, the majority of original Clan mechs are matched only the Jihad's Celestial series for useless concepts and design quirks - the developers bray about superiority isn't borne out.

In my own AU, the Omnimech concept is exploited to the maximum on every chassis, its something so fundamental to them they don't really consider it.  It's logic and logistics in one.  Anyway, slapped something together.  I might be willing to spend more time on it to write more fluff, but the mech is badly flawed and they might as well admit it to the rest of us.

So, my entry.



Ice Ferret

Overview
     Spread heavily across Clans Wolf, Ice Hellion, Ghost Bear, Goliath Scorpion, and Hell’s Horses, and most of the remainder to some extent, the Ice Ferret presented what would have been called a ‘Gordian knot’ in a better-educated society.  Source of a long-running feud between Hellions and Wolves, the ‘Mech had been the victim of poor design and Configuration choices by the Hellions before the capture of its production facilities made it part of the Wolf Touman.

     The Quicksilver Trials once again pricked the Wolves’ dignity, as the Scorpions concluded a deal for the Hellion production rights to the endo-steel skeleton of the Wolf Hunter aka Ice Ferret.  That the design eventually became one of the victors from those Trials, was a source of irritation for them, because spite motived the decision to continue deploying its predecessor.

     Making up over 20% of the Wolf Touman, something needed to be done, but production would suffer massive disruption if major components were affected, thus Wolf Scientists and Technicians were given the go-ahead to try and rehabilitate the Ice Ferret’s reputation through upgraded Configurations.

Capabilities
     Unable to tamper with the engine’s embedded Heat Sinks without a complete makeover, Scientists decided to engage as many of them as possible.

     (P)
     The new –P maintains the ER-PPC and Active Probe that made it a successful hunter/killer, but converts to an all-energy format, with an ER-Medium laser in each arm and a Small laser in the Center Torso, a change that generated excess heat for the first time.

ER-PPC – 6 - LA
2xER-Medium laser – 2 – L/RA
Active Probe – 1 - CT
ER-Small laser - 1.5 - LT<-9.5 tons

(A)
     Preferred for the suppression of vehicles and interdiction of light conventional aircraft, the Alpha remained unchanged.

(B)
     Once a mix of lasers and SRMs, the inefficient use of multiple launchers left Technicians with a clear choice to upgrade the –B Configuration, removing the SRMs for tonnage to upgrade the ER-Large laser to Pulse technology but keeping it in the Left Arm.  Once again seeking to maximize destructive capability regardless of heat concerns, a matched pair of ER-Medium lasers were added, while a standard SRM-2 fed by a single ton of armor became the sole remaining missile weapon.

LgPL – 6 - LA
2xER-ML – 2 – RA, LT
SRM-2, 1 ammo – 1.5 - RT

(C)
     Realizing demand for the Ice Ferret-C’s multiple LRM-5s was about to markedly increase as many of the new designs entering production used it exclusively, technicians decided to take advantage of a decrease in demand for the standard LRM-15 for the new Configuration.  Drastically increasing throw-weight, the sole remaining weapon was a ER-Small laser for self-defense

2xLRM-15 – 7 - LA, RT
2 ammo (LRM) – 2 - LT
ER-Small laser - .5 – RA

(D)
     Looking to maximize flexibility and accuracy, Warriors advocated for the new –D Configuration to adopt a suite of ER-Medium lasers connected to the complex Targeting Computer, saving enough mass to allow the Ice Ferret to outperform most of the Jumping ‘Mechs of the Clan Touman with a 210-meter Jump radius.

5xER-Medium lasers – 5 – 2xLA, LT, 2xRA
TGT Comp – 1 - RT
7 Jump Jets – 3.5 – 3xRT, CT, 3xLT

(E)
     Seeking to widen the Ferret’s use as a Battlearmor transport, the design’s supporting characteristics were increased to maximize performance.

TAG – 1 – RA
8xJJ – 4 – 4xRT, 4xLT
4xER-Small lasers – 2 – 2xRA, 2xLA
AMS – .5 – RT
Ammo (AMS) – 1 - RT
ECM Suite – 1 - LT
Small Pulse laser – 1 – LA

Deployment
    With fewer configurations dedicated to benefit the rest of the Star, the Ice Ferret seeks to stand out among Wolf Warriors.  The new configurations are a welcome change to Warriors, but follow in the path of most of the new designs introduced in the Quicksilver Trial to maximize strategic flexibility, rather than tactical.  Adopted by the majority of users, the Wolves and Hellions continue to field the bulk of the design with the Ghost Bears and Snow Ravens looking to benefit from increased production in the Homeworlds.  The remainder of the Clans continue to use the Ferret to supplement newer designs in its weight bracket.

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marauder648

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #17 on: January 30, 2018, 04:21:58 AM »

Nice designs Red Pins and Vition :) 
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Takiro

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #18 on: January 30, 2018, 10:13:23 AM »

Very nice indeed!
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Red Pins

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #19 on: January 30, 2018, 11:08:40 AM »

Meh.  Frankly I think the old, trashy designs should be dropped in canon, or be upgraded rather than new Clan designs come out.
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drakensis

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #20 on: January 30, 2018, 05:23:50 PM »

Lots of configurations submitted this time. I had to check carefully to try to avoid duplication, apologies if I missed any.

Welcome to the contests, Vition2.



Ice Ferret (Fenris)

Mass: 45 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3052
Cost: 11,390,656 C-Bills
Battle Value: 735

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    9.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
With the approval of their Wolf Hunter as one of the Quicksilver OmniMechs, Clan Ice Hellion sought to re-identify the design with themselves and went out of their way to win possession of two production runs of the design. Efforts to secure a production run of their own weren't successful but they dusted off the old configurations they'd pioneered as a basis to contest the Wolves' preferred choices.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2.50
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             360                      16.50
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 143                  7.50
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     14           19       
                                 Center Torso (rear)                  7         
                                           L/R Torso     11           14       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     7            14       
                                             L/R Leg     11           19       

Configurations:
With its active probe and the power of an ER PPC, the Ice Ferret Prime is useful both as a skirmisher and a scout. However, the Streak Missile launcher proved of limited use in the Inner Sphere while the number of unarmoured infantry encountered - both on the battlefield and in counter-insurgency operations - was outside the Clans prior experience. The Ice Hellion's solution was to replace the missile launcher with a pair of machine guns and an additional laser that made maximum use of the available heatsinks.
Code: [Select]
================================================================================
Loadout Name: Prime                                          Cost: 12,581,650
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,813

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 CT        0         1         1.00
ER PPC                                       RA        15        2         6.00
ER Small Laser                               RA        2         1         0.50
ER Medium Laser                              LA        5         1         1.00
2 Machine Guns                               LA        0         2         0.50
@MG (1/2) (100)                              LA        -         1         0.50
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8          4       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA

The immense range of a LB 2-X was of limited use for the Ice Ferret A except in shooting at targets since the penetrating value was quite low. Ammunition consumption was low, but that wasn't a selling point to the Clan's warriors. Even against Inner Sphere VTOLS, the value proved limited so the Ice Hellion technicians created a new, even more ammunition efficient configuration, by replacing the autocannon with a large pulse laser. While the range is a little less, the increase accuracy and damage done more than offsets this.
Code: [Select]
================================================================================
Loadout Name: A                                              Cost: 12,280,322
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,720

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              CT        5         1         1.00
ER Medium Laser                              RA        5         1         1.00
Anti-Missile System                          RA        1         1         0.50
Large Pulse Laser                            LA        10        2         6.00
@Anti-Missile System (24)                    RA        -         1         1.00
                                            Free Critical Slots: 25

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 17
8          3       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, AMS, ENE, SRCH, ES, SEAL, SOA

While the Ice Ferret B's SRMs provided a respectable level of firepower, they did demand additional use of ammunition and didn't make full use of the Ice Ferret's cooling system. Based on custom configurations used as far back as Tukkayid, a second large laser was fitted, along with a flamer for anti-infantry work. The result is an excellent skirmisher, able to engage many Inner Sphere targets at ranges from which they cannot effectively reply. An additional heatsink was considered but ultimately it was decided that the defensive effect of ECM would be more useful.
Code: [Select]
================================================================================
Loadout Name: B                                              Cost: 12,491,750
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,769

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Flamer                                       CT        3         1         0.50
ECM Suite                                    RT        0         1         1.00
ER Large Laser                               RA        12        1         4.00
ER Large Laser                               LA        12        1         4.00
                                            Free Critical Slots: 29

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8          3       2       2       0      2     0   Structure:  2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA

While the Wolves had improved on the Ice Hellion's old LRM configuration by adding artemis targeting systems. The Ice Hellions determined that while three separate launchers provided excellent redundancy, it wasn't efficient in terms of the targeting equipment. Consolidating the missile tubes into a single launcher saved a ton and a half, letting technicians fit a pair of medium lasers in place of the single small laser that had previously acted as the reserve firepower of the configuration.
Code: [Select]
================================================================================
Loadout Name: C                                              Cost: 12,290,925
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,634

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-15                                       RA        5         2         3.50
    Artemis IV FCS                           RA        -         1         1.00
2 ER Medium Lasers                           LA        10        2         2.00
@LRM-15 (Artemis) (24)                       RA        -         3         3.00
                                            Free Critical Slots: 21

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 16
8          3       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1

The Ice Ferret D sported an effective battery of four pulse lasers but the anti-missile system was seen as having a limited role and added explosive ammunition which wasn't seen as desirable for the 'Mech. Instead, the Hellions fitted three small lasers to give it more teeth in point-blank engagements.
Code: [Select]
================================================================================
Loadout Name: D                                              Cost: 11,908,034
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,750

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               CT        2         1         0.50
2 Medium Pulse Lasers                        RA        8         2         4.00
ER Small Laser                               RA        2         1         0.50
2 Medium Pulse Lasers                        LA        8         2         4.00
ER Small Laser                               LA        2         1         0.50
                                            Free Critical Slots: 22

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8          5       5       0       0      2     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

Returning to the Wolves' B Configuration with its SRM launchers, something that the Hellions had stripped out, technicians created the Ice Ferret E to compete with the D configuration by using SRMs. Drawing from original triple missile launcher used for the Ice Ferret C, they mounted eighteen SRM tubes and a pair of lasers for back-up.
Code: [Select]
================================================================================
Loadout Name: E                                              Cost: 12,408,738
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,518

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LT, LA, RA                                             0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
SRM-6                                        LT        4         1         1.50
SRM-6                                        RA        4         1         1.50
ER Medium Laser                              RA        5         1         1.00
SRM-6                                        LA        4         1         1.50
ER Medium Laser                              LA        5         1         1.00
@SRM-6 (15)                                  LT        -         1         1.00
@SRM-6 (15)                                  RA        -         1         1.00
@SRM-6 (15)                                  LA        -         1         1.00
                                            Free Critical Slots: 21

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 15
8          4       4       0       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0

One gap in the Ice Ferret's configurations was the lack of a jump-jets. The Ice Hellions didn't quite bring this to the maximum possible jump distance for the engine size, but 210 metres remains an above average jumping distance and the paired medium lasers in each arm are an efficient level of firepower. Several options were looked at for how to use the one remaining ton and the Hellions ultimately chose to use Target Acquisition Gear, in keeping with their own interpretation of zellbrigen.
Code: [Select]
================================================================================
Loadout Name: F                                              Cost: 12,892,675
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,814

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 7  (Standard)
    Jump Jet Locations: 1 CT, 3 LT, 3 RT                                   3.50
Heat Sinks:         Double Heat Sink             13(26)                    1.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
TAG                                          RT        0         1         1.00
2 ER Medium Lasers                           RA        10        2         2.00
2 ER Medium Lasers                           LA        10        2         2.00
                                            Free Critical Slots: 15

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8/5j       3       3       0       0      2     0   Structure:  2
Special Abilities: OMNI, TAG, ENE, SRCH, ES, SEAL, SOA

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Takiro

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #21 on: January 30, 2018, 11:16:35 PM »

Now its a party!
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Takiro

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #22 on: January 31, 2018, 09:28:58 PM »

Been doing some more looking into the Ice Ferret (Fenris) availability according to Operation Revival: Placement Trials (RATs) each Clan has the following chance to have this OmniMech in their medium forces -
   Blood Spirit = 0%
   Burrock = 6%
   Cloud Cobra = 0%
   Coyote = 8%
   Diamond Shark = 11%
   Fire Mandrill = 0%
   Ghost Bear = 6%
   Goliath Scorpion = 6%
   Hell’s Horses = 11%
   Ice Hellion = 19%
   Jade Falcon = 19%
   Nova Cat = 19%
   Smoke Jaguar = 8%
   Snow Raven = 14%
   Star Adder = 0%
   Steel Viper = 16%
   Wolf = 44%

Based on these numbers and my projected Quicksilver preferences I've been rethinking Steel Viper (who I had go Fenris but might change that to the Sand Devil) and some Fire Mandrill Kindraa (they are Shadow Cat users but the Sand Devil might be more available especially for poorer Kindraa). Any thoughts?
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Vition2

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #23 on: January 31, 2018, 11:38:49 PM »

Based on these numbers and my projected Quicksilver preferences I've been rethinking Steel Viper (who I had go Fenris but might change that to the Sand Devil) and some Fire Mandrill Kindraa (they are Shadow Cat users but the Sand Devil might be more available especially for poorer Kindraa). Any thoughts?

Not that you have to follow my advice, but... ;)

As I've been following the Quicksilver storyline, I've always come away with the idea that most clans are likely to stick to 3 "primary" designs in a weight class, with a smattering of others spread throughout the touman.  Most clans would have the top 2 of these designs in their favored 'mech archetype (werewolf, vampire, zombie), with the 3rd being a secondary archetype.  These would, very generally, be in 4:3:2:1 ratios.  An example is as follows (not exactly how I would actually do it, this is purely an example):

Steel Vipers - Zombie Medium Weight
4: Battle Cobra
3: Nova
2: Ice Ferret
1: Various

In a purely generalized binary, there would be 4 Battle Cobras, 3 Novae, 2 Ice Ferrets, and 1 other random medium from the remaining 9 designs.

In certain clans the secondary archetype could switch places with the second primary archetype.  In the example, this could see the Ice Ferret switching frequency with the Nova.

Just how I've kind of wrapped my head around how I might go about things in this setting, but with the understanding that I could be entirely wrong.  And to answer your question, I do agree with what you were thinking, the Sand Devil makes for a good option for those two clans - the Ice Ferret doesn't seem to fit the Steel Viper doctrine, and the variability within the Fire Mandrill kindraa makes for potentially multiple doctrines depending on the specific kindraa in question.
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lucho

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #24 on: February 01, 2018, 04:09:24 AM »

Ah yes,the Fenris. It's effective enough in the right hands, but still an example of TPTB intentionally gimping designs. You know, I could actually design a better Fenris using IS tech  ???
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Red Pins

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #25 on: February 01, 2018, 01:41:19 PM »

Frankly?  I think that 'New Car Smell' is taking over the Clans.  Of course, most of that is the fact that these contests are run by players - not writers or game designers, etc.

IMHO there should have been a more profound impact on the IS with the return of the Clans.  It was apparent within months of 3050's release how badly the culture and military philosophy of the Clans had been screwed, allowing the IS to defeat a superior foe.  I figure they should have done the smart things and let chips fall where they may, even to smashing the IS back to the point of nuclear weapons to counterbalance the Clan's Warship advantage, then make a point of the IS short production lines, vehicles, etc., and if it realistically killed off a House (or a couple, or three, ) then I was good for it.  But victory by fiat was probably the worst thing they could have done from the point of view of the fiction.

I guess what I'm trying to say is that the lumps of coal like the Ice Ferret need to go.  I'd leave them in from the point of view as a declining segment of the Touman, much like the Coyotl did.  From a out of universe perspective, designs like this had a lot to do with the eventual defeat of the Clans at Tukkyyid.  Maybe allow Clans you plan to be absorbed or whatever stick with the original mechs, and make the more successful ones use more newer designs.

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marauder648

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #26 on: February 01, 2018, 04:14:07 PM »

Problem there is that to fix that we'd need to re-write the whole Clan thing.  For example you could gut their EW kit and easily do a good lore explanation.

Active Probe - Gone.  True warriors do NOT hide, so why would you need to hunt for them, that's what recon is for.
ECM - A true warrior does not need electronic trickery for protection.
TAG - Artillery is next to non-existant as is, perhaps used in some very rare cases, but you'd not see TAG on Invading Clan Mech's unless the Horses got a spot.
NARC - Gone.  THis is a device that emphasises team work.

One of the best versions of the Rational Clans approach was in the story Scorpio Ascendant.  In that one the Goliath Scorpions have a huge revival and turn away from what they were like and in doing so prod the clans along different paths.

In that Story's Operation REVIVAL the Clans seized the Chainline Isles first and built up factories, storage depots, naval repair yards etc to eliminate the huge supply line back to the Homeworlds.  Other designs were updated, the Hellbringer gets armour for example by simply adding endo-steel and they conduct a far better recon plan and actual assault with 8 Clans and their supporting Clans with them. 

Of course this is countered by the IS with the Dragoons helping befor ethe invasion, having the Houses fortify their norther borders etc

Its a good story.

And is basically what would be needed.  Either make the Clans smarter, or re-writing them though would be what's needed.
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Red Pins

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #27 on: February 01, 2018, 09:39:30 PM »

Pretty much.
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Abele

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #28 on: February 02, 2018, 04:55:20 AM »

Here are my two configurations for the Ice Ferret


Fenris (Ice Ferret)

Code: [Select]
Mass: 45 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 2948
Cost: 11,390,656 C-Bills
Battle Value: 739

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    9.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2.50
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             360                      16.50
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 144                  7.50
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     14           19       
                                 Center Torso (rear)                  8         
                                           L/R Torso     11           14       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     7            14       
                                             L/R Leg     11           19       



================================================================================

Star Captain Abed Spaunn and Star Commander Castillo (Bragg) grew up together in the same crèche and were trained in the same
sibko. both Trueborn warriors are from minor Bloodhouses within Clan Ice Hellion. The two warriors have been companions for all of
their lives and have seen each of their careers rise and fall since passing their individual Trials of Position. Both are assigned to clusters
within Alpha Galaxy, with Abed serving as commander of Trinary Gamma of the 40th Hellion Lancers and Castillo commanding Beta Star
of Trinary Beta of the 78th Hellion Lancers. Both are veterans of the Operation Revival Trials and the Hellions Fury Campaign.

Following the Hellions Fury both were involved in competition for their respective Bloodnames, Abed won his, while Castillo lost in the final
fight to Hiram Bragg. Abed and Castillo have piloted [i]Ice Ferret[/i] through out their career and each has developed their own unique
configuration in which have a common theme, the ability jump. Both believed that the [I]Ice Ferret[/I], while quick, was limited tactically
in that it could no clear obstacles in a combat environment. Abed's [I]Ice Ferret[/I] is configured with six jump jets and features matching
pairs of ER medium lasers and medium pulse lasers. A small ER laser completes the armory. At full jump and an alpha strike, Abed has
very little concern about heat build up as the twelve double heat sinks are sufficient.

While Abed preferred an up close approach to combat, Castillo liked striking from a distance before closing for a kill. Equipped with a mere
five jump jets, it still has more mobility than most [I]Ice Ferret[/I] variants. A battery of three lasers give Castillo all of the firepower needs
in combat. With the ER large laser he can strike from longer ranges and then maneuver closer to his prey and finish it off with his paired
medium ER and pulse lasers. As he is left-handed he mounts the main weapon in his [I]Ice Ferret[/I]'s left hand.



================================================================================
Loadout Name: Abed                                           Cost: 12,527,003
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,836

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               CT        2         1         0.50
2 Medium Pulse Lasers                        RA        8         2         4.00
2 ER Medium Lasers                           LA        10        2         2.00
                                            Free Critical Slots: 18

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8/4j       4       4       0       0      2     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================

Loadout Name: Castillo                                       Cost: 12,435,925
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,831

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              RA        5         1         1.00
Medium Pulse Laser                           RA        4         1         2.00
ER Large Laser                               LA        12        1         4.00
                                            Free Critical Slots: 21

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 18
8/3j       3       3       1       0      2     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA



EDIT: Castillo configuration has been redone.
« Last Edit: February 02, 2018, 10:30:46 AM by Abele »
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The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
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Abele

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Re: Quicksilver Upgrades #11: Ice Ferret (Fenris) 45 tons
« Reply #29 on: February 02, 2018, 05:06:59 AM »

Problem there is that to fix that we'd need to re-write the whole Clan thing.  For example you could gut their EW kit and easily do a good lore explanation.

Active Probe - Gone.  True warriors do NOT hide, so why would you need to hunt for them, that's what recon is for.
ECM - A true warrior does not need electronic trickery for protection.
TAG - Artillery is next to non-existant as is, perhaps used in some very rare cases, but you'd not see TAG on Invading Clan Mech's unless the Horses got a spot.
NARC - Gone.  THis is a device that emphasises team work.

One of the best versions of the Rational Clans approach was in the story Scorpio Ascendant.  In that one the Goliath Scorpions have a huge revival and turn away from what they were like and in doing so prod the clans along different paths.

In that Story's Operation REVIVAL the Clans seized the Chainline Isles first and built up factories, storage depots, naval repair yards etc to eliminate the huge supply line back to the Homeworlds.  Other designs were updated, the Hellbringer gets armour for example by simply adding endo-steel and they conduct a far better recon plan and actual assault with 8 Clans and their supporting Clans with them. 

Of course this is countered by the IS with the Dragoons helping befor ethe invasion, having the Houses fortify their norther borders etc

Its a good story.

And is basically what would be needed.  Either make the Clans smarter, or re-writing them though would be what's needed.

The main reason the Clans as written failed is logistics. When it takes six months of jumps to get supplies, weapons and personnel from the HomeWorlds to the outer edges of the Inner Sphere, you are going to lose in a war of attrition. Only Clan Wolf played it smart at the Battle of
Tukayyid by jumping into the battle last and with Omnis fitted out with energy-based weapons as their primary means of combat. Ulric warned them it would be a long and difficult fight and all of the other Clans failed to heed his warning.
Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©
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