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Author Topic: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons  (Read 1840 times)

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Takiro

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Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« on: October 29, 2017, 08:37:30 PM »

For our second OmniMech reconfiguration we go to the 25-ton Mist Lynx introduced by the Smoke Jaguar Clan in 2926. Over its nearly century and a half service, the Koshi as the InnerSphere first called it, became the ubiquitous Clan Light OmniMech. By the time of the invasion every Clan Touman featured it in some way. Going over the Random Assignment Tables (RATs) from Operation Revival Trials you can see how widely available it is among Frontline Light Clan ‘Mechs. Fire Mandrill (55%), Smoke Jaguar (50%), Ice Hellion (41.5%) are the three biggest users with Wolf (30.5%), Burrock (25%), Diamond Shark (25%), and Star Adder (22%) at about half that rate. Even the next group of Clans - Blood Spirit (19%), Coyote (19%), Hell’s Horses (19%), Jade Falcon (16.5), Snow Raven (16.5) – still uses the Mist Lynx commonly among their forces. Steel Viper (14%) retained a secondary factory and with the Jade Falcons securing the rights to the other 25-ton designs (Fire Falcon and Sparrow) it could push their interest higher (along with the Snow Raven). The Clans with the lowest percentage of the Mist Lynx in their Toumans are Cloud Cobra (14%), Ghost Bear (8%), Goliath Scorpion (8%), and Nova Cat (8%).

So, any Clan could feasibly submit an entry to this contest. Smoke Jaguar, Steel Viper, Ice Hellion, Snow Raven, Diamond Shark, and Star Adder are probably the most likely options given their continued preference for the design ever after Quicksilver. Fire Mandrill and Wolf are now more fond of the Sparrow but still like the Mist Lynx which will likely remain with their Toumans in large numbers until the Truce of Tuakyyid expires. Blood Spirit, Burrock, Goliath Scorpion, and Cloud Cobra are currently transitioning to the Sparrow but may remain interested in upgrades. Likewise Coyote, Nova Cat, Hell’s Horses, and Ghost Bear are moving towards the Fire Falcon after earning a share of its production. Perhaps Jade Falcon with its controlling interest in both the Fire Falcon and Sparrow may lose interest more rapidly but even they may try to upgrade the Mist Lynx. Who knows? Best I leave it to you guys to decide!

So, I’d like to see a robust discussion on what you like about the existing configurations (would you keep them as is?) and introduce your alternatives. Please explain why yours is best, what role it plays with your modifications, etc. Remember I love fluff. You are not allowed to alter the base design itself but the configurations are opened game. Clan Level 2 is the tech level for this contest just after Tukayyid so no ATMs, AP Gauss, Heavy Lasers, or Light Active Probes! Of course, I love an open discussion on the merits of certain modifications but fixed equipment for the sake of our contest is just that, set in stone. Stats please but fluff is a requirement here. Teamwork is also very welcomed so if you have an idea it is acceptable to collaborate. Since multiple configurations can win whoever gets the most wins, wins!

Criteria
Design: Mist Lynx (Koshi) Light OmniMech
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Mass: 25 tons
Internal Structure: EndoSteel (1.5 ton)
Engine: 175 XL (3.5 tons)
Movement: 7/11/6 (3 tons for fixed Jump Jets)
Heat Sinks: 10 (20)
Gyro: (2 tons)
Cockpit: (3 tons)
Armor: Ferro Fibrous (3.5 tons)
Armament: 7.5 tons available for pod space

Please have your entries in by Friday November 3rd at 11:59 PM Eastern Standard Time, good luck!!
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drakensis

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #1 on: October 30, 2017, 05:00:52 AM »

Mist Lynx

Mass: 25 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: 2930
Cost: 4,201,823 C-Bills
Battle Value: 391

Chassis: Unknown Endo-Steel
Power Plant: Unknown 175 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous
Armament:
    7.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Capabilities:
The prime configuration comes from Clan Smoke Jaguar, who modified the previous primary configuration to better suit patrolling the cities of their occupation zones. While the LRM launcher on the left shoulder received improved targeting to keep it relevant against more conventional threats, the massed machine guns are the preferred tool for 'crowd control'. Some other Clans have chosen to utilise this configuration where they lack access to the Diamond Shark's Piranha.

The new A configuration was developed by Clan Fire Mandrill's Sainze Kindraa, who felt that the new Prime configuration handled the anti-infantry role of the previous A configuration very well. Instead they developed a sniper configuration built around an extended range large laser and a targeting computer. Since LRMs were a likely counter, the configuration retains one of the anti-missile systems in the left arm and a pair of small lasers add close range firepower for when it can't be avoided.

The Mist Lynx B has always been a close-range brawler and the Clan Wolf decided to improve on this for hit and run attacks to disrupt formations of larger 'Mechs. Removing the missile launchers they doubled up on medium lasers and stripped out arm actuators so that the 'Mech can fire its lasers directly to the rear when withdrawing. To accommodate this, an additional heatsink was fitted and another jump-jet (inexperienced Mechwarriors have found the uneven thrust difficult). Finally the configuration upgrades to a full electronic warfare suite, something that caught the attention of Clan Nova Cat who use the design to disrupt DCMS C3 networks.

The previous C configuration was eclipsed by the Fire Mandrill innovation so Clan Ice Hellion have used it to fill a gap as a fire support 'Mech. Charlie configuration feeds five LRM launchers from two ammo bins, allowing the use of specialised ammunition. For close operations a Flamer is mounted in the left arm - some Mechwarriors have been reprimanded for laying fires to create impromptu smokescreens and then firing indirectly from behind the smoke, using spotting direction from Elementals hidden in the smoke.

Not willing to repeat the mistakes of the D configuration, wasting an autocannon on so small a 'Mech, the Ice Hellions built their Delta configuration to complement the Charlie payload. While the LRM boats fire from long range, the Delta copies the old B configuration with two lasers in one arm and two missile launchers on the other. Mechwarriors thinking they're facing the B have been unpleasantly surprised to find themselves marked with a NARC beacon for Mist Lynx Charlies carrying compatible LRMs.

Echo Configuration was developed by Clan Star Adder who wanted more punch from their limited light Mechs. The ER PPC with its respected head-capping capacity more than enough to strip limbs off light 'Mechs. To support this, a pair of small lasers are fitted to handle armoured and unarmoured infantry.


Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    43 points                1.50
    Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine:             XL Fusion Engine             175                       3.50
    Walking MP: 7
    Running MP: 11
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 2 LT, 1 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV -  67                  3.50
    Armor Locations: 1 CT, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     8            9         
                                 Center Torso (rear)                  7         
                                           L/R Torso     6            7         
                                    L/R Torso (rear)                  5         
                                             L/R Arm     4            4         
                                             L/R Leg     6            5         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
                                            Free Critical Slots: 20

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 4
7/4j       0       0       0       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Prime                                          Cost: 4,680,729
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 812

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         0.00
    CASE Locations: RT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
4 Machine Guns                               RA        0         4         1.00
LRM-10                                       LA        4         1         2.50
    Artemis IV FCS                           LA        -         1         1.00
4 Machine Guns                               LA        0         4         1.00
Machine Gun                                  RL        0         1         0.25
Machine Gun                                  LL        0         1         0.25
@LRM-10 (Artemis) (12)                       RT        -         1         1.00
@MG (1/2) (100)                              RT        -         1         0.50
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 8
7/4j       3       1       1       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: Alpha                                          Cost: 4,809,635
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,303

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         0.00
    CASE Locations: LA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
ER Large Laser                               RT        12        1         4.00
Targeting Computer                           RT        -         1         1.00
ER Small Laser                               RA        2         1         0.50
Anti-Missile System                          LA        1         1         0.50
ER Small Laser                               LA        2         1         0.50
@Anti-Missile System (24)                    LA        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 13
7/4j       3       3       2       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, AMS, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Beta                                           Cost: 5,203,385
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,473

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 7  (Standard)
    Jump Jet Locations: 3 LT, 4 RT                                         0.50
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 2 LT, 1 RT, 1 RA
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
2 ER Medium Lasers                           RA        10        2         2.00
2 ER Medium Lasers                           LA        10        2         2.00
ECM Suite                                    LA        0         1         1.00
TAG                                          LA        0         1         1.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 15
7j         3       3       0       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, ECM, TAG, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Charlie                                        Cost: 4,536,198
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,028

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         0.00
    CASE Locations: RT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
3 LRM-5s                                     RA        6         3         3.00
Flamer                                       LA        3         1         0.50
2 LRM-5s                                     LA        4         2         2.00
@LRM-5 (48)                                  RT        -         2         2.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 10
7/4j       2       2       2       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1


================================================================================
Loadout Name: Delta                                          Cost: 4,821,354
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,064

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         0.00
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
Narc Launcher                                RA        0         1         2.00
SRM-6                                        RA        4         1         1.50
2 ER Medium Lasers                           LA        10        2         2.00
@Narc (Homing) (6)                           RA        -         1         1.00
@SRM-6 (Narc) (15)                           RA        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 11
7/4j       3       3       0       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, SNARC, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Echo                                           Cost: 4,718,229
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,399

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1.00
Small Pulse Laser                            RT        2         1         1.00
ER Small Laser                               RT        2         1         0.50
ER PPC                                       RA        15        2         6.00
                                            Free Critical Slots: 14

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 14
7/4j       3       3       2       0      1     0   Structure:  1
Special Abilities: OMNI, PRB, RCN, ENE, SRCH, ES, SEAL, SOA
« Last Edit: October 30, 2017, 06:48:56 AM by drakensis »
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #2 on: October 30, 2017, 06:08:07 AM »

Very nice drak, our first entry. :)
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marauder648

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #3 on: October 30, 2017, 11:54:50 AM »

Quicksilver Myst Lynx

Prime - A design by Clan Ice Hellion the Prime moves away from the undergunned standard Prime version and gives it considerably more bite.  Removing all the original weapons and dramatically reducing the logistics footprint of the Mech the Prime was re-designed as a skirmisher and raider.
Simply armed with a pair of ER Medium lasers and a pair of Medium pulse lasers the Prime can deliver a lot of firepower at short ranges.  A flamer is installed for anti-infantry work whilst the active probe is joined by an ECM suite. 
With no ammunition onboard the Mech can also operate as a raider but simulations showed it working well with the Hellions pack tactics as well as in one on one fights where its punch allowed it to outgun hostile Spheroid machines and even worry Medium class Mechs.


Code: [Select]
Myst Lynx Quicksilver Prime
Clan TW
25 tons 
BV: 1,435
Cost: 3,978,958 C-bills

Movement: 7/11/6
Engine: 175 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 43 (Endo-Steel)
Armor: 67/89 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso                8       10
Center Torso (rear)                  6
Right Torso                 6        7
Right Torso (rear)                   5
Left Torso                  6        7
Left Torso (rear)                    5
Right Arm                   4        4
Left Arm                    4        4
Right Leg                   6        5
Left Leg                    6        5

Weapon                         Loc  Heat
----------------------------------------
ER Medium Laser                 LA     5
ER Medium Laser                 RA     5
Medium Pulse Laser              LA     4
Medium Pulse Laser              RA     4
Flamer                          RT     3

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

A – With the appearance of Inner Sphere battle armour and the need to patrol and control urban areas the Quicksilver A removes the machine guns and extra tonnage of the paired AMS and their 3 tons of ammo to give it a more potent anti-infantry bite.  Armed with a large mix of energy weapons the A’s armament is centred on a pair of ER Medium lasers.  These can cut through Mech armour whilst causing heavy damage to a battle suit.
A quartet of ER Small lasers add to the anti-battle armour punch, whilst a pair of flamers and a small pulse laser allow the A to destroy infantry formations.  An AMS is retained for protection against SRM’s which are a common infantry weapons.

The integral active probe lets it hunt down and destroy hostile forces, and as long as the flamers are not used, collateral damage can be kept to a minimum.

Code: [Select]
Myst Lynx Quicksilver A
Clan TW
25 tons 
BV: 1,265
Cost: 3,792,083 C-bills

Movement: 7/11/6
Engine: 175 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 43 (Endo-Steel)
Armor: 67/89 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso                8       10
Center Torso (rear)                  6
Right Torso                 6        7
Right Torso (rear)                   5
Left Torso                  6        7
Left Torso (rear)                    5
Right Arm                   4        4
Left Arm                    4        4
Right Leg                   6        5
Left Leg                    6        5

Weapon                         Loc  Heat
----------------------------------------
AMS                             LT     1
ER Small Laser                  LA     2
ER Small Laser                  LA     2
ER Small Laser                  RA     2
ER Small Laser                  RA     2
ER Medium Laser                 LA     5
ER Medium Laser                 RA     5
Small Pulse Laser               RA     2
Flamer                          LT     3
Flamer                          RT     3

Ammo                           Loc Shots
----------------------------------------
AMS Ammo                        LT    24

Equipment                      Loc
----------------------------------
Active Probe                    HD

Bravo -  A long range harasser, the B  is armed with 3 LRM-5’s and a generous 2 tons of ammo to allow it to engage without concern for ammunition supply.  Whilst lacking the raw punch of a single larger launcher and being nearly as heavy as a single LRM-15, the repeated volleys from the trio of launchers can overwhelm any AMS and let it harass larger targets at long range.  For defence an AMS is fitted whilst a pair of ER small lasers provide protection at shorter ranges.

Code: [Select]
Myst Lynx Quicksilver B
Clan TW
25 tons 
BV: 987
Cost: 3,712,708 C-bills

Movement: 7/11/6
Engine: 175 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 43 (Endo-Steel)
Armor: 67/89 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso                8       10
Center Torso (rear)                  6
Right Torso                 6        7
Right Torso (rear)                   5
Left Torso                  6        7
Left Torso (rear)                    5
Right Arm                   4        4
Left Arm                    4        4
Right Leg                   6        5
Left Leg                    6        5

Weapon                         Loc  Heat
----------------------------------------
LRM 5                           LA     2
LRM 5                           LA     2
LRM 5                           LA     2
AMS                             LT     1
ER Small Laser                  RA     2
ER Small Laser                  RA     2

Ammo                           Loc Shots
----------------------------------------
LRM 5 Ammo                      LA    24
LRM 5 Ammo                      LA    24
AMS Ammo                        LT    24

Equipment                      Loc
----------------------------------
Active Probe                    HD

C- The C is a ‘barrage boat’ built for close in work and infantry or armour hunting.  Armed with a pair of SRM-6s, each with their own ton of ammo, one of which is often inferno’s for anti-armour work the C also features a medium pulse laser and flamer.  Capable of inflicting a surprising amount of damage but it lacks a solid knock down punch, it is more often deployed against hostile armoured forces which are very commonly deployed by Spheroid opponents.

Code: [Select]
Myst Lynx Quicksilver C
Clan TW
25 tons 
BV: 928
Cost: 3,721,458 C-bills

Movement: 7/11/6
Engine: 175 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 43 (Endo-Steel)
Armor: 67/89 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso                8       10
Center Torso (rear)                  6
Right Torso                 6        7
Right Torso (rear)                   5
Left Torso                  6        7
Left Torso (rear)                    5
Right Arm                   4        4
Left Arm                    4        4
Right Leg                   6        5
Left Leg                    6        5

Weapon                         Loc  Heat
----------------------------------------
SRM 6                           LA     4
SRM 6                           RA     4
Medium Pulse Laser              LA     4
Flamer                          RA     3

Ammo                           Loc Shots
----------------------------------------
SRM 6 Ammo                      LA    15
SRM 6 Ammo                      RA    15

Equipment                      Loc
----------------------------------
Active Probe                    HD


D – Removing the utterly wasteful light autocannon the D retains its long range armament now in the form of an ER large laser whilst an ER small laser are linked with a targeting computer whilst an ECM and TAG are linked with the active probe making it a formidable scout as well.  Although this did raise some eyebrows as most Scouts need to get close to do their job, the D can engage targets or open the range once it finds them before engaging.  The initial plan was to fit an ER PPC and a targeting computer, but the active probe being integral to the Mech’s sensors meant it could not fit with the available tonnage.

Code: [Select]
Myst Lynx Quicksilver D
Clan TW
25 tons 
BV: 1,229
Cost: 3,958,646 C-bills

Movement: 7/11/6
Engine: 175 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 43 (Endo-Steel)
Armor: 67/89 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso                8       10
Center Torso (rear)                  6
Right Torso                 6        7
Right Torso (rear)                   5
Left Torso                  6        7
Left Torso (rear)                    5
Right Arm                   4        4
Left Arm                    4        4
Right Leg                   6        5
Left Leg                    6        5

Weapon                         Loc  Heat
----------------------------------------
Clan TAG                        LA     0
ER Small Laser                  RA     2
ER Large Laser                  LA    12

Equipment                      Loc
----------------------------------
Active Probe                    HD
Targeting Computer              RT
ECM Suite                       LT

General thoughts about the Myst Lynx - This things a dogs egg, it NEEDS that ton of locked space with the probe freed up, that would let you add something, a half ton of armour would be nice.  The original Prime version was, in my opinion worthless due to its schitzo weapons load out.  Streak, nice, LRM 10, nice, MGs..why?  If I could I'd just remove the probe and give it two ER mediums in place of the MGs as it would give it a bite.  The A was also equally terrible with tonnage wasted on yet more MGs, A-pods and 3 tons of AMS ammo which makes sense with the rules of the time, but its utterly absurd now. 
The B is fine rally, i'd have said that was the Prime and been happy, the C is also fine, the D is a dogs egg because UAC-2 on a 25 ton chassis.  If I had my way i'd strip the JJs which are according to some versions of the fluff, rare on Clan Mechs, move it up to 8/12 and go from there. Make it a weird Locust, slap Masc on it if you want it to go fast but have NO fixed items to go with.
The Koshi is a design that has  fallen so far behind with the times save the B and C that it needs to be rebuilt from the ground up.  I loathe fixed equipment on Omni's as it defeats the whole purpose of it, and makes little sense.

"Hey we wanna make our units as flexible as possible. So lets put THIS on there and make it so its built into the structure"
"Sir..thats a shipping container full of cement"
"YES!"

Don't bloody weigh down a FLEXIBLE system by slapping things on it that it might not need or can't remove.  This isn't so bad on larger units, but on small Mech's like this, where every damn gram of weight matters, its criminal.  Basically the Scientists who designed this needed to be reaved when they showed it to their bosses and their successors shown the vid of it and told to not make the same mistakes.










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Abele

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #4 on: October 30, 2017, 12:02:17 PM »

Man, there are some eager beavers here. I still need to write my fluff.
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #5 on: October 30, 2017, 12:56:27 PM »


General thoughts about the Myst Lynx - This things a dogs egg, it NEEDS that ton of locked space with the probe freed up, that would let you add something, a half ton of armour would be nice.  The original Prime version was, in my opinion worthless due to its schitzo weapons load out.  Streak, nice, LRM 10, nice, MGs..why?  If I could I'd just remove the probe and give it two ER mediums in place of the MGs as it would give it a bite.  The A was also equally terrible with tonnage wasted on yet more MGs, A-pods and 3 tons of AMS ammo which makes sense with the rules of the time, but its utterly absurd now. 
The B is fine rally, i'd have said that was the Prime and been happy, the C is also fine, the D is a dogs egg because UAC-2 on a 25 ton chassis.  If I had my way i'd strip the JJs which are according to some versions of the fluff, rare on Clan Mechs, move it up to 8/12 and go from there. Make it a weird Locust, slap Masc on it if you want it to go fast but have NO fixed items to go with.
The Koshi is a design that has  fallen so far behind with the times save the B and C that it needs to be rebuilt from the ground up.  I loathe fixed equipment on Omni's as it defeats the whole purpose of it, and makes little sense.

"Hey we wanna make our units as flexible as possible. So lets put THIS on there and make it so its built into the structure"
"Sir..thats a shipping container full of cement"
"YES!"

Don't bloody weigh down a FLEXIBLE system by slapping things on it that it might not need or can't remove.  This isn't so bad on larger units, but on small Mech's like this, where every damn gram of weight matters, its criminal.  Basically the Scientists who designed this needed to be reaved when they showed it to their bosses and their successors shown the vid of it and told to not make the same mistakes.

Here is the stuff i am really looking for! Good stuff marauder648!

Personally I would have as little fixed equipment as I could on any omni, I think it cuts down on flexibility. Here on the Koshi I'd call out jump jets. You don't need them in every case.
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drakensis

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #6 on: October 30, 2017, 05:47:44 PM »

I'd agree in principle that the chassis would benefit hugely from unlocking that fixed equipment.

However, the Mist Lynx is a relatively old OmniMech from the early 30th century, more than a hundred years Operation Revival. Given the technological pace of Clan advancement had tapered off by then, it was probably from the second generation of OmniMechs that were able to use XL engines and endosteel (per pg 6 Golden Century, the first Omnis had issues with that). The optimised uses of pod-space vs fixed equipment likely weren't clear at the time.

Which is certainly good reason that the Mist Lynx didn't weather the late 31st century well.

A similar chassis stripping the fixed equipment would have 11.5 tons to play with - almost 50% of its mass. Or more engine, or more armour - both of which would be beneficial.
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #7 on: October 30, 2017, 10:32:15 PM »

Man, there are some eager beavers here. I still need to write my fluff.

Looking forward to it Abele!

I'd agree in principle that the chassis would benefit hugely from unlocking that fixed equipment.

However, the Mist Lynx is a relatively old OmniMech from the early 30th century, more than a hundred years Operation Revival. Given the technological pace of Clan advancement had tapered off by then, it was probably from the second generation of OmniMechs that were able to use XL engines and endosteel (per pg 6 Golden Century, the first Omnis had issues with that). The optimised uses of pod-space vs fixed equipment likely weren't clear at the time.

Which is certainly good reason that the Mist Lynx didn't weather the late 31st century well.

A similar chassis stripping the fixed equipment would have 11.5 tons to play with - almost 50% of its mass. Or more engine, or more armour - both of which would be beneficial.

I would agree that the Mist Lynx is an example of an early OmniMech that does not yet realize the fullest possible flexibility of that concept. Certainly I think it could be done better but that is beyond the scope of our current project. ;)

Here is the Mech of the Week article on the Koshi from the main BattleTech site.

http://bg.battletech.com/forums/index.php/topic,10482.0.html
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drakensis

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #8 on: October 31, 2017, 02:11:48 AM »

I figured it was out of scope, but worth mentioning anyway.
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #9 on: October 31, 2017, 06:05:36 AM »

Perhaps it is but the discussion is certainly not. ;)
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #10 on: October 31, 2017, 10:15:08 AM »

And on the subject for how it should here is masterarminas thoughts on that

https://www.ourbattletech.com/forum/index.php?topic=2677.msg36353#msg36353
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marauder648

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #11 on: November 01, 2017, 06:35:29 AM »

And on the subject for how it should here is masterarminas thoughts on that

https://www.ourbattletech.com/forum/index.php?topic=2677.msg36353#msg36353

Re the designs in that I have to agree.  The Clan Mech's are in many ways hobbled be deliberate design choices that make absolutely zero context with their culture and mindset as well as some absolutely baffling design choices that make little sense no matter how you look at it. And no, squinting, unfocusing your eyes and holding it at a funny angle does not help.

But I can understand that this was a needful thing otherwise EVERYONE would play Clan stuff when it was introduced so making them flawed in some aspects does make sense.  And whilst I really like MA's stuff, here I think he goes a bit too far with a far higher number of alpha babies than is needed.  I'd be inclined to step away from being able to alfa the lot with minimal heat issues. 

But I totally agree that many of the designs do need radical changes, either in tonnage, speed or anything else. Also the use of things like NARC, TAG and even ECMs strike me as odd considering the Clan's culture.  They are a society that has pretty much devoted itself to one on one battles, even in a huge engagement, the warriors go all hollywood and engage one on one.  Narc pods are primarily useful for group asisstance kills. And would be rare as all hell outside of perhaps the Hellions.
TAG again is ONLY useful for artillery spotting. And the Clans HATE artillery and its incredibly rare during REVIVAL to the point that you could probably count the number of times it was used on one hand.  Even the Horses didn't make much use of it and they love stuff like combined arms of which, in reality, artillery is an integral part of. 

And even an ECM could be looked as a sign of weakness in a (stupidly) honourbound warrior ethos the Clans adopted, a case of
" What? You need electronic trickery to defeat your foes?  Would you like them to walk backwards towards you too?  "
*trial of grievance ensues*

Whilst the Clans would have to evolve once they found that shock horror almost no one in the Inner Sphere was insane enough to take them on at their own game and fight to their terms/methods and that things like artillery and ECMs were needed, i'd still say that these would be punishment duties or for Freeborns.  A-la "You are Freeborn and you can pilot a Mech but you will not fight.  You will shield our TRUE warriors with your ECM and here is a small laser for you as well.  Do your job and you MAY be seen as useful."

And this would be done more on an ad-hoc basis rather than any designated variant. 

Whilst i'm enjoying this challenge, the problem is that by having to stick to fixed equipment/structure etc, there's only so much you can do without running the risk of different folks variants being very similar to one another.
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marauder648

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #12 on: November 01, 2017, 03:11:22 PM »

Also another point a friend who knows VERY little about Battletech brought up.  Active probes are used to search for hidden targets and enemies striking from ambush.  Why would any Clan Mech fit them in a config as standard. 

Clanners don't hide (most of the time), and tend to have a very dim view of such tactics.  So why would they build units with an active probe when 8/10 times they would quite happily line up and start shooting at one another.

Clan Smoke Jaguar I have no doubt thought that the noise made by a brass band falling down a flight of stairs would be 'stealthy' and not obvious enough.
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Vition2

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #13 on: November 01, 2017, 03:46:37 PM »

The Mist Lynx is very much a purpose-built design, similar in some ways as the Fire Moth.  The Mist Lynx is, in some ways, the anti-Fire Moth, or vice versa.  In the Mist Lynx's case, it is purpose-built as an anti-infantry platform. 

While we often see very blunt face-to-face combats between the clans, they don't strictly adhere to "I let you see me before I fire at you," honor does point them towards this but there are plenty of circumstances where portions of this honor is put to the side.  And this applies doubly to infantry and battle armor, where if that is allowed to happen, they die.  So active probes may have been built into the machine to make sure it's pilots, and their commanders, adhere to the intentions of the design.  It can also be seen as a big "middle finger" to the enemy - "I'm so good, I can take you in a design less optimal to face other 'mechs." 

Lastly, we really have little actual information on clan culture towards the tail end of the Golden Century, it is entirely possible that Zellbriggen was not held quite as high esteem as it was in the 31st century.  It is possible, that "dezgra" tactics were commonplace and not looked unfavorably upon during the time period the Mist Lynx was created, giving more reason to include an active probe in the design - most of what we know is the clans of the 3040s through the 3070s, and a lot can change in a culture over the course of a century.

A note, this doesn't negate the fact that the Mist Lynx is not an optimal design, just a potential explanation for it.
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Takiro

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Re: Quicksilver Upgrades #2: Mist Lynx (Koshi) 25 tons
« Reply #14 on: November 01, 2017, 09:16:21 PM »

Funny you should mention this marauder648.

One of the things I thought of and we are working on developing now is a TAG Trial developed by Ice Hellion where a spotter (fast light Mech) takes on a much heavier (slow assault Mech) opponent with the help of an off board artillery unit. Now as I figure it the spotter has to maintain lock while the artillery acts as the offense but other than maneuver can do little or else violate the rules of said trial.

Clan Artillery as is rarely used but could act as a powerful deterrent to those who would violate the rules of combat. Other than that bandit hunting would certainly be an acceptable use of such assets.

I really do not have a problem with ECMs or Active Probes either for the Clans but NARCs?! Developed by Hell's Horses in 2828 who do utilize armor assets which are organized into Points of twos and could be team friendly. However I do agree that the NARC Missile Beacon is hardly a front line device and likely relegated to second line units.

I see the Clans as more of Artemis IV FCS users and the InnerSphere as the ones who should use dedicated NARCs. Spheroids could better optimize LRMs by massing 5s (2 tons each) and utilizing NARC spotters to mark their opponents. IMO
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