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Author Topic: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons  (Read 650 times)

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Takiro

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Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« on: January 01, 2018, 12:01:38 AM »

Hope everyone is having a very Happy New Year as we begin the second phase of our Quicksilver Upgrades for existing OmniMechs still in Clan service circa 3054. First up is the Viper or Dragonfly originally created by the Kindraa of Fire Mandrill who became so disenchanted with early versions design they traded it and the factory to Ghost Bear. Apparently, they never looked back as they are one of four Clans (Blood Spirit, Diamond Shark, Fire Mandrill, Nova Cat) who field no appreciable numbers of it by the time of Operation Revival. One of the most common mid-range OmniMechs for the Clans it remains most prevalent among the Ghost Bear who have a 44.5% of fielding one in their Medium weight Touman.

Among the Invaders the Smoke Jaguar and Steel Viper have only an 11% chance of fielding it while Star Adder and Wolf have a 16.5% chance. Coyote is slightly better at 22% while nearly a quarter (25%) of mediums in the Burrock, Ice Hellion, Jade Falcon Clans are Vipers. The Hell’s Horses and Snow Ravens have 28% of their medium weight Omni force composed of them. Only Goliath Scorpion (30.5%) and Cloud Cobra (33%) field more at the time of the invasion. Following Quicksilver the Pouncer and the Battle Cobra officially take their place along side the Viper with various Clans choosing their preferences.

Burrock, Jade Falcon, Ice Hellion, Snow Raven, Hell’s Horses, Goliath Scorpion, Cloud Cobra, and Ghost Bear all elect to maintain the Viper (Dragonfly) as their preferred 40 ton Omni. While Wolf, Coyote, Star Adder and Smoke Jaguar all have chosen the Pouncer as their 40 ton Omni and Steel Viper the Battle Cobra all retain the Viper (Dragonfly) as a part of their Touman. Only Diamond Shark and Nova Cat who like the Pouncer and Blood Spirit and Fire Mandrill who like the Battle Cobra do not utilize the Viper (Dragonfly). While a few unique examples may exist of that OmniMech in those Clans they are unlikely to participate in this effort.

As usual please discuss 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. Again, 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! 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! Bonus points for new Quicksilver overview!!

Criteria
Design: Viper (Dragonfly) Medium OmniMech
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Mass: 40 tons
Internal Structure: EndoSteel (2 ton)
Engine: 320 XL (11.5 tons)
Movement: 8/12/8
Heat Sinks: 10 (20)
Gyro: (4 tons)
Cockpit: (3 tons)
Armor: Ferro Fibrous (7 tons – 134 armor factor)
Fixed Equipment: Jump Jets (4 tons)
Armament: 8.5 tons available for pod space

Please have your entries in by Friday January 5th, 2018 at 11:59 PM Eastern Standard Time, good luck!!
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marauder648

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #1 on: January 01, 2018, 09:12:42 AM »

Woo! New year, new Quicksilver challenges!  I accept!

Viper Quicksilver

The Viper was not an old Mech at the time of Operation Revival but it was one that had aged quickly and rather poorly.  Whilst valued for its speed and mobility which let it serve as a
harasser and a sturdy battle taxi for Elementals, with a mere 8.5 tons of pod space the Dragonfly was significantly under gunned when compared to other Clan Mechs and even Spheroid designs. 
The Quicksilver team working on the Viper was stacked with Ghost Bear Scientists as they were the largest user of the Mech and had the most to gain from a refit of the design to counter modern opponents.  Clan Ice Hellion also sent Scientists to the development team as their Clan had a long love affair with the fast, agile mechine.

Although the Scientists realised that the best results would be gained from slowing the Viper down slightly to free up some weight consumed by its nearly 12 ton engine, this was not feasible within the Quicksilver protocols so they concentrated on the weapons fit.

Prime – Although a superb harasser the Prime was grossly under gunned, out gunned by all other Clan Mechs, even the Fire Moth packed a bigger punch than the Viper and this had to be addressed.  First to go was the AMS and paired machine guns as these consumed 2.5 tons of precious space, and the pulse lasers, whilst great for engaging fast targets whilst moving at high speed, they were just too heavy.
Keeping with the harasser design of the standard Prime, the Quicksilver Prime doubled its missile load with the addition of another SRM-4 whilst the lasers were replaced with a trio of ER Medium lasers.  For anti-infantry work a flamer was installed.  This did cause heat issues and another two heatsinks were installed to counter this.  The result was a far more potent punch finally giving the Viper some teeth.


Code: [Select]
Dragonfly Quicksilver Prime
Clan TW
40 tons 
BV: 1,673
Cost: 8,753,127 C-bills

Movement: 8/12/8
Engine: 320 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro

Internal: 67 (Endo-Steel)
Armor: 134/137 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               12       16
Center Torso (rear)                  7
Right Torso                10       13
Right Torso (rear)                   7
Left Torso                 10       13
Left Torso (rear)                    7
Right Arm                   6       12
Left Arm                    6       12
Right Leg                  10       19
Left Leg                   10       19

Weapon                         Loc  Heat
----------------------------------------
SRM 4                           RA     3
SRM 4                           RA     3
ER Medium Laser                 LA     5
ER Medium Laser                 LA     5
ER Medium Laser                 LA     5
Flamer                          HD     3

Ammo                           Loc Shots
----------------------------------------
SRM 4 Ammo                      RA    25


A – Designed to be a deep penetration raider, harasser and infantry hunter the A features an all energy armament and is built with an eye towards quickly dispatching hostile light and medium weight Mechs quickly and efficiently.  To this end it is armed with a trio of Medium pulse lasers whilst anti-infantry firepower comes from a pair of small pulse lasers, more than enough to reduce a squad to charred ruin in moments.  Finally, an ER small laser provides additional firepower.  With its speed and huge jumping capability, the A can get into position to engage a foe from their weakest point as well as run down nearly every Scout Mech in the Inner Sphere.
Code: [Select]
Viper Quicksilver A
Clan TW
40 tons 
BV: 1,705
Cost: 8,496,577 C-bills

Movement: 8/12/8
Engine: 320 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 67 (Endo-Steel)
Armor: 134/137 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               12       16
Center Torso (rear)                  7
Right Torso                10       13
Right Torso (rear)                   7
Left Torso                 10       13
Left Torso (rear)                    7
Right Arm                   6       12
Left Arm                    6       12
Right Leg                  10       19
Left Leg                   10       19

Weapon                         Loc  Heat
----------------------------------------
Medium Pulse Laser              LA     4
Medium Pulse Laser              LA     4
Medium Pulse Laser              LA     4
Small Pulse Laser               RA     2
Small Pulse Laser               RA     2
ER Small Laser                  RA     2


B – Although the standard Viper B was a powerful combatant its choice of secondary armament was at best questionable.  The whole goal of the B was to keep the range open, and using a considerable tonnage on a very heavy anti-infantry battery was seen as wasteful and possibly encouraged the Warriors to get close.  This short ranged defensive armament was stripped out in favour of a targeting computer, whilst an ER small laser was added, almost invisible on the Mech’s other arm.  These changes made the long-ranged sniper more threatening in its role as the added accuracy of the targeting computer could let the Viper really ‘reach out and touch someone’.

Code: [Select]
Viper Quicksilver B
Clan TW
40 tons 
BV: 2,051
Cost: 8,647,777 C-bills

Movement: 8/12/8
Engine: 320 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 67 (Endo-Steel)
Armor: 134/137 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               12       16
Center Torso (rear)                  7
Right Torso                10       13
Right Torso (rear)                   7
Left Torso                 10       13
Left Torso (rear)                    7
Right Arm                   6       12
Left Arm                    6       12
Right Leg                  10       19
Left Leg                   10       19

Weapon                         Loc  Heat
----------------------------------------
ER PPC                          LA    15
ER Small Laser                  RA     2

Equipment                      Loc
----------------------------------
Targeting Computer              CT

C – The Viper C was found to be far too specialised.  Outside of city fighting it was all but useless save as a Scout and it was another design that was lacking in firepower and the Quicksilver program worked to make this very specialized Mech more flexible and thus useful outside of city fighting.  Its primary punch comes from a pair of SRM-6’s, each drawing from their own ammo bin to allow the Pilot to choose different warheads.  When facing tanks inferno rounds are very popular.  Further direct firepower comes from an ER Medium laser whilst anti-infantry firepower comes in the form of 3 flamers.  An active probe lets the C find its prey and obliterate them.

Code: [Select]
Viper Quicksilver C
Clan TW
40 tons 
BV: 1,339
Cost: 8,888,227 C-bills

Movement: 8/12/8
Engine: 320 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 67 (Endo-Steel)
Armor: 134/137 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               12       16
Center Torso (rear)                  7
Right Torso                10       13
Right Torso (rear)                   7
Left Torso                 10       13
Left Torso (rear)                    7
Right Arm                   6       12
Left Arm                    6       12
Right Leg                  10       19
Left Leg                   10       19

Weapon                         Loc  Heat
----------------------------------------
SRM 6                           LA     4
SRM 6                           LA     4
ER Medium Laser                 RA     5
Flamer                          RA     3
Flamer                          RA     3
Flamer                          RA     3

Ammo                           Loc Shots
----------------------------------------
SRM 6 (Clan) Inferno Ammo       LA    15
SRM 6 Ammo                      LA    15

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

D – A significant swap from the original D, the Quicksilver D is instead a missile support unit.  Armed with a pair of LRM-10’s, each with their own ammo bin the D acts as a fast-moving missile battery, able to support its Starmates whilst also being able to rapidly disengage and reposition thanks to its superior mobility.  For close in defence a trio of ER small lasers provide some punch, and in combination with the LRM’s they can dispatch a foe that tries to get close.

Code: [Select]
Viper Quicksilver D
Clan TW
40 tons 
BV: 1,527
Cost: 8,679,277 C-bills

Movement: 8/12/8
Engine: 320 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro

Internal: 67 (Endo-Steel)
Armor: 134/137 (Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Center Torso               12       16
Center Torso (rear)                  7
Right Torso                10       13
Right Torso (rear)                   7
Left Torso                 10       13
Left Torso (rear)                    7
Right Arm                   6       12
Left Arm                    6       12
Right Leg                  10       19
Left Leg                   10       19

Weapon                         Loc  Heat
----------------------------------------
LRM 10                          LA     4
LRM 10                          RA     4
ER Small Laser                  LA     2
ER Small Laser                  RA     2
ER Small Laser                  HD     2

Ammo                           Loc Shots
----------------------------------------
LRM 10 (Clan) Artemis-capable Ammo  LA    12
LRM 10 (Clan) Artemis-capable Ammo  RA    12

Thoughts on the Viper

I don’t really like this Mech, its way too fast, and needs to be a 7/11 ideally if you want to free up some space as it’s just a less well armed, but Jumpy Fenris, trading firepower for mobility.  A lot of the configs make no bloody sense in terms of weapons. 2.5 tons of MG and AMS that it does not have to spare on the Prime and WHY does the C have 3 tons of MG ammo!?  If you slowed it down you’d gain 5 tons of space which this thing so desperately needs. 
The only classic configs I like are the A B and D, although they could use fixing, the B’s huge anti-infantry battery is baffling.  I didn’t replicate the D as we already had 2 ‘generalist’ versions presented here.

« Last Edit: January 01, 2018, 09:21:16 AM by marauder648 »
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Takiro

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #2 on: January 01, 2018, 09:41:18 AM »

Happy New Year marauder648!

Things i don't get about the Viper is its name and fixed jump jets. Created by the Mandrills before being traded to the Bears there is nothing Viper about it. Unless it was named for being all over the place like the Steel Viper persona i don't get it.

Two, why fix jump jets? They are easily pod mounted. What i would have found interesting is an 8/12 with a MASC and 10 tons of pod space.
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marauder648

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #3 on: January 01, 2018, 09:46:20 AM »

Ahh you speak of common sense, this rarely applies to the 3050 Clan Mechs. 

"I see you have a big ballistic main weapon, 1 ton of ammo for that, 9 TONS OF AMMO FOR THE SINGLE REAR FACING MACHINE GUN!"

"I see you have cool running ballistic and missile weapons, here have 20 fixed double heatsinks. None for you with the ER PPCs!"

And yep, totally agree, pod the JJ's or slow the damn thing down to 7/11/7 and gain 5 tons of pod space.
« Last Edit: January 01, 2018, 09:47:41 AM by marauder648 »
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drakensis

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #4 on: January 01, 2018, 09:47:14 AM »

Viper (Dragonfly)

Mass: 40 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: 10,211,833 C-Bills
Battle Value: 700

Chassis: Type W2 Endo-steel Endo-Steel
Power Plant: Light Force 320 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Geotec 300
    Jump Capacity: 240 meters
Armor: Compound H17 Ferro-Fibrous
Armament:
    8.5 tons of pod space.
Manufacturer: Upsilon Plant 2J
    Primary Factory: Strana Mechty
Communications System: D8 CC-25X
Targeting and Tracking System: Sloane 220 Lockover System

Overview:
Clan Ghost Bear, as the most prolific users of the Viper, were disappointed by its performance against the Inner Sphere. To determine the reasons for this, the Khans chose to take a fresh look at the design. Assigning forty-five of the OmniMechs to a Planetary Garrison Cluster made up entirely of Inner Sphere bondsmen the Clan then deployed a cluster of warriors fresh from the Homeworlds against them in a series of trials with the offer of full acceptance as a frontline force by one of the two clusters depending on which proved the stronger.

While divided in outlook (since the Ghost Bears hadn't considered that a third of the Bondsmen were DCMS veterans rather than Kungsarme) and subject to one mutiny when a binary tried to seize a dropship in the hope of somehow escaping across the truce line, the garrison cluster put up a ferocious fight against the inexperienced warriors and provided a plethora of data for analysis as they utilised innovative configurations and tactics unhampered by Clan doctrine and thinking.

Casualties in the trials were such that the Ghost Bear Khans ultimately deemed themselves unable to identify a clear winner and merged both sides into a single Cluster that has been granted frontline status. How this will work out is presumably another experiment.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 CT, 3 LT, 3 RT
Engine:             XL Fusion Engine             320                      11.50
    Walking MP: 8
    Running MP: 12
    Jumping MP: 8 Standard
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 134                  7.00
    Armor Locations: 1 HD, 1 LT, 1 RT, 2 LA, 2 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           16       
                                 Center Torso (rear)                  7         
                                           L/R Torso     10           13       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     6            12       
                                             L/R Leg     10           19   


The primary configuration of the Viper was under-armed even by the limited pod-space of the 'Mech. Arguing that the speed of the Mech was a better defense against missiles than the AMS, the Ghost Bears have removed this and replaced the pulse lasers with extended range lasers. This provided room for another pair of machineguns for use against armoured and unarmoured infantry, as well as a significantly upgrade of the missile armament to a pair of Streak launchers that conserve ammunition and upgrade the 'Mech's punch.

Code: [Select]
================================================================================
Loadout Name: Prime                                          Cost: 11,035,033
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,687

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    CASE Locations: RT, LA                                                 0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Machine Guns                               RT        0         2         0.50
2 Machine Guns                               LT        0         2         0.50
2 ER Medium Lasers                           RA        10        2         2.00
2 Streak SRM-4s                              LA        6         2         4.00
@MG (1/2) (100)                              RT        -         1         0.50
@Streak SRM-4 (25)                           LA        -         1         1.00
                                            Free Critical Slots: 11

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


These modifications left the traditional A configuration's extended range lasers and artemis-guided SRMs as unnecessary so the bondsmen filled this gap with what they considered a glaring lack in the standard configurations: a dedicated electronics platform to act as a heavy scout. Investigations are still underway into how they obtained a Huitzilopochtli assault tank to support them in the first Trial of the Viper Alpha and there have been complaints about the dishonourable nature of the attack, but as the combination wiped out a Star of Elementals the effectiveness is not in doubt.

Code: [Select]
================================================================================
Loadout Name: Alpha                                          Cost: 11,395,621
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,653

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    CT        0         1         1.00
ER Large Laser                               RA        12        1         4.00
Targeting Computer                           RA        -         1         1.00
Active Probe                                 LA        0         1         1.00
TAG                                          LA        0         1         1.00
ER Small Laser                               LA        2         1         0.50
                                            Free Critical Slots: 17

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

Nicknamed the "SuperPanther" by the Bondsmen who developed it, the Beta configuration starts from the Viper B but replaces the pulse lasers and flamer with a SRM launchers. With half again the firepower and double the mobility of the Panther that Rasalhague and Draconian Mechwarriors were familiar with, the Viper Beta proved itself in hit and run operations.

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Loadout Name: Beta                                           Cost: 10,973,433
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,866

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
SRM-6                                        CT        4         1         1.50
ER PPC                                       RA        15        2         6.00
@SRM-6 (15)                                  LT        -         1         1.00
                                            Free Critical Slots: 19

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
8j         2       2       2       0      2     1   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

With an active probe and a terrifying anti-infantry payload, the Viper C saw use in garrison roles during the Invasion. The Viper Gamma scales back the ammunition bins in favour of two more lasers and removes the active probe in favour of more machineguns and another heatsink. While it still requires careful heat management, the configuration can now threaten battle armour as well as conventional infantry. With Inner Sphere battle armour beginning to arrive on the battlefield, the Khans find this a valuable modification.

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Loadout Name: Gamma                                          Cost: 10,979,908
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,851

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    CASE Locations: RT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Machine Guns                               RT        0         2         0.50
ER Medium Laser                              RT        5         1         1.00
2 Machine Guns                               LT        0         2         0.50
Flamer                                       RA        3         1         0.50
ER Medium Laser                              RA        5         1         1.00
2 Machine Guns                               RA        0         2         0.50
2 Flamers                                    LA        6         2         1.00
2 ER Medium Lasers                           LA        10        2         2.00
@MG (1/2) (100)                              RT        -         1         0.50
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
8j         4       2       0       0      2     1   Structure:  2
Special Abilities: OMNI, CASE, HT1, SRCH, ES, SEAL, SOA

Replacing the rather unfocused Viper D, the Delta configuraiton switches to a fire support platform with a single artemis-guided LRM rack backed up by a pair of medium lasers. This configuration was adopted by Clan Mechwarriors facing the bondsman PGC who had concluded their foes were dezgra. Several of the isorla mechwarriors were killed by Clan Mechwarriors concentrating their fire in massed LRM barrages during the later stages of the trials. Aletha Kabrinski was heard to say that this was a sign that they were now fit to fight the Inner Sphere.

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Loadout Name: Delta                                          Cost: 11,078,783
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,810

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    CASE Locations: RT                                                     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) (16)                       RT        -         2         2.00
                                            Free Critical Slots: 14

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

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #5 on: January 01, 2018, 10:00:37 AM »

Interesting fluff drak, Happy New Year!

Don't know if i would slow it down per say marauder648 but the jump jets would certainly be pod mounted freeing 4 tons of pod space.

While slowing it down to 7/11 with a 280 XL would provide an additional 5 tons of pod space you get farther away from a definite Speedster or Werewolf Omni (favoring quickness over firepower or defense) to an Assailant or Vampire Omni (favoring offense and pod space over speed or toughness).

Don't forget here at the 40 ton chassis we had a log jam where five existing canon designs squared off for three spots. While the Viper (Dragonfly) won the Werewolf (Speedster) slot, the Pouncer with its 240XL (6/9/5) and 15.5 tons of pod space won the Vampire (Assailant) slot, and the Battle Cobra almost by default won the Zombie slot with its standard 240 Engine (6/9) and 14 tons of pod space. Also considered here were Coyotl with its 280XL (7/11) and 15.5 tons of pod space and the Phantom with its 360XL (9/14) and 6.5 tons of pod space. Ultimately the Coyotl which Coyote tried its best to refurbish and reintroduce fell into that deadly middle ground between Werewolf and Vampire. Not as fast or as mobile as the Viper it was also not as capable as the Pouncer in regards to firepower plus it faced a bit of a stigma problem as a 'Solhama Design'. However it fits your slow it down argument perfectly where I say just take the jump jets off the others and they gain so much more in both their areas of concentration.

Five tons up we faced the 45 ton chassis log jam with the Ice Ferret (Fenris) and its 360XL (8/12) 9.5 tons of pod space, the Mongrel (Grendel) and its 315 XL (7/11/7) 13.5 tons of pod space and the Shadow Cat and its 270XL (6/9/6) 17 tons of pod space. Again the Mongrel (Grendel) was left out in that middle ground between either category. I understand the Coyotl and Grendel have their uses certainly but with the types determined were squeezed out by their brethren. 
« Last Edit: January 01, 2018, 10:39:17 AM by Takiro »
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marauder648

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #6 on: January 01, 2018, 10:31:28 AM »

I'm for slowing it down, it then makes it a bit different to the Fenris as both have the same movement profile, the difference being one can jump. 
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Takiro

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #7 on: January 01, 2018, 10:41:06 AM »

I hear ya bud, I just updated my above post with some further Quicksilver info which may lead to further discussion. ;)
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Abele

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #8 on: January 02, 2018, 04:54:24 AM »

My designs are done, like two weeks ago, but no fluff yet. I'll post them sometime later today, I hope.
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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
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #9 on: January 02, 2018, 06:05:34 AM »

Very cool Abele, Happy New Year!
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Abele

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #10 on: January 02, 2018, 08:32:11 PM »

I'm bowing out of this one. I'm sick and tied of redoing Omnis that have such paltry pod space. I'm just regurgitating configs I did on earlier designs. 8.5 tons is crap to work with. The original Viper's configs sucked and I'm not doing much bettr with my own.
« Last Edit: January 02, 2018, 08:41:41 PM 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
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #11 on: January 02, 2018, 10:35:38 PM »

I'm sorry to hear that Abele. I thought u had finished ur design? Did the fluff throw ya off??
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marauder648

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #12 on: January 03, 2018, 07:42:13 AM »

the problem is Takiro, that these Mechs are all going to be flavours of one another, as you can ONLY change their weapons, and there's only so much reshuffling of the deckchairs you can do.
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Takiro

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Re: Quicksilver Upgrades #7: Viper (Dragonfly) 40 tons
« Reply #13 on: January 07, 2018, 11:17:31 AM »

Well a lot of consternation with this weeks Quicksilver challenge with the Viper aka the Dragonfly. While it does not have that much pod space which would limit variety I would point out that things should be getting rosier for our contestants in upcoming weeks as we ascend higher and higher into the Medium, then Heavy, to finally the Assault ranks. Till then let us see what we have here with this week’s entries.

For the Overview fluff I have to give it to drakensis for a Bondsman PGC against a cluster of Unblooded from the Homeworlds. I’d love to hear more about this battle and the unit which came about out of it. Very nice little story. So, bonus point one to drakensis!

Primary Configuration – Yeah canon prime was a goner going into the contest. I could see what they were trying to do here but it is so tame compared especially compared to what you guys came up with. Overall, I thought drakensis was a tad better than marauder648 here with his heat efficient choices of two Streak SRM-4s and four Machine Guns creating a nice balance with twin ER Mediums. Point to drakensis!

Alternate Configuration A – When looking over the original canon model I have to say A is its best incarnation. Yes, I know that 5 ER Mediums, the SRM 6, and 8 Jump Jets put you way over heat (34 Jumping Alpha Strike with only 10 Doubled 20 Heat Sinks to deal with it) but this is the one traditional holdover I can see. However, the competition was stiff with drak’s long range recon sniper and marauder648’s pulse machine providing excellent choices. So I am gonna hold over the original canon A as the winner but look for its competitors below. Point for canon!

Alternate Configuration B – For B we had a three-way contest between ER PPC variants and let’s face it as they say in Highlander “there can be only one!” First out is the canon config which is a strange mix of supporting weapons to me although I suppose anyone getting in close would live to regret it. I liked what you were trying to do here marauder648 but generally a two- ton targeting computer using just 6.5 tons of weapons I frown on – not your fault whatsoever I know design limitations – but drakensis was spot on. Returning to his original fluff and invoking thoughts of a ‘Super Panther’ was just a winning concept. The armament matches and the idea that the Clans are building on InnerSphere tactics is probably the best entry in this contest. Point two drakensis!!

Alternate Configuration C – Why the hell does somebody need 600 rounds of Machine Gun ammo with just 4 such weapons in BattleTech?!? Are you testing the durability of the weapons or just wanting to see if the Clan in body CASEs could successfully blow out such an explosion?!? Needless to say, not a fan of all of canon’s wasted tonnage here. Plus, both competitors are pretty solid here. With 4 ER Mediums, 6 MGs and 100 shots (or 16+ rounds of sustained fire), 3 Flamers, and a Double Heat Sink I liked drakensis C slightly better than marauder648’s SRM boat. However, look for the SRM boat later in this review. Point three for drakensis!!!

Alternate Configuration D – Canon has an odd way of present an LRM entry here but suppose it is somewhat Wyvern inspired with a mixed bag D. However, both challengers went full on LRM boat here and I think that is the way to do it for D. Here again there can be only one and again drakensis narrowly beats out marauder648. I think the LRM 15 with Artemis and 16 rounds of fire can lay down more damage at range than two LRM 10s with 12 rounds of fire consistently plus his two ER Mediums are better supplement the LRM fire than three shorter range ER Smalls. Point four for drakenis!!!

Alternate Configuration E – E for Extended Range Scout? I really liked drakensis A for its ER Large linked to a Targeting Computer for accurate ranged fire support by an ER Small. Then you really pack on the electronic gear with an ECM Suite, Active Prove, and TAG. Point five for drakensis!!!!!

Alternate Configuration F – Going all Pulse was a nice touch by marauder648 for his A entry and one that I think goes back to what part of canon prime was attempting to do but much more effectively. I wouldn’t want to be an infantryman or involved in city combat against this highly accurate and mobile platform. Nice job marauder648, point one!

Alternate Configuration G – I also really liked marauder648’s C as he cranked up the heat here so to speak with SRM-6s being able to deliver inferno rounds in conjunction with three Flamers supported by an ER Medium. You could have taken out the Medium and a Flamer for another SRM-6 but this play on C is a good one. Point two for marauder648!!

To evenly round out the design with ten configurations (Alternate H and I) I am currently considering a base Large Pulse layout and that Fire Moth inspired Knife Fighter (10 ER Smalls linked to a Targeting Computer) plus a little something. There are barrage models possible as well with 6 LRM-5s or 12 SRM-2s with two tons of ammo possible each supported by an ER Small. Not sure I love the LB-X or Ultra AC options here though as it is just not that effective for the weight but that is the problem isn’t. Anyhow I’d love to get your opinion on those options.

Well nearly a clean sweep for drakensis (5 configuration winners plus overview fluff point) this time around with just a single canon holdover and two configuration winners for marauder648. Congratulations! Hopefully Abele will jump back in the next time around as the contest will definitely feature more pod space even though we are remaining at the 40-ton weight slot for now. Thanks again everyone for your efforts in spite of the design limitations and my restrictions, I know they make it tough sometimes. I really appreciate your work as it makes the Quicksilver setting so much more diverse and deadly. See you next time!
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