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Author Topic: Quicksilver Upgrades #8: Pouncer (??) 40 tons  (Read 1124 times)

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Takiro

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Quicksilver Upgrades #8: Pouncer (??) 40 tons
« on: January 07, 2018, 09:50:09 PM »

Ok folks you get your wish this week with an increased amount of pod space despite integral jump jets once again! Grumble says me but the whole concept of the Pouncer is to be a mobile platform and as the Assailant or Vampire of the forty-ton weight class it relies more on firepower than speed or defense to get the job done. Essentially an upgraded Adder (Puma) with jump jets this experimental OmniMech was unavailable prior to Operation Revival as it was newly introduced as the invasion got underway by the Wolf Clan in 3050. Then Khan Ulric Kerensky’s attempt to reverse Wolf bias against jump capable Mechs especially in light of InnerSphere tactics likely sited by the Wolf Dragoons.

Nearly a trinary of these medium testbeds were assigned to the 11th Wolf Guards Cluster who were commanded by John Ward. Piloted by low rank younger warriors these undesirable units proved to be useful in battles like Tukayyid. Recognizing the value of these mobile assets and the fact that none of its warriors were killed (9 of 13 were WIA) the Wolf Clan likely considered greater production which must have been limited up until this time.

During the early phases of the Quicksilver Program many expected the Pouncer to be one of the discontinued forty-ton designs. As one of five existing Clan OmniMechs at this weight it would be competing for one of three primary production slots. The Battle Cobra with its standard engine was unopposed for the Zombie slot leaving just two. As the Ice Ferret (Fenris) squared off against the Phantom in a Wolf on Wolf contest for the Werewolf slot – the new Pouncer would be challenged by the older Coyotl for the Vampire slot.

Quicksilver Decisions (link)
https://www.ourbattletech.com/forum/index.php?topic=2647.msg35958#msg35958

The new Khan of the Coyotes had cleverly reactivated the Coyotl and pressed the old machine back into service. Winning his high office with one clearly signaled its return to the battlefield despite some stigma attached by those who considered it a Solhoma OmniMech. Faster and more heavily armored the Coyotl lacked the inherent mobility of the Pouncer but matched its pod space exactly. Despite a spirited competition from Coyotl age caught up with many of the machines which suffered breakdowns that the younger Pouncer simply outmatched. Coyote made out in the end by offering to assist its old ally in refining the design which it adopted as it preferred 40 ton design.

Delta Galaxy Commander Ward began assigning a mobile trinary to each of his clusters and assembled a new unit, the 9th Wolf Guards (building on an error in the Wolf Clan SB), around the Pouncer. Piloted by Crusader Supremacists convinced of the inherent superiority of their Clan these eager fanatics fearlessly challenge all would be comers.  The Wolves new allies, the Star Adder, also agreed to help develop the Pouncer as their preferred Mech based on its Adder legacy. The Smoke Jaguars who looked at the Pouncer as an exemplar of their totem animal were determined to take the design by force. Winning a share of production also exacted a measure of vengeance for Quicksilver and Ulric’s continuing Warden tyranny over the Clans.
 
Utilizing their mercantile contacts Diamond Shark and Nova Cat who do not use the Viper (Dragonfly) made several deals to go almost exclusively to the Pouncer as their 40 ton OmniMech after engaging in cursory combat. Also studying this OmniMech for potential uses are the Burrocks (looking to bulk up its medium forces, ties to Star Adder), Goliath Scorpion (ties to 4th Striker Cluster), and Cloud Cobra (moving to a more mobile doctrine, Para Clusters, ties to Star Adder).

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 and an InnerSphere designation are both available this time!!

Criteria
Design: Pouncer (??) Medium OmniMech
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Mass: 40 tons
Internal Structure: EndoSteel (2 ton)
Engine: 240 XL (6 tons)
Movement: 6/9/5
Heat Sinks: 12 (24)
Gyro: (3 tons)
Cockpit: (3 tons)
Armor: Ferro Fibrous (6 tons – 115 armor factor)
Fixed Equipment: 5 Jump Jets (2.5 tons)
Armament: 15.5 tons available for pod space

Please have your entries in by Friday January 12th, 2018 at 11:59 PM Eastern Standard Time, good luck!!
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marauder648

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #1 on: January 08, 2018, 06:31:53 AM »

Hmmmmmmmmmmmm....the Pouncer's going to be a hard one, as all its configs are actually very good. They don't suffer TRO 3050's issues of enforced quirkyness or generally being shite. 
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #2 on: January 08, 2018, 08:29:53 AM »

I agree with that statement. It should be interesting to see what we can come up with.
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drakensis

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #3 on: January 09, 2018, 03:37:18 AM »

Pouncer

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: 3070
Cost: 7,633,500 C-Bills
Battle Value: 573

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous
Armament:
    15.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Having secured the Pouncer from Clan Wolf, the Smoke Jaguars began putting their own stamp upon the design, testing its configurations against their rival Nova Cats and Wolves as well as against the Draconis Combine. Naturally the two Clans responded with a series of raids of their own, with Pouncer facing Pouncer across the occupation zones. What the Jaguars did not expect was to face a Pouncer in DCMS colours, but one of the OmniMechs was captured by the 2nd Night Stalkers during a raid into the Nova Cat OZ and it came as a nasty surprise to the Smoke Jaguars, when they launched a strike on Matamoras.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             240                       6.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 1 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 115                  6.00
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           12       
                                 Center Torso (rear)                  8         
                                           L/R Torso     10           11       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     6            12       
                                             L/R Leg     10           13
       


While the Pouncer's primary configuration has superb firepower for its size, the Smoke Jaguars argued that it had poor heat management over an extended battle. Clan Wolf found this an amusing assertion from a Clan fond of sudden overwhelming attacks, but found the new Prime configuration less pleasant as the heterogenous large lasers remain highly effective against light and medium 'Mechs such as their own Pouncers or the Fenris, with the LRM launcher making up for the slightly lighter alpha damage.


Code: [Select]
================================================================================
Loadout Name: Prime                                          Cost: 8,587,250
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,018

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: RT                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-10                                       LT        4         1         2.50
Targeting Computer                           LT        -         2         2.00
Large Pulse Laser                            RA        10        2         6.00
ER Large Laser                               LA        12        1         4.00
@LRM-10 (12)                                 RT        -         1         1.00
                                            Free Critical Slots: 15

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 20
6/3j       3       3       3       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1

The Pouncer Alpha is less compromising than it's Clan Wolf counterpart: scaling back the lasers that serve as a secondary armament to only a pair of small lasers to fit a third LRM rack and another ton of ammunition. This configuration was deployed the Jaguars to engage Tai-i Kaburagi's captured Pouncer Primary, with Warrior Enjou using his mobility to avoid direct hits from the extended range PPCs, able to maintain a full rate of fire back while Kaburagi was forced to mitigate his rate of fire to avoid a shutdown as his captured OmniMech overheated.

Code: [Select]
================================================================================
Loadout Name: Alpha                                          Cost: 8,784,825
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,779

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               RT        2         1         0.50
LRM-15                                       LT        5         2         3.50
ER Small Laser                               LT        2         1         0.50
LRM-15                                       RA        5         2         3.50
LRM-15                                       LA        5         2         3.50
@LRM-15 (16)                                 RA        -         2         2.00
@LRM-15 (16)                                 LA        -         2         2.00
                                            Free Critical Slots: 6

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

Since their Prime fills the paired large laser role of the Pouncer B, the Jaguars instead focused on expanding the SRM racks and the Beta's eighteen Streak SRMs are a formidable anti-vehicle punch, but the true nightmare is eleven small lasers that can tear through the armour of even heavy 'Mechs at close range. Smoke Jaguar warriors enjoy using the terrain to close in and unleash them on the rear of heavier Wolf and Nova Cat 'Mechs to great effect.

Code: [Select]
================================================================================
Loadout Name: Beta                                           Cost: 8,585,763
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,886

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Streak SRM-6                                 RT        4         2         3.00
ER Small Laser                               RT        2         1         0.50
2 Streak SRM-6s                              LT        8         4         6.00
5 ER Small Lasers                            RA        10        5         2.50
5 ER Small Lasers                            LA        10        5         2.50
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
6/3j       6       6       0       0      2     3   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Looking for an anti-insurgent load, the Jaguars replaced the Pouncer C's autocannon with an LB-X model effective against light vehicles and replaced the laser array with anti-infantry weapons. The Gamma lacks a single heavy punch but it has been very effective in policing the Occupation Zone and in picking up Clan Elementals trying to launch ambushes.

Code: [Select]
================================================================================
Loadout Name: Gamma                                          Cost: 8,849,225
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,043

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 10-X AC                                   RA        2         5        10.00
Flamer                                       LA        3         1         0.50
2 Small Pulse Lasers                         LA        4         2         2.00
Active Probe                                 LA        0         1         1.00
@LB 10-X (Cluster) (10)                      RA        -         1         1.00
@LB 10-X (Slug) (10)                         RA        -         1         1.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 10
6/3j       2       2       1       0      2     0   Structure:  2
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

In Delta-configuration the Pouncer mixes an accurate LRM rack with a quintet of medium lasers tied into a targeting computer. With additional heatsinks so it can jump and use the lasers, the Pouncer is excellent for city fighting and swapping out one laser for the LRMs gives it long-range punch.

Code: [Select]
================================================================================
Loadout Name: Delta                                          Cost: 8,969,450
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,300

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             15(30)                    3.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
    CASE Locations: LA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         1         1.00
5 ER Medium Lasers                           RA        25        5         5.00
LRM-15                                       LA        5         2         3.50
    Artemis IV FCS                           LA        -         1         1.00
@LRM-15 (Artemis) (16)                       LA        -         2         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 23
6/3j       6       6       2       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
Battle History:
Mechwarrior Enjou and Tai-i Kaburagi's duel ended with a mutual kill, so the DCMS are currently without their only known Pouncer.
« Last Edit: January 09, 2018, 07:22:16 AM by drakensis »
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #4 on: January 09, 2018, 06:01:46 AM »

A little confusing with your fluff to begin with drak (citing the Phantom?) but some excellent designs.

Looking forward to seeing what else our designers can come up with!
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drakensis

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #5 on: January 09, 2018, 07:22:42 AM »

I have no idea what you mean. I totally didn't go back and edit that. ;D
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #6 on: January 09, 2018, 08:13:00 AM »

Sure, sure...  ::)
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #7 on: January 12, 2018, 06:07:54 AM »

Just a reminder, a little less than 18 hours remaining for this contest.
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Abele

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #8 on: January 12, 2018, 01:30:23 PM »

Code: [Select]
Pouncer

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: 3050
Cost: 7,633,500 C-Bills
Battle Value: 573

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous
Armament:
    15.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Additional:


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             240                       6.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 1 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 115                  6.00
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           12       
                                 Center Torso (rear)                  8         
                                           L/R Torso     10           11       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     6            12       
                                             L/R Leg     10           13       



This variation on the Prime was used by Keiji Perez in his Bloodname Trial following the defeat of the Clans on Tukayyid and is a
deviation from the long-range sniper as it is geared more towards urban or close-quarters fighting. A large laser replaces on of the
ER PPCs while three medium pulse lasers replaces the other. The targeting computer remains to accurize these weapons. For added
anti-infantry weaponry two machineguns have also been added. These do come in handy when dealing Combine rebels and insurgents.
Finally, a six the jump jet has also been mounted for increased ability in enclosed quarters and urban areas. The ECM isused only in
defensive operations  or during ambushes.

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================================================================================
Loadout Name: Keiji                                          Cost: 9,310,700
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,061

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 1 CT, 3 LT, 2 RT                                   0.50
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 RT        0         1         1.00
Targeting Computer                           RT        -         2         2.00
ECM Suite                                    LT        0         1         1.00
ER Large Laser                               RA        12        1         4.00
2 Machine Guns                               RA        0         2         0.50
3 Medium Pulse Lasers                        LA        12        3         6.00
@MG (1/2) (100)                              RA        -         1         0.50
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 21
6j         4       4       2       0      2     0   Structure:  2
Special Abilities: OMNI, ECM, PRB, RCN, CASE, SRCH, ES, SEAL, SOA

Jerusha of the Vickers Bloodhouse uses this variation of the A configuration which substitutes the twin LRM15s with three Artemis
IV-equipped LRM10s each fed by a ton of ammunition. While it has the same throw weight as the A, it has more endurance and
increased accuracy. Back up firepower has been reduced to a pair of ER medium lasers

Code: [Select]
================================================================================
Loadout Name: Jerusha                                        Cost: 9,244,200
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,803

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: LT, LA, RA                                             0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-10                                       LT        4         1         2.50
    Artemis IV FCS                           LT        -         1         1.00
LRM-10                                       RA        4         1         2.50
    Artemis IV FCS                           RA        -         1         1.00
ER Medium Laser                              RA        5         1         1.00
LRM-10                                       LA        4         1         2.50
    Artemis IV FCS                           LA        -         1         1.00
ER Medium Laser                              LA        5         1         1.00
@LRM-10 (Artemis) (12)                       LT        -         1         1.00
@LRM-10 (Artemis) (12)                       RA        -         1         1.00
@LRM-10 (Artemis) (12)                       LA        -         1         1.00
                                            Free Critical Slots: 7

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

Samira of the Arbuthnots has developed this variation of the Prime and B configurations, but has been optimized for closer combat.
It has a large pulse mated to a brace each of ER medium and small lasers. The targeting computer helps Samira increase her accuracy
when engaged in defense of Goliath Scorpion asstes. For additional firepower, Streak SRM-6 gives added punch at close ranges.

Code: [Select]
================================================================================
Loadout Name: Samira                                         Cost: 8,763,825
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,071

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 3 RT                                   0.50
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         2         2.00
Streak SRM-6                                 LT        4         2         3.00
Large Pulse Laser                            RA        10        2         6.00
ER Medium Laser                              RA        5         1         1.00
ER Medium Laser                              LA        5         1         1.00
2 ER Small Lasers                            LA        4         2         1.00
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 21
6j         5       5       1       0      2     1   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Watende is a freeborn Warrior fighting with forces of the Clan Cloud Cobra touman and uses this Pouncer and is a minor variation of
the Prime which removes the targeting computer and replaces it with a medium pulse laser. One of the ERPPCs has been replaced with
a large pulse laser.

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================================================================================
Loadout Name: Watende                                        Cost: 8,609,038
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,092

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             13(26)                    1.00
    Heat Sink Locations: 1 RT, 1 LA, 2 RA
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               RT        2         1         0.50
Medium Pulse Laser                           LT        4         1         2.00
ER PPC                                       RA        15        2         6.00
Large Pulse Laser                            LA        10        2         6.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 21
6/3j       4       4       3       0      2     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

Goran Banacek is a proud warrior of the Star Adder and revels in close quarter combat and his variation on the D swaps the pair of
Streak SRM6s with a trio of Streak SRM4s. This extends the ammo supply on the battlefield while maintaining the same throw weight.
A pair each of ER medium and medium pulse lasers add their power to the missile barrage. The targeting computer has been removed.

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================================================================================
Loadout Name: Goran                                          Cost: 8,896,388
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,935

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: LT, LA, RA                                             0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Medium Pulse Lasers                        RT        8         2         4.00
Streak SRM-4                                 LT        3         1         2.00
(R) ER Small Laser                           LT        2         1         0.50
Streak SRM-4                                 RA        3         1         2.00
ER Medium Laser                              RA        5         1         1.00
Streak SRM-4                                 LA        3         1         2.00
ER Medium Laser                              LA        5         1         1.00
@Streak SRM-4 (25)                           LT        -         1         1.00
@Streak SRM-4 (25)                           RA        -         1         1.00
@Streak SRM-4 (25)                           LA        -         1         1.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
6/3j       5       5       0       0      2     1   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Mariska of the Conners Bloodhouse believes in hitting the enemy hard and fast and that is why she replace Ultra 10 of the C configuration
of the Pouncer with a Gauss Rifle. It is fed by a two-ton ammo bay (a lesson learned from the Tukayyid battleroms) and backed by ER
medium and ER small lasers.

Code: [Select]
================================================================================
Loadout Name: Mariska                                        Cost: 8,414,788
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1,592

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
ER Small Laser                               LA        2         1         0.50
ER Medium Laser                              LA        5         1         1.00
@Gauss Rifle (16)                            RT        -         2         2.00
                                            Free Critical Slots: 10

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

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
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Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #9 on: January 12, 2018, 04:03:58 PM »

I like it Abele, a nice approach to take my I say going by personalized configurations to achieve new standards.

Hopefully marauder648 will get an entry in tonight. ;)

Anyone can jump in for the next eight hours!

Good luck!!!
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #10 on: January 13, 2018, 12:02:15 AM »

Ok folks that is it. I will start reviewing the submissions tomorrow morning. Thanks for participating!
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marauder648

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #11 on: January 13, 2018, 02:48:49 AM »

Eeep! I missed it! Dang it, had a busy weekend! Well good luck guys and gals!
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Takiro

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #12 on: January 14, 2018, 12:00:10 AM »

Sorry you missed out on this one marauder648 - hopefully we will have everyone back next week for our last 40 tonner. Been busy myself and hoping to get a BattleTech event in this weekend so let’s get to it. First off, I am really glad we got a chance to review the Pouncer as the whole challenge really opened my eyes. An underappreciated design that really never spread beyond the Invasion era Wolves in the canon timeline it never got its due so to speak. One of the consequences of the Quicksilver Trials is the proliferation of this and other underutilized Clan OmniMechs.

Fluff point for the Quicksilver Pouncer entry goes to Abele for his notable warrior(s) approach which I am surprised wasn’t used to such an extent before. Not sure I buy the DCMS capturing this relatively new design so quickly and pressing it into service against the Jaguars drak but I did like the Wolf-Jaguar rivalry which covered the rest of your entry. Point to Abele!

I was a little disappointed that you guys left points on the forum here. No one even took a shot at coming up with an InnerSphere designation and including a little blurb about that in their overview. No point to anyone, sad!

Primary Configuration – This one was hard to pick a winner as every Prime entry was a quality one. Canon Prime with its twin ER PPCs linked to a Targeting Computer along with an ER Small is pretty darn solid. Despite heat concerns it reminds me a lot of the Adder which preceded it as well. Drak Prime uses an ER Large and Large Pulse to optimize its Targeting Computer while adding a LRM-10. It seemed to mingle the best parts of the original Prime and B configurations, very nice. Then Abele has a good recon sniper featuring an ER Large and three Medium Pulses tied to a Targeting Computer with two Machine Guns, an additional Jump Jet for maximum mobility along with an ECM Suite and an Active Probe. Very impressive. While canon wins out here keeping its position expect to see the other contenders again. Nice job all! Point to canon!

Alternate Configuration A – In a contest between three massive LRM carriers there can be only one winner. Canon sets the standard with twin LRM-15s supported by four ER Mediums and an ER Small. I really like what Abele did with three LRM-10s linked to Artemis IV FCS for accurate barrages supported by two ER Mediums. However, it was drakensis A with three LRM-15s which wins the day with the biggest barrage even if it is only supported by two ER Smalls. The potential of 45 missiles raining down is just too good to pass up Abele, sorry even though you finished ahead of canon here. Point to drakensis!

Alternate Configuration B – I liked the long range canon version had two ER Larges with an LRM-10 supported by two SRM-4s but the newbies bought some pretty stiff competition. Abele creates a highly accurate configuration around a Large Pulse, two ER Mediums, and two ER Smalls tied to a Targeting Computer with a Streak SRM-6 along with an additional jump jet for maximum mobility. A nice mid-range hitter that doesn’t go over heat too much. Unfortunately for them both drakensis went nuts with quite possibly the most Jaguar configuration ever before or since created. Three Streak SRM-6s with 5 loads of ammo work with eleven ER Smalls for an insane amount of short range damage potentially. I could really see the Jags learning to love this bad boy jumping opponents an unleashing a 91 point Alpha Strike, holy macaroni! You may see the other contenders later but point two to drakensis!!

Alternate Configuration C – Going Ultra AC/10 originally with twin ER Mediums backed up by three ER Smalls isn’t exactly the greatest but it is a different approach that has its own niche. Drak brings his own version of this configuration based around an LB 10-X AC for urban combat which is very Jaguar again. I didn’t care for Abele’s second bite at the original Prime apple here however – maybe I would have gone for two Large Pulse instead and gone from there but that is just me. Gonna go with canon here for the win but expect to see drak’s urban combatant later. Point two for canon!!

Alternate Configuration D – While canon D is deadly with seven ER Mediums and two SRM-6s with a ER Small the heat factor is just too prohibitive IMO. 45 weapon before you even calculate movement is just ridiculous and the Pouncer is a jumper, plus 5 more. If you can’t use weapons they aren’t weapons all. Abele D is interesting with 3 Streak SRM-4s he was on to something matching the canon version but after that you just lost me. Too much ammo, perhaps going twin ER Large would have got ya something bud but I didn’t like it. That left drakensis D which smartly used a single LRM-15 with an Artemis to provide effective long fire matched with 5 ER Mediums linked to a Targeting Computer. This combo is cooled by 3 additional Double Heat Sinks which doesn’t completely resolve heat issues but comes close. Point three for drakensis!!!

Alternate Configuration E – Originally, I was going to tell Abele that there was not enough critical space for a Gauss Rifle on this OmniMech. However, upon review there is six spots available in each arm not five as the TRO indicates. I guess it fails to account for no hand actuators on the Pouncer. Drawing off of C for inspiration this one could be a nice headcapping possibility who along with its supporting arsenal (ER Medium and ER Small) is cool running. You could jump and Alpha Strike all day long which additionally spits in the eye of the Jags who in drak’s fluff critique the Wolves overheated configurations. Nice job Abele, point to you!

Alternate Configuration F – Going back to Abele’s Prime we have a great long-range recon sniper whose superior electronics package and additional jump jet grant it a place among the winners here. The firepower of ER Large and three Medium Pulses linked to Targeting Computer for increased accuracy ain’t too shabby. Point two for you Abele!!

Alternate Configuration G – Going back to drakensis Gamma or C entry whose LB 10-X AC, two Small Pulses, a Flamer, and a Beagle Active Probe make it ideal for urban combat. It joins canon C which inspired it as one of the ten Pouncer Quicksilver configurations as another one I can easily see the Jaguars using against any would be rebels in the Occupation Zone. Point four for drakensis!!!!

Alternate Configuration H – Returning to drakensis Prime who took the canon version and optimized it with an ER Large and a Large Pulse linked to a two ton Targeting Computer plus a LRM-10. This mix of weaponry keeps the long range firepower of the original but at a more efficient heat level which is quite helpful. Point five for drakensis!!!!!

Alternate Configuration I – Finally Abele’s B with its single SRM-6, Large Pulse, 2 ER Mediums, 2 ER Smalls, Targeting Computer and additional jump jet narrowly edges out the competition for the tenth and final spot here. I like the maximized mobility and the inherent accuracy of this variant opposed to the others. Point three for Abele!!!

So once again with five points drakensis wins although it was pretty close with Abele narrowly missing out amassing four points (3 for designs and 1 for fluff) here. Thanks again everyone for participating and remember to look for the InnerSphere name designation if there is one next time. Could get you an easy point. See ya tomorrow for the next contest!
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drakensis

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #13 on: January 14, 2018, 12:21:16 AM »

Congrats on the fluff point, Abele.

Hope to see you in the next round, Marauder.

I'll just sling the points in my vault and go for a swim, McDuck style!
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Abele

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Re: Quicksilver Upgrades #8: Pouncer (??) 40 tons
« Reply #14 on: January 14, 2018, 04:57:45 AM »

I wonder what's next. I'm hard pressed to recall which of the original Omnis were not eliminated by the Quicksilver Trials.
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