They aren't any true renders because I'm lazy to import it into Blender. And again, this isn't a completed design, as the legs are copy/pastad Black Lanner's and the hands are ripped from the Centurion. The cockpit I'm also not necessarily the happiest with either. These were more placeholders until I could figure out how I wanted to design my own. However I felt like it was coming together enough, so here we are.
History Behind Design:
Spoiler
This really started with my love for this ugly mech playing with it in TT, I loved the Preta Dominus and the Viper was the closest to a Clan version of that. However I do feel like it got no love with all the new tech especially with Improved Jump Jets and Partial Wings and felt that was a missed opportunity to get it the best jump movement modifier one can feasibly get and still run weapons, so I design sort of two different iterations of it. The first is the Dragonfly II, which is Mixed Tech and slaps on a Partial Wing and changes the gyro to an IS XL Gyro to give it the same 8.5 tons to play around with, you just don't have near as much space. The wings also were just a neat idea because you could really run with the Dragonfly theme there.
However partial wings still felt weird to me for Battletech so I decided to take a different approach and run with improved jump jets. The idea that the improved jump jets accounts for 25% of the mech's weight I also found hilarious and wanted that to kind of be a theme for the new mech. I don't know that I necessarily achieved it as the torso doesn't quite look like 25% of its weight is focused there, but I still like what I ended up with below. The design was also supposed to be more intimidating than the original Viper (and Alex's awesome version of it for MWO). The fins/spine design were an attempt at that and made me rethink of the design's name, as I was just looking through one of my old Beast Wars sourcebooks and discovered Injector who is part Lionfish, and the whole spine theme just felt right so that's ended up sticking. Worth noting that the owner of this design has changed hands quite a few times. Originally Ghost Bear, then it was the Scorpions (post conquering of the periphery), now it is a Sea Fox design (purely because they have a sea creature theme).
This really started with my love for this ugly mech playing with it in TT, I loved the Preta Dominus and the Viper was the closest to a Clan version of that. However I do feel like it got no love with all the new tech especially with Improved Jump Jets and Partial Wings and felt that was a missed opportunity to get it the best jump movement modifier one can feasibly get and still run weapons, so I design sort of two different iterations of it. The first is the Dragonfly II, which is Mixed Tech and slaps on a Partial Wing and changes the gyro to an IS XL Gyro to give it the same 8.5 tons to play around with, you just don't have near as much space. The wings also were just a neat idea because you could really run with the Dragonfly theme there.
However partial wings still felt weird to me for Battletech so I decided to take a different approach and run with improved jump jets. The idea that the improved jump jets accounts for 25% of the mech's weight I also found hilarious and wanted that to kind of be a theme for the new mech. I don't know that I necessarily achieved it as the torso doesn't quite look like 25% of its weight is focused there, but I still like what I ended up with below. The design was also supposed to be more intimidating than the original Viper (and Alex's awesome version of it for MWO). The fins/spine design were an attempt at that and made me rethink of the design's name, as I was just looking through one of my old Beast Wars sourcebooks and discovered Injector who is part Lionfish, and the whole spine theme just felt right so that's ended up sticking. Worth noting that the owner of this design has changed hands quite a few times. Originally Ghost Bear, then it was the Scorpions (post conquering of the periphery), now it is a Sea Fox design (purely because they have a sea creature theme).
Lore and TT loadout
Spoiler
Lionfish
Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: F/X-E-E-D
Production Year: 3154
Dry Cost: 8,044,167 C-Bills
Total Cost: 8,044,167 C-Bills
Battle Value: 673
Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
17.0 tons of pod space.
Manufacturer: Manufacturing Plant SFF-IT1
Primary Factory: Itabaiana
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
No one is sure really why Clan Sea Fox decided to create a successor to the
Viper. The Lionfish is an oddity among oddities. Especially given the prototype
that led to its development, the Dragonfly II. The Dragonfly II was a
not-so-secret prototype that used the Viper as a base, swapped out the gyro for
Inner Sphere made XL Gyro with a set of partial wings slapped on it to mimic
its namesake. It simply traded space for equipment for an increased jumping
distance and slightly better heat dissipation. Outside observers suspected that
this was a totem-esque mech that would sell well on the market given the almost
cult-like following the Viper had with some pilots. However it would disappear
for almost two years only to be followed up by the Lionfish. Originally it was
assumed this was a brand new mech but looking over the specifications, the
lineage this design had made this a bit more clear. While similar in capability
to the Dragonfly II, it uses improved jump jets to achieve the jump distance
instead of partial wings, while make it more consistent in various
environments, but it required the engine to be downgraded to mount those jump
jets. What is more is that the jump jets the were previously in the leg were
moved all to the torso, and to make up for the lack of control in mid-air,
engineers added fins across the mech to use them to give it increased control.
This is likely also the basis for its new name as the fins resembled the quills
of the terran Lionfish. One species of which was notoriously an invasive
species. It is suspected that originally intended to be a slight retooling of
the existing design to quickly turn around to nations like the Rasalhague
Dominion, certain engineers and pilots took a liking to the design and wanted
to give it a Sea fox touch. One of the other curiosities around this design as
well is that the improved jump jets it mounts in all standard variants are all
pod mounted. The leading theory is that this was done to make repairs or
replacements of the jump jets easier.
Capabilities:
Unlike its predecessor, the ground speed of the Lionfish is only 113.4kph, the
smaller engine and slower speed a necessity for gaining the capability to leap
300m in a single jump, making it almost unrivaled in jumping capability
(matched only by handful of mechs). The massive 10 improved jump jets the
Lionfish mounts account for 25% of the Mech's total mass, more than even the
280 XL engine that powers the Lionfish. The mech is protected by 7.0 tons of
Ferro Fibrous armor, near maximum of what the Mech can mount. This leaves very
little room or mass available for pod mounted equipment, only 7.0 tons in
total. While the ability to jump 60m further is impressive and capitalizes on
what the Dragonfly was originally known for while also gaining a small bit of
heat efficiency, the trade off is that it is even more pod space starved than
the original Dragonfly and its prototype brethern the Dragonfly II. The drop in
ground speed is ignored by most Mecwharriors for the most part as this mech was
not meant to stay on the ground during battle. The lower heat output of the
improved jump jets allow it to have better overall heat management than the
original Dragonfly. Mechwarriors who already like the Dragonfly would like this
design while those on the fence will most likely remain unconvinced.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 1 CT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 280 8.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 134 7.00
Armor Locations: 1 CT, 2 LA, 2 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 16
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 10 19
================================================================================
Loadout Name: (Base) Cost: 8,044,167
Tech Rating/Era Availability: F/X-E-E-D BV2: 673
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
================================================================================
Loadout Name: (Prime) Cost: 12,160,867
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,061
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Targeting Computer HD - 1 1.00
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 21
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: A Cost: 12,071,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,502
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RA 3 1 2.00
2 Medium Pulse Lasers LA 8 2 4.00
@Streak SRM-4 (25) RA - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
7/10j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: B Cost: 12,366,117
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,551
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak LRM-5 RA 2 1 2.00
2 ER Medium Pulse Lasers LA 12 4 4.00
@Streak LRM-5 (24) RA - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: C Cost: 12,377,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,731
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light TAG HD 0 1 0.50
ATM-3 RA 2 2 1.50
3 ER Medium Lasers LA 15 3 3.00
@ATM-3 (20) RA - 1 1.00
@ATM-3 (HE) (20) RA - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 17
7/10j 3 3 1 0 2 0 Structure: 2
Special Abilities: OMNI, LTAG, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: D Cost: 12,426,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,787
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Plasma Cannon RA 7 1 3.00
2 ER Medium Lasers LA 10 2 2.00
@Plasma Cannon (20) RA - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
7/10j 3 3 1 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, HT1, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: E Cost: 12,670,167
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,435
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Active Probe HD 0 1 1.00
Imp. Hvy Medium Laser RA 7 2 1.00
2 AP Gauss Rifles RA 2 2 1.00
Imp. Hvy Medium Laser LA 7 2 1.00
2 AP Gauss Rifles LA 2 2 1.00
@AP Gauss Rifle (40) RA - 1 1.00
@AP Gauss Rifle (40) LA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: F Cost: 12,576,117
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,640
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Laser Anti-Missile System HD 5 1 1.00
ER Medium Laser RA 5 1 1.00
LRM-5 RA 2 1 1.00
ER Medium Laser LA 5 1 1.00
LRM-5 LA 2 1 1.00
@LRM-5 (24) RA - 1 1.00
@LRM-5 (24) LA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: G Cost: 12,876,367
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,503
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
Imp. Hvy Medium Laser RA 7 2 1.00
SRM-4 RA 3 1 1.00
Imp. Hvy Medium Laser LA 7 2 1.00
SRM-4 LA 3 1 1.00
@SRM-4 (25) RA - 1 1.00
@SRM-4 (25) LA - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0
================================================================================
Loadout Name: H Cost: 11,918,042
Tech Rating/Era Availability: F/X-X-F-F BV2: 954
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light Active Probe HD 0 1 0.50
MG Array (4 HMG) LA/RA - 1/1 0.25
4 Heavy Machine Guns LA/RA 0 4 2.00
MG Array (4 HMG) LA/RA - 1/1 0.25
4 Heavy Machine Guns LA/RA 0 4 2.00
@HMG (100) RA - 1 1.00
@HMG (100) LA - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
7/10j 2 0 0 0 2 0 Structure: 2
Special Abilities: OMNI, LPRB, RCN, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: I Cost: 12,489,867
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,193
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TAG HD 0 1 1.00
3 ER Medium Lasers RA 15 3 3.00
3 ER Medium Lasers LA 15 3 3.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
7/10j 3 3 0 0 2 2 Structure: 2
Special Abilities: OMNI, TAG, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: X Cost: 12,807,667
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,878
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LA, 1 RA
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Targeting Computer HD - 1 1.00
2 Imp. Hvy Medium Lasers RA 14 4 2.00
2 Imp. Hvy Medium Lasers LA 14 4 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
7/10j 4 4 0 0 2 1 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Y Cost: 12,687,367
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,419
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
iATM-3 RA 2 2 1.50
iATM-3 LA 2 2 1.50
@iATM-3 (HE) (20) RA - 1 1.00
@IMP-3 (20) RA - 1 1.00
@iATM-3 (20) LA - 1 1.00
@IIW-3 (20) LA - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Z Cost: 13,394,267
Tech Rating/Era Availability: X/X-X-X-X BV2: 2,161
Rules Level: Experimental Tech Tech Base: Mixed
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TSEMP RA 10 5 6.00
Imp. Hvy Medium Laser LA 7 2 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
7/10j 1 1 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: |Blood Moon| Cost: 12,104,517
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,778
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
2 Flamers LA 6 2 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
7/10j 2 2 2 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
Lionfish
Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: F/X-E-E-D
Production Year: 3154
Dry Cost: 8,044,167 C-Bills
Total Cost: 8,044,167 C-Bills
Battle Value: 673
Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
17.0 tons of pod space.
Manufacturer: Manufacturing Plant SFF-IT1
Primary Factory: Itabaiana
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
No one is sure really why Clan Sea Fox decided to create a successor to the
Viper. The Lionfish is an oddity among oddities. Especially given the prototype
that led to its development, the Dragonfly II. The Dragonfly II was a
not-so-secret prototype that used the Viper as a base, swapped out the gyro for
Inner Sphere made XL Gyro with a set of partial wings slapped on it to mimic
its namesake. It simply traded space for equipment for an increased jumping
distance and slightly better heat dissipation. Outside observers suspected that
this was a totem-esque mech that would sell well on the market given the almost
cult-like following the Viper had with some pilots. However it would disappear
for almost two years only to be followed up by the Lionfish. Originally it was
assumed this was a brand new mech but looking over the specifications, the
lineage this design had made this a bit more clear. While similar in capability
to the Dragonfly II, it uses improved jump jets to achieve the jump distance
instead of partial wings, while make it more consistent in various
environments, but it required the engine to be downgraded to mount those jump
jets. What is more is that the jump jets the were previously in the leg were
moved all to the torso, and to make up for the lack of control in mid-air,
engineers added fins across the mech to use them to give it increased control.
This is likely also the basis for its new name as the fins resembled the quills
of the terran Lionfish. One species of which was notoriously an invasive
species. It is suspected that originally intended to be a slight retooling of
the existing design to quickly turn around to nations like the Rasalhague
Dominion, certain engineers and pilots took a liking to the design and wanted
to give it a Sea fox touch. One of the other curiosities around this design as
well is that the improved jump jets it mounts in all standard variants are all
pod mounted. The leading theory is that this was done to make repairs or
replacements of the jump jets easier.
Capabilities:
Unlike its predecessor, the ground speed of the Lionfish is only 113.4kph, the
smaller engine and slower speed a necessity for gaining the capability to leap
300m in a single jump, making it almost unrivaled in jumping capability
(matched only by handful of mechs). The massive 10 improved jump jets the
Lionfish mounts account for 25% of the Mech's total mass, more than even the
280 XL engine that powers the Lionfish. The mech is protected by 7.0 tons of
Ferro Fibrous armor, near maximum of what the Mech can mount. This leaves very
little room or mass available for pod mounted equipment, only 7.0 tons in
total. While the ability to jump 60m further is impressive and capitalizes on
what the Dragonfly was originally known for while also gaining a small bit of
heat efficiency, the trade off is that it is even more pod space starved than
the original Dragonfly and its prototype brethern the Dragonfly II. The drop in
ground speed is ignored by most Mecwharriors for the most part as this mech was
not meant to stay on the ground during battle. The lower heat output of the
improved jump jets allow it to have better overall heat management than the
original Dragonfly. Mechwarriors who already like the Dragonfly would like this
design while those on the fence will most likely remain unconvinced.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 1 CT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 280 8.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 134 7.00
Armor Locations: 1 CT, 2 LA, 2 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 16
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 10 19
================================================================================
Loadout Name: (Base) Cost: 8,044,167
Tech Rating/Era Availability: F/X-E-E-D BV2: 673
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
================================================================================
Loadout Name: (Prime) Cost: 12,160,867
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,061
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Targeting Computer HD - 1 1.00
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 21
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: A Cost: 12,071,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,502
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RA 3 1 2.00
2 Medium Pulse Lasers LA 8 2 4.00
@Streak SRM-4 (25) RA - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
7/10j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: B Cost: 12,366,117
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,551
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak LRM-5 RA 2 1 2.00
2 ER Medium Pulse Lasers LA 12 4 4.00
@Streak LRM-5 (24) RA - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: C Cost: 12,377,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,731
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light TAG HD 0 1 0.50
ATM-3 RA 2 2 1.50
3 ER Medium Lasers LA 15 3 3.00
@ATM-3 (20) RA - 1 1.00
@ATM-3 (HE) (20) RA - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 17
7/10j 3 3 1 0 2 0 Structure: 2
Special Abilities: OMNI, LTAG, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: D Cost: 12,426,367
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,787
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Plasma Cannon RA 7 1 3.00
2 ER Medium Lasers LA 10 2 2.00
@Plasma Cannon (20) RA - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
7/10j 3 3 1 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, HT1, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: E Cost: 12,670,167
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,435
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Active Probe HD 0 1 1.00
Imp. Hvy Medium Laser RA 7 2 1.00
2 AP Gauss Rifles RA 2 2 1.00
Imp. Hvy Medium Laser LA 7 2 1.00
2 AP Gauss Rifles LA 2 2 1.00
@AP Gauss Rifle (40) RA - 1 1.00
@AP Gauss Rifle (40) LA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: F Cost: 12,576,117
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,640
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Laser Anti-Missile System HD 5 1 1.00
ER Medium Laser RA 5 1 1.00
LRM-5 RA 2 1 1.00
ER Medium Laser LA 5 1 1.00
LRM-5 LA 2 1 1.00
@LRM-5 (24) RA - 1 1.00
@LRM-5 (24) LA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: G Cost: 12,876,367
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,503
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
Imp. Hvy Medium Laser RA 7 2 1.00
SRM-4 RA 3 1 1.00
Imp. Hvy Medium Laser LA 7 2 1.00
SRM-4 LA 3 1 1.00
@SRM-4 (25) RA - 1 1.00
@SRM-4 (25) LA - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
7/10j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0
================================================================================
Loadout Name: H Cost: 11,918,042
Tech Rating/Era Availability: F/X-X-F-F BV2: 954
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light Active Probe HD 0 1 0.50
MG Array (4 HMG) LA/RA - 1/1 0.25
4 Heavy Machine Guns LA/RA 0 4 2.00
MG Array (4 HMG) LA/RA - 1/1 0.25
4 Heavy Machine Guns LA/RA 0 4 2.00
@HMG (100) RA - 1 1.00
@HMG (100) LA - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
7/10j 2 0 0 0 2 0 Structure: 2
Special Abilities: OMNI, LPRB, RCN, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: I Cost: 12,489,867
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,193
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TAG HD 0 1 1.00
3 ER Medium Lasers RA 15 3 3.00
3 ER Medium Lasers LA 15 3 3.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
7/10j 3 3 0 0 2 2 Structure: 2
Special Abilities: OMNI, TAG, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: X Cost: 12,807,667
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,878
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LA, 1 RA
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Targeting Computer HD - 1 1.00
2 Imp. Hvy Medium Lasers RA 14 4 2.00
2 Imp. Hvy Medium Lasers LA 14 4 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
7/10j 4 4 0 0 2 1 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Y Cost: 12,687,367
Tech Rating/Era Availability: F/X-X-F-E BV2: 1,419
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
iATM-3 RA 2 2 1.50
iATM-3 LA 2 2 1.50
@iATM-3 (HE) (20) RA - 1 1.00
@IMP-3 (20) RA - 1 1.00
@iATM-3 (20) LA - 1 1.00
@IIW-3 (20) LA - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
7/10j 2 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Z Cost: 13,394,267
Tech Rating/Era Availability: X/X-X-X-X BV2: 2,161
Rules Level: Experimental Tech Tech Base: Mixed
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TSEMP RA 10 5 6.00
Imp. Hvy Medium Laser LA 7 2 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
7/10j 1 1 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: |Blood Moon| Cost: 12,104,517
Tech Rating/Era Availability: F/X-X-E-D BV2: 1,778
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 10 (Improved)
Jump Jet Locations: 5 LT, 5 RT 10.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
2 Flamers LA 6 2 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
7/10j 2 2 2 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
MWO loadout
Spoiler
There is no equivalent equipment to improved JJs in MWO, nor do I think they would pull off something worth that weight. MWO also doesn't follow the same JJ limits as TT so I decided to just try and keep true to the original design while also trying to design the best version of the Viper I could. That meant keeping with the 280 XL from the TT design, as well as keeping 10 JJs, but adding MASC on top allow it to have the mobility that 10 JJs are afforded in TT. Also, I kinda liked the concept of a Lanner with JJs.
The following builds are not meant to be MWO version of the TT variants, but just me playing around with different builds that would be cool as options.
Lionfish Base
Lionfish Prime
Lionfish A
Lionfish B
Lionfish C
Lionfish D
Lionfish E
Lionfish F
Lionfish G
Lionfish H
Lionfish I
Lionfish J
Lionfish Horror
There is no equivalent equipment to improved JJs in MWO, nor do I think they would pull off something worth that weight. MWO also doesn't follow the same JJ limits as TT so I decided to just try and keep true to the original design while also trying to design the best version of the Viper I could. That meant keeping with the 280 XL from the TT design, as well as keeping 10 JJs, but adding MASC on top allow it to have the mobility that 10 JJs are afforded in TT. Also, I kinda liked the concept of a Lanner with JJs.
The following builds are not meant to be MWO version of the TT variants, but just me playing around with different builds that would be cool as options.
Lionfish Base
Lionfish Prime
Lionfish A
Lionfish B
Lionfish C
Lionfish D
Lionfish E
Lionfish F
Lionfish G
Lionfish H
Lionfish I
Lionfish J
Lionfish Horror
TT Version:
MWO Version: