http://www.sarna.net/wiki/images/4/46/3050U_Ice_Ferret.jpgThe Ice Ferret/FenrisI’ll say from the start that I will call this machine by its Inner Sphere name which is simply better than the Clan one, so..the Fenris…and I will admit that I’m not exactly a fan of this machine but I’m not going to tear it apart and offer suggestions or berate about what it could have been.
First designed and built by Clan Ice Hellion with their obsession and love of all things speedy and agile decided to build a 45 tonne machine that would be a rival and equal of the fearsome Timber Wolf. So confident were the Hellions in their new Mech that they named it the Wolf Hunter. Oh how wrong they were. No matter how well designed a 45 tonne machine generally has little to no business trying to fight a 75 tonne monster of a machine like the Timber Wolf and the results went …as well as to be expected.
The Hellions suffered huge losses of their new machines (80% of them) and then had the ultimate disgrace of having the production facility captured by the Wolves who liked the machine (maybe they thought it was plucky) and renamed it Ice Ferret, the Ice Hellion’s only natural predator in a great big fusion powered 45 tonne middle finger to the Mech’s former designers and builders.
Because of the machine’s poor performance in Hellion hands the vast majority of other Clans avoided the Fenris but the Wolves adopted it and went a bit config crazy. The Hellions clung to the design and even refused to accept the new name and continue to refer to it as the Wolf Hunter.
A LOT of weight saving materials went into the Fenris; it uses both an endo-steel skeleton as well as Ferro-Fibrous armour (and is the last Clan Mech of the Original 16 to do this, anything above it save the Timber Wolf use one or the other, or none.)
The 7.5 tonnes of armour provided give the Fenris considerable protection. Its arms and L/R torso can take 2 ER Medium lasers a piece before being stripped clear of armour. The legs and CT are JUST penetrated by an AC-20 round with 1 point going internal. Rear armour is ER medium laser proof (with a point extra on the rear CT) and the head has full protection. Not bad for a 45 tonner who tend to generally be rather under armoured to get other performance.
This is then mated with a 360 rated XL engine which can rocket the 45 tonne machine along at a huge 129kph (or 8/12/0), that’s as fast as a Locust or Assassin and is far better protected. This huge engine shows the Hellions love of speed, the movement profile would allow the machine to get into the best position to engage a foe, especially with the Hellions apparently odd take on Zell (which I’m not sure of, but I think is tonnage based IE a Fenris and Kit Fox’s combined weight of 75 tonnes lets them gang up on a Timber Wolf. I could be wrong.)
Like many Revival era Omni-Mech’s the Fenris is fitted with extra heatsinks, a pair are added to work with the standard 10 of the engine giving the machine a total heat dissipation of 24.
Unfortunately even with all the weight saving that went into this machine, thanks to its still massive engine, it comes with a rather meagre 9.5 tonnes of pod space which severely limits what the machine can take in terms of weapons outfits. Still the Hellions and Wolves did try to get the best they could out of the machine and produced a total of 9 Configurations. One feature of this mech is that almost all of its weapons are arm mounted in the various configs, combined with the high speed of the machine you could probably use a Fenris as a very large taxi for any Elementals you bring along without being as fragile as their usual high-speed delivery device (aka the Fire Moth).
Configurations(Once again I’m using the NATO phonetic alphabet, I have no shame.)
Prime – The Prime sets the tone for the general feel of the Fenris in its various configurations, one large weapon backed up by short ranged and often mismatched secondary weapons. Only two configurations step outside of this ‘norm’. The Prime’s main armament is the fearsome and much respected ER PPC, giving it both the ability to reach out and touch someone, as well as rip their head off. The heavy cannon can core most light and medium Mech’s with its heavy punches and with a Fenris’ speed it makes for a lethal backstabber if one got behind a target. Supporting the cannon is a rather meagre if efficient pair of weapons, a SSRM-2 and an ER Small laser round out the Prime’s armament whilst an Active Probe allows it to spot for its Star mates. The Prime, despite its heat hog of a main gun is a cool running machine, even at full sprint and firing an alfa strike it generates 21 heat, easily dissipated by the 24 of the engine and additional heatsinks.
Alfa – Oh dear…no, I’m not going to criticise…okay, so the Alfa retains the same idea as the Prime, a large weapon and smaller supporting weapons so let’s start there. A pair of ER Medium Lasers and an AMS replace the SSRM-2 and ER Small of the Prime and this is a GOOD thing, the ER Medium is a fearsome weapon and is called the small Large Laser for good reason. And for the big weapon…an LB-2X Autocannon with single tonne of ammunition. I dislike the ultra-light AC’s, I think they are far too heavy for what they (don’t) do but it does give the Mech an extremely long range flak gun as well as the ability to harass at ranges that most guns can’t reach out to. Thanks to the low heat main weapon this variant is simply impossible to overheat.
Bravo/u] – Built for long and short range engagements but with a greater short range punch the Bravo is fitted with an SRM-4 and SRM-6 whilst a small pulse laser hides in the Mech’s chest. Each launcher has the standard tonne of ammo and this is more than enough. For long range engagements and as the range closes a ER Large Laser finalises the machines armament. This large laser and the SRM compliment make the Bravo a very nasty backstabber and brawler and the ER large gives the machine a formidable punch at all ranges. Like the Prime and Alfa this is a cool running machine, a full alfa will net you 22 heat letting you run as well without a blip on the heat scale.
Charlie – A bit of a curiosity as this Mech is designed for long range fire support, and considering that most of the variants feature a long range gun in their builds…it seems somewhat superfluous. But the ability to fire indirectly is definitely beneficial as is having a LRM platform on a highly mobile chassis. Unfortunately the weapons chosen are less than effective. A trio of LRM-5’s are the Mech’s primary long range weapons, and each one of these is supported by an Artemis IV FCS each of which is just as heavy as the missile launcher they support. Now I COULD say something here...but I won't..instead i'll just find an obliging Clan warrior to punch the scientist who thought this was a good idea for a config in the face.
Each launcher is in turn supported by their own tonne of ammo and an ER Small laser hides in the chest. Dear lord this variant SUC… well at least you can’t overheat it and you could lay small annoying mine fields to try and corral the enemy. The designer clearly had a fetish for 3’s with this machine, 3 lauchers, 3 support systems, 3 tonnes of ammo (and with how big LRM 5 bins are that’s overkill).
Delta – MOVING ON…the Delta is, along with the Charlie the other config that lacks a heavy weapon and its supporting weapons. Instead the Delta goes for the simplicity of a quartet of Medium Pulse Lasers whilst an AMS shields it. Nothing really flashy but four Clan pulse lasers on a Mech this fast make it a fearsome backstabber and head hunter as well as being capable against battle armour. I can see this variant fitting in well with the Hellion’s pack tactics. Whilst the Clan pulse weapons are far longer ranged than their Inner Sphere brethren this machine must use its speed to bring them within range and would benefit an aggressive pilot who’s willing to run at someone at flank speed.
Echo – One of the more modern configs that entered service many years after Operation Revival ground to a halt the Echo returns to the tried and tested flavour of the Fenris, a big weapon and smaller supporting weapons. In this case its an ATM-9 supported by an ER Medium and ER Small laser. The ATM drinks from a 3 tonne ammo bin allowing it to use the full gamut of flexible ammunition available to the ATM system and this can make this Mech quite punchy, especially if using its speed it dumps 9 HE missiles into your back. Exceptionally cool running, generating a mere 15 heat from a full alfa at flank speed the Echo probably one of the more potent configs available to the Fenris and makes it a threat at all ranges once more.
Hotel – Another use of new technology the Hotel appears to be a variant of the Beta. It retains the SRM-6 and ER Large laser but instead of the SRM-4 and its ammo and the Small Pulse Laser it is fitted with a pair of hard hitting Heavy Medium Lasers and an additional heatsink. A brawler and backstabber with a long ranged slap the Hotel makes good use of the Fenris’ limited pod space. It is also the first (and only) Fenris that has heat issues with its weapons loadout. An alfa strike will generate a rather nasty 30 heat before movement and it dissipates 26. Whilst this is not too heavy a heat load repeated alfa strikes are not recommended.
Lima – Possibly developed with the experiences of the Jihad in mind where the Clans faced a combined arms foe that was as proficient as they were, the Lima was developed to be a killer of infantry and tanks. Armed with a Plasma Cannon and a trio of AP Gauss Rifles, all of which are tied into a targeting computer the Lima’s anti-Mech punch is limited to say the least but it can butcher infantry and its Plasma Cannon is magnificent against tanks. The Cannon draws from a 2 tonne ammo bin whilst the trio of Gauss Rifles also share a two tonne bin between them, but this is still enough for sustained fire against any target. Thanks to its very specialised armament its utility against mechs is somewhat limited although you can cause heat woes with the Plasma Cannon whilst you chip away with the AP Gauss rifles.
Uniform – If you thought the Lima was specialised you have no idea until you see the Uniform config. Designed for underwater battles this Mech will almost never be seen outside of specialist encounters. Armed with a LRT-5 SRT-4 and a pair of ER Medium lasers, the Uniforms special trick is its seven Underwater Manoeuvring Units allowing it to move at 7 underwater instead of being heavily limited like most Mech’s are when fighting underwater.
Final thoughtsI would say that in all honesty this Mech is neither fox nor fowl and is almost certainly designed round the Hellions odd take on Zell to be part of a pack engaging a hostile Mech. It does the best it can with its deeply limited pod space and really the Echo and Hotel are dangerous machines thanks to their modern and balanced outfits. But there are some dogs eggs like the Alfa and Charlie which just seem like a waste of 45 tonnes of fusion powered death machine. But despite this the Fenris is a capable machine, the Prime is thanks to its ER PPC hard hitting and the machine is faster than many Inner Sphere machines and during the Revival era these machines would have no doubt been the death of many an Inner Sphere light and medium that could neither outrun them nor outgun them. It’s in this role that the Fenris no doubt excels, against Inner Sphere Mech’s its size and lighter (and heavier, not many 55 ton Mech’s want to get slapped by a Clan ER PPC), against Clan opponents its rather lacking but against equal sized Inner Sphere ones it’s a predator. And as was mentioned earlier, you could always use it as an Elemental delivery system/taxi that can take someone blowing on it unlike the Fire Moth.
Once again any comments and criticism are most welcome and I hope you enjoyed the review of the Fenris.