OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

AU Developers - Please PM Knightmare or MechRat if you need board or permission changes

Pages: [1] 2 3 4   Go Down

Author Topic: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons  (Read 3229 times)

0 Members and 4 Guests are viewing this topic.

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« on: September 16, 2018, 11:56:58 PM »

The third of the Falcon four (including the Fire Falcon, Black Lanner, and Turkina) from Technical Readout 3058 is the Night Gyr. Returning from the Homeworlds in 3051 with the first prototypes the Clan not only tested this new design against their InnerSphere opponents but some cutting-edge tech like Laser Heat Sinks debuted on it as well. First manufactured at Ironhold Gamma Complex in 3052 only six Night Gyrs were ready for battle with the ComGuards at Tukayyid. All of these units were deployed in the elite Jade Falcon or Turkina Keshik during this climatic proxy battle for Terra.

Of those five were in Trinary Alpha (Star Commander Hitoon Fischer, Mechwarrior Rethin, Mechwarrior Gelbert, Mechwarrior Killup, Mechwarrior Gedders) and one (Mechwarrior Meredith Hazen) was in the Cluster Command Star. Only two pilots (Meredith Hazen and Rethin) were Killed In Action while one (Gedders) was Wounded in Action. Following the OmniMech’s successful debut here it was received with open arms and quickly found its way into almost every Falcon frontline cluster. Used to strengthen an already massive Jade Falcon Touman the future looked bright in spite of the Truce. The Night Gyr was often used in conjunction with slower assault Mechs like the Warhawk and Executioner.

Two Night Gyrs were also present at would become known as the Trial of Restoration which would fundamentally alter the Clan Invasion. The 5th Battle Cluster (the Golden Talons) of the Jade Falcons would try to uphold the original conquest plan known as Restoration with the help of these ‘Pocket Assault Mechs’. Mechwarrior Calab was a veteran of Tukayyid who was upgraded to a Night Gyr from a Kit Fox (Uller). He scored one of the last victories of the trial defeating a Wolf Gargoyle in a losing effort. Likewise, Star Commander Altair performed well in his Night Gyr on the Southern Flank of that pivotal trial. Despite of his efforts the Revivalists lost but this marked the second solid performance of the formidable Night Gyr.

Thanks to its performance the Night Gyr was pre-selected as the 75-ton Vampire OmniMech early in the Quicksilver Trials. The Jade Falcons have jealously guarded their new premier heavy asset allowing only two Clans to access it other than themselves. Both the Cloud Cobra Clan and the Burrock Clan won varying production shares to the Night Gyr during various combat trials. While other Clans who failed to win the Night Gyr criticized these fights which featured weaker Falcon defenders an official review found that everything was done to satisfy Clan honor. The three Clans who often use similar equipment and reached several mercantile agreements appear to have a friendly rapport. 

Naming conventions thus far for the Jade Falcon OmniMechs have definitely followed a Norse theme first established in canon thanks to the Uller, Fenris, Loki, and Thor. The Fire Falcon is now known as the Skadi (the Goddess of Winter and the Hunt) by the Lyrans as a result of these contests and the Black Lanner as the Habrok (Best of Hawks). Vintion2 has already suggested the name Skoll (Wolf which chases Sunna, aka, the Sun) during Upgrade #3: Fire Falcon which fits this theme well. I will consider this and all other would be InnerSphere designations for a bonus point in this contest!

Please discuss what you like about the existing configurations (would you keep them as is Quicksilver fluff will give you half a point now) 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 point for the best new Quicksilver fluff!

Criteria
Design: Night Gyr (??) Heavy OmniMech
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Mass: 75 tons
Internal Structure: EndoSteel (4 ton)
Engine: 300 XL (9.5 tons)
Movement: 4/6/4
Heat Sinks: 12 (24)
Gyro: (3 tons)
Cockpit: (3 tons)
Armor: Ferro-Fibrous (11.5 tons – 221 armor factor)
Armament: 38 tons available for pod space

You have two weeks to complete this challenge so please have your entries in by Friday September 28th, 2018 at 11:59 PM Eastern Standard Time, good luck!!
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #1 on: September 17, 2018, 12:00:37 AM »

Night Gyr (Vidar)

Prior to the Quicksilver Trials the Night Gyr was one of just a handful of designs recently developed by the Clans during Operation Revival. Unlike its counterparts though which seemed to increase the speed advantage the Clans already possessed, the Night Gyr did the opposite. As some of the Falcon Scientists had surmised that the tactics and strategy that was vital to success versus their fellow Clan opponents. it was not nearly as beneficial in their fights versus the Spheroids, whom possessed a plethora of Assault 'Mechs.

The Night Gyr was originally designed as a test bed for some of the newer technologies being experimented on by the Falcon Scientists. It was designed to be used as a means to showcase the might and ingenuity of the Falcons. Unfortunately most of these innovations turned out to be dead-ends, offering little advantage over existing systems. Though none of these experimental systems showcased in their test runs impressed them enough to make it to the mass production phase, some did show promise and may yet still be seen in the near future. Only the unique new Laser Heat Sinks were allowed for approval as the panel felt they could have some advantages over the traditional heat sinks. This was proved to be incorrect quickly in battlefield conditions. Not only were the Night Gyr's unable to be outfitted with standard Double Heat Sinks when pressed in battlefield conditions on Tukayyid the ‘Mechs were giant glowing targets to the ComGuards in low-light conditions. This lead to some deaths and injuries that may have been avoided if not outfitted with them.

Immediately after Tukayyid, Khan Chistu had sent several advisors back to Clan space, apparently at the request of Khan Crichell, and as a result, the Falcons rebuilt their forces more quickly than the other Clans. The Falcons were among the first to receive new troops and equipment from the homeworlds, and though it took several months for the Falcons to resupply and evaluate the post-Tukayyid situation. Khans Crichell and Chistu had realized that their troops carried insufficient ammunition and supplies on Tukayyid and in any of the extended engagements they had had versus the Spheroids.

After the ilKhan made the call for the Quicksilver Trials the Khans used this extended time as a chance to have the Scientists make further changes to the Night Gyrs design. Having already immediately changed the Mk I Night Gyrs with their Laser Heat Sinks to the tried and true standard Double Heats Sinks. They were also to incorporate the wisdom shown by Star Colonel Aidan Pryde on Tukayyid with his outfitting of the Falcon Guards weapons configurations with a high emphasis for increased ammunition stores and increased energy based weapons.

These new Night Gyrs have already made an impressive showing. As the Falcons have used them repeatedly in successful trials versus Clans attempting to take advantage of the perceived weakness within the Falcons after their equipment and personnel losses in the Inner Sphere. Impressing the other Clans so much that numerous attempts have been made by Clans looking to either to gain the rights to produce the new design themselves or gather production runs from them. Surprisingly the two Clans that have successfully gained their rights to future production are not the Clans one would expect. First was Cloud Cobra which utilized their advantage in Aerospace fighters to claim the rights. It was shortly after this Configurations B & C of the Night Gyr was modified to their current forms. The second Clan to achieve rights was the Burrocks who used innovative tactics to confuse the Falcons Star Captain. This lead to the creation of the new Command Variant Configuration F. Defending against all others has lead to additional changes and new configurations being outfitted on the design.

Clan Watch agents have discovered two different designations given to the new design. First was the Aurora by ComGuards on Tukayyid for the light given off by its original Laser Heat Sinks This name will undoubtedly no longer gain traction with its change back to standard double heat sinks. The second was after a deep raid of the planet Zoetermeer by Kommandant Alden Gray of the Twentieth Arcturan Guards. Whose raid interrupted a trial between Clans Wolf and Jade Falcon. The Falcon warrior piloting the Night Gyr was observed single handedly destroying to an entire medium weight star. Being dubbed by the Kommandant the Vidar son of Odin and slayer of Fenris. Upon hearing this story some younger Falcon warriors have called for it to become the official name within the Clan.

Deployment
Due to the change in the Internal Heat Sinks to the standardized variant production was forced to stop for a short period of time to make the necessary changes in the production lines. Refitting the designs that had been produced prior to this change has taken little time though. A few Falcon Warriors have chosen to keep the original Mk I variant for now as they enjoyed the aesthetic value of the Laser Heat Sinks.

Once the lines were updated production rates skyrocketed due to the difficulties inherent with manufacturing the Laser Heat Sinks. An unintential gain is the 25% increase in speed now of the Night Gyrs rolling off their assembly lines. Quickly being shipped to the Clusters stationed in the Innersphere. Additional lines have already begun being assembled by the Khans order. Losing 15% of production over the next few years to the Cobras and 10% to the Burrocks while hampering the Falcons future goals it has not hindered them from having many of their Talon and Beak stars sporting a Night Gyr or two.

Weapons & Configurations

Night Gyr Prime
Scientist Cavendish gave a detailed analysis of the Prime Configuration against his proposed alternative layout which did a simple swap of the Ultra AC/10 with Gauss Cannon. Including but not limited to a comprehensive report on the Jamming factor of Ultra AC's throughout the Clan and the average time with which most warriors expended their entire ammunition who often took advantage of its double-tap ability. Showcasing with his alternative its increased range capabilities, inherent single shot kill percentiles and increased battlefield endurance even though it carried less individual shots. His presentation was so long and detailed that afterwards some of his contrarians simply voted for the change simply to shut him up and move on.

Code: [Select]
Weight: 75 tons
BV: 2,981
Cost: 20,635,781 C-bills
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 16 [32]
Gyro: Standard Gyro

Weapons                 Loc  Heat  Omni
---------------------------------------
ER PPC                   RA   15   Pod
ER PPC                   RA   15   Pod
Gauss Rifle              LA    1   Pod
Medium Pulse Laser       LT    4   Pod
Medium Pulse Laser       RT    4   Pod
Medium Pulse Laser       CT    4   Pod
Medium Pulse Laser       CT    4   Pod 

Ammo                     Loc  Shots  Omni
-----------------------------------------
Gauss Rifle Ammo [Clan]   LA      8  Pod
Gauss Rifle Ammo [Clan]   LA      8  Pod


Canon A
The only issue raised with Configuration A was the reported jamming of its RightTorso Streak SRM-6. Its ammo was fed from an ammo bin jn its opposite torso causing a convoluted feed system to be utilized. Designers quickly addressed this issue with swapping it with a pod mounted heat sink in its Left Torso.


Night Gyr B
Following Khan Crichells call for increased ammo capacity and an increase it energy weapon alternative. It was a simple decision to replace the configurations twin LB-2X with twin ER Large Lasers. With its additional three tons in saving adding two double heat sinks as well as an additional ton of Gauss ammo was added to the design.

Code: [Select]
Weight: 75 tons
BV: 2,737
Cost: 20,500,156 C-bills
Role: Sniper

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Weapons         Loc  Heat  Omni
-------------------------------
Gauss Rifle      LA    1   Pod
Gauss Rifle      RA    1   Pod
ER Large Laser   CT   12   Pod
ER Large Laser   CT   12   Pod

Ammo                     Loc  Shots  Omni
-----------------------------------------
Gauss Rifle Ammo [Clan]   LA      8  Pod
Gauss Rifle Ammo [Clan]   RA      8  Pod
Gauss Rifle Ammo [Clan]   RA      8  Pod
Gauss Rifle Ammo [Clan]   LA      8  Pod

Night Gyr C
With the addition of the ER Large Lasers to the new B configuration. The designers learned after the loss versus Cloud Cobra that a new configuration able to handle Aerospace Fighters at extreme ranges was needed. Initial plans called for the design to incorporate the tried and true Large Pulse Lasers and a LB-10X but other designs have featured this repeatedly and the increase range provided by downgrading to the LB-5Xs gave a tactical edge versus most aerospace fighters. Adding an additional four ER Medium Lasers sold the team on the design as in the unlikely event the design ran out of ammunition it could still out damage the design if it carried the twin Large Pulses instead.

Code: [Select]
Weight: 75 tons
BV: 2,129
Cost: 21,130,156 C-bills
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Weapons          Loc  Heat  Omni
--------------------------------
LB 5-X AC         RA    1   Pod
LB 5-X AC         RA    1   Pod
LB 5-X AC         LA    1   Pod
LB 5-X AC         LA    1   Pod
ER Medium Laser   CT    5   Pod
ER Medium Laser   LT    5   Pod
ER Medium Laser   RT    5   Pod
ER Medium Laser   CT    5   Pod

Ammo                 Loc  Shots  Omni
-------------------------------------
LB 5-X AC Ammo        RT     20  Pod
LB 5-X AC Ammo        LT     20  Pod
LB 5-X Cluster Ammo   RT     20  Pod
LB 5-X Cluster Ammo   LT     20  Pod

Night Gyr D
Taking its role and running with it. With the impressive ability of laying down nearly 100 missiles down upon its foe. Designers have decided to remove the Artemis FCS system of its original design and bolster its indirect fire ability. With some of the newer ammunition becoming available for the LRM systems that are not compatible with the FCS targeting system. This variant allows for more versatility in the field. Able to choose depending on its role which type it wants to carry or to carry multiple different types. Twin Medium Pulses are added as an afterthought to take advantage of holes in the opponents armor or nullify opposing Battlearmor trying to swarm the 'Mech.

Code: [Select]
Weight: 75 tons
BV: 2,807
Cost: 21,690,156 C-bills
Role: Missile Boat

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Weapons             Loc  Heat  Omni
-----------------------------------
LRM 15               LA    5   Pod
LRM 15               LA    5   Pod
LRM 15               LT    5   Pod
LRM 15               RA    5   Pod
LRM 15               RT    5   Pod
LRM 15               RA    5   Pod
Medium Pulse Laser   RA    4   Pod
Medium Pulse Laser   LA    4   Pod

Ammo         Loc  Shots  Omni
-----------------------------
LRM 15 Ammo   RT      8  Pod
LRM 15 Ammo   LT      8  Pod
LRM 15 Ammo   LT      8  Pod
LRM 15 Ammo   RT      8  Pod
LRM 15 Ammo   RA      8  Pod
LRM 15 Ammo   RA      8  Pod
LRM 15 Ammo   RT      8  Pod
LRM 15 Ammo   RA      8  Pod
LRM 15 Ammo   LA      8  Pod
LRM 15 Ammo   LT      8  Pod
LRM 15 Ammo   LA      8  Pod
LRM 15 Ammo   LA      8  Pod

Night Gyr E
A newly christened configuration. Configuration E is ideal for Clan duelists. Carrying the largest weaponry available on the design Ultra AC/20s are mounted on each of its arms. With four tons of ammunition a piece. This design is able to create misery on opponents that enter its sights. Supported by twin Medium Pulse Lasers and a single ER Medium. This design will quickly overheat if the pilot does not keep his finger off the Alpha trigger.

Code: [Select]
Weight: 75 tons
BV: 2,566
Cost: 21,012,031 C-bills
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Weapons             Loc  Heat  Omni
-----------------------------------
Ultra AC/20          RA    7   Pod
Ultra AC/20          LA    7   Pod
Medium Pulse Laser   LT    4   Pod
Medium Pulse Laser   RT    4   Pod
ER Medium Laser      HD    5   Pod

Ammo              Loc  Shots  Omni
----------------------------------
Ultra AC/20 Ammo   LT      5  Pod
Ultra AC/20 Ammo   RT      5  Pod
Ultra AC/20 Ammo   LT      5  Pod
Ultra AC/20 Ammo   RT      5  Pod
Ultra AC/20 Ammo   LT      5  Pod
Ultra AC/20 Ammo   LT      5  Pod
Ultra AC/20 Ammo   RT      5  Pod
Ultra AC/20 Ammo   RT      5  Pod

Night Gyr F
Continuing with the new configurations. Configuration F is the new command variant unveiled after the loss of production runs in the Trial versus Burrock. Whose ambush of the Falcons Talon star quickly ensured the eventual loss in the Falcons lopsided loss. Ensuring that no opponents will ambush an officer in this configuration again, the design is outfitted with the most advanced electronics of any of its designs. Able to snipe from long ranges with its twin ER PPCs supported by the Clan's advanced targeting computer. As the opponents close the distance its able take advantage of even increased accuracy as a Large Pulse Laser and twin Streak SRM-6 systems will ensure no opponent will last long. In the case of running into a fortified position the pilot will be able to call on Falcon "Hueys" with its Target Acquisition Gear.

Code: [Select]
Weight: 75 tons
BV: 3,117
Cost: 21,596,094 C-bills
Source: TRO 3058 - Clan Invasion
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 17 [34]
Gyro: Standard Gyro

Weapons            Loc  Heat  Omni
----------------------------------
ER PPC              LA   15   Pod
ER PPC              LA   15   Pod
Streak SRM 6        RA    4   Pod
Streak SRM 6        RA    4   Pod
Large Pulse Laser   RA   10   Pod
TAG (Clan)          LT    0   Pod

Ammo               Loc  Shots  Omni
-----------------------------------
Streak SRM 6 Ammo   RA     15  Pod
Streak SRM 6 Ammo   RA     15  Pod

Equipment                  Loc  Omni
------------------------------------
Targeting Computer [Clan]   LT  Pod
Active Probe [Clan]         HD  Pod
ECM Suite [Clan]            RT  Pod

Night Gyr G
Configuration G at first glance would make opponents believe the design mounted twin LRM 20 pods in its torsos. Instead the design mounts an impressive ten Streak SRM-4 packs. For opponents that wisely stay at distance with the design its able to snipe at range with its twin ER Large Lasers until such time as the 'Mech is able to utilize its inherent  tactical mobility with its integrated Jump Jets. An ECM assists this 'Mech with sneaking up on opponents or in the case of opponents attempting to counter the advanced lock-on capability of the design switch it to its  ECCM mode.

Code: [Select]
Weight: 75 tons
BV: 2,743
Cost: 21,930,781 C-bills
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 17 [34]
Gyro: Standard Gyro

Weapons         Loc  Heat  Omni
-------------------------------
Streak SRM 4     LT    3   Pod
Streak SRM 4     RT    3   Pod
Streak SRM 4     RT    3   Pod
Streak SRM 4     LT    3   Pod
Streak SRM 4     RT    3   Pod
Streak SRM 4     RT    3   Pod
Streak SRM 4     LT    3   Pod
Streak SRM 4     LT    3   Pod
Streak SRM 4     LT    3   Pod
Streak SRM 4     RT    3   Pod
ER Large Laser   LA   12   Pod
ER Large Laser   RA   12   Pod

Ammo               Loc  Shots  Omni
-----------------------------------
Streak SRM 4 Ammo   RA     25  Pod
Streak SRM 4 Ammo   LA     25  Pod
Streak SRM 4 Ammo   LA     25  Pod
Streak SRM 4 Ammo   RA     25  Pod

Equipment         Loc  Omni
---------------------------
ECM Suite [Clan]   HD  Pod

Night Gyr H
Returning to the powerful weapon of the primary this configuration doubles the pain with its twin Gauss Cannons. For opponents that close the distance five Medium Pulse Lasers will ensure accurate and deadly fire as they tear off two tons of armor from its foe.

Code: [Select]
Weight: 75 tons
BV: 2,818
Cost: 20,255,156 C-bills
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 12 [24]
Gyro: Standard Gyro

Weapons             Loc  Heat  Omni
-----------------------------------
Gauss Rifle          RA    1   Pod
Gauss Rifle          LA    1   Pod
Medium Pulse Laser   LT    4   Pod
Medium Pulse Laser   LT    4   Pod
Medium Pulse Laser   RT    4   Pod
Medium Pulse Laser   RT    4   Pod
Medium Pulse Laser   CT    4   Pod

Ammo                     Loc  Shots  Omni
-----------------------------------------
Gauss Rifle Ammo [Clan]   RA      8  Pod
Gauss Rifle Ammo [Clan]   RA      8  Pod
Gauss Rifle Ammo [Clan]   LA      8  Pod
Gauss Rifle Ammo [Clan]   LA      8  Pod

Night Gyr I
The last of the new configurations Configuration I was added despite or maybe more accurately as in spite of Scientist Cavendish's lengthy argument against the Ultra AC and its flaws. Mounting three Ultra AC/10s on the design. It is able to punish opponents with its simple and direct firepower. With 20 shots per autocannon, 10 if the warrior continuously double-taps the weapons. This configuration is primarily geared to fight with safe and ensured supply lines. As only twin ER Medium Lasers are included as a fallback option to use versus foes.

Code: [Select]
Weight: 75 tons
BV: 2,334
Cost: 20,718,906 C-bills
Source: TRO 3058 - Clan Invasion
Role: Skirmisher

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 12 [24]
Gyro: Standard Gyro 

Weapons          Loc  Heat  Omni
--------------------------------
Ultra AC/10       RA    3   Pod
Ultra AC/10       LA    3   Pod
Ultra AC/10       RA    3   Pod
ER Medium Laser   CT    5   Pod
ER Medium Laser   CT    5   Pod

Ammo              Loc  Shots  Omni
----------------------------------
Ultra AC/10 Ammo   LA     10  Pod
Ultra AC/10 Ammo   RT     10  Pod
Ultra AC/10 Ammo   RT     10  Pod
Ultra AC/10 Ammo   RT     10  Pod
Ultra AC/10 Ammo   RT     10  Pod
Ultra AC/10 Ammo   LA     10  Pod


Notable Pilots
Star Captain Jonathan Pryde, Turkina Keshik

Wolfhunter
A configuration of the Night Gyr some may have originally taken as an omage to the Wolf's Timberwolf. It instead was meant to be an affront. Used in a duel by Star Captain Jonathan Pryde versus Clan Wolf's Star Captain Theo Radick in a Wolf Timberwolf Prime. Star Captain Pryde ended up soundly beating Radick and boasted afterwards about the superiority of Falcon genes and designers. Witnessing Wolf Warriors outraged by his behavior also challenged Pryde. Ultimately leading in 8 consecutive victories over the next few days by the Star Captain. When the Falcon Khans heard about this they officially named the configuration used as the Wolfhunter and allow only Falcon warriors that have successfully beaten a Wolf warrior in combat the opportunity to use this configuration. Star Captain Pryde has since been assigned to the Turkina Keshik and is considered a Falcon Ristar.

Code: [Select]
BV: 3,049
Cost: 21,742,656 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 17 [34]
Gyro: Standard Gyro

Weapons             Loc  Heat  Omni
-----------------------------------
ER PPC               RA   15   Pod
ER PPC               LA   15   Pod
LRM 15               LT    5   Pod
LRM 15               RT    5   Pod
Medium Pulse Laser   RA    4   Pod
Medium Pulse Laser   LA    4   Pod
Medium Pulse Laser   RA    4   Pod
Medium Pulse Laser   LA    4   Pod

Ammo                                Loc  Shots  Omni
----------------------------------------------------
LRM 15 (Clan) Artemis-capable Ammo   RT      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   LT      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   RT      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   LT      8  Pod

Equipment       Loc  Omni
-------------------------
Artemis IV FCS   LT  Pod
Artemis IV FCS   RT  Pod

« Last Edit: September 22, 2018, 07:33:57 AM by Bradshaw »
Logged
NEVER trust a man who scratches his chin

Abele

  • General
  • *
  • Offline Offline
  • Posts: 1,093
  • A Man in a Tin Suit
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #2 on: September 17, 2018, 05:30:27 AM »

This has been cleansed with fire, but like the Phoenix it too will rise from the ashes.
« Last Edit: September 20, 2018, 07:37:55 PM by Abele »
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
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #3 on: September 17, 2018, 06:08:25 AM »

Damn that was quick! Hopefully other folks chew their food before they swallow Bradshaw. Good to see two entries already.
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #4 on: September 17, 2018, 06:16:58 AM »

Like the night gyr we hunt the night 8)
Logged
NEVER trust a man who scratches his chin

marauder648

  • Generalmajor
  • *
  • Offline Offline
  • Posts: 775
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #5 on: September 17, 2018, 07:46:23 AM »

Even as the dust from the rather political spats over the Quicksilver variants of the Timber Wolf was starting to settle, a new cloud was kicked up by the Wolves and their supporters over the Falcons brand new Night Gyr OmniMech.  Although barely entering production, several saw service on Tukkayid where the Mech performed very well under extremely trying conditions and then took part in the brutally and close fought ‘Trial of Restoration’ that followed where the big Mech gunned down its Wolf opponents even as the Trial came to an end. 

This handily earned it a place as the ‘Vampire’ 75-ton Mech for the Quicksilver Trials, much to the arrogant preening of the Falcons who were proud to show off the power of their ‘Pocket-Assault Mech’.  Falcon Scientists and Warriors backed their Khan to the hilt, saying that the Night Gyr was the ‘obvious’ answer to large numbers of Inner Sphere Assault weight Mech’s that the Clans faced and it still had the advantages of speed, manoeuvrability, range and firepower over all but the most heavily armed of Spheroid Mech’s like the recently introduced Pillager or Nightstar, and even those massive Mech’s struggled to match the raw firepower a Night Gyr could bring to a battle.

But, the Wolves, still smarting over the criticism of the much beloved Timber Wolf and the loss of the near exclusive production rights to the Mech were not quiet and turned their guns on the Falcons along with their allies.  The main bone of contention was that the Night Gyr’s potentially revolutionary Laser Heatsinks were also a massive issue.  The chemicals used in the lasing process were difficult, expensive and slow to make and required refilling more quickly than traditional coolants used in Mechs.  The system also performed poorly in a wet environment and they were difficult to repair and maintain, a fact that some Falcon Warriors taking part in the Quicksilver debate did concede and this fact was then pounced on by the Wolves. 
Because of the inclusion of the laser heatsinks, production of the Night Gyr and its parts was half again as slow as an equivalent weight Mech and used the resources more suited towards a 95-ton design.  The Wardens argued that any weapon system in production would have to be altered to fit with the new cooling system the Falcons were trialling, and this would incur more resources consumed for little gain outside of a ‘gaudy lightshow’.

The Falcon Scientists argued that their system was a logical improvement and the next step for cooling systems and that the Wolves and Coyotes were so angry about them because they hadn’t thought of them first and were jealous of their ingenuity and accused the Wolves and Coyote Scientists of being staid and stuck in their ways.  And it was at this point that a fight nearly broke out. 
Calming ruffled Scientist feathers took several days but the point still stood that the Laser heatsink system, whilst impressive was simply not ready for mass production and was unsuitable for the Quicksilver trials. 
With their beloved Night Gyr seemingly going to be moved out of its position in Quicksilver, the Falcons relented and agreed that they could re-work the Mech to take normal double heatsinks as standard.  But, as a concession, the Falcons said they would continue to develop the laser heatsink system and this was agreed. 

There was more heated debate about the sharing of the new design.  Only the Falcons used the Night Gyr in any appreciable numbers, the Burrocks and Cloud Cobra’s each had a few score of the Mech between them but the Falcons had clung tightly to the design despite accusations that the Falcons gave the Burrocks and Cobra’s the Mech’s in ‘sham Trials’ which lead to several weeks of investigations into those accusations which were found to be baseless and only caused the Falcons to tighten their grip on the Night Gyr’s schematics.  It took the intervention of the ilKhan as well as several back-room agreements to finally get the Falcons to agree to share the design ‘in the spirit of brotherhood and the Quicksilver Trials.’ 

BattleROM’s from the battles on Tukkayid and the Trial of Restoration were used to shape the refits as well as MechWarrior Caleb and Star Commander Altair who were seconded to the Quicksilver Trials for several weeks and were able to offer valuable input to the Scientists working on the design.

Deployment

Favoured by the Crusader’s the Night Gyr would be seen in large numbers in Falcon, Burrock, Cloud Cobra and Smoke Jaguar Clusters, where it would often be used by a Star Captain or above as a command Mech and the Jaguars used their Night Gyr’s as Pocket Assault Mech’s, often massing them together in Star’s to use them as a hammer against an opponent.  Most surprisingly the Falcons also started producing them in the Inner Sphere, their newly refitted factory on Sudeten would see its first run of Night Gyr’s walking out of its facilities and into the Tourman a mere eight months after the factory was finally brought online.
Seen by Inner Sphere forces at Tukkayid the Mech didn’t earn a name from the ComGuard who were too busy fighting for their lives in the battle, instead it merely received the designation JF-NH-01 (Jade Falcon New Heavy 1) and it took the Lyrans to actually give the new Mech a name after encountering it several times, usually accompanying Thor’s, and so the Lyran’s called it the Magni, the Son of Thor.

Variants.

Prime – Capable of outgunning more than a few assault Mechs, the Prime configuration as designed by the Falcons performed very well and its combination of a potent long range punch combined with a lethal mid-range barrage was seen to be very difficult to top.  It was possible to fit a gauss rifle in at the cost of one of the Medium pulse lasers or two of the heatsinks, but Star Commander Altair didn’t like reducing the Mech’s firepower or endurance as it was the Ultra-10 that helped him win his fight against the Gargoyle and so the original Prime design would be put forwards as the Quicksilver Prime. 

Standard Prime Config

A – Although she fell in the withdrawal from Tukkayid, MechWarrior Merideth Hazen’s battleROMs were recovered as she’d been transmitting the data to try and coordinate the withdrawal of the Falcons and was part of the rear guard of Falcon Guard Mechs that stood and fought, buying time with blood.  She had fortunately managed to fully resupply her A Config before re-joining the battle and in the swirling melee the Star Captain earned three kills including two Assault Mechs as well as a dozen light and medium weight tanks and wheeled vehicles before she was finally killed, yelling her defiance through her Mech’s speakers until the last.  This brave sacrifice earned her a small part in the Remembrance as well as the continuation of her genetic legacy.  It also gave the ‘standard’ A config a lot of weight and respect, and its performance in the Quicksilver trials found very little wrong with it.  The only change that might have been possible was the replacement of the large pulse laser with an ER PPC, but there simply wasn’t the room for it on the Mech without sacrificing something else.  The Standard A’s legacy in battle and its general effectiveness saw that also put forwards as part of the Quicksilver refit, the only change being the installation of standard double heatsinks.

Standard A config

B – Mechwarrior Gedders was critical of the standard B configuration, whilst he approved of the two Gauss rifles, the three tons of ammunition shared between the weapons was seen as barely adequate.  His dislike of the LB-2 pattern cannons was also well founded, the weapons poor damage to weight profile he felt wasn’t offset by the range and low heat and during Tukkayid with the Falcons running low on ammunition this weapon mix just caused more problems.  The LB-2’s had to go, and they were replaced by a pair of ER Large lasers.  An extra ton of gauss rifle ammunition was fitted, giving the Mech greater endurance and two additional heatsinks helped overcome the worst of the heat spikes and the Mech was cool running, able to fire all weapons and run without any heat spikes. 

Code: [Select]
Night Gyr  Quicksilver B
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,737
Cost: 20,500,156 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons         Loc  Heat  Omni
-------------------------------
Gauss Rifle      LA    1   Pod
Gauss Rifle      RA    1   Pod
ER Large Laser   LA   12   Pod
ER Large Laser   RA   12   Pod

Ammo                     Loc  Shots  Omni
-----------------------------------------
Gauss Rifle Ammo [Clan]   LT      8  Pod
Gauss Rifle Ammo [Clan]   RT      8  Pod
Gauss Rifle Ammo [Clan]   RT      8  Pod
Gauss Rifle Ammo [Clan]   LT      8  Pod


Carrying Capacity
-----------------
One battle armor squad


C – Dissatisfaction with light bore Autocannons was also shown with the standard C variant and although the trio of light Ultra autocannons could offer a long range sting, the weapons were heavy, bulky and gobbled ammunition and so were deleted and replaced with a gauss rifle.  The close in defences were also removed and replaced with a single large pulse laser whilst the pair of ER large lasers was retained.  These were all linked into a targeting computer to make the Mech dangerously accurate at all ranges.  And whilst the Mech did run a bit warm, there was now no longer any explosive ammunition onboard and the heat scale could be easily controlled as the Mech only started really overheating when it jumped.

Code: [Select]
Night Gyr Quicksilver C
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,922
Cost: 20,187,344 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 16 [32]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons            Loc  Heat  Omni
----------------------------------
Gauss Rifle         RA    1   Pod
ER Large Laser      LA   12   Pod
ER Large Laser      LA   12   Pod
Large Pulse Laser   LT   10   Pod

Ammo                     Loc  Shots  Omni
-----------------------------------------
Gauss Rifle Ammo [Clan]   RA      8  Pod
Gauss Rifle Ammo [Clan]   RA      8  Pod

Equipment                  Loc  Omni
------------------------------------
Targeting Computer [Clan]   RT  Pod

Carrying Capacity
-----------------
One battle armor squad



D – Slightly different to the standard D, the Quicksilver D removed two of the LRM-20’s and replaced them with LRM-15’s.  Each LRM launcher now had 2 tons of ammunition for greater endurance whilst the central large pulse laser and head mounted medium pulse laser were retained.  The Mech still ran hot, but it could now safely fire all its missiles and run without any heat build-up. The slight decrease in firepower was countered by the far greater endurance with each LRM being able to fire for a full 2 minutes now.  In tests, Mechwarrior Caleb gave praise to the design’s changes and this approval from a veteran of Tukkayid was seen as high praise indeed by the Scientists.

Code: [Select]
Night Gyr Quicksilver D
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,866
Cost: 22,641,719 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons             Loc  Heat  Omni
-----------------------------------
LRM 20               LA    6   Pod
LRM 20               RA    6   Pod
LRM 15               LA    5   Pod
LRM 15               RA    5   Pod
Large Pulse Laser    CT   10   Pod
Medium Pulse Laser   HD    4   Pod

Ammo                                Loc  Shots  Omni
----------------------------------------------------
LRM 20 (Clan) Artemis-capable Ammo   LT      6  Pod
LRM 20 (Clan) Artemis-capable Ammo   LT      6  Pod
LRM 20 (Clan) Artemis-capable Ammo   RT      6  Pod
LRM 20 (Clan) Artemis-capable Ammo   LT      6  Pod
LRM 15 (Clan) Artemis-capable Ammo   LA      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   RA      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   LT      8  Pod
LRM 15 (Clan) Artemis-capable Ammo   RT      8  Pod

Equipment       Loc  Omni
-------------------------
Artemis IV FCS   LA  Pod
Artemis IV FCS   LA  Pod
Artemis IV FCS   RA  Pod
Artemis IV FCS   RA  Pod

Carrying Capacity
-----------------
One battle armor squad


E – Although lightweight Autocannons were not popular, the mid calibre weapons were and these were in the Scientists minds when designing the E config.  The E was built to take on ground and air targets and was capable of delivering its fire with maximum accuracy.  Two LB-5 autocannons offered range and adequate firepower against targets whilst cluster shells were lethal to aircraft and could lame ground vehicles.  A pair of large pulse lasers also offered hard hitting long range firepower and all four weapons were tied into a bulky targeting computer, whilst an additional heatsink let the Mech fire all its weapons and jump without any heat build-up. For self defence the E also featured an ECM to jam hostile electronics and communications systems.   Although not the hardest hitting Mech, it was flexible and powerful and its range and accuracy made it a deadly threat.

Code: [Select]
Night Gyr Quicksilver E
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,327
Cost: 20,631,406 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons            Loc  Heat  Omni
----------------------------------
LB 5-X AC           LA    1   Pod
LB 5-X AC           RA    1   Pod
Large Pulse Laser   RA   10   Pod
Large Pulse Laser   LA   10   Pod

Ammo            Loc  Shots  Omni
--------------------------------
LB 5-X AC Ammo   RA     20  Pod
LB 5-X AC Ammo   LA     20  Pod
LB 5-X AC Ammo   LA     20  Pod
LB 5-X AC Ammo   RA     20  Pod

Equipment                  Loc  Omni
------------------------------------
Targeting Computer [Clan]   RT  Pod
ECM Suite [Clan]            HD  Pod

Carrying Capacity
-----------------
One battle armor squad



F – Built for city fighting and dealing with enemy tanks and infantry forces the F features a large mix of weapons for dealing with a multitude of foes.  An ER PPC gives the Mech its long range bite whilst an LB-10 pattern autocannon can cripple ground vehicles and punch holes in heavily armoured targets.  At shorter ranges it can launch a fearsome barrage of SRM’s from its four SRM-6 launchers, each with their own ammunition bin for maximum flexibility.  A quartet of small pulse lasers can quickly shred infantry forces whilst an Active probe is also installed making the head mounted Medium pulse laser seem almost like an afterthought. 


Code: [Select]
Night Gyr Quicksilver F
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,334
Cost: 21,488,906 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 15 [30]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons             Loc  Heat  Omni
-----------------------------------
LB 10-X AC           RA    2   Pod
ER PPC               LA   15   Pod
SRM 6                LT    4   Pod
SRM 6                RT    4   Pod
Small Pulse Laser    LA    2   Pod
Small Pulse Laser    LA    2   Pod
Small Pulse Laser    LA    2   Pod
Small Pulse Laser    LA    2   Pod
SRM 6                LT    4   Pod
SRM 6                RT    4   Pod
Medium Pulse Laser   HD    4   Pod

Ammo             Loc  Shots  Omni
---------------------------------
LB 10-X AC Ammo   RA     10  Pod
LB 10-X AC Ammo   RA     10  Pod
SRM 6 Ammo        LT     15  Pod
SRM 6 Ammo        RT     15  Pod
SRM 6 Ammo        LT     15  Pod
SRM 6 Ammo        LT     15  Pod

Equipment            Loc  Omni
------------------------------
Active Probe [Clan]   RA  Pod

Carrying Capacity
-----------------
One battle armor squad


G – Designed as both a head hunter and ‘spearpoint breaker’ the G is designed to get in close and make enemies lives miserable as well as seeking out and destroying hostile Command elements.  Capable of ripping targets apart with its pair of Ultra-20 pattern cannons the big guns are fed by a barely adequate 2-tons of ammunition.  If a target should survive this barrage a pair of Streak SRM-6’s can fill any holes the big cannons made whilst an ECM can silence any calls for help.  Said to be ‘so brutal that it was designed by a Smoke Jaguar’ the G variant sees the most use in the Jaguar’s Tourman where the brutal firepower of the variant can flatten hostile Mech’s in a heartbeat and Kuritan Mechwarrior’s have learned to fear this variant if they see it closing.

Code: [Select]
Night Gyr Quicksilver G
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,386
Cost: 21,598,281 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons       Loc  Heat  Omni
-----------------------------
Ultra AC/20    LA    7   Pod
Ultra AC/20    RA    7   Pod
Streak SRM 6   LT    4   Pod
Streak SRM 6   RT    4   Pod

Ammo               Loc  Shots  Omni
-----------------------------------
Ultra AC/20 Ammo    LT      5  Pod
Ultra AC/20 Ammo    RT      5  Pod
Ultra AC/20 Ammo    LT      5  Pod
Ultra AC/20 Ammo    RT      5  Pod
Streak SRM 6 Ammo   RT     15  Pod
Streak SRM 6 Ammo   LT     15  Pod

Equipment         Loc  Omni
---------------------------
ECM Suite [Clan]   HD  Pod

Carrying Capacity
-----------------
One battle armor squad


H – The H is designed for long range operations or battles where resupply might not be possible, to this end it is armed purely with energy weapons.  For long to mid-range combat, a pair of ER Large lasers and Large pulse lasers provide the Mech’s main firepower at the cost of a vicious heatspike and a quartet of Medium pulse lasers provide saturation fire at mid to short range.  Even with 20 heatsinks installed the H cannot fire all its weapons without risking an immediate shut down.  But against Spherioid forces the H is a terrible threat, and its ECM makes it a formidable raider too.  Star Commander Hitoon Fischer developed this config and he favoured the high risk/reward to be found from riding the H’s heat scale.  Long use to the heat surges of the Hellbringer he found the challenges offered by the H to be familiar and welcomed the challenge.

Code: [Select]
Night Gyr Quicksilver H
Base Tech Level: Standard (Clan)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3052+
Tech Rating: F/X-X-E-D

Weight: 75 tons
BV: 2,745
Cost: 20,613,906 C-bills
Source: TRO 3058 - Clan Invasion

Movement: 4/6/4
Engine: 300 XL
Double Heat Sinks: 21 [42]
Gyro: Standard Gyro

Internal: 114 (Endo-Steel)
Armor: 220/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               23     33   
Center Torso (rear)               10   
Right Torso                16     22   
Right Torso (rear)                10   
Left Torso                 16     22   
Left Torso (rear)                 10   
Right Arm                  12     24   
Left Arm                   12     24   
Right Leg                  16     28   
Left Leg                   16     28   

Weapons             Loc  Heat  Omni
-----------------------------------
ER Large Laser       RA   12   Pod
ER Large Laser       LA   12   Pod
Large Pulse Laser    LA   10   Pod
Large Pulse Laser    RA   10   Pod
Medium Pulse Laser   LA    4   Pod
Medium Pulse Laser   LA    4   Pod
Medium Pulse Laser   RA    4   Pod
Medium Pulse Laser   RA    4   Pod

Equipment         Loc  Omni
---------------------------
ECM Suite [Clan]   HD  Pod

Carrying Capacity
-----------------
One battle armor squad


Holy crap! I was working on this at work when I went in this morning and was the first reply, 2 groups of configs already, people are keen to pounce! :D
« Last Edit: September 17, 2018, 07:49:07 AM by marauder648 »
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #6 on: September 17, 2018, 02:09:47 PM »

Holy crap! I was working on this at work when I went in this morning and was the first reply, 2 groups of configs already, people are keen to pounce! :D

Yea I got mine done on Friday at work I didn't want to be last again. I was about to give up and go to sleep when I saw him logon around midnight our time. Mad dash to download the text file I had emailed to myself and awaited to strike.


I was so tempted to name it the Pauldron or the Epaulette for those huge shoulders. Also thought of Destro for that damn Chrome Dome it has lol. Cylon also was an option for its red visor and appearance.
« Last Edit: September 17, 2018, 06:02:38 PM by Bradshaw »
Logged
NEVER trust a man who scratches his chin

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #7 on: September 17, 2018, 11:13:24 PM »

Yeah no rest for the weary here marauder648. ;) Great job on entry number three already. Hopefully a few more submissions are on the way.
Logged

masterarminas

  • General
  • *
  • Offline Offline
  • Posts: 2,515
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #8 on: September 18, 2018, 01:54:42 AM »

This is a tough one.  38 tons of pod-space is impressive, to be certain.  BUT, the design is extremely cramped for internal space.  And the slower speed (and resulting lighter engine rating) only allows for 12 "free" DHS, which cuts into space even more.

You have to make tough choices with this machine to make something work.  But I will attempt it.

Night Gyr (Einherjar)

One of the newest Clan Jade Falcon OmniMech designs to debut immediately before Operation Revival, the 75-ton Night Gyr possessed pod-space comparable with many assault-weight designs previously encountered by Inner Sphere forces.  This OmniMech was able to mount such a fearsome array of weaponry by reducing the speed to merely match that of a 70-ton Grasshopper.  Including four fixed jump jets that added to the tactical mobility of the design.

Christened as the Einherjar by the Federated Commonwealth troops who faced the design in the final Clan assault wave prior to the Battle of Tukayyid, this OmniMech was often referred to as a "pocket assault" design.  The name Einherjar was chosen because of the relentless and often reckless fighting style exhibited by the Falcon Warriors assigned to this war-machine.  FedCom troops who fought the Night Gyr remarked that the Warriors did not seem concerned with their own deaths . . . and fought as men who had already died and now lived on only for the glory of battle!

Following the Battle of Tukayyid, ilKhan Kerensky issued the call for Project Quicksilver to remake the Clan Toumans and to prepare for the day when the Clans would once again press forward towards Terra.  Selected as the 75-ton "Vampire" OmniMech, the new Night Gyr would be tested by Warriors from every Clan; Warriors who would recommend weapon and equipment configurations that would best serve the needs of the Clan.

Code: [Select]
Night Gyr

Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3052
Cost: 17,892,656 C-Bills
Battle Value: 962

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
    38.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 5 LT, 2 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 220                 11.50
    Armor Locations: 5 RT, 2 LA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           28

The new Prime Configuration features an array of powerful long-ranged weaponry.  The right arm carries an ER PPC, while the left mounts a Gauss Rifle with two tons of ammunition (16 shots).  At closer ranges, a Large Pulse Laser in the left torso comes to bear, followed by an LB-10X autocannon in the right torso with two tons of ammo (both stored in the left torso).  Only the base 12 DHS are mounted, so Warriors must carefully monitor their heat levels.   

Code: [Select]
Loadout Name: Prime                                          Cost: 20,681,719
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,591

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: LT, LA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
Gauss Rifle                                  LA        1         6        12.00
LB 10-X AC                                   RT        2         5        10.00
Large Pulse Laser                            LT        10        2         6.00
@Gauss Rifle (16)                            LA        -         2         2.00
@LB 10-X (Cluster) (10)                      LT        -         1         1.00
@LB 10-X (Slug) (10)                         LT        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 26
4j         4       5       5       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Configuration A was built by a Clan Hell's Horses Warrior who was concerned with the possibility of the original designs UAC-20 jamming in combat.  Instead, an LB-20X autocannon is mounted in the right arm and right torso, fed by four tons of ammunition stored in the right torso (20 bursts of fire!).  Complementing the LB-20X at mid-range is a Streak SRM-6 launcher in the left torso with a ton of ammunition (15 salvoes) and a Medium Pulse Laser mounted in the head.  But the design also carries a pair of Large Pulse Lasers for engaging hostiles at ranges greater than the remaining weapon systems, both mounted in the left arm.  Four additional DHS are mounted.  While the Night Gyr A can still overheat, it runs cooler than the Prime (or the original A).

Code: [Select]
Loadout Name: A                                              Cost: 20,635,781
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,511

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             16(32)                    4.00
    Heat Sink Locations: 1 CT, 1 LT, 2 LA
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Large Pulse Lasers                         LA        20        4        12.00
LB 20-X AC                                   RT/RA     6         1/8      12.00
Streak SRM-6                                 LT        4         2         3.00
Medium Pulse Laser                           HD        4         1         2.00
@LB 20-X (Cluster) (10)                      RT        -         2         2.00
@LB 20-X (Slug) (10)                         RT        -         2         2.00
@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:      7    Points: 25
4j         6       6       3       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0

Configuration B features a Gauss Rifle with three tons of ammo in the right arm and right torso (24 shots), an ER PPC and an LB-5X autocannon in the left arm (with two tons of ammo for 40 bursts), and a Streak SRM-4 launcher with a ton of ammo (25 missile salvoes) in the right torso.  This seems light for a Night Gyr, at least until one realizes that a five ton Targeting Computer has been installed in the left torso as well!  This configuration is heat neutral, even on a jumping Alpha Strike.

Code: [Select]
Loadout Name: B                                              Cost: 20,386,406
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,694

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: RT, LA, RA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
LB 5-X AC                                    LA        1         4         7.00
ER PPC                                       LA        15        2         6.00
Streak SRM-4                                 RT        3         1         2.00
Targeting Computer                           LT        -         5         5.00
@Gauss Rifle (16)                            RA        -         2         2.00
@LB 5-X (Cluster) (20)                       LA        -         1         1.00
@LB 5-X (Slug) (20)                          LA        -         1         1.00
@Gauss Rifle (8)                             RT        -         1         1.00
@Streak SRM-4 (25)                           RT        -         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 27
4j         5       5       4       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Configuration C is an infighter par excellence.  The long-range guns are a pair of Large Pulse Lasers mounted one each in the right and left torsos.  These are supported by the main guns as the range closes:  two UAC-10 autocannons (one each in the right and left arms) fed by four tons of ammunition (20 tandem bursts).  Two additional DHS alleviates the worst of the heat produced. 

Code: [Select]
Loadout Name: C                                              Cost: 20,303,281
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,406

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             14(28)                    2.00
    Heat Sink Locations: 1 LT, 1 RT
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Ultra AC/10                                  RA        3         4        10.00
Ultra AC/10                                  LA        3         4        10.00
Large Pulse Laser                            RT        10        2         6.00
Large Pulse Laser                            LT        10        2         6.00
@Ultra AC/10 (20)                            RA        -         2         2.00
@Ultra AC/10 (20)                            LA        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 24
4j         5       5       5       0      3     1   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Configuration D is a designed to unleash a hail of long-range missiles on its target.  The original -20 racks of the initial design were downgraded to four LRM-15 launchers; each with Artemis IV fire-control systems and fed by a total of eight tons of ammunition (sixteen quad salvoes).  A Large Pulse Laser mounted in the center torso provides additional forward firepower, while two rear-firing Medium Pulse Lasers are fitted to the right and left torso.  Fourteen DHS compensates for the majority of the heat produced by the forward firing weapon systems.

Code: [Select]
Loadout Name: D                                              Cost: 21,407,969
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,709

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             14(28)                    2.00
    Heat Sink Locations: 1 LA, 1 RA
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-15                                       RA        5         2         3.50
    Artemis IV FCS                           RA        -         1         1.00
LRM-15                                       LA        5         2         3.50
    Artemis IV FCS                           LA        -         1         1.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
(R) Medium Pulse Laser                       RT        4         1         2.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
(R) Medium Pulse Laser                       LT        4         1         2.00
Large Pulse Laser                            CT        10        2         6.00
@LRM-15 (Artemis) (24)                       RA        -         3         3.00
@LRM-15 (Artemis) (24)                       LA        -         3         3.00
@LRM-15 (Artemis) (8)                        RT        -         1         1.00
@LRM-15 (Artemis) (8)                        LT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 27
4j         6       6       6       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 5

Configuration E once again mounts a five-ton Targeting Computer in the left torso; this time linking together two ER PPCs (left arm and center torso) and a Gauss Rifle (right arm with three tons of ammo for 24 shots).  A head mounted ER Medium Laser rounds out the firepower.  Seventeen DHS are able to handle most of the heat load.

Code: [Select]
Loadout Name: E                                              Cost: 20,320,781
Tech Rating/Era Availability: F/X-X-E                         BV2: 3,270

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             17(34)                    5.00
    Heat Sink Locations: 2 RT, 3 LA
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
ER PPC                                       LA        15        2         6.00
Targeting Computer                           LT        -         5         5.00
ER PPC                                       CT        15        2         6.00
ER Medium Laser                              HD        5         1         1.00
@Gauss Rifle (16)                            RA        -         2         2.00
@Gauss Rifle (8)                             RT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 33
4j         6       6       5       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

The Night Gyr F is armed with a pair of Gauss Rifles (right arm and left arm) fed by four tons of slugs (16 shots each) and a center torso mounted ER PPC.  Two Medium Pulse Lasers (right torso and left torso) add to the carnage in close.  While only the 12 base DHS are mounted, overheat production is not too excessive.

Code: [Select]
Loadout Name: F                                              Cost: 20,342,656
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,926

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
Gauss Rifle                                  LA        1         6        12.00
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
ER PPC                                       CT        15        2         6.00
@Gauss Rifle (16)                            RA        -         2         2.00
@Gauss Rifle (16)                            LA        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 29
4j         6       6       5       0      3     1   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Finally, there is Configuration G.  This Vampire Zombie fusion uses only energy weapons and utilizes every last single critical slot available to do so.  At range, the design features two ER PPCs (right arm and left arm) to engage the enemy.  But in close, it can bring nine Medium Pulse Lasers (three right torso, three left torso, two center torso, and one head) to bear to more than double the damage.  A total of 20 DHS are mounted, which allows for the full use of the MPL battery on a maximum-distance jump while remaining heat neutral.  A hard-pressed Warrior might--might--even add a single ER PPC to the fusillade of coherent light for additional damage.  However, while the Night Gyr G has no ammunition to catastrophically detonate due to high heat, it can suffer movement and targeting penalties, as well as possible shut down of the engine core until the OmniMech cools down sufficiently to resume operations.  While possible, it is certainly not recommended.  But if a Warrior wins, well, much that is frowned upon can be (and usually is) forgiven.

Code: [Select]
Loadout Name: G                                              Cost: 20,491,406
Tech Rating/Era Availability: F/X-X-E                         BV2: 3,003

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             20(40)                    8.00
    Heat Sink Locations: 1 LT, 1 RT, 3 LA, 3 RA
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
ER PPC                                       LA        15        2         6.00
3 Medium Pulse Lasers                        RT        12        3         6.00
3 Medium Pulse Lasers                        LT        12        3         6.00
2 Medium Pulse Lasers                        CT        8         2         4.00
Medium Pulse Laser                           HD        4         1         2.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 30
4j         7       7       2       0      3     1   Structure:  4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
« Last Edit: September 18, 2018, 02:01:01 AM by masterarminas »
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #9 on: September 18, 2018, 06:20:43 AM »

Welcome aboard masterarminas!
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #10 on: September 18, 2018, 07:24:11 PM »

Just a link for those who still need inspiration on this design here is the Mech of the Week: Night Gyr from the main CBT forum.

https://bg.battletech.com/forums/index.php/topic,26539.0.html
Logged

drakensis

  • Duke of Avalon
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 1,299
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #11 on: September 19, 2018, 03:06:50 AM »

Night Gyr (Tyr)

Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3052
Cost: 17,892,656 C-Bills
Battle Value: 962

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
    38.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Capabilities:
The Night Gyr Prime mounts a pair of extended range PPCs for its primary firepower, supplemented by a LB-X autocannon with three tons of ammunition suggesting longer engagements are a consideration. Cluster ammunition is excellent for exploiting holes opened by the PPCs in armour protection. Three pulse lasers provide back up armament.

Equipped for brutal short range engagements, the Night Gyr A has less than a minute's ammunition for its autocannon and Streak SRM launchers at maximum rate of fire, but during that interval the potential damage is impressive. Between such bouts of fury, a pair of extended range lasers allow for more balanced operations.

The Night Gyr B functions as a near Zombie with two extended range lasers in the centre torso ensuring it can remain fighting as long as the core systems remain. The gauss rifle in each arm functions essentially as expendable outriggers to this.

Primarily operating as a sniper with three extended range lasers tied into a targeting computer, the Night Gyr C can also fall back on an number of Streak SRM launchers fed by 3 tons of ammunition for close range work or anti-vehicle operations.

As a fire support platform, the Night Gyr D can just barely manage the heat of four LRM launchers. Unlike most, once the LRM bins are empty it has enough secondary armament in the form of four pulse lasers to put up a considerable fight.

Reversing the Prime's configuration, the Night Gyr E combines a single ER PPC with two LB-X autocannon for long range, low heat combat. Backed up with a pair of Streak SRM launchers the E Configuration is especially deadly against vehicles.

Armed with four ultra autocannon, the Nova Cat F is another long range configuration although it does carry four medium lasers as back-up. Each autocannon has a ton of ammunition feeding it and all four can fire at high speed without straining the heat sinks and at standard rate even firing all the lasers isn't a problem.

The Night Gyr G is a bracket combatant - the central line extended range lasers are the primary long range firepower but at short and medium ranges pilots tend to switch to use the arm mounted Streak SRM racks that can potentially hit a target with more than thirty SRMs.


Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 5 RT, 2 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 220                 11.50
    Armor Locations: 5 LT, 2 LA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     23           34       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           28       



================================================================================
Loadout Name: Prime                                          Cost: 20,675,156
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,752

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             19(38)                    7.00
    Heat Sink Locations: 1 CT, 2 LT, 2 RT, 2 LA
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           HD        4         1         2.00
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
LB 10-X AC                                   RA        2         5        10.00
2 ER PPCs                                    LA        30        4        12.00
@LB 10-X (Cluster) (20)                      RA        -         2         2.00
@LB 10-X (Slug) (10)                         RA        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 28
4j         6       6       4       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


================================================================================
Loadout Name: A                                              Cost: 21,086,406
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,499

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             17(34)                    5.00
    Heat Sink Locations: 1 CT, 1 RT, 3 LA
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Streak SRM-4                                 RT        3         1         2.00
4 Streak SRM-4s                              LT        12        4         8.00
Ultra AC/20                                  RA        7         8        12.00
2 ER Large Lasers                            LA        24        2         8.00
@Ultra AC/20 (10)                            RT        -         2         2.00
@Streak SRM-4 (25)                           LT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 25
4j         6       6       2       0      3     2   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: B                                              Cost: 20,325,156
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,737

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             14(28)                    2.00
    Heat Sink Locations: 1 LT, 1 RT
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 ER Large Lasers                            CT        24        2         8.00
Gauss Rifle                                  RA        1         6        12.00
Gauss Rifle                                  LA        1         6        12.00
@Gauss Rifle (16)                            RA        -         2         2.00
@Gauss Rifle (16)                            LA        -         2         2.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 27
4j         5       5       5       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 20,946,406
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,764

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             18(36)                    6.00
    Heat Sink Locations: 1 CT, 2 LT, 1 RT, 1 LA, 1 RA
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               HD        12        1         4.00
Targeting Computer                           RT        -         3         3.00
Streak SRM-4                                 LT        3         1         2.00
ER Large Laser                               RA        12        1         4.00
3 Streak SRM-4s                              RA        9         3         6.00
ER Large Laser                               LA        12        1         4.00
3 Streak SRM-4s                              LA        9         3         6.00
@Streak SRM-4 (25)                           RA        -         1         1.00
@Streak SRM-4 (50)                           LA        -         2         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 28
4j         6       6       3       0      3     4   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: D                                              Cost: 21,075,469
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,830

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           HD        4         1         2.00
Large Pulse Laser                            CT        10        2         6.00
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
2 LRM-20s                                    RA        12        8        10.00
2 LRM-20s                                    LA        12        8        10.00
@LRM-20 (18)                                 RT        -         3         3.00
@LRM-20 (18)                                 LT        -         3         3.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 28
4j         4       4       3       0      3     2   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2


================================================================================
Loadout Name: E                                              Cost: 21,261,406
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,400

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       CT        15        2         6.00
Streak SRM-6                                 RT        4         2         3.00
Streak SRM-6                                 LT        4         2         3.00
LB 10-X AC                                   RA        2         5        10.00
LB 10-X AC                                   LA        2         5        10.00
@Streak SRM-6 (15)                           RT        -         1         1.00
@Streak SRM-6 (15)                           LT        -         1         1.00
@LB 10-X (Cluster) (10)                      RA        -         1         1.00
@LB 10-X (Slug) (10)                         RA        -         1         1.00
@LB 10-X (Cluster) (10)                      LA        -         1         1.00
@LB 10-X (Slug) (10)                         LA        -         1         1.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 24
4j         5       5       3       0      3     1   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


================================================================================
Loadout Name: F                                              Cost: 20,473,906
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,312

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              RT        5         1         1.00
Medium Pulse Laser                           RT        4         1         2.00
ER Medium Laser                              LT        5         1         1.00
Medium Pulse Laser                           LT        4         1         2.00
2 Ultra AC/5s                                RA        2         6        14.00
2 Ultra AC/5s                                LA        2         6        14.00
@Ultra AC/5 (40)                             RA        -         2         2.00
@Ultra AC/5 (40)                             LA        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 23
4j         6       6       3       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: G                                              Cost: 21,312,813
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2,577

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 LL, 2 RL                                         0.00
Heat Sinks:         Double Heat Sink             18(36)                    6.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               HD        12        1         4.00
2 ER Large Lasers                            CT        24        2         8.00
4 Streak SRM-4s                              RA        12        4         8.00
4 Streak SRM-4s                              LA        12        4         8.00
@Streak SRM-4 (25)                           RT        -         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: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 26
4j         6       6       2       0      3     4   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #12 on: September 19, 2018, 06:09:46 AM »

Nice drakensis, good to see everyone back from our last contest. This one is looking like another tough decision for me. Maybe we will get one more? Still plenty of time left.
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #13 on: September 19, 2018, 11:03:50 AM »

Done with all my fluff now. Think I outdid myself compared to previous attempts. I think its my soft spot for the Falcons always my favorites of the Invading Clans. (though I hate their Khans at this period of time)

Just finished reading my competition and if it happens that Marauder and I tie with our B configs as we both did the same thing. I'd settle for half a point each. I prefer his Config fluff over mine and will not attempt to duplicate it on this design afterwards.
Logged
NEVER trust a man who scratches his chin

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Upgrades #26: Night Gyr ( ) 75 tons
« Reply #14 on: September 20, 2018, 03:53:37 PM »

Just finished reading my competition and if it happens that Marauder and I tie with our B copnfigs as we both did the same thing. I'd settle for half a point each. I prefer his Config fluff over mine and will not attempt to duplicate it on this design afterwards.

If marauder648 wants to work with you on this I have no problem. I would not mind it if two or even three folks brainstormed a single concept. You just have to let me know.
Logged
Pages: [1] 2 3 4   Go Up