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.
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
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Equipment Type Rating Mass
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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.
Loadout Name: Prime Cost: 20,681,719
Tech Rating/Era Availability: F/X-X-E BV2: 2,591
Equipment Type Rating Mass
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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
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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).
Loadout Name: A Cost: 20,635,781
Tech Rating/Era Availability: F/X-X-E BV2: 2,511
Equipment Type Rating Mass
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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.
Loadout Name: B Cost: 20,386,406
Tech Rating/Era Availability: F/X-X-E BV2: 2,694
Equipment Type Rating Mass
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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
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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.
Loadout Name: C Cost: 20,303,281
Tech Rating/Era Availability: F/X-X-E BV2: 2,406
Equipment Type Rating Mass
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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.
Loadout Name: D Cost: 21,407,969
Tech Rating/Era Availability: F/X-X-E BV2: 2,709
Equipment Type Rating Mass
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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.
Loadout Name: E Cost: 20,320,781
Tech Rating/Era Availability: F/X-X-E BV2: 3,270
Equipment Type Rating Mass
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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.
Loadout Name: F Cost: 20,342,656
Tech Rating/Era Availability: F/X-X-E BV2: 2,926
Equipment Type Rating Mass
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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.
Loadout Name: G Cost: 20,491,406
Tech Rating/Era Availability: F/X-X-E BV2: 3,003
Equipment Type Rating Mass
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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