Overview
Following Tukayyid and the different Trials after this climatic battle, Clan Jade Falcon knew it needed to rebuild its strength to be ready to fulfill the true way of the Clans and to be true to their words.
Remember those events that brought us these fifteen years of shame.
But remember also those who fell to restore the glorious Star League.
Above all, remember the blood legacy of Aidan Pryde, child of Kerensky;
he made the final sacrifice so that his Clan could continue.
For eternity shall we praise him;
in fifteen years we shall avenge him.
The question that the Jade Falcons needed to answer was if they could do it alone or if they should ally themselves to other Clans like others did. As in most cases, both Khans decided to rely on the wisdom of their own Remembrance.
With falcon sight we choose our foes.
On falcon wings we harry them.
With falcon claws we smite our foes.
And with falcon tenacity we win.
The message was clear; if the Jade Falcons were to succeed, they would have to rely on their own strengths and abilities.
With that in mind, a conclave of veteran Warriors from Operation Revival was gathered to decide which design was to be upgraded and how. The first ‘Mech that they decided to improve was a rather new design, one almost exclusive to their Clan but one that had already prove its mettle in the hardest fights for now, the Night Gyr, as it has been shown from the earliest days of Clan Jade Falcon history on, that only those going through the fires of battle and surviving it could bring victory to their Clan as illustrated by their first Khan.
But with a defiant cry
Proud Turkina dove
From the realm of death
To seize Hazen's heart
And shake it free of fear
Leaving pure her soul
And her duty clear.
Configurations
Once again looking back at their past, the Conclave decided that the new Night Gyr would have as much firepower as possible in order to emulate the nathaculor, the strike of the unswerving sword, in a clear homage to Elizabeth Hazen and her use of the katana. This was not without difficulties as the use of as many saving materials as possible on the original chassis (that Clan Jade Falcon didn’t want to change for ease of manufacturing) made it sometimes difficult to use all the equipments they wanted to but this was a challenge that didn’t stop Clan Jade Falcon.
At 75 tons and with a ground speed of 65 kph, 12 Double Heat Sinks (the only change to the design was the decision to replace the experimental cooling system that made it so visible by the more traditional Double Heat Sinks), 4 Jump Jets and 11.5 tons of Ferro-Fibrous Armour, the basis chassis with 38 tons free for pod space was indeed packing quite a punch while having good overall specifications for a sound Heavy ‘Mech.
The Prime Configuration was seemed satisfying but the use of an Ultra AC/10 with its limited ammo and its risk of jamming in the middle of the fight was seen as a viability. It was decided to replace it with a Gauss Rifle with 3 tons of ammo, which for a slight reduction in raw firepower, decreased both the heat build-up and the jamming risk.
of With 17 Double Heat Sinks, this Configuration of the Night Gyr can either more and fire its main weapons at range, taking down its opponent before it is in range, or should anyone come too close, it can switch to its massive battery of 6 Er Medium Lasers.
Configuration A was seen as both as short-range powerhouse and as an urban fighter. Deciding to follow the same path as the Prime Configuration, the Ultra AC/20 was removed and it was decided to add the extra precision brought by a Targeting Computer to allow for both targeted strikes and to reduce the collateral damage in a city. With two pairs of Large Pulse Lasers and 3 Medium Pulse Lasers, the raw firepower of this Night Gyr was decreased but both the extra cooling capacity (with 6 added Heat Sinks) and the increased precision are making for it in the eyes of the Jade Falcon Warriors. To improve the endurance of the missile systems, the twin Streak SRM-6 were replace by 3 Streak SRM-4 giving it the same number of tubes with a little more of ammunition rounds (mostly because of the locking capacity of the Streak Missile systems).
An Active Probe was also added to allow the Night Gyr to detect hidden targets, a common threat in urban settings.
Configuration B was designed to fight from afar and to take down its opponents before they could react. The performance of the twin Gauss Rifles was satisfactory but the lack of secondary weapons and the use of LB 2-X with their extra long range but lack of damage capacity were not.
Instead of the twin guns, two LRM-10 were used, which decreased slightly the maximum range but dramatically increased the damage potential.
Two ER Medium Lasers and an ECM Suite were added as a back-up in case the 4 tons of ammo for the Gauss Rifles and the 2 tons for the LRM were exhausted.
Configuration C was originally another direct fire long-range specialist but after exchanging about their combat experience, the Jade Falcon Warriors decided that what they needed against the Inner Sphere and other Clans that might want to emulate them was a Configuration able to fight forever with precise firepower, even if it meant sacrificing a little range. 4 Large Pulse Lasers were put into the arms backed up by two Medium Pulse Lasers and one ER Medium one.
21 Double Heat Sinks give this Configuration enough heat management capacity to fight at all ranges, even if alpha-striking is not a recommanded option.
Seen as a Missile Boat, Configuration D was confirmed in this role. However by dropping the Artemis-IV and exchanging the entire secondary weapons, the number of rounds was increased by 33% improving its endurance while its 5 Medium Pulse Lasers allow it to defend itself or to bring an extra edge in heavy fights when retiring for resupplying or when advancing to support other units.
Configuration E was thought as another impressive short-range beast meant to fight with anyone toes to toes and win the fight.
Two Ultra AC/20 with 4 tons of ammo allows it to breach most opponent armour while twin Streak SRM-6 and two ER Medium Lasers are there to exploit the holes and bring them down quickly.
The main drawback of this Configuration is Heat management as with only 13 Double Heat Sinks, the firing cycle of the weapons must be carefully selected but this is not something that frightens Jade Falcon Warriors.
Configuration F is depending on how someone considers it, a jack of all trades or a duellist ‘Mech or a committee design. Warriors love it or hate it but it doesn’t let people without opinion.
A Gauss Rifle and an Ultra AC/10, each with three tons of ammo, provides the main firepower, backed up by a Large Pulse Laser and 3 ER Medium ones as well as an ECM Suite.
Its 12 Double Heat Sinks do not allow it to alpha-strike but let its pilots decide without problem, which combo of weapons is best suited to the situation they are facing.
Configurations G is designed to fight from long-range and to increase their efficiency as they get closer to their targets.
It does so by combining 2 ER Large Lasers with 8 SRM-6 coupled to a Narc Missile Beacon. Should the 6 tons of ammo not be enough, it has been provided with 2 Medium Pulse Lasers. 16 Double Heat Sinks allow it to fire all its SRM at the same time without any problem.
Configuration H is another versatile Configuration with 2 ER PPC backed up by a Large Pulse Laser, 3 Streak SRM-6 and 2 Machine Guns. As defensive weapons, it carries an Anti-Missile System, an Active Probe and an ECM Suite.
Like with Configuration F, the 16 Double Heat Sinks allow the selection of different weapons combination without giving room for too much mistakes.
Some thoughts were given to make an artillery Configuration but the lack of free space hampered the efficient use of the remaining tons and it was thus decided that should the need arise, the Jade Falcons were to rely on more specialised ‘Mechs.
Battle History
The Night Gyr has been used in several raids conducted by Clan Jade Falcon above the truce line. One such raids was conducted by the Frost Falcons of Star Colonel Marthe Pryde.
The local units were completely destroyed in a impressive display of skills and brutality. The after-action reports of the Federated Commonwealth defenders were no coherent as for them, only one “storm pale†Night Gyr had taken all of them down, looking at them from above on top of rocks before preying on them without pausing, like “Vedrfolnir on top of the world tree».
According to some intel analysts, the 2nd Falcon Jaegers must have been equipped with Night Gyrs and used them in masse instead of the typical Clan way, resulting in this defeat for the green defending troops.
The only positive results for the Inner Sphere was a complete battle analysis of the potential of the Night Gyr and a new name for it that quickly spread along the Lyran half of the Federated Commonwealth.
Deployment
Much like the Orion IIC in Clan Wolf, the new Night Gyr is only assigned only to ristar or as a reward by the Khans of Clan Jade Falcon, ensuring both its and Clan Falcon prestige and superiority and as these Warriors sees more combat than most and survive them, mostly because of their talent but also because of their ‘Mech.
Notable ‘MechWarriors
Star Colonel Marthe Pryde lives for battle and has displayed time and time over her ferocity and her skills. On Tukayyid, her unit was instrumental along the Falcon Guards in securing the draw and helping her fellow Clansmen to escape. For her excellent records during Operation Revival, she was awarded one of the first new Night Gyrs.
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-A
Production Year: 3070
Cost: 17 892 656 C-Bills
Battle Value: 962
Chassis: JF 7 Light Endo Steel Endo-Steel
Power Plant: JF 300 Fusion XL Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: JF Standard
Jump Capacity: 120 meters
Armor: Comound JF Ferro Fibrous Ferro-Fibrous
Armament:
38.0 tons of pod space.
Manufacturer: Ironhold Gamma Complex
Primary Factory: Ironhold
Communications System: JF 3048 Series II
Targeting and Tracking System: Ironhold Mk II
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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
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Loadout Name: Prime Cost: 21 086 406
Tech Rating/Era Availability: F/X-X-E-A BV2: 3 211
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: 1 CT, 1 LT, 1 RT, 2 LA
CASE Locations: RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser HD 5 1 1,00
2 ER Medium Lasers RT 10 2 2,00
3 ER Medium Lasers LT 15 3 3,00
Gauss Rifle RA 1 6 12,00
2 ER PPCs LA 30 4 12,00
@Gauss Rifle (8) RT - 1 1,00
@Gauss Rifle (16) RA - 2 2,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 32
4j 5 5 3 0 3 4 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: A Cost: 20 487 031
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 928
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 18(36) 6,00
Heat Sink Locations: 1 CT, 2 LA, 3 RA
CASE Locations: RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Active Probe HD 0 1 1,00
Medium Pulse Laser RT 4 1 2,00
3 Streak SRM-4s RT 9 3 6,00
Medium Pulse Laser LT 4 1 2,00
Targeting Computer LT - 4 4,00
Large Pulse Laser RA 10 2 6,00
2 Medium Pulse Lasers LA 8 2 4,00
Large Pulse Laser LA 10 2 6,00
@Streak SRM-4 (25) RT - 1 1,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 29
4j 7 7 2 0 3 1 Structure: 4
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 20 867 656
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 764
Equipment Type Rating Mass
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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
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ECM Suite HD 0 1 1,00
LRM-10 RT 4 1 2,50
LRM-10 LT 4 1 2,50
Gauss Rifle RA 1 6 12,00
ER Medium Laser RA 5 1 1,00
Gauss Rifle LA 1 6 12,00
ER Medium Laser LA 5 1 1,00
@Gauss Rifle (8) RT - 1 1,00
@LRM-10 (12) RT - 1 1,00
@Gauss Rifle (8) LT - 1 1,00
@LRM-10 (12) LT - 1 1,00
@Gauss Rifle (8) RA - 1 1,00
@Gauss Rifle (8) LA - 1 1,00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 28
4j 6 6 5 0 3 0 Structure: 4
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
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Loadout Name: C Cost: 19 979 531
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 716
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 21(42) 9,00
Heat Sink Locations: 1 CT, 2 LT, 2 RT, 2 LA, 2 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser HD 5 1 1,00
Medium Pulse Laser RT 4 1 2,00
Medium Pulse Laser LT 4 1 2,00
2 Large Pulse Lasers RA 20 4 12,00
2 Large Pulse Lasers LA 20 4 12,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 27
4j 6 6 4 0 3 1 Structure: 4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 21 173 906
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 919
Equipment Type Rating Mass
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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
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Medium Pulse Laser HD 4 1 2,00
2 Medium Pulse Lasers CT 8 2 4,00
LRM-20 RT 6 4 5,00
LRM-20 LT 6 4 5,00
LRM-20 RA 6 4 5,00
Medium Pulse Laser RA 4 1 2,00
LRM-20 LA 6 4 5,00
Medium Pulse Laser LA 4 1 2,00
@LRM-20 (6) RT - 1 1,00
@LRM-20 (6) LT - 1 1,00
@LRM-20 (18) RA - 3 3,00
@LRM-20 (18) LA - 3 3,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 29
4j 5 5 3 0 3 1 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 3/3/3, IF 3
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Loadout Name: E Cost: 21 099 531
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 440
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 13(26) 1,00
Heat Sink Locations: 1 CT
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser HD 5 1 1,00
Streak SRM-6 RT 4 2 3,00
Streak SRM-6 LT 4 2 3,00
ER Medium Laser LT 5 1 1,00
Ultra AC/20 RA 7 8 12,00
Ultra AC/20 LA 7 8 12,00
@Ultra AC/20 (10) RT - 2 2,00
@Streak SRM-6 (15) RT - 1 1,00
@Ultra AC/20 (10) LT - 2 2,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 24
4j 6 6 0 0 3 4 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 20 812 969
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 765
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
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ECM Suite HD 0 1 1,00
3 ER Medium Lasers RT 15 3 3,00
Large Pulse Laser LT 10 2 6,00
Gauss Rifle RA 1 6 12,00
Ultra AC/10 LA 3 4 10,00
@Gauss Rifle (8) RT - 1 1,00
@Gauss Rifle (16) RA - 2 2,00
@Ultra AC/10 (30) LA - 3 3,00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 28
4j 5 5 4 0 3 2 Structure: 4
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: G Cost: 21 138 906
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 408
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, 1 RT, 1 RA
CASE Locations: LT, RT, LA, RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Narc Launcher HD 0 1 2,00
ER Large Laser RT 12 1 4,00
Medium Pulse Laser RT 4 1 2,00
ER Large Laser LT 12 1 4,00
Medium Pulse Laser LT 4 1 2,00
4 SRM-6s RA 16 4 6,00
4 SRM-6s LA 16 4 6,00
@Narc (Homing) (6) RT - 1 1,00
@Narc (Homing) (6) LT - 1 1,00
@SRM-6 (Narc) (30) RA - 2 2,00
@SRM-6 (Narc) (60) LA - 4 4,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 24
4j 5 5 1 0 3 2 Structure: 4
Special Abilities: OMNI, SNARC, CASE, SRCH, ES, SEAL, SOA, SRM 3/3/0
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Loadout Name: H Cost: 21 871 719
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 905
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: 2 LA, 2 RA
CASE Locations: LT, RT, LA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ECM Suite HD 0 1 1,00
Streak SRM-6 CT 4 2 3,00
2 Streak SRM-6s RT 8 4 6,00
2 Machine Guns LT 0 2 0,50
Active Probe LT 0 1 1,00
2 ER PPCs RA 30 4 12,00
Large Pulse Laser LA 10 2 6,00
Anti-Missile System LA 1 1 0,50
@Streak SRM-6 (15) RT - 1 1,00
@MG (200) LT - 1 1,00
@Streak SRM-6 (15) LT - 1 1,00
@Anti-Missile System (24) LA - 1 1,00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 29
4j 5 5 3 0 3 3 Structure: 4
Special Abilities: OMNI, AMS, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA