Sarna News: Bad 'Mechs - Icestorm

Difference between revisions of "Night Gyr"

m (add BV 2.0 to Variants & copyedits)
Line 17: Line 17:
 
*3x [[Medium Pulse Laser]]s
 
*3x [[Medium Pulse Laser]]s
 
|BV (1.0)=2,750
 
|BV (1.0)=2,750
|BV (2.0)=
+
|BV (2.0)=2,833
 
}}  
 
}}  
  
Line 29: Line 29:
  
 
==Variants==
 
==Variants==
*Alt. Config. A - This first variant is a short-range powerhouse. It mounts an [[Ultra Autocannon/20]] to breach opponent's armor and a pair of [[Streak SRM-6]]s to exploit those holes. A [[Large Pulse Laser]] and a trio of [[Medium Pulse Laser]]s are highly accurate weapons that can help to minimize collateral damage in an urban environment. Even with four additional [[double heat sink]]s, this variant can be quickly overwhelmed by heat. BV (1.0) = 2,522
+
*Alt. Config. A - This first variant is a short-range powerhouse. It mounts an [[Ultra Autocannon/20]] to breach opponent's armor and a pair of [[Streak SRM-6]]s to exploit those holes. A [[Large Pulse Laser]] and a trio of [[Medium Pulse Laser]]s are highly accurate weapons that can help to minimize collateral damage in an urban environment. Even with four additional [[double heat sink]]s, this variant can be quickly overwhelmed by heat. BV (1.0) = 2,522, BV (2.0) = 2,683
  
*Alt. Config. B - The ''Night Gyr'' B seeks to destroy opponents before they can return fire. A pair of [[Gauss Rifle]]s and [[LB-X Autocannon/2]]s carry out that mandate. Ammo is somewhat lacking, however, so this design cannot stray far from supply, especially as it has no backup energy weapons. BV (1.0) = 2,145
+
*Alt. Config. B - The ''Night Gyr'' B seeks to destroy opponents before they can return fire. A pair of [[Gauss Rifle]]s and [[LB-X Autocannon/2]]s carry out that mandate. Ammo is somewhat lacking, however, so this design cannot stray far from supply, especially as it has no backup energy weapons. BV (1.0) = 2,145, BV (2.0) = 2,143
  
*Alt. Config. C - Another long-range variant, the C mounts three [[Ultra Autocannon/2]]s and two [[ER Large Laser]]s. A pair of [[ER Medium Laser]]s are present for backup. All of these weapons are linked to a [[Targeting Computer]]. Six extra heat sinks ensure the 'Mech stays mostly cool. BV (1.0) = 2,350
+
*Alt. Config. C - Another long-range variant, the C mounts three [[Ultra Autocannon/2]]s and two [[ER Large Laser]]s. A pair of [[ER Medium Laser]]s are present for backup. All of these weapons are linked to a [[Targeting Computer]]. Six extra heat sinks ensure the 'Mech stays mostly cool. BV (1.0) = 2,350, BV (2.0) = 2,471
  
*Alt. Config. D - This missile boat carries four [[LRM-20]] launchers, each of which is slaved to an [[Artemis IV FCS]]. Six tons of ammunition is barely enough to keep it firing for a minute. A [[Large Pulse Laser]] and [[Medium Pulse Laser]] are effective backup weapons. BV (1.0) = 2,708
+
*Alt. Config. D - This missile boat carries four [[LRM-20]] launchers, each of which is slaved to an [[Artemis IV FCS]]. Six tons of ammunition is barely enough to keep it firing for a minute. A [[Large Pulse Laser]] and [[Medium Pulse Laser]] are effective backup weapons. BV (1.0) = 2,708, BV (2.0) = 2,892
  
*Alt. Config. E - This variant uses massed pulse lasers, two large and six medium, in conjunction with an [[ATM 6]] and an [[SRM-6]]. The ATM only mounts two tons of ammunition, limiting its flexibility. BV (1.0) = 2,554
+
*Alt. Config. E - This variant uses massed pulse lasers, two large and six medium, in conjunction with an [[ATM 6]] and an [[SRM-6]]. The ATM only mounts two tons of ammunition, limiting its flexibility. BV (1.0) = 2,554, BV (2.0) = 2,720
  
*Alt. Config. H - The heavy laser variant only mounts one, a [[Heavy Large Laser]]. A [[Gauss Rifle]] gives it long-range firepower, while an [[Ultra Autocannon/10]] is effective at medium and short range. A Medium Pulse Laser is an accurate backup weapon. Five heat sinks are added to ensure the design never has to worry about heat. An [[ECM Suite]] provides protection against some enemy electronics. BV (1.0) = 2,484
+
*Alt. Config. H - The heavy laser variant only mounts one, a [[Heavy Large Laser]]. A [[Gauss Rifle]] gives it long-range firepower, while an [[Ultra Autocannon/10]] is effective at medium and short range. A Medium Pulse Laser is an accurate backup weapon. Five heat sinks are added to ensure the design never has to worry about heat. An [[ECM Suite]] provides protection against some enemy electronics. BV (1.0) = 2,484, BV (2.0) = 2,431
  
 
==References==
 
==References==
*[[Record Sheets: 3055/3058]]
+
<references />
*[[Record Sheets: 3058 Upgrade]]
+
==Bibliography==
*[[Record Sheets: Upgrades]]
+
*''[[Record Sheets: 3055/3058]]''
*[[Technical Readout: 3058]]
+
*''[[Record Sheets: 3058 Upgrade]]''
*[[Technical Readout: 3058 Upgrade]]
+
*''[[Record Sheets: Upgrades]]''
 +
*''[[Technical Readout: 3058]]''
 +
*''[[Technical Readout: 3058 Upgrade]]''
  
 
[[Category:BattleMechs]]
 
[[Category:BattleMechs]]

Revision as of 18:51, 2 April 2010

Night Gyr
Night Gyr
Production information
Manufacturer Ironhold Gamma Complex
Model Prime
Class Heavy
Cost 19,957,656 C-bills
Technical specifications
Mass 75 tons
Chassis JF 7 Light Endo Steel
Armor Compound JF Ferro Fibrous
Engine 300 JF Extralight
Speed 65 km/h
Jump Jets JF Standard
Armament

Primary Configuration

BV (1.0) 2,750
BV (2.0) 2,833



Description

The Night Gyr came back with Clan Jade Falcon leaders following their return to the Clan homeworlds in 3051 to elect a new ilKhan. It has become more prevalent in the Falcon touman following the Refusal War. No expense was spared in the manufacture of this OmniMech that uses an XL Engine and Endo Steel to save weight. It also incorporates eleven and a half tons of Ferro-Fibrous armor. Though it is on the slow end for a Clan heavy 'Mech, the Night Gyr mounts four fixed jump jets that enable it to jump up to 120 meters in a single bound. The design was a testbed for some new technologies, including the Laser Heat Sink, which was eventually phased out due to a lack of increased performance.

Armament

The primary configuration is hard-hitting, mounting a pair of ER PPCs and an Ultra Autocannon/10. This blistering firepower can often take down an opponent before they are in range. Three Medium Pulse Lasers serve as accurate backups. Eight additional double heat sinks keep the 'Mech fairly cool.

Variants

  • Alt. Config. A - This first variant is a short-range powerhouse. It mounts an Ultra Autocannon/20 to breach opponent's armor and a pair of Streak SRM-6s to exploit those holes. A Large Pulse Laser and a trio of Medium Pulse Lasers are highly accurate weapons that can help to minimize collateral damage in an urban environment. Even with four additional double heat sinks, this variant can be quickly overwhelmed by heat. BV (1.0) = 2,522, BV (2.0) = 2,683
  • Alt. Config. B - The Night Gyr B seeks to destroy opponents before they can return fire. A pair of Gauss Rifles and LB-X Autocannon/2s carry out that mandate. Ammo is somewhat lacking, however, so this design cannot stray far from supply, especially as it has no backup energy weapons. BV (1.0) = 2,145, BV (2.0) = 2,143
  • Alt. Config. D - This missile boat carries four LRM-20 launchers, each of which is slaved to an Artemis IV FCS. Six tons of ammunition is barely enough to keep it firing for a minute. A Large Pulse Laser and Medium Pulse Laser are effective backup weapons. BV (1.0) = 2,708, BV (2.0) = 2,892
  • Alt. Config. E - This variant uses massed pulse lasers, two large and six medium, in conjunction with an ATM 6 and an SRM-6. The ATM only mounts two tons of ammunition, limiting its flexibility. BV (1.0) = 2,554, BV (2.0) = 2,720
  • Alt. Config. H - The heavy laser variant only mounts one, a Heavy Large Laser. A Gauss Rifle gives it long-range firepower, while an Ultra Autocannon/10 is effective at medium and short range. A Medium Pulse Laser is an accurate backup weapon. Five heat sinks are added to ensure the design never has to worry about heat. An ECM Suite provides protection against some enemy electronics. BV (1.0) = 2,484, BV (2.0) = 2,431

References

Bibliography