KamikazeJohnson
01/04/14 06:13 PM
50.72.218.68
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Grayson GRY-2S
Mass: 60 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: All Eras (non-canon) Tech Rating/Era Availability: E/X-X-F-A Production Year: 0 Cost: 21,139,200 C-Bills Battle Value: 1,735
Chassis: Unknown Endo-Steel Power Plant: Unknown 360 Fusion XL Engine Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h (162.0 km/h) Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Ferro-Fibrous Armament: 1 Large X-Pulse Laser 1 ER Medium Laser 1 Streak SRM-4 1 LRM-5 2 Light Machine Guns Manufacturer: Johnson 'Mechworks Inc. Primary Factory: Soul Communications System: Unknown Targeting and Tracking System: Unknown
Overview: Idle for the past several years, JMInc. returns with a new design, the eye-catching GRY-2S Grayson. A radical departure from most JMInc. designs (which tend to sacrifice mobility for firepower), the Grayson is built around mobility. Mounting relatively lght firepower for its size, the new design makes up for it with its remarkable speed, using cutting-edge equipment to outpace all but the fastest 'Mechs on the battlefield, while still delivering a respectable amount of firepower.
Capabilities: When the JMInc. rep first marched the GRY-2S prototype into the testing arena, many of the reviewers present braced themselves for a freakshow, while others simply stood up to leave, remembering the notorious design firm's reputation. However, when the rep wagered the prototype on a foot race against a Locust, and WON, they all got serious.
Even without the "toys", the Grayson is fast for its size: the 360 ton-rated engine places it in a speed bracket typically reserved for 'Mechs half its size. However, it's the use of both MASC and Supercharger that truly set it apart. By alternating use of the two systems, the 'Mech is able to match a Locust stride for stride for extended periods with limited risk, while by engaging both at once it can achieve a butst of speed matched only by some of the fastest 'Mechs in existence.
The GRY-2S is not just about speed, however. The Large X-Pulse Laser mounted in place of the 'Mech's left hand provides a powerful combination of range, accuracy, and damage, and the supporting weapons provide versatility against any type of target: SRMs for anti-tank, LMGs for anti-infantry, and an ER Medium Laser for overall utility.
Overall, a surprising design. Which is hardly surprising, considering the source.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 99 points 3.00 Internal Locations: 2 LT, 2 RT, 4 LA, 2 RA, 2 LL, 2 RL Engine: XL Fusion Engine 360 16.50 Walking MP: 6 Running MP: 9 (15) Jumping MP: 0 Heat Sinks: Double Heat Sink 11(22) 1.00 Gyro: Standard 4.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Ferro-Fibrous AV - 179 10.00 Armor Locations: 4 LT, 3 RT, 2 LA, 5 RA CASE II Locations: 1 RT 1.00
Internal Armor Structure Factor Head 3 9 Center Torso 20 29 Center Torso (rear) 9 L/R Torso 14 20 L/R Torso (rear) 8 L/R Arm 10 18 L/R Leg 14 20
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- LRM-5 CT 2 1 2.00 Supercharger CT - 1 2.00 Streak SRM-4 RT 3 1 3.00 MASC LT - 3 3.00 Light Machine Gun RA 0 1 0.50 ER Medium Laser RA 5 1 1.00 Large X-Pulse Laser LA 14 2 7.00 Light Machine Gun LA 0 1 0.50 @LMG (1/2) (100) HD - 1 0.50 @LRM-5 (24) RT - 1 1.00 @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: 6 Points: 17 9 3 3 1 0 3 0 Structure: 3 Special Abilities: CASEII, SRCH, ES, SEAL, SOA
MY BLURB: Effective? Yes. Fast? Hell yes. Worth the 21 million C-Bill price tag? Jury is still out on that one...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
01/04/14 07:18 PM
24.243.178.124
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Good to see a return of your work! It has it's uses...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
01/04/14 08:05 PM
50.72.218.68
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Can't help thinking it would be much more efficient to put the same weapons on a 40-tonner lol. Would certainly be cheaper...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
01/04/14 09:04 PM
24.243.178.124
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I think it would work well enough, call it a first attempt kind of thing...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Retry
01/04/14 09:45 PM
67.239.109.174
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I don't bother with cheapness when I make mechs. If you want cheapness you take a vehicle.
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Karagin
01/04/14 10:13 PM
24.243.178.124
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I guess every one is a bit different in what they do when it comes to making things, but given that militaries work on a budget, yeah cost of a mech needs to be considered. But each to their own.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Retry
01/04/14 10:45 PM
67.239.109.174
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If the cost of a mech must be considered, you scrap it and take a vehicle.
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KamikazeJohnson
01/05/14 12:00 AM
50.72.218.68
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A lot of reasons for taking 'Mechs. True, vehicles can field more firepower for less cost, but 'Mechs generally have much better mobility, can handle any kind of terrain, can see/fire over L1 elevation/buildings, and have much better survivability. 'Mechs vs Tanks will suffer far fewer lost units, which means less replacement cost.
Plus, in offensive campaigns, much more efficient to load up the dropships with the most "bang for the buck" in terms of tonnage, which means 'Mechs.
Overall, the most cost-effective force would be a mix of 'Mechs and Vehicles, giving you the best of both worlds.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Retry
01/05/14 10:46 AM
67.239.109.174
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The most cost effective force would be a foot infantry-only one, purely because even the most advanced of them are so cheap.
If you are loading dropships, you'll have top of the line mechs and sometimes vehicles going first. In which case, the cost of mechs are not being considered.
In an atmosphere, the no-terrain capabilities of a VTOL trumps mechs. If survivability is an issue, pack an armored chassis and ferro-lamellor armor to dampen it, like my Mirage Multipurpose Chopper.
Tanks will only suffer that much if you wield many of the awfully designed low tech canon tanks. Y'know, the heavy vehicles that have no more firepower than a medium and no more armor than a light? I once made a scorpion tank faster, yield twice the firepower and almost twice the armor just by installing a fusion engine instead of the ICE. It was still much, much cheaper than you can get most any combat mech.
Plus, if you lose a mech, you probably can't get a replacement because it's lost. Forever. The tools used to make them are rare and shouldn't be squandered by using sub par tech to make them cheaper than other mechs.
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