BattleMech Technical Readout
Name/Model: Gnasher GNS-9PL
Designer: Captain_Frosty
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 35
Role: Striker
Configuration: Biped BattleMech
Era/Year: Jihad / 3069
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 3,632,535 C-Bills
Battle Value: 1,012
Chassis: TFT Model 5 "Gnash" Endo Steel
Power Plant: Microsol "R65 Standard" 245
Walking Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: None
Jump Capacity: None
Armor: TFT Heavy Ferro Plating Heavy Ferro-Fibrous
Armament:
4 Zica Inc. "Flashpoint Medium" Medium Pulse Lasers
Manufacturer: Task Force Talon
Primary Factory: Unknown
Communications: Gencore "VFX-6b"
Targeting & Tracking: Zica Inc. "FC-A68" with Advanced Targeting Computer
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Overview:
By far the most commonly fielded 'mechs in Task Force Talon's arsenal, the unassuming
GNS-9PL "Gnasher" is a light 'mech that more than lives up to its name. Developed during the
3065 A.E.G.I.S. (Air Enforcement & Ground Insurance Systems) like the majority of TFT's
modern armory, the Gnasher is one of the few concepts that did not change much during the
course of its development, save for the creation of some variants.
Fast, well armored and packing the ever-respectable punch of four medium pulse lasers, the
Gnasher quickly became the favored replacement of most light mechs fielded at the time. The
mix of short range weapons and a TAG allowed the Gnasher to focus entirely on the
hit-and-run tactics it was created for while providing allied units a potential lock on
faraway targets. A fact that further entrenched the favoritism towards semi-guided missiles
in TFT's wider arsenal.
Most important, however, was that despite its speed and impressive capacity for damage, the
Gnasher was not by any means a glass cannon. Able to withstand a respectable amount of
damage, anything short of an AC20, a large part of the positive reputation was due to its
perhaps uncharacteristically non-suicidal design more commonly associated with medium
'mechs. Thanks to that, the GNS-9PL "Gnasher" often carries the ever-important role of a
mechwarrior's first 'mech, allowing unskilled rookies to reliably build up their skill with
relatively low risk in the frontlines.
Capabilities:
The GNS-9PL "Gnasher" has great speed, good armor and a good set of weapons. More
importantly, it achieves these traits while remaining lightweight and quite cheap by the
standards of modern battlemechs, having approximately the same C-Bill and BV cost of a
bog-standard HBK-4G Hunchback. Unlikely the venerable HBK-4G, however, it is far more
versatile than it first seems. With both good speed and decent armor, it can weave through
enemy formations and reliably survive most short range retaliatory fire while a quad-set of
Medium Pulse lasers paired with a targeting computer reliably compensate for both its own
and the unfortunate target's movement penalties. Lastly, the TAG allows for allied units
with LRMs to provide additional supporting fire from a position of safety.
Deployment:
The GNS-9PL "Gnasher" is an incredibly effective blitzer, able to slip through gaps and
flank its opponents, as any fast-mover can. More importantly, however, it is also well
equipped to be a counter for enemy fast movers, having a significant accuracy advantage due
to its specialized loadout. That, however, does not undo its nature as a light 'mech. While
it can survive one or two good hits, it cannot do so for long and even a single hit by an
AC20 or similarly powerful weapon(s), can still put it out of commission within moments. As
such, it is always best to ensure that the Gnasher isn't used to punch too high over its own
weight and is instead used as a 'checking' unit; forcing the enemy to dedicate forces into
guarding their flank and leaving their spearhead underpowered.
Variants:
The GNS-9 "Gnasher" has three variants.
The first is the GNS-9PL, which was described above.
The second is the GNS-9C3S, which replaces the TAG with a C3 Slave unit. Ironically, this
has often been described as worse for teamwork due to the original TAG's more universally
compatible nature as opposed to a C3 network's reliance on specialty equipped units.
Nevertheless, this variant sees relatively common deployment among said specialty units.
The third is the GNS-9JJ, a significant modification that removes the 'mech's hands, two of
the Medium Pulse Lasers and uses a standard Gyro instead of the initial XL Gyro. All of
these are replaced with 7 jump jets that allow the GNS-9JJ an almost absurd amount of
mobility, along with half a ton of extra armor. Rare due to its difficult handling and thus
more dangerous nature, this variant is often used by small formations of veterans acting as
either flanking forces or rapid recon & response units.
Notable MechWarriors:
[CLASSIFIED]
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Equipment Mass
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Internal Structure: Endo Steel 2.00
Engine: 245 Fusion 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0.00
Gyro: XL 1.50
Cockpit: Standard 3.00
Armor Factor: 109 5.50
Type: Heavy Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (rear): 3
R/L Torso: 8 13
R/L Torso (rear): 3
R/L Arm: 6 12
R/L Leg: 8 13
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Weapons and Ammo Location Critical Tonnage
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TAG H 1 1.00
Targeting Computer RT 2 2.00
2 Medium Pulse Lasers RA 2 4.00
2 Medium Pulse Lasers LA 2 4.00
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Alpha Strike Statistics
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Point Value (PV): 37
TP: BM, SZ: 1, TMM: 3, MV: 14"
Damage: (S) 3 / (M) 3 / (L) 0, OV: 0
Armor (A): 4, Structure (S): 3
Specials: ENE, TAG
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