The Nightsky NGS-7S is the latest iteration of the Nightsky from Defiance Industries. It makes use of some of the latest technology in order to upgrade it while retaining much of the original NGS-4S’s design. While the NGS-7S was designed for the Lyran Commonwealth, it is also available to Mercenaries and Duke Vedet Brewer’s breakaway Vesper Marches as of 3152.
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- Use your mobility to dodge fire and get close to your enemies
- Then hit them with your hatchet
- You’ll only really need to worry about heat when jumping, but a little heat buildup is okay since you can jump away even when hot
- Role: Striker
- Tech Base: Inner Sphere Mixed (3142)
- Chassis: 50 tons
- Movement: 6 / 9, XL
- Jumping: 6
- Armor: 158 (Heavy Ferro Fibrous)
- Heat Sinks: 13 (26)
- Large X-Pulse Laser
- Clan ER Medium Laser × 2
- Small X-Pulse Laser
- Design Quirks:
- Modular Weapon (Hatchet)
- Cost: 9,865,500 C-Bills
- Battle Value: 1,591
With a 300-rated XL engine and jump jets, the Nightsky NGS-7S has above average maneuverability for a ’Mech of its tonnage. It can walk or jump with 6 MP and run with 9 MP. That is enough to give it a +3 target movement modifier when either running or jumping even if it loses a couple of MP to turning or terrain. That mobility can be key to allowing the Nightsky to get into its preferred fighting range, but it won’t necessarily be enough to chase down lighter opponents.
The NGS-7S has good armor protection. It carries 93% of the maximum armor for a 50-ton design. It also doesn’t have any explosive components. On the other hand, it does suffer from the reduced durability of an Inner Sphere XL engine that means the loss of either side torso will force it to shut down.
At range, the NGS-7S can fight with an assortment of lasers. Its large x-pulse laser and clan-spec ER medium lasers have identical range brackets and give it the ability to unleash most of its firepower out to 15 hexes. As a backup weapon, it carries a single small x-pulse laser that comes into play at 5 hexes and can provide effective anti-infantry support. The design’s biggest weapon is arguably its hatchet, but that will be covered in the brawling section below.
The layout of its weapons means that the NGS-7S has most of its firepower facing its front arc. The large x-pulse laser is more versatile with a left arm mount which allows it to cover every direction other than the rear-right. The right arm’s lack of lasers means it suffers from less ability to fire to its right, but also benefits its brawling ability.
None of the Nightsky NGS-7S’s equipment requires ammunition, so a MechWarrior will not need to worry about preserving shots during a battle.
The NGS-7S has a well-balanced cooling system, but a MechWarrior can push it and overheat. Its three long-range weapons generate 24 points of heat, and it has 13 double heat sinks to dissipate 26 points per turn. That gives it the ability to run and fire those three lasers without any heat buildup. At short ranges when firing the small x-pulse laser or when jumping, it can build up as much as 7 heat per turn. Doing that for a turn can work out, especially since it can rely on its jump jets to maneuver even when its myomer and actuators are seizing up due to heat. Generating that much heat for two or more turns though can quickly build up to enough that the ’Mech can go into shutdown.
The Nightsky is built to brawl. The actuator enhancement system in its right arm makes its hatchet even more accurate. A swing delivers 10 damage and has a -2 improvement to its target number (compared to -1 for a non-enhanced hatchet). The right arm is also free of other weapons, so the NGS-7S’s MechWarrior doesn’t need to give up any other firepower to swing its weapon. A punch with the left arm is generally a worse choice since it only deals half the damage and prevents firing its largest laser. A kick can do as much damage as the hatchet and force a piloting skill roll when it hits, but it isn’t any more accurate than the hatchet and gives the Nightsky a chance to fall if it misses. It’s generally only going to be a better choice if a MechWarrior is looking to try to slow down a lighter, faster enemy.
Cost & Upkeep
Despite its considerable upgrades over the original Nightsky NGS-4S from 3053, the NGS-7S is only about 5% more expensive. Its all-energy loadout also means that it works well as a raider and doesn’t require ammunition supplies.
When using the Warchest Point system, these are the expected costs for the Nightsky NGS-7S:
|Armor Repair||50 SP|
|Structure Repair||100 SP|
A new plastic miniature for the Nightsky is included in the Kell Hounds Striker Lance force pack. It matches the loadout of either the original Nightsky NGS-4S or the ilClan era NGS-7S.