Ol' Roundface himself, from TRO: 3055
Battletech, when it first came out, didn't have the luxury of having many faction-specific 'Mechs. Starting with only a single TRO (3025), many of the designs weren't necessarily fluffed out as being overly factional in the same ways as we see nowadays. While certain factions could lay claim to a handful of flagship models, no single faction came as close to having a full set of unique designs than the Wolf's Dragoons. With more than half a dozen unique designs to their name after the appearance of their sourcebook, the Dragoons had the 'Mechs to fight at an advantage in nearly every scenario. One gap in their roster, however, was a lack of a "unique" Heavy 'Mech; although they did produce their own variant of the Archer, the 'Mech itself was hardly an uncommon design.
Cue the Clan Invasion and TRO:3055. With the Clan juggernaut steamrolling every force opposing them, the Dragoons realized that rapid production and reintroduction of Clantech was necessary for their forces. The follow-up to the initial move to produce older, proven OmniMech designs and weapons would be the development and production of the Gallowglas. First appearing in 3055, Blackwell Heavy Industries would initially offer a single variant for the 'Goons along with two lower-tech variants for Mercenaries of all stripes. Production of the design would continue up until the beginning of the Jihad, when the massive devastation of Outreach likely put a sudden and terminal end to the production of the design.
Gallowglas WD
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Clan ERPPC (RA), Clan ER Medium Laser x2 (RT), Clan Small Pulse Laser x2 (LA)
--- Heat Sinks: 15 [30] -----------------------------------
--- Movement: 5/8/3 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
Although a bit of a departure from how I usually do things, the first variant we'll be looking at is *not* the featured TRO version, but rather the Clan-spec variant produced exclusively for the Dragoons. With respectable armor, a standard engine, and an entirely laser-based weapon array, the base Gallowglas is meant to be tough, able to operate independently, and mount enough firepower to be able to operate at multiple ranges against multiple different types of targets. Unique to this Gallowglas variants, it moves at heavy cavalry speeds, and is a significant threat to most Spheroid designs no matter their role. The selling point of the variant, versus other similarly-designed 'Mechs such as the Falconer, is definitely the added durability of the standard engine. Make the best of it you can.
Against Clan targets, however, the Gallowglas WD will rapidly find itself lacking. Its firepower is lackluster for such a heavy design, with a good amount of tonnage taken up by enough sinks to keep the WD cool even when alpha-striking every round. With that in mind, one on one duels against traditional Clanners should typically be avoided, as the higher firepower of many Clan designs can rapidly overwhelm the Gallowglas WD. Instead, I find that it works well as part of a larger lance, where its added durability serves it well over the course of multiple skirmishes or engagements.
Gallowglas GAL-1GLS
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: ERPPC (RA), Large Laser x2 (RT), Medium Pulse Laser x2 (LA), Small Laser (Head)
--- Heat Sinks: 18 [36] -----------------------------------
--- Movement: 4/6/3 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
The GAL-1GLS, featured in TRO:3055, would become the most widespread variant of the design. As the main variant designed for the mercenary sales, it hits most of the demands that most mercenary players (both in- and out-of-universe) look for in their designs. It is very much a "zombie" 'Mech. With no critical weaknesses to exploit, taking one of these out will usually require doing things the hard way - AKA, breaking that center torso apart. With respectable firepower, two pulses to keep lights honest, and three jump jets, the -1GLS is very much a durable jack-of-all-trades.
It does have a few "weaker" points, however, in its slightly paltry long-ranged firepower, slightly low point-blank damage, and weakish leg armor. As such, the best way to use one tends to be to keep it in the midfield, where it can continuously contribute to the battle with its two Large Lasers and single ERPPC. As with the WD variant, most of these weaknesses can be covered by working alongside a larger lance, although the inclusion of the three jump jets give it the ability to outmaneuver opponents in close-ranged one-on-one duels.
Gallowglas GAL-2GLS
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Gauss Rifle (RA), Large Laser x2 (RT), Medium Pulse Laser (LA)
--- Other: Gauss Rifle Ammunition (2 tons, RT), CASE (RT)
--- Heat Sinks: 10 [20] -----------------------------------
--- Movement: 4/6/3 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
The -2GLS is a simple variant, one that makes a few sacrifices in order to upgrade the primary weapon into a Gauss Rifle. While this might appear to turn the -2GLS into a more devastating threat in the midfield, this model (and most of its descendants) suffers from a few glaring weaknesses that a savvy opponent can exploit. Firstly, nearly all of its firepower is concentrated on the right side of the 'Mech. If that torso pops, the -2GLS is left with a single Medium Pulse Laser to its name. Secondly, the Left Torso is entirely devoid of critical equipment, meaning that any critical hits to that location float directly into the CT to most likely become an Engine or Gyro hit.
As a result, the -2GLS doesn't really have a "favorable" arc that it can present to the opponent, making it somewhat more fragile than its Standard Engine would first suggest. As the Gauss Rifle tends to attract more enemy fire, whether due to its increased damage or because of its explosive vulnerability, it is my experience that the two key flaws of this variant tend to come into play sooner rather than later.
Gallowglas GAL-3GLS
--- Armor: 208---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Gauss Rifle (RA), ER Large Laser x2 (RT), ER Medium Laser (LA)
--- Other: Gauss Rifle Ammunition (2 tons, RT), CASE (RT), Targeting Computer (LT), Triple Strength Myomer
--- Heat Sinks: 10 [20] -----------------------------------
--- Movement: 4/6 -----------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|32|23\ / 7| 9| 7\ /15|22|15\
(21/ || \21) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(28/ \28) / \ (15/ \15)
The -3GLS is an intelligent evolution of the -2GLS, and one that corrects most of its progenitor's flaws. First appearing in 3064 alongside the -4GLS, these variants would see deployment within the Dragoons in addition to being sold on the open market. The installation of a Light Engine and a Targeting Computer remove the crit-floating problem of the -2GLS, while the Light Engine doesn't add much vulnerability to a chassis that already suffered greatly from side torso weakness. The ER Lasers allow the -3GLS to operate at longer ranges, while the Triple Strength Myomer and reinforced leg armor improves its performance at knife-fighting range.
I feel like the -3GLS better continues the "jack-of-all-trades" nature of the base model, improving its performance and allowing the Gallowglas to continue to be a credible threat in later eras. While removing its Right Torso will still take out most of its firepower, having TSM means that it can usually use the added heat from the two engine hits to charge into close range and kick a leg or two off before retreating.
Gallowglas GAL-4GLS
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Gauss Rifle (RA), ER Large Laser x2 (RT), ER Medium Laser (LA)
--- Other: Gauss Rifle Ammunition (2 tons, RT), CASE (RT)
--- Heat Sinks: 10 [20] -----------------------------------
--- Movement: 4/6/4 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
The -4GLS is nothing more than a compromise model between the -2GLS and the -3GLS. The weapon payload remains similar to the -3GLS (albeit minus the Targeting Computer), making it a potent combatant at range. An additional fourth Jump Jet also gives it more maneuverability than said variant, making the -4GLS a useful asset in more broken terrain. That said, it still suffers from the very potent flaws of the -2GLS. A return towards the standard engine leaves the Left Torso empty once more, while it doesn't have the TSM to keep it going if it loses the firepower mounted in the Right Torso.
As a result, I'm more loath to recommend this variant. In fact, I almost prefer the older -2GLS over this one, where it can maintain a heavier array of mid-ranged firepower over longer periods without building up large amounts of heat.
Gallowglas GAL-4GLSA
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Gauss Rifle (RA), ER Large Laser (RT), ER Medium Laser x3 (RTx2, LA), ER Small Laser
--- Other: Gauss Rifle Ammunition (2 tons, RT), CASE (RT), Guardian ECM Suite (LT)
--- Heat Sinks: 11 [22] -----------------------------------
--- Movement: 4/6/4 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
The -4GLSA, on the other hand, chooses to replace one of the ER Large Lasers with improved short-range firepower and ECM. The better bracketing of the firepower is welcome, and the ECM allows for at least some critpadding in that vulnerable Left Torso. As a result, the durability and flexibility of the -4GLSA improve somewhat compared to its parent variant, making this refit a welcome one.
It is therefore somewhat disappointing that the variant never became widespread; having only seen limited production in 3067 before the destruction of Blackwell Industries, this variant is the only model to face extinction by the Dark Ages.
Gallowglas GAL-2GLSA
--- Armor: 192---------------------------------------------
--- Internal: 107 (Endo-Steel) ----------------------------
--- Weapons: Heavy PPC (RA), Light PPC (RA) Large Laser x2 (RT), Medium Pulse Laser (LA)
--- Other: CASE (RT)
--- Heat Sinks: 10 [28] -----------------------------------
--- Movement: 4/6/3 ---------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/23|30|23\ / 7| 9| 7\ /15|22|15\
(20/ || \20) ( | | ) (11/ || \11)
/ /\ \ / \ / /\ \
(22/ \22) / \ (15/ \15)
The final variant to appear, the -2GLSA hit battlefields in 3069 as a Jihad-era field refit of the -2GLS. All things considered, it does a pretty good job of improving things. It no longer has any explosive criticals, and the inclusion of additional heat sinks in the Left Torso eliminates what was otherwise a glaring flaw in the -2GLS. Heat is a bit harder to juggle and range slightly reduced, but I find that the benefits here outweigh the drawbacks - even if now-useless CASE remains installed in the Right Torso.
~ ~ ~
In most cases, killing a Gallowglas will take a while. Crippling one is another story; removing the Right Torso neuters nearly all of the variants, while critting out the Left Torso can seriously hurt or outright kill many of them as well. The legs are often somewhat underarmored, and many of the variants are geared toward mid-to-long ranged combat. Closing into point-blank range can be of benefit here - however, it is important to remember that many Gallowglas variants mount jump jets, and can outmaneuver you in those knife-fighting ranges if needed. With that in mind, the best opponent to take out a Gallowglas is typically a unit faster unit, one that can maintain pressure on one of the Gallowglas' arcs or another depending on the flow of the battle.
Fielding one can also be a challenge at times. The standard engines most variants carry does make their BV a bit more expensive, especially with the weaknesses that many variants have. Try to get the best out of the advantages you have: vary which side arc you show your opponent depending on whats getting thrown at you, don't rush into short range, and shield those legs a bit if possible. I find that it tends to be a 'Mech that rewards good use, moreso than certain other designs out there. And if used well, the Gallowglas is worthy of quite a bit of respect.
~ ~ ~
Master Unit List:
http://masterunitlist.info/Unit/Filter?Name=gallowglasIron Wind Metals:
https://store.ironwindmetals.com/store/product_info.php?products_id=6590Camospecs:
http://camospecs.com/IWM/Details/238/gallowglas-gal-1gls