Difference between pages "Epona" and "Madcat MKII"

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{{Vehicle|
+
{{Mech|
| Image = File:Epona.jpg
+
| Image = File:Madcat2.jpg
| Class = Hovercraft
+
| Class = Assault
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 8
+
| Tickets = 14
| Tier = 6
+
| Tier = 15
| Tonnage = 50
+
| Tonnage = 90
| Speed = 99
+
| Speed = 64
| Rotation = 360
+
| Rotation = 90
| Pitch = -10° to +70°
+
| PitchStand = -25° to +40°
 +
| PitchCrouch = -25° to +50°
  
| Price Prime = 62 400
+
| Price Prime = 122 900
| ArmorT Prime = 22 997
+
| ArmorT Prime = 76 984
| Engine Prime = Fusion 215
+
| Engine Prime = Type 79 360 Fusion XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>4x [[CMPL]]
+
<li>2x [[CGauss]]
<li>1x [[CSSRM4]]
+
<li>2x [[CLRM10]]
 +
<li>2x [[CERMBL]]
 +
<li>2x [[CERSBL]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>5 [[HS]]
+
<li>[[JJ]]
<li>0 [[free tons]]
+
<li>3 [[DHS]]
<li>7.5t [[Armor]]
+
<li>2 [[free tons]]
 +
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 59 000
+
| Price A = 117 600
| ArmorT A = 22 997
+
| ArmorT A = 76 984
| Engine A = Fusion 215
+
| Engine A = Type 79 360 Fusion XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>2x [[LRM20]]
+
<li>4x [[CERSBL]]
 +
<li>2x [[CLBX20]]
 +
<li>2x [[ATM6#High Explosive|ATM6 (HE)]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>0 [[HS]]
+
<li>[[iJJ]]
<li>2 [[free tons]]
+
<li>4 [[DHS]]
<li>7.5t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 65 600
+
| Price B = 113 200
| ArmorT B = 22 997
+
| ArmorT B = 69 436
| Engine B = Fusion 215
+
| Engine B = Type 79 360 Fusion XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>4x [[CERSBL]]
+
<li>2x [[CUAC20]]
<li>1x [[CERPPC]]
+
<li>2x [[CSSRM6]]
<li>1x [[CLRM5]]
 
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[EOptics]]
+
<li>[[iJJ]]
<li>6 [[HS]]
+
<li>4 [[DHS]]
<li>0 [[free tons]]
+
<li>2 [[free tons]]
<li>7.5t [[Armor]]
+
<li>14.5t Armor
 
</ul>
 
</ul>
  
| Price C = 59 800
+
| Price C = 115 000
| ArmorT C = 22 997
+
| ArmorT C = 76 984
| Engine C = Fusion 215
+
| Engine C = Type 79 360 Fusion XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>3x [[CERMBL]]
+
<li>4x [[MG]]
<li>1x [[ATM6]]
+
<li>2x [[ArrowIV|Clan ArrowIV]]
 +
<li>2x [[CERLBL]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[EOptics]]
+
<li>[[JJ]]
<li>5 [[HS]]
+
<li>6 [[DHS]]
<li>0 [[free tons]]
+
<li>4 [[free tons]]
<li>7.5t [[Armor]]
+
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 63 100
+
| Price D = 117 700
| ArmorT D = 22 997
+
| ArmorT D = 76 984
| Engine D = Fusion 215
+
| Engine D = Type 79 360 Fusion XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>3x [[HML]]
+
<li>2x [[ATM12#Standard|ATM12 (Std)]]
<li>2x [[HSL]]
+
<li>2x [[CERLBL]]
 +
<li>2x [[CERMBL]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li>[[GECM]]
+
<li>[[EOptics]]
<li>7 [[HS]]
+
<li>[[iJJ]]
<li>0 [[free tons]]
+
<li>8 [[DHS]]
<li>7.5t [[Armor]]
+
<li>2 [[free tons]]
 +
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 67 500
+
| Price E = 105 900
| ArmorT E = 22 997
+
| ArmorT E = 76 984
| Engine E = Fusion 215
+
| Engine E = Type 79 360 Fusion XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 +
<li>4x [[CUAC5]]
 
<li>4x [[MG]]
 
<li>4x [[MG]]
<li>1x [[HAG20]]
+
<li>2x [[ATM9#Standard|ATM9 (Std)]]
<li>1x [[CLRM10]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[HS]]
+
<li>2 [[DHS]]
<li>1 [[free ton]]
+
<li>4 [[free tons]]
<li>7.5t [[Armor]]
+
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 63 300
+
| Price F = 132 900
| ArmorT F = 22 997
+
| ArmorT F = 82 643
| Engine F = Fusion 215
+
| Engine F = Type 79 360 Fusion XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>4x [[CSPL]]
+
<li>4x [[MG]]
<li>1x [[ATM12#High Explosive|ATM12 (HE)]]
+
<li>2x [[CERPPC]]
 +
<li>2x [[ATM9#Extended Range|ATM9 (ER)]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[GECM]]
 
<li>[[GECM]]
<li>2 [[HS]]
+
<li>[[C3]]
<li>0 [[free ton]]
+
<li>[[JJ]]
<li>7.5t [[Armor]]
+
<li>12 [[DHS]]
 +
<li>2 [[free tons]]
 +
<li>17t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 58 100
+
| Price G = 120 100
| ArmorT G = 22 997
+
| ArmorT G = 76 984
| Engine G = Fusion 215
+
| Engine G = Type 79 360 Fusion XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>4x [[Flamer]]
+
<li>2x [[CERLBL]]
<li>1x [[CUAC10]]
+
<li>2x [[CLRM15]]
 +
<li>1x [[CGauss]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
<li>1 [[HS]]
+
<li>[[EOptics]]
<li>2 [[free ton]]
+
<li>[[JJ]]
<li>7.5t [[Armor]]
+
<li>9 [[DHS]]
 +
<li>2 [[free tons]]
 +
<li>16t [[Armor]]
 
</ul>
 
</ul>
  
| Hull = 3125
+
| Armor H = 2760
| Armor T = 4120
+
| Armor LRT = 6434
| Armor F = 4847
+
| Armor CT = 11879
| Armor S = 3635
+
| Armor B = 5939
| Armor B = 3635
+
| Armor LRA = 5692
 +
| Armor LRE = 3960
 +
| Armor INT = 4544
 +
| Armor LRL = 7573
  
 +
<!--Current for 0.10.1-->
 
}}
 
}}
  
<!--Stats current for 0.10.1
+
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].
Fluff current for 0.9.4-->
+
 
The Epona features extreme mobility, even more so then the other [[Hovercraft]], and relatively good armor for a vehicle of its size, giving a good pilot immense staying power. All variants have a high damage output, usually consisting of many small sized weapons combined. As the name "pursuit tank" suggests, it is near impossible to flee from an Epona that is set to destroy a wounded target. By the same token, this unit can easily flee a target if the battle seems to be turning south in favor of the enemy being attacked. Care must be taken when driving over uneven hilly ground to ensure that the craft stay upright. Unlike the [[Hephaestus|Hephaestus]], its turret is largely compact, without any of the weapons sticking significantly far enough out of it to provide a good tool for flipping oneself upright.
+
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso twist angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and the only Assault Class Mech in-game with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
Its main disadvantages include the rather weak turret armor that gives a good marksman the possibility to destroy the Epona through a component that it can't really protect or hide, and the bad performance in a direct stand-up firefight with similar priced assets, where it lacks the raw burst damage most other assets have. The Epona thrives in being able to circle around an enemy, disallowing any return fire unless the unit can get turned around to face the unit; because of this, this can be exploited by destroying the turret, hampering the typical tactic used.
 
  
 
===Prime===
 
===Prime===
The Epona prime is a classic hit and run hover craft that mounts enough firepower and ammo to the already well armored chassis to allow it hunt down and kill any already wounded enemy or inflict enough damage before it has to retreat that the enemy unit can be killed easily or force them to go back to base. In order to do its job as a hunter the Epona mounts 4 [[CMPL]]s backed up by a [[CSSRM4]] as a secondary weapon fed by 3 tons of ammo which is more then enough for the Epona (You will run out of HP way before you run out of ammo). The hovercraft mounts 8 double heat sinks which allow the tank to keep its heat levels in check while its attacking. This Epona also gets the pleasure of having the most armor out of any other Epona variant (A side from the E variant).
+
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERMBL]] and two [[CERSBL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and Jump Jets to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.
  
 
===Variant A===
 
===Variant A===
The Epona A is a mobile [[LRM]] platform allowing it to easily sit on a hill, fire a volley, and slip behind cover before an enemy barrage hits it. Two free tons for ammo allow this variant field longevity, provided the pilot is careful and maintains distance to the target. While equipped with the normal Epona speed, this variant especially must be careful that it doesn't flip as the smaller LRM box turret leaves it nearly impossible to right itself. As with all vehicle-mounted LRMs, the Epona A's LRMs arc upward rather than immediately and only forward like those models mounted on Clan mechs.
+
<!--
 +
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]
 +
-->
 +
The famous "'''''Beat Stick'''''" is one of best close-range units available. Mounting, among other weapons, a pair of [[CLBX20]]s, it has enough firepower to heavily damage nearly any unit below 100 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four ER Small Beam Lasers, and two HE ATM-6s. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved Jump Jets, however, significantly enhances mobility, especially in urban environments.
  
 
===Variant B===
 
===Variant B===
The Epona B is a bit of a odd load out. Mainly meant for long range it mounts a [[CERPPC]] and [[LRM5]].. Using its [[CERPPC]] to strike at long range and dashing behind cover to cool down or hide from return fire is able to strike quickly. Its four [[CERSBL]] spell death for any battle armor that chooses to pick on this variant, and give it some self defense from other assets. Six heatsinks allow it to stay in the fight.
+
An alternative brawler to the "''Beat Stick''", though more directed towards stunning the opponent than quickly damaging it. Two Dual SSRM6 launchers make a powerful punch, severely limiting the accuracy of a target's return fire, especially when the Dual SSRM-6s are stagger-fired. To make matters worse for that target, the MkII B mounts two highly destructive UAC20s, which inflict the majority of the damage to the target. Improved Jump Jets make this variant a highly maneuverable beast, and two extra tons of ammo provide some battlefield endurance. The only significant cons of this model are its severe range and electronics limitations, and the removal of two tons of armor - making it the least well-armored MkII variant, and therefore a considerably softer target.
  
 
===Variant C===
 
===Variant C===
The Epona C is similar to the prime variant as it is a great hunter and chaser. Unlike the prime, this variant has a single [[ATM6]], backed up with three [[Extended Range Beam Lasers|Clan ER Medium Beam Lasers]]. To help dissipate heat, it includes six [[HS|Heat Sinks]]. It also chooses to do away with any extra electronics. This variant can quickly move into [[Advanced Tactical Missiles|ATM]] range, and unload on a target. This variant is a solid middle-range asset that can help pull AA duty against VTOLs. The [[Advanced Tactical Missiles|ATM]]'s speed are useful in this regard.
+
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from Battle Armor, but are otherwise quite useless against anything else. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long refire rates, making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.
Thanks to its three [[CERMBL]]s it can comfortably sit at medium range and deal pin point damage to enemy units before moving into for the kill or flee due to return fire.
 
  
 
===Variant D===
 
===Variant D===
The Epona D appears to be a hover equivalent to the [[Puma]] D, trading a [[Heavy Lasers|Heavy Small Laser]] for a [[Heavy Lasers|Heavy Medium Laser]]. When combining the maneuverability with the 360° turret rotation, the job of landing a Heavy Laser on the same spot repeatedly is made that much easier. The usual problem surrounding the short range of the lasers is somewhat dampened due to the speed of the Epona chassis that they are mounted to.
+
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of Clan ER Large Lasers, somewhat lessening the Mech's ammo-dependence. Though the two ER Large Lasers are excellent for long-range poking, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra two tons of ammunition, giving the MkII D a little more battlefield endurance. A pair of ER Medium Lasers rounds out this variant's armament, and provides some extra damage for when enemies get under the ATMs' minimum range. Watch its heat output though!
  
 
===Variant E===
 
===Variant E===
A long to extreme range variant, the E's main weapon is a [[HAG20]]. Four [[MG]] give it harassment potential against air units and enemy hovercraft, as well as BA repellent. The HAG is backed up by a [[LRM10]], providing harassment against anything in range. While it packs an additional ton of ammo bin space, it has to rely on it's speed if anything gets close.
+
Known as the "'''''Siege Engine,'''''" this behemoth can inflict heavy damage from around 800 meters. The four [[CUAC5]]s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the minimum range of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from Battle Armor, but are otherwise relatively useless against anything else. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.
  
 
===Variant F===
 
===Variant F===
 
{{Section out of date|0.10.1}}
 
{{Section out of date|0.10.1}}
A hybrid between the Prime and C, the Epona F is as at home at medium range as it is at short. Two [[ERMBL]] and a [[UAC5]] give it substantial precision firepower out to 800 meters. Anything that chooses to close or lets the F shorten the range will have to deal with two [[CSSRM4]]. Pilots familiar with the IS Rommel B variant may find the two field similar weapon loadouts. Clan pilots will find that the F's much greater speed can more than make up for the two tons of armor on the Rommel.
+
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. The MkII F variant is armed to the teeth with all sorts of weapons meant for all sorts of ranges: A single [[CLRM15]] softens up enemies from up to one kilometer, while two [[CLPL]]s offer excellent damage as the distance begins to close; for when enemies get too close, four Machine Guns, and one [[CDSRM6]] are more than enough for countering Battle Armor and some light assets. For dealing with larger threats, this Mech should keep near teammates that can more effectively defend it. 17 tons of armor the most of all the variants, [[JJ]] with all there advantages and two extra tons for ammo ensure the MkII F has better endurance than some of the other MkII variants.
  
 
===Variant G===
 
===Variant G===
The G is especially useful against energy weapon heavy assets. Four [[Flamers]] combined with the Epona's usual speed can cause severe heat issues. A [[UAC10]] backs up the flamers to punch holes in overheating reactors. Given that the flamers generate a decent amount of heat for the Epona itself, pilots need to be especially careful of their own reactor temperature.
+
{{Section out of date|0.10.1}}
 +
Geared exclusively for long-range strikes, the MkII G can be a heavy hitter when all its guns come into play. These guns include a single Clan Gauss Rifle, a pair of Clan ER Large Lasers, and a pair of [[CLRM15|Clan LRM15]]s. The Gauss Rifle and paired ER Large Lasers are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light- and medium-weight assets. The two LRM15s offer very strong long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no minimum range. The inclusion of Jump Jets and an extra ton for ammunition - presumably for the Gauss Rifle - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is, of course, the absence of any close-range means of defense. Because of this, pilots should avoid straying too far from their team's main force, and have some "escort" assets nearby in case of flanking attacks.
  
===Trivia===
 
The '''Epona''' is a [[Clan]] [[Hovercraft]] released with the [[Mechwarrior: Living Legends/Versions#0.5.6|Beta 0.5.6]] update. It is a very agile hovercraft that sports heavy weaponry and good armor for a vehicle of its size. Like the other hovercraft it has a '6th gear' that raises its maximum speed to impressive 150km/h, at the cost of turning rate.
 
  
 
==Canon==
 
==Canon==
The Epona Pursuit Tank is a 50 ton Omni Hovercraft very unique to Clans, build on heaviest chassis possible for combat hover. It's prime configuration is build around very strong attack potential - 4 [[CMPL|Medium Pulse Lasers]] supported by [[SSRM4]] launcher and 6 heat sinks give it massive hitting power for it's weight, though the armor is relatively weak for a 50 ton vehicle - barely 5 tons of protection. Still though as an hovercraft Epona rarely has to relay on every single ton of it's armor - cursing speed of 97km/h with flanking speed of 150km/h allow it to outrun almost any opponent. Epona was used by most elite warriors as a frontline unit deployed exclusively by the Clan Hell's Horses.
+
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans, this rebuild of the Timber Wolf carries thirteen tons of ferro-fibrous armor while being one of most nimble BattleMechs of its class, yet still packing serious weaponry.
 +
In BattleTech, the Madcat Mark II was developed by Clan Diamond Shark. The design would later be sold to various other Clans (where it was mostly used by freeborn warriors), as well as to many Inner Sphere forces. Its standard variant can reach a maximum speed of 65 kph, and has Jump Jets that allow it to reach a height of 90 meters. Additionally, the standard variant sports two pairs of ER Medium Lasers, unlike MWLL's Prime variant, which features one pair each of ER Small and ER Medium Lasers.
  
[http://www.sarna.net/wiki/Epona Battletech Reference]
+
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Revision as of 20:02, 16 November 2018

Madcat MKII
Madcat2.jpg
Madcat2.jpg
Class: Assault Mech
Faction: Clan
Ticket cost: 14 upon destruction
Tier: 15
Tonnage: 90 tons
Speed: 64 km/h
Torso yaw: 90°
Torso pitch: -25° to +40° while standing.
-25° to +50° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 122 900 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
A:
Price: 117 600 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
B:
Price: 113 200 CBills
Total armor: 69 436
Engine Size: Type 79 360 Fusion XL
C:
Price: 115 000 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
D:
Price: 117 700 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
E:
Price: 105 900 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
F:
Price: 132 900 CBills
Total armor: 82 643
Engine Size: Type 79 360 Fusion XL
G:
Price: 120 100 CBills
Total armor: 76 984
Engine Size: Type 79 360 Fusion XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5939
2760
5692
5692
7573
6434
11879
6434
5692
7573
4544

All stats current as of release 0.15.3

The Madcat MKII is a well-armored Clan Assault Mech with Jump Jets.

The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso twist angle, it can be very vulnerable to Battle Armor. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and the only Assault Class Mech in-game with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.

Roles and Gameplay Hints

Prime

The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of CGauss, able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two CLRM10, solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two CERMBL and two CERSBL, giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and Jump Jets to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.

Variant A

The famous "Beat Stick" is one of best close-range units available. Mounting, among other weapons, a pair of CLBX20s, it has enough firepower to heavily damage nearly any unit below 100 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four ER Small Beam Lasers, and two HE ATM-6s. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved Jump Jets, however, significantly enhances mobility, especially in urban environments.

Variant B

An alternative brawler to the "Beat Stick", though more directed towards stunning the opponent than quickly damaging it. Two Dual SSRM6 launchers make a powerful punch, severely limiting the accuracy of a target's return fire, especially when the Dual SSRM-6s are stagger-fired. To make matters worse for that target, the MkII B mounts two highly destructive UAC20s, which inflict the majority of the damage to the target. Improved Jump Jets make this variant a highly maneuverable beast, and two extra tons of ammo provide some battlefield endurance. The only significant cons of this model are its severe range and electronics limitations, and the removal of two tons of armor - making it the least well-armored MkII variant, and therefore a considerably softer target.

Variant C

The C variant is geared towards long- and extreme-range fire support, equipped with two CERLLs and two ArrowIV Missile launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of poptarting tactics. Four Machine Guns provide some protection from Battle Armor, but are otherwise quite useless against anything else. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long refire rates, making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.

Variant D

A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of Clan ER Large Lasers, somewhat lessening the Mech's ammo-dependence. Though the two ER Large Lasers are excellent for long-range poking, the main firepower of this variant comes from two Standard ATM12s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra two tons of ammunition, giving the MkII D a little more battlefield endurance. A pair of ER Medium Lasers rounds out this variant's armament, and provides some extra damage for when enemies get under the ATMs' minimum range. Watch its heat output though!

Variant E

Known as the "Siege Engine," this behemoth can inflict heavy damage from around 800 meters. The four CUAC5s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the minimum range of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from Battle Armor, but are otherwise relatively useless against anything else. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.

Variant F

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A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the GECM, which allows the Mech to engage in long- to medium-range attacks without being easily noticed. C3 for distributing key information to teammates in range. EOptics for precision and long-distance aiming. The MkII F variant is armed to the teeth with all sorts of weapons meant for all sorts of ranges: A single CLRM15 softens up enemies from up to one kilometer, while two CLPLs offer excellent damage as the distance begins to close; for when enemies get too close, four Machine Guns, and one CDSRM6 are more than enough for countering Battle Armor and some light assets. For dealing with larger threats, this Mech should keep near teammates that can more effectively defend it. 17 tons of armor the most of all the variants, JJ with all there advantages and two extra tons for ammo ensure the MkII F has better endurance than some of the other MkII variants.

Variant G

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Geared exclusively for long-range strikes, the MkII G can be a heavy hitter when all its guns come into play. These guns include a single Clan Gauss Rifle, a pair of Clan ER Large Lasers, and a pair of Clan LRM15s. The Gauss Rifle and paired ER Large Lasers are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light- and medium-weight assets. The two LRM15s offer very strong long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no minimum range. The inclusion of Jump Jets and an extra ton for ammunition - presumably for the Gauss Rifle - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is, of course, the absence of any close-range means of defense. Because of this, pilots should avoid straying too far from their team's main force, and have some "escort" assets nearby in case of flanking attacks.


Canon

The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans, this rebuild of the Timber Wolf carries thirteen tons of ferro-fibrous armor while being one of most nimble BattleMechs of its class, yet still packing serious weaponry. In BattleTech, the Madcat Mark II was developed by Clan Diamond Shark. The design would later be sold to various other Clans (where it was mostly used by freeborn warriors), as well as to many Inner Sphere forces. Its standard variant can reach a maximum speed of 65 kph, and has Jump Jets that allow it to reach a height of 90 meters. Additionally, the standard variant sports two pairs of ER Medium Lasers, unlike MWLL's Prime variant, which features one pair each of ER Small and ER Medium Lasers.

BattleTech Reference