Difference between pages "Ryoken" and "NARC"

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{{Mech|
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[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]
| Image = File:Ryoken.png
+
'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that can be planted on enemy targets, causing friendly missiles, that have acquired no lock from the firing unit, to lock on to them. For this to happen, the missiles still have to be fired from an unit with active radar. They are particularly useful when used in tandem with [[LRM]]s and [[Arrow IV]]s.
| ImageGif = File:Ryoken_spin.gif
 
| Class = Medium
 
| Faction = Clan
 
| Tickets = 10
 
| Tier = 10
 
| Tonnage =  55
 
| Speed = 96
 
| Rotation = 200
 
| PitchStand = -35° to +45°
 
| PitchCrouch = -35° to +55°
 
  
| Price Prime = 82 500
+
Upon striking a hostile vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly dumbfired missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once.
| ArmorT Prime = 53 864
 
| Engine Prime = Fusion 330 XL
 
| Weapons Prime = <ul>
 
<li>3x [[CERML]]
 
<li>2x [[CERLL]]
 
</ul>
 
| Equip Prime = <ul>
 
<li>[[EOptics]]
 
<li>10 [[DHS]]
 
<li>0 [[free tons]]
 
<li>11t [[Armor]]
 
</ul>
 
  
| Price A = 89 500
+
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.
| ArmorT A = 53 864
+
__TOC__
| Engine A = Fusion 330 XL
+
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
| Weapons A = <ul>
+
==Weapon Stats==
<li>4x [[CMPL]]
 
<li>1x [[CDSRM6]]
 
<li>1x [[CLRM10]]
 
</ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[GECM]]
 
<li>5 [[DHS]]
 
<li>1 [[free tons]]
 
<li>11t [[Armor]]
 
</ul>
 
  
| Price B = 76 000
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
| ArmorT B = 51 935
+
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate; white-space:nowrap"
| Engine B = Fusion 330 XL
+
|- style="text-align:center; height:70px; white-space:normal"
| Weapons B = <ul>
+
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
<li>3x [[CERML]]
+
! data-sort-type="number" style="width: 70px" | '''Min Range'''
<li>1x [[CUAC20]]
+
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
</ul>
+
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''
| Equip B = <ul>
+
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
<li>4 [[DHS]]
+
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
<li>1 [[free tons]]
+
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
<li>10.5t [[Armor]]
+
! style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
</ul>
+
! style="width: 70px" | '''Speed<br>(m/s)'''
 +
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
 +
! style="width: 70px" | '''[[Heat]]<br>/Shot'''
 +
! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
 +
! style="width: 70px" | '''Ammo cost<br>/ton'''
 +
|-
  
| Price C = 79 900
+
| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''NARC'''
| ArmorT C = 50 006
+
| rowspan= "3" | ---
| Engine C = Fusion 330 XL
+
| Data-sort-value="500" | 500m
| Weapons C = <ul>
+
| Data-sort-value="500" | 500m
<li>4x [[CERSL]]
+
| rowspan= "3" Data-sort-value="1.4" |  1.4s
<li>2x [[ATM9#Standard|ATM9 (Std)]]
+
| rowspan= "3" Data-sort-value="25" | 25s
<li>2x [[CERML]]
+
| rowspan= "3" Data-sort-value="1000" | 1000m
</ul>
+
| rowspan= "3" | ---
| Equip C = <ul>
+
| rowspan= "3" | 400
<li>[[EOptics]]
+
| rowspan= "3" | 60
<li>3 [[DHS]]
+
| rowspan= "3" | 20
<li>2 [[free tons]]
+
| rowspan= "3" | 6
<li>10.5t [[Armor]]
+
| rowspan= "2" | 1500
</ul>
+
|-
  
| Price D = 89 600
+
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''CNARC'''
| ArmorT D = 53 864
+
| Data-sort-value="700" | 700m
| Engine D = Fusion 330 XL
+
| Data-sort-value="700" | 700m
| Weapons D = <ul>
+
|-
<li>1x [[CERPPC]]
 
<li>2x [[ATM6#High_Explosive|ATM6 (HE)]]
 
<li>1x [[HLL]]
 
<li>1x [[B-Pod]]
 
</ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>7 [[DHS]]
 
<li>0 [[free tons]]
 
<li>11t [[Armor]]
 
</ul>
 
  
| Price E = 73 800
+
| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''iNARC'''
| ArmorT E = 51 935
+
| Data-sort-value="900" | 900m
| Engine E = Fusion 330 XL
+
| Data-sort-value="900" | 900m
| Weapons E = <ul>
+
| 2000
<li>2x [[CSSRM4]]
+
|-
<li>2x [[CERML]]
 
<li>1x [[CLBX10]]
 
<li>1x [[B-Pod]]
 
</ul>
 
| Equip E = <ul>
 
<li>2 [[DHS]]
 
<li>2 [[free tons]]
 
<li>10.5t [[Armor]]
 
</ul>
 
  
| Price F = 76 700
+
|}
| ArmorT F = 50 006
+
</div>
| Engine F = Fusion 330 XL
+
{{Version tag | Width = 1330px | Version= 0.11.3}}
| Weapons F = <ul>
 
<li>4x [[CSPL]]
 
<li>2x [[ATM12#Extended Range|ATM12 (ER)]]
 
</ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>1 [[DHS]]
 
<li>2 [[free tons]]
 
<li>10.5t [[Armor]]
 
</ul>
 
  
| Price G = 80 200
+
==Preventing/Fighting NARCs==
| ArmorT G = 51 935
 
| Engine G = Fusion 330 XL
 
| Weapons G = <ul>
 
<li>2x [[CLRM5]]
 
<li>1x [[CGauss]]
 
<li>1x [[CERLL]]
 
<li>1x [[CERML]]
 
</ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>1 [[DHS]]
 
<li>1 [[free ton]]
 
<li>10.5t [[Armor]]
 
</ul>
 
  
| Armor H = 2760
+
The NARC is a very powerful tool, but there are 2 major ways to fight them:<br>
| Armor LRT = 5112
 
| Armor CT = 7865
 
| Armor B = 4719
 
| Armor LRA = 4522
 
| Armor INT = 3610
 
| Armor LRL = 6016
 
  
| Version = 0.11.2
+
1. NARC beacons can not succesfuly broadcast from units under the protection of an [[AECM]] field, and every beacon fired at such a unit will seem not be able to activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.<br>
}}
 
  
<!-- Fluff current for 0.11.0 -->
+
2. Any EMP effect, like the one applied by [[PPC]]s of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby wall; just hitting their foot however, won't help. The other source of EMP are critical fusion reactor explosions.
The '''Ryoken''' (Clan designation '''Storm Crow''') is a wide-spread, second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Storm Crow was especially common during the Clan Invasion and was codenamed the Ryoken by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations, the Storm Crow is a feared opponent on the battlefield.
 
 
 
 
==Roles and Gameplay Hints==
 
===Prime===
 
Bringing a bevy of lasers to bear on Innersphere enemies, the Ryoken Prime is a powerful long-range attacker, using its high speed to maintain range from opponents while striking them with maximum pin-point damage using two [[CERLL]]s and 3 [[CERML]]s. 10 [[Double Heat Sinks|double heat sinks]] allow a decent volume of long range accurate fire aided by [[eoptics]].
 
This unit's selling points are it's independence of ammo resupply in the first place and devastating pinpoint accuracy across any engagement distance.
 
 
 
===Variant A===
 
The Ryoken A is a powerful close-range brawler, quickly wittling away at enemy armor with four [[CMPL|Clan medium pulse lasers]], while a [[CDSRM6|dual SRM6]] allows a powerful blow to damaged components. A single [[CLRM10]] allows some opening volleys while the A variant closes in on opponents, and [[GECM]] keeps its presence hidden from enemy radars while it moves in for the kill.
 
The pilot intending to brawl in this unit should have in mind that the [[CLRM10|Long Range Missiles]] while quite useful at opening shots, will come in  handy to both close quarter hits and finishing blows to an enemy attending to "live and tell". In either case the spare ammo bins are best to be filled with spare rations for the ever hungry [[CDSRM6|Short Range Missiles Launcher]].
 
 
 
===Variant B - ''"Scarecrow"''===
 
Simple and to-the-point, the Ryoken B offers pilots a devastating [[CUAC20]] fed by a single ton of ammo to pummel opponents of all sizes into submission in short order. This is backed up by three [[CERML]] which allow the B variant to get shots in before the massive cannon comes into play. 4 [[DHS]] can manage the autocannon's heat, but pilots have to be careful of the heat spike its lasers generate. At all costs, Mechwarriors must shield the autocannon from as much return fire as possible by torso twisting the vulnerable arm away from enemies. Using terrain or even other  friendly mechs as cover while closing the distance to its prey can be the decisive tactical move to unleash the Ryoken B's full potential.
 
 
 
===Variant C===
 
The C variant is apparently best suited as a mid-range support Mech, relying on its dual [[ATM9|ATM9s]] to cripple opponents and keeping out of brawling range with its speed. A pair of [[cERML]] and a quad array of [[cERSL]] for point defense complete the loadout with additional firepower, though pilots should take care not to overburden the few heatsinks this variant carries.
 
Once a Mechwarrior realizes that each [[cERSL]] dishes out just as much damage over time as a standard [[ML]] and that it's single full burn is only mere 1/8 weaker in armor down-whittling, the battery of four just doesn't look so weak anymore. The [[cERML]] are obviously to be sparingly used when the mighty [[ATM9]] pair is taxing the unit's mere 3 [[DHS| Double Heatsinks]]. Try not forget to buy reloads!
 
 
 
===Variant D===
 
This variants 'D' is for "decisions" and quite a few to make there:<br>
 
[[cHLL]] will tax the most on it's 7 [[DHS]] but it is twice as damage efficient than the twice cooler to shoot [[cERPPC]], which will just the same yield a shot about seven times in a minute as well. The dreading two [[ATM6|ATM6 (HE)]] are to be fired in succession and they just might be ready in between the fore mentioned two weapons - or even more often so (9 shots/min each!) for half the heath of each [[cERPPC]]'s jolt.<br>
 
A scalpel ([[HLL]]) a shovel ([[cERPPC]]) and two sacks of gravel ([[ATM6|ATM6 pair]])- quite a tool chest for the savvy warrior to pick from - pinpoint a weak spot, deny damage spreading or outright bombarding the target into shreds. Not for the faint of heart, or those who are still mastering their firing discipline. Comes equipped with a [[B-Pod]] should a stray Battle Armor or infantry platoon wade beneath your feet.
 
 
 
===Variant E===
 
A jack of all trades at a discount price, the Ryoken E is not a real heavy hitter compared to the other variants. Instead, it relies on its speed to selectively enter and exit engagements at will. At 700m out, a pair of [[cERML]]s accurately pokes holes at its targets while the [[LBX10]] peppers enemies, its shots getting more and more focused as the enemy enters into close range only to get pounded by a pair of fast firing [[cSSRM4]]s with an effective range of 350m. Its 2 [[DHS]] can manage the heat of its energy weapons and cool autocannon at mid range, but the extra heat generated by firing its missiles, hurts the Ryoken E's sustainability in close range engagements. Still, they are unavoidable for pilots who want to maximize the asset's already stretched thin damage potential, although care must be taken to soften specialized close ranged enemies at distance before charging in, and even with 2 [[Free tons | Free tons]] ammo runs after every few engagements are to be expected if the user doesn't want to be left dry in the middle of a firefight. The [[B-Pod]] this variant equips will damage nearby units if fired, up to 15 meters afar, including any stray Battle Armor or infantry squad.
 
 
 
===Variant F===
 
The Ryoken F is equipped for extreme range engagements with [[EOptics]] and anti-air missile strikes. Its main weapon is a pair of [[ATM#Extended Range|Extended Range ATM12]], reaching out to 1250m against targets in the air or the ground with speedy and manoeuvrable missiles. A weak munition compared to other ATM loads, the barrage of 24 missiles is the largest any unit is capable of and more than makes up for it. Its point defence of four [[cSPL]] is paltry compared to its main weapon, but adequate considering the Ryoken's natural agility and armor. Unfortunately the large size of the missile launchers makes them ammo hungry and an extra [[Free tons | Free ton]] for each won't last them long while a single [[DHS]] will force pilots to take breaks to cool down after a few strikes.
 
 
 
===Variant G===
 
This is a story of synergy, disparate leading and a case of IS-like loadout on and otherwise signature Clan mech and Clan Tech. The [[cERLL]] and [[cGauss]] could live in a happy marriage where they only shot at slow targets up to 900m out. But as the current state of affairs has it, they will be most likely used against nearby flying or fast moving targets and such, so those two will have to be dispensed in separate shots. While the Gauss will require some leading and yields quite a punch, the Large Laser will deliver about half the damage requiring no lead bit still demanding to follow the target for the while of the full burn.<br>
 
The two feeble yet trusty [[LRM5|Clan LRM5]] will not only reliably home in to locked on targets, but provide valuable fire support up to the hugging distance due to not only lacking security fuse lock for minimal distances but also missing the ballistic lobe their Inner Sphere counterparts use to deny terrain obstacles to a great degree.<br>
 
Should all else fail, there is the additional [[cERML]] adding not only insult to injury, but doing so at avid 700m out, effectively reaching into long range to augment the only other laser for targets that are trying to threaten this unit with skirmisher warfare.
 
Selling point? That's a tough one, but no other Ryoken we can think of has a Gauss, so there goes that.
 
 
 
==Trivia==
 
The Ryoken ‘Mech stands as one of the longest “in-development” assets for MWLL, having been in some form or other of development, re-development and being passed amongst at least 4 different developers over the past 2+ years.  The '''Ryoken''' was released with 0.6.0.  
 
  
 
==Canon==
 
==Canon==
The Ryoken was originally designed by Clan Hell's Horses, but Clan Ghost Bear conquered the planet on which the Ryoken was developed.
+
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.
The Stormcrow is a wide-spread, second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Stormcrow was especially common during the Clan Invasion and was codenamed the Ryoken (a misspelling of ryōken - hunting dog) by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations, the Stormcrow is a feared opponent on the battlefield.
 
  
Note: Despite the characteristic missile launchers on top of its hull, the standard variant of the Ryoken was armed only with lasers - three [[ERML|ER Medium Lasers]] and two [[ERLL|Large Lasers]].
+
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
  
Date Introduced 2930 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Striker
+
==Usage==
 +
The following assets equip NARCs:
  
[http://www.sarna.net/wiki/Ryoken BattleTech Reference]
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 +
{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space:nowrap"
 +
|- style="text-align:center; font-size:14px; background:#2E2E2E;"
 +
! style="width: 200px;" | NARC
 +
! style="width: 200px" | CNARC
 +
! style="width: 200px" | iNARC
 +
|- style="vertical-align:top;"
 +
| style="padding-left:25px; padding-right:25px" |
 +
&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
 +
*[[Commando#Variant F |Commando (F)]]
 +
*[[Raven#Variant D |Raven (D)]]
 +
*[[Argus#Variant A |Argus (A)]]
 +
*[[Avatar#Variant E |Avatar (E)]]
 +
*[[Harasser#Variant F |Harasser&nbsp;(F)]]
 +
*[[Sparrowhawk#Variant D |Sparrowhawk&nbsp;(D)]]
 +
*[[Corsair#Variant B |Corsair (B]],[[Corsair#Variant H |H)]]
 +
| style="padding-left:25px; padding-right:25px" |
 +
&nbsp;&nbsp;'''Clan'''
 +
*[[Locust IIC#Variant G |Locust IIC (G)]]
 +
*[[Cougar#Variant C |Cougar (C)]]
 +
*[[Shadowcat#Variant D |Shadowcat (D)]]
 +
*[[Black_Lanner#Variant D |Black&nbsp;Lanner (D)]]
 +
*[[Cauldron-Born#Variant B |Cauldron&#8209;Born&nbsp;(B)]]
 +
*[[Loki#Variant A |Loki (A)]]
 +
*[[Thor#Variant C |Thor (C)]]
 +
*[[Masakari#Variant F |Masakari (F)]]
 +
*[[Hephaestus#Variant C |Hephaestus&nbsp;(C)]]
 +
*[[Donar#Variant B |Donar (B)]]
 +
*[[Avar#Variant C |Avar (C)]]
 +
*[[Sulla#Variant C |Sulla (C)]]
 +
| style="padding-left:25px; padding-right:25px" |
 +
&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
 +
*[[Raven#Prime |Raven (Pr)]]
 +
*[[Chimera#Variant G |Chimera (G)]]
 +
*[[Thanatos#Variant B |Thanatos (B)]]
 +
*[[Atlas#Variant E |Atlas (E)]]
 +
*[[Hawkmoth#Variant F |Hawkmoth&nbsp;(F)]]
 +
*[[Sparrowhawk#Variant B |Sparrowhawk&nbsp;(B)]]
 +
*[[Shiva#Variant A |Shiva (A)]]
 +
|}
 +
</div>
 +
{{Version tag | Width = 610px | What = lists | Version=0.11.3}}
  
 +
==See Also==
 +
* [[TAG]]
  
{{Template:Navbox Assets Clan}}
+
[[Category:Grenade weapons]]
 +
[[Category:Lists]]
 +
[[Category:Missile weapons]]
 +
<br>{{Navbox Weapons}}

Revision as of 15:11, 4 January 2020

NARC Missile Beacon

NARC, or Narc Missile Beacon, is a missile homing beacon that can be planted on enemy targets, causing friendly missiles, that have acquired no lock from the firing unit, to lock on to them. For this to happen, the missiles still have to be fired from an unit with active radar. They are particularly useful when used in tandem with LRMs and Arrow IVs.

Upon striking a hostile vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly dumbfired missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once.

NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Beacon
Active
Beacon
Range
Damage/Shot Speed
(m/s)
Shots
/min
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
NARC --- 500m 500m 1.4s 25s 1000m --- 400 60 20 6 1500
CNARC 700m 700m
iNARC 900m 900m 2000
All stats are current as of release 0.14.10

Preventing/Fighting NARCs

The NARC is a very powerful tool, but there are 2 major ways to fight them:

1. NARC beacons can not succesfuly broadcast from units under the protection of an AECM field, and every beacon fired at such a unit will seem not be able to activate. Already active beacons that come under the influence of a hostile AECM will deactivate and stop broadcasting until they leave the field again or their timer runs out.

2. Any EMP effect, like the one applied by PPCs of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby wall; just hitting their foot however, won't help. The other source of EMP are critical fusion reactor explosions.

Canon

Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.

BattleTech reference

Usage

The following assets equip NARCs:

NARC CNARC iNARC

  Inner Sphere

  Clan

  Inner Sphere

All lists are current as of release 0.14.10

See Also