Difference between pages "Warhammer" and "Avatar"

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(Variant C: LAMS works only in active radar mode since 0.11)
 
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{{Mech|
 
{{Mech|
| Image = File:Warhammer.jpg
+
| Image = File:Avatar_rotating_350px.gif
 
| Class = Heavy
 
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 8
+
| Tickets = 9
| Tier = 10
+
| Tier = 11
 
| Tonnage = 70
 
| Tonnage = 70
| Speed = 64
+
| Speed = 76
| SpeedWithMasc =  
+
| SpeedWithMasc = 106
| Rotation = 260
+
| Rotation = 360
| PitchStand = -33° to +41°
+
| PitchStand = -34° to +45°
| PitchCrouch = -33° to +51°
+
| PitchCrouch = -34° to +55°
  
| Price Prime = 67 900
+
| Price Prime = 79 500
| ArmorT Prime = 64 474
+
| ArmorT Prime = 60 258
| Engine Prime = VOX 280 STD
+
| Engine Prime = 280 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[PPC]]
+
<li>4x [[MXPL]]
<li>2x [[MBL]]
+
<li>2x [[LRM10]]
<li>2x [[SBL]]
+
<li>1x [[LBX10]]
<li>1x [[SRM6]]
+
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li>4 [[DHS]]
+
<li>[[EOptics]]
<li>1 [[free tons]]
+
<li>5 [[DHS]]
<li>13t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 88 700
+
| Price A = 83 100
| ArmorT A = 61 312
+
| ArmorT A = 60 258
| Engine A = VOX 280 XL
+
| Engine A = 280 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>3x [[LPL]]
+
<li>2x [[ERML]]
<li>2x [[SRM6]]
+
<li>2x [[LRM5]]
 +
<li>2x [[MG]]
 +
<li>1x [[Gauss]]
 +
<li>1x [[ERPPC]]
 +
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[GECM]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>6 [[HS]]
+
<li>[[JJ]]
<li>2 [[free tons]]
+
<li>2 [[DHS]]
 +
<li>1 [[free ton]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 77 500
+
| Price B = 84 000
| ArmorT B = 61 312
+
| ArmorT B = 60 258
| Engine B = VOX 280 XL
+
| Engine B = 280 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[HVAC10]]
+
<li>5x [[ERML]]
<li>2x [[ERSBL]]
+
<li>3x [[ERLL]]
<li>1x [[SRM6]]
 
<li>2x [[HMgun]]
 
<li>1x [[B-Pod]]
 
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[GECM]]
+
<li>[[iJJ]]
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[DHS]]
+
<li>9 [[DHS]]
<li>4 [[free tons]]
+
<li>0 [[free tons]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 89 750
+
| Price C = 87 800
| ArmorT C = 64 474
+
| ArmorT C = 60 258
| Engine C = VOX 280 XL
+
| Engine C = 280 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[MPL]]
+
<li>3x [[MPL]]
<li>1x [[LBX20]]
+
<li>2x [[SRM6]]
<li>4x [[LPPC]]
+
<li>1x [[HGauss]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[LAMS]]
 
<li>[[GECM]]
 
<li>[[BAP]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>3 [[DHS]]
+
<li>2 [[DHS]]
<li>1 [[free tons]]
+
<li>4 [[free ton]]
<li>13t [[Armor]]
+
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 80 500
+
| Price D = 79 700
| ArmorT D = 64 474
+
| ArmorT D = 60 258
| Engine D = VOX 280 XL
+
| Engine D = 280 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[UAC20]]
+
<li>3x [[ML]]
<li>2x [[ERLBL]]
+
<li>2x [[SSRM6]]
<li>2x [[TBolt5]]
+
<li>1x [[AC20]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li>[[EOptics]]
+
<li> [[iJJ]]
<li>4 [[DHS]]
+
<li>2 [[DHS]]
<li>1 [[free tons]]
+
<li>3 [[free tons]]
<li>13t [[Armor]]
+
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 81 100
+
| Price E = 84 500
| ArmorT E = 64 474
+
| ArmorT E = 60 258
| Engine E = VOX 280 XL
+
| Engine E = 280 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>2x [[ERPPC]]
+
<li>5x [[ERML]]
<li>1x [[Gauss]]
+
<li>2x [[MRM20]]
<li>2x [[ERMBL]]
+
<li>1x [[NARC]]
</ul>
 
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>[[MASC]]
<li>1 [[free tons]]
+
<li>6 [[DHS]]
<li>13t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 79 250
+
| Price F = 87 900
| ArmorT F = 64 474
+
| ArmorT F = 66 648
| Engine F = VOX 280 XL
+
| Engine F = 280 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[RAC5]]
+
<li>1 [[UAC10]]
<li>1x [[MRM30]]
+
<li>3x [[ERML]]
<li>3x [[Flamer]]
+
<li>2x [[LRM5]]
</ul>
+
<li>1x [[HPPC]]
 +
<li>1x [[B-Pod]]
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>3 [[DHS]]
+
<li>[[EOptics]]
<li>3 [[free tons]]
+
<li>5 [[HS]]
<li>13t [[Armor]]
+
<li>1 [[free ton]]
 +
<li>13.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 78 000
+
| Price G = 82 600
| ArmorT G = 61 312
+
| ArmorT G = 60 258
| Engine G = VOX 280 XL
+
| Engine G = 280 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>2x [[ERPPC]]
+
<li>2x [[PPC]]
<li>1x [[LRM15]]
+
<li>2x [[ERML]]
<li>4x [[AC2]]
+
<li>2x [[LRM15]]
<li>1x [[B-Pod]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
<li>[[EOptics]]
+
<li>[[AECM]]
<li>2 [[HS]]
+
<li>4 [[DHS]]
<li>1 [[free tons]]
+
<li>2 [[free ton]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Pods = RE
 
 
| Armor H = 2760
 
| Armor H = 2760
| Armor CT = 9138
+
| Armor CT = 9502
| Armor LRT = 5939
+
| Armor LRT = 6108
| Armor B = 5483
+
| Armor B = 5430
| Armor LRA = 5254
+
| Armor LRA = 4751
| Armor INT = 3947
+
| Armor INT = 3909
| Armor LRL = 6579
+
| Armor LRL = 6515
| Armor RE = 3655
 
  
<!-- Current for 0.10.3 -->
+
<!-- Stats current for 0.11.1 -->
 
}}
 
}}
{{ stub }}
 
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability.  Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.
 
  
The Warhammer possesses a large spotlight that can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. It also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.
+
 
 +
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.
 +
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting damage at most any range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[MBL]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SBL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.
+
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[LRM10]] launchers allow it to provide long range indirect fire support and a [[LBX10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.
 +
[[B-Pod]], should enemy [[Battle Armor]] get too close.
  
 
===Variant A===
 
===Variant A===
{{Out of date}}
+
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. In engagements over open ground, two [[LRM5]]s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of [[ERMBL|Medium Beam Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of [[mgun|machineguns]] offer some extra punch. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.
 
 
The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 [[LtGauss]], 1 [[ELRM15]], and a set of [[EOptics]] allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a [[LAMS]] helps mitigate any damage the Warhammer A or its allies might take. 2 [[MGun]]s give the Warhammer A some anti-BA punch, while a [[GECM]] suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.
 
 
 
===Variant B===
 
{{Out of date}}
 
  
The Warhammer B packs 2 [[AC10]]s, a single [[LPL]], 2 [[ERMBL]]s, and [[B-Pod]]s. This loadout allows the B variant to shred [[Light Mechs|Light]] and [[Medium Mechs|Medium]] Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with some other heavies, their large size making them ideal targets. By chainfiring the 2 [[AC10]]s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The [[B-Pod]] allow some defence against [[Battle Armor]], to a limited extent. The B has an additional 2 [[free tons]] of ammo helping to make it a better mid-range fire support mech, but even with that the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its [[GECM]] can prevent early detection and long-range confrontations.
+
===Variant B - ''"The Flying Red"''===
 +
<div style="width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;">
 +
[[File:Flyingred.jpg|100px|center|The Flying Red]]
 +
</div>
 +
Dubbed "'''''The Flying Red'''''," The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLBL]] on its right arm, while carrying an additional set of five [[ERMBL]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.
 +
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
  
 
===Variant C===
 
===Variant C===
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[MPL]], reaching out to 400m really add more damage over time than the four PPCs do.<br>
+
A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.
While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage.<br>
 
The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sensor range provided by [[BAP]], altho note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous [[LAMS]]. This only applies if the radar is held in the active mode.
 
  
===Variant D===
+
===Variant D - ''"Fallschirmjaeger"''===
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[ERLBL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.<br>
+
The Avatar D, known as the "'''''Fallschirmjaeger'''''", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[MBL|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.
 
  
===Variant E - ''"Triple H"''===
+
===Variant E===
The E is a superb sniper mech. Armed with 2 [[ERPPC]]s and a single [[Gauss]] rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 2 [[DHS]] tries to dissipate the heat produced by the two [[ERPPC]]s. Most pilots chain fire their ERPPCs to prevent overheating. 2 [[ERMBL]]s mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. [[EOptics]] and a single [[free tons|free ton]] allow the E variant to accurately maintain its full firepower for a decent amount of time.
+
The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. While sporting a max range of 700m and a minimum of around 20m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 5 [[ERMBL]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 [[DHS]] help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The [[NARC]] launcher and [[Eoptics|enhanced optics]] allows it to act as a limited support role.
  
===Variant F===
+
===Variant F - ''"Scorpio"''===
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.
+
Dubbed "Scorpio" The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10|UAC10]], 3 [[ERMBL|ERMBL]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5|LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod|B-Pod]] to maime irritant [[BA|BA]] help with staying alive.
  
 
===Variant G===
 
===Variant G===
{{Out of date}}
+
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERMBL]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 [[DHS]] keep the asset's heat manageable.
 
 
The Warhammer G is not for the faint of heart. Often called the "Schizo-hammer" among players, the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single [[LRM15]]. At 950m the G has an [[HVAC10]] for persistent supressing fire and at 900m [[ERPPC]] for for sniping. As point defense, at 400m, the G has two [[ERSBL]]s and a pair of [[MPL]]s that will strain the G's heat dissipation. Except for the [[HVAC]], every weapons system on the G produces a moderate amount of heat. While at long range its 2 [[DHS]] can somewhat manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its [[HVAC10]]. Though it sports 2 [[free tons]], enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.
 
  
 
==Canon==
 
==Canon==
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.
+
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.
 
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler
 
  
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].
+
Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Brawler
  
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]
+
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]
 
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Revision as of 15:04, 9 August 2019

Avatar
Avatar rotating 350px.gif
Avatar rotating 350px.gif
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 9 upon destruction
Tier: 11
Tonnage: 70 tons
Speed: 76 km/h (106 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +45° while standing.
-34° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 79 500 CBills
Total armor: 60 258
Engine Size: 280 XL
A:
Price: 83 100 CBills
Total armor: 60 258
Engine Size: 280 XL
B:
Price: 84 000 CBills
Total armor: 60 258
Engine Size: 280 XL
C:
Price: 87 800 CBills
Total armor: 60 258
Engine Size: 280 XL
D:
Price: 79 700 CBills
Total armor: 60 258
Engine Size: 280 XL
E:
Price: 84 500 CBills
Total armor: 60 258
Engine Size: 280 XL
F:
Price: 87 900 CBills
Total armor: 66 648
Engine Size: 280 XL
G:
Price: 82 600 CBills
Total armor: 60 258
Engine Size: 280 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5430
2760
4751
4751
6515
6108
9502
6108
4751
6515
3909

All stats current as of release 0.15.3 </div>


The Avatar is a heavy Omnimech built by the Inner Sphere. Comparable to the Clan Thor, it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.


Roles and Gameplay Hints

Prime

The Avatar Prime is defined by its mix of medium to long range weapons supported by enhanced optics. Its duo of LRM10 launchers allow it to provide long range indirect fire support and a LBX10 is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four Medium X-Pulse Lasers significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 DHS can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required. B-Pod, should enemy Battle Armor get too close.

Variant A

A variant focusing on long range firepower, the Avatar A's main armaments are its Gauss Rifle and ERPPC. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its enhanced optics and jumpjets make the Avatar A capable of Poptarting. In engagements over open ground, two LRM5s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of Medium Beam Lasers standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of machineguns offer some extra punch. A single free ton keeps its gauss rifle fed and 2 DHS somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.

Variant B - "The Flying Red"

The Flying Red

Dubbed "The Flying Red," The Avatar B is the Inner Sphere's ultimate answer to Clan long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of ERLBL on its right arm, while carrying an additional set of five ERMBL spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty alpha strike, hitting with extreme precision from great range supported by enhanced optics. Improved Jump Jets further allow poptart tactics and increased maneuverability, while 9 double heat sinks keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.

Variant C

A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A Heavy Gauss Rifle with the help of enhanced optics lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three Medium Pulse Lasers and a pair of SRM6 launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 2 DHS are passable for its relatively low heat arsenal and its 4 Free tons allow an extended combat period.

Variant D - "Fallschirmjaeger"

The Avatar D, known as the "Fallschirmjaeger", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted AC20 easily blows holes in opposing 'Mechs which its two SSRM6 packs can then exploit. Three Medium Lasers provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary Battle Armor. On top of all this, three Free tons for reloads allows the Avatar D to carry more than enough ammo for extended combat. Improved Jump Jets provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.

Variant E

The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of MRM20s. While sporting a max range of 700m and a minimum of around 20m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 5 ERMBL accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a MASC, allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 DHS help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The NARC launcher and enhanced optics allows it to act as a limited support role.

Variant F - "Scorpio"

Dubbed "Scorpio" The Avatar F has a much clearer focus towards medium range combat. A pounding UAC10, 3 ERMBL to drill further into the armor and Heavy PPC to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo LRM5 supported by Enhanced Optics provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 free ton is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and B-Pod to maime irritant BA help with staying alive.

Variant G

The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an AECM, allowing it to hide the radar signals of its teammates and offer protection from NARCs. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of LRM15 launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of PPCs, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two ERMBL offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 DHS keep the asset's heat manageable.

Canon

The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.

Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Brawler

BattleTech Reference