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		<title>MechWarrior: Living Legends Wiki - User contributions [en]</title>
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		<updated>2026-04-29T10:00:36Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13237</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13237"/>
				<updated>2022-06-07T13:25:12Z</updated>
		
		<summary type="html">&lt;p&gt;Biggest Boss: /* Variant B */  space between alpha strike added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Argus.png&lt;br /&gt;
| ImageGif = File:Argus_spin.gif&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 80 300&lt;br /&gt;
| ArmorT Prime = 57 062&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 74 900&lt;br /&gt;
| ArmorT A = 57 062&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 80 300&lt;br /&gt;
| ArmorT B = 57 062&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 74 500&lt;br /&gt;
| ArmorT C = 58 663&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 74 100&lt;br /&gt;
| ArmorT D = 58 663&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 000&lt;br /&gt;
| ArmorT E = 57 062&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 100&lt;br /&gt;
| ArmorT F = 57 062&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 74 300&lt;br /&gt;
| ArmorT G = 57 062&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8546&lt;br /&gt;
| Armor LRT = 5235&lt;br /&gt;
| Armor B = 5128&lt;br /&gt;
| Armor LRA = 5235&lt;br /&gt;
| Armor INT = 3692&lt;br /&gt;
| Armor LRL = 6153&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Argus is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.9.0 update. &lt;br /&gt;
It ties the [[Rifleman]] as being the lightest IS heavy mech available but, unlike the glass cannon [[Rifleman]], the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have [[eoptics|enhanced optics]] as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty [[RAC5]] as well as 3 [[ERSL|extended range small laser]]s while the left arm mounts a [[LRM15]]. Twin [[ERML|extended range medium lasers]] are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges from 600m to 350m, where most of its weapons can be brought to bear save the three [[ERSL]] which will kick in only past 400m. Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage.&amp;lt;br&amp;gt;&lt;br /&gt;
The selling point of this mechs is not so much having an firing solution for ranges 1000m to hug distance, but the fact that it can effectively counter BA with it's direct fire weapons as well with its [[B-Pod]] while packing a heavy punch with it's guided missiles launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Sporting a [[Gauss]] to be a sniper or soften up incoming enemies to prepare for a knife fight. At close range the [[SRM6]] &amp;amp; [[SRM4]] launchers provides not only direct/ splash damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of [[ERML]] and [[ERSL]] are there to add ''insult to injury''. [[EOptics]] and One [[Free tons]] of ammo for the Gauss. The 'A' is not equipped with extra heatsinks, so keep an eye on your heat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the very few mechs that mounts the fearsome [[HPPC|heavy PPC]], the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 [[SL|Standard Small Laser]]s allow mechwarriors to further damage appendages and a well placed volley from the dual [[SSRM4]] launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with [[MASC]] to bring all of its close range weapons into play. With only 5 [[DHS|Double Heatsinks]] dissipating the massive heat spike of an [[Gameplay_Tactics#Alpha_Strike|Alpha strike]], mechwarriors must manage their use of [[MASC]] carefully while chasing down their prey. Firing the heavy PPC, while at high heat, will melt off the player's own armor! A single ton of [[Free ton|free ammo]] is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is one of those &amp;quot;Don't Go Alone&amp;quot; 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the [[AECM]] suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the [[MRM40]] and [[twist]] your torso to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread the damage out]]. By the time your enemies are close, 400m, the trio of [[MPL|Medium Pulse Lasers]] can open fire, amost indefinitely due to the 4 [[DHS]]. Three [[MG]]s continuously whittle away armor at any distance.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Another unfocused variant with an apparently disparate array of weapons. The heavy hitting double [[SSRM|SSRM4]]s and single [[SSRM|SSRM2]], compete for its main close up  weapon for damage up to 350m away. The trusty [[PPC]] reaches out to respectable 700m indefinitely delivering both severe damage and EMP dismay to its victims. The quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dishes damage out to no less than 1350m; maybe insufficient to severely damage an armored asset, but certainly enough to discern a sneaking enemy's nick from afar. Other than that, the LBX quad dish out almost as much as an single [[LBX10|LB 10-X]] but at twice the range and almost double the pace. [[B-Pod]] helps dealing with ambushing enemy [[Battle Armor]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The selling point for this unit is somewhat moot - specialized on opposing ends of the spectrum the unit excels at none. A good buy for particular experts in times of special needs.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Highly praised by seasoned players, this unit comes all in a sign of five: a trio of [[Tbolt5|Thunder bolt 5]] class missile launchers, and the pair of the [[UAC5|Ultra 5 auto cannons]] gives this mech the long ranged potential to injure, while the [[ERLL|Extended Range Large Laser]] rounds it up to an ever classical 1-2-3 setup. The unique [[Tbolt5]] trio makes this a very special asset. Being an [[Solaris_Arena|Solaris Arena]] invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only ''locks on'' up to 750m. This and the screen shake makes each of the 3 [[Tbolt5|Thunder bolt 5]] missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune [[Gameplay_Tactics#Alpha_Strike|Alpha strike]] moment. The quickly reloading [[UAC5|ultra auto cannons]], being prone to jam as they are, should best be fired in succession of the [[Tbolt5|missile]] launcher - one at a time. The ever so slow [[ERLL| large laser]] is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple [[LRM5]]s can sucker the enemy's [[LAMS ]] while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its [[GECM]] equipment. Backing this up is an [[UAC10]] and two [[ERML]] which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded [[UAC20|Ultra 20 auto cannon]], or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its [[SPL|Small Pulse Laser]] trio, and the occasional [[DSRM4|8 short range missiles]] volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its [[UAC20]] able to retaliate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Argus Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Biggest Boss</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13236</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13236"/>
				<updated>2022-06-07T13:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;Biggest Boss: /* Variant B */  all capitals heavy ppc changed to lower case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Argus.png&lt;br /&gt;
| ImageGif = File:Argus_spin.gif&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 80 300&lt;br /&gt;
| ArmorT Prime = 57 062&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 74 900&lt;br /&gt;
| ArmorT A = 57 062&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 80 300&lt;br /&gt;
| ArmorT B = 57 062&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 74 500&lt;br /&gt;
| ArmorT C = 58 663&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 74 100&lt;br /&gt;
| ArmorT D = 58 663&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 000&lt;br /&gt;
| ArmorT E = 57 062&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 100&lt;br /&gt;
| ArmorT F = 57 062&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 74 300&lt;br /&gt;
| ArmorT G = 57 062&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8546&lt;br /&gt;
| Armor LRT = 5235&lt;br /&gt;
| Armor B = 5128&lt;br /&gt;
| Armor LRA = 5235&lt;br /&gt;
| Armor INT = 3692&lt;br /&gt;
| Armor LRL = 6153&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Argus is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.9.0 update. &lt;br /&gt;
It ties the [[Rifleman]] as being the lightest IS heavy mech available but, unlike the glass cannon [[Rifleman]], the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have [[eoptics|enhanced optics]] as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty [[RAC5]] as well as 3 [[ERSL|extended range small laser]]s while the left arm mounts a [[LRM15]]. Twin [[ERML|extended range medium lasers]] are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges from 600m to 350m, where most of its weapons can be brought to bear save the three [[ERSL]] which will kick in only past 400m. Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage.&amp;lt;br&amp;gt;&lt;br /&gt;
The selling point of this mechs is not so much having an firing solution for ranges 1000m to hug distance, but the fact that it can effectively counter BA with it's direct fire weapons as well with its [[B-Pod]] while packing a heavy punch with it's guided missiles launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Sporting a [[Gauss]] to be a sniper or soften up incoming enemies to prepare for a knife fight. At close range the [[SRM6]] &amp;amp; [[SRM4]] launchers provides not only direct/ splash damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of [[ERML]] and [[ERSL]] are there to add ''insult to injury''. [[EOptics]] and One [[Free tons]] of ammo for the Gauss. The 'A' is not equipped with extra heatsinks, so keep an eye on your heat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the very few mechs that mounts the fearsome [[HPPC|heavy PPC]], the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 [[SL|Standard Small Laser]]s allow mechwarriors to further damage appendages and a well placed volley from the dual [[SSRM4]] launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with [[MASC]] to bring all of its close range weapons into play. With only 5 [[DHS|Double Heatsinks]] dissipating the massive heat spike of an [[Gameplay_Tactics#Alpha_Strike|Alphastrike]], mechwarriors must manage their use of [[MASC]] carefully while chasing down their prey. Firing the heavy PPC, while at high heat, will melt off the player's own armor! A single ton of [[Free ton|free ammo]] is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is one of those &amp;quot;Don't Go Alone&amp;quot; 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the [[AECM]] suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the [[MRM40]] and [[twist]] your torso to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread the damage out]]. By the time your enemies are close, 400m, the trio of [[MPL|Medium Pulse Lasers]] can open fire, amost indefinitely due to the 4 [[DHS]]. Three [[MG]]s continuously whittle away armor at any distance.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Another unfocused variant with an apparently disparate array of weapons. The heavy hitting double [[SSRM|SSRM4]]s and single [[SSRM|SSRM2]], compete for its main close up  weapon for damage up to 350m away. The trusty [[PPC]] reaches out to respectable 700m indefinitely delivering both severe damage and EMP dismay to its victims. The quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dishes damage out to no less than 1350m; maybe insufficient to severely damage an armored asset, but certainly enough to discern a sneaking enemy's nick from afar. Other than that, the LBX quad dish out almost as much as an single [[LBX10|LB 10-X]] but at twice the range and almost double the pace. [[B-Pod]] helps dealing with ambushing enemy [[Battle Armor]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The selling point for this unit is somewhat moot - specialized on opposing ends of the spectrum the unit excels at none. A good buy for particular experts in times of special needs.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Highly praised by seasoned players, this unit comes all in a sign of five: a trio of [[Tbolt5|Thunder bolt 5]] class missile launchers, and the pair of the [[UAC5|Ultra 5 auto cannons]] gives this mech the long ranged potential to injure, while the [[ERLL|Extended Range Large Laser]] rounds it up to an ever classical 1-2-3 setup. The unique [[Tbolt5]] trio makes this a very special asset. Being an [[Solaris_Arena|Solaris Arena]] invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only ''locks on'' up to 750m. This and the screen shake makes each of the 3 [[Tbolt5|Thunder bolt 5]] missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune [[Gameplay_Tactics#Alpha_Strike|Alpha strike]] moment. The quickly reloading [[UAC5|ultra auto cannons]], being prone to jam as they are, should best be fired in succession of the [[Tbolt5|missile]] launcher - one at a time. The ever so slow [[ERLL| large laser]] is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple [[LRM5]]s can sucker the enemy's [[LAMS ]] while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its [[GECM]] equipment. Backing this up is an [[UAC10]] and two [[ERML]] which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded [[UAC20|Ultra 20 auto cannon]], or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its [[SPL|Small Pulse Laser]] trio, and the occasional [[DSRM4|8 short range missiles]] volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its [[UAC20]] able to retaliate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Argus Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Biggest Boss</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Starter_Asset_Guide&amp;diff=13235</id>
		<title>Starter Asset Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Starter_Asset_Guide&amp;diff=13235"/>
				<updated>2022-06-05T17:01:32Z</updated>
		
		<summary type="html">&lt;p&gt;Biggest Boss: Chevalier C section changed entirity to entirety&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to the Starter Asset Guide!'''&lt;br /&gt;
&lt;br /&gt;
This guide, unlike the [[MWLL Asset Bible|Asset Bible]], will go into more depth on each starter that you can buy with the initial 43,000 [[CBills|C-Bills]] you begin with in [[Team Solaris Arena]] or [[Terrain Control]] games and provide you with some recommended choices for starting out. More expensive assets and selections for [[Solaris Arena]] (FFA) matches are outside the scope of this guide. Also, this guide assumes you won't receive additional funding when you spawn in for the first time.&lt;br /&gt;
&lt;br /&gt;
A key point to remember when buying a starter is that any money you have leftover at the start of the match can be used to bankroll your next upgrade, provided you either do not die or die with more money than your [[rank]] will provide you with upon respawn. This is how some veteran players springboard themselves into much more expensive assets quickly - they forgo spending all their money right away, earn extra cash from fights, return to base and sell their starter. As a result, many starters are viewed through the lens of C-Bill earning potential. Some highly specialized assets, such as the &amp;quot;Toast 'n Go&amp;quot; Harasser D, are never used as starters for this reason.&lt;br /&gt;
&lt;br /&gt;
If you're unsure about any of the abbreviations or acronyms found on this page, refer to the [[MWLL Players Slang Guide|MWLL Glossary]] for explanations.&lt;br /&gt;
&lt;br /&gt;
Let's jump right in!&lt;br /&gt;
&lt;br /&gt;
==Recommended Starters==&lt;br /&gt;
&lt;br /&gt;
All the assets listed in this section are solid choices on most maps for new players. These units all offer a strong balance of speed, firepower and survivability while remaining easy to use.&lt;br /&gt;
&lt;br /&gt;
===[[Owens]]===&lt;br /&gt;
The Owens is the [[Inner Sphere]]'s premier durable light 'Mech in [[MWLL]]. It can achieve speeds of up to 120 km/h, giving it good mobility along with some of the heaviest armor found among starters and even light 'Mechs as a whole. Most Owens variants also come equipped with [[BAP]] and [[C3]], enabling both scouting and extra CBill generation via C3. The price the Owens pays for these strengths is its higher price tag, 90 degree torso [[yaw|twist]] range and a generally subpar weapons array. Fighting with an Owens is more about outlasting your enemy and running from anything you can't out-tank rather than burning through the target quickly.&lt;br /&gt;
&lt;br /&gt;
* the Prime - its main utility comes from its triple [[LRM5]] launchers. It is a good choice on maps that are large and wide open, with good sightlines that allow you to obtain missile lock easily. On smaller maps, consider a more brawl-focused asset, such as the Owens B. It does carry two [[ML]]s for shorter range work, but with the [[minimum range]] on IS LRMs, do not brawl in this 'Mech unless you have no choice. Maintaining battlefield awareness is key with this Owens and do not be afraid to fall back towards your team if you come under pressure from opposing units.&lt;br /&gt;
* the B - In many ways, this variant is like the Prime, except for brawling. The two [[SSRM4]]s provide the bulk of your damage capabilities, with the [[SPL]]s adding extra damage where possible. As with any SSRM-based asset, the Owens B consumes [[ammo]] rapidly and it is vital to obtain extra ammo whenever possible. Luckily, the Owens' speed helps with returning to base frequently while its good armor will keep you standing in situations where other starters would perish.&lt;br /&gt;
&lt;br /&gt;
===[[Osiris]]===&lt;br /&gt;
The Osiris is notable for its good firepower and mobility, being both fast and typically coming equipped with [[Jump Jets]]. This package comes with a relatively low cost; as a result, Osirises are strong close-support 'Mechs for early-game brawls. Heat management is important in most of these Osirises, as they almost all utilize laser-heavy loadouts with an [[SRM]] weapon of some kind to provide screenshake and additional damage. A nice bonus of the Osiris is its full-range torso - this means you can fire on an opponent while running or even jumping away from them.&lt;br /&gt;
&lt;br /&gt;
Unlike the Owens, the Osiris does not share the same durability due to its lower armor and the shape of its torso. Take care to choose fights carefully when piloting an Osiris and hold back when you are not certain of victory.&lt;br /&gt;
&lt;br /&gt;
* the Prime - the four [[ERML]]s provide good, reliable firepower without running too hot on most maps. An [[SRM6]] pack adds much-needed extra damage in brawls, while [[JJ]]s grant extra mobility. This Osiris is a good all-round choice in most situations and it is a good wingman for a teammate where you can help out by precisely knocking out a specific component on an opponent. The short-duration nature of the Prime's lasers also allow you to jump or move out from cover, fire and return to cover easily.&lt;br /&gt;
* the A - featuring a trio of [[MXPL]]s, the A functions a lot like the Prime, except with a shorter range and more damage-per-second. This enables it to also accurately knock off arms or torsos from opponents, while an [[SSRM4]] adds easy-to-use screenshake. This variant has no [[JJ]]s, but makes up for that with a slightly lower price tag. As long as it can stay cool, the A can deal a lot of damage provided the X-Pulse lasers are kept on-target, and in doing so, a lot of money. Since it takes some time for the XPLs to work their magic, stay on the move and find cover once you hit the limits of your 'Mech's heat capacity.&lt;br /&gt;
* the D - Give a massive overhaul in 0.9.0, the Osiris D has gone from being a 'Mech nobody uses to a more common sight on the field. Now sporting a pair of [[RAC2]]s, triple [[MG]]s and [[GECM]] along with two spare tons for extra [[ammo]], the D can quickly stuff static targets full of lead. Despite its strengths, it is not as durable as its brethren, nor does it have the same battlefield endurance as the D will require ammo reloads over an extended battle. Maintaining range is key to success with the Osiris D.&lt;br /&gt;
* the F - this variant trades some range for a slightly higher damage curve closer in, swapping the quad medium lasers for six [[ERSL]]s and upgrading the [[SRM6]] to an [[SSRM6]]. It features both [[JJ]]s and [[MASC]], making it the fastest Osiris around. Generally, the F functions a lot like the Prime, except at closer ranges. Use your mobility to grab capture zones early on in [[Terrain Control]] games or to keep up with swift teammates in Harassers or Solitaires. Keep in mind that the F is more expensive, however. An excellent choice for late joiners looking to participate in [[MWLL Players Slang Guide|back capping]].&lt;br /&gt;
&lt;br /&gt;
===[[Anubis]]===&lt;br /&gt;
New to version 0.9.0, the Anubis is a unique 'Mech in every sense of the word. It is the only 'Mech in the game to come with built-in Stealth Armor (and thus [[GECM]]) in all variants. Stealth Armor in MWLL reduces the range at which you can be detected by standard radar to 350m, making the Anubis a superb infiltrator, hunter and harassment tool. This ability does not come for free -- the Anubis carries no coolant whatsoever, which can be a liability in high-intensity fights. The torso [[yaw|twist]] range is also quite limited at only 100 degrees, like the Owens. With a top speed of 120km/h, the Anubis can keep up with most other starter assets. &lt;br /&gt;
&lt;br /&gt;
* the F - very similar to the Owens B, the Anubis F is a [[SSRM]] boat. Sporting two arm-mounted [[ML]]s and two [[SSRM4]] packs in the &amp;quot;ears&amp;quot;, this Anubis' firepower is geared towards close-range combat and is relatively easy to use. Unlike the Owens B, this 'Mech does not feature the same durability; in effect, when choosing the Anubis F over the Owens B, you are trading durability for stealth capabilities.&lt;br /&gt;
* the A - the Anubis F is a very high DPS brawler boat. Sporting two [[MPL]]s, two [[SPL]]s and two [[SRM4]] packs in the &amp;quot;ears&amp;quot;, this variant can out DPS most other lights. It requires careful aiming so it may be a bit more challenging than the F variant.&lt;br /&gt;
* the G - this variant features 5 [[ERSL]]s, a [[LPPC]] and a [[UAC5]]. This loadout provides well-rounded firepower, blending both pinpoint damage from the lasers with a little burst and screenshake with the [[LPPC]] and [[UAC5]]. Both of these weapons are mounted in the arms and can be a bit of a challenge to use against fast movers early on. The G also features [[JJ]]s, which can be helpful for traversing rough terrain or vaulting over a wall to escape a tight situation.&lt;br /&gt;
&lt;br /&gt;
===[[Uller]]===&lt;br /&gt;
Of all the starters, the Uller tends to bring the most firepower to the table. In order to accomplish this, it must sacrifice armor, heat sinks, electronics and speed, while carrying a higher price tag. Ullers are somewhat slow for a starter with a top speed of only 97 km/h and carry most of their firepower in their arms, leaving them vulnerable to being disarmed during combat. Ullers also do not carry [[Jump Jets]] on any of their variants. The key to using Ullers best is not to let yourself get bogged down in a prolonged battle: pick your fights and win them quickly before the opponent gets backup.&lt;br /&gt;
&lt;br /&gt;
* the Prime - this Uller features both good long-range and short-range firepower, which is rare in a starter and makes it capable across a variety of maps. The [[CERLL]] and [[CLBX5]] are effective at putting damage on static targets at range, while the two [[CERSL]]s and [[CSRM6]] form the basis of your brawling power. Take advantage of the fact that the LBX5 deals significant additional damage to hovercraft and slightly more to tanks - this Uller can outfight many of the early vehicles you will run across. The Prime will run a bit hot, especially if you lean on the large laser too much.&lt;br /&gt;
* the E - Built around a [[CLBX10]], the E features some good firepower, especially close-in against light vehicles. The triple [[CSPL]] and single [[CDSRM4]] are great for brawling while remaining fairly cool overall. With the LBX10, the E can do some ranged skirmishing as its [[ammo]] lasts: the E will suffer from ammo shortages as it cannot carry any extra ammo. With this in mind, the E is best used when you can reload easily, either at an APC a teammate brings or in a base you can capture at the start of the game. Having good aim will help you maximize this Uller's capabilities.&lt;br /&gt;
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===[[Chevalier]]===&lt;br /&gt;
The only wheeled tank currently available in [[MWLL]], the Chevalier is a quick (110 km/h) combat vehicle designed around a single primary weapon supported by a secondary weapon or array. Outside of specialized assets, such as some variants of the [[Osiris]], the Chevalier is the only starter asset to use larger weapons such as the [[LXPL]] or [[Gauss|Light Gauss]] early on. Chevaliers have a small and squat profile, making them harder to spot than other assets, especially when obscured by terrain. They also tend to feature [[GECM]] and [[EOptics]] for long-range fire support or sniping duties.&lt;br /&gt;
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Chevaliers, with their good armor ratings, can stand up to starter 'Mechs without much worry and either brawl or perform hit-and-run attacks provided their side armor holds, as the sides are the easiest areas for an opponent to hit. A quirk of the Chevalier's wheeled nature requires it to gain forward momentum in order to turn; they are incapable of pivoting directly on their axis like hovers or tracked tanks can. In addition, Chevaliers are relatively inexpensive, giving you more money to save towards a future upgrade.&lt;br /&gt;
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* the A - A good fire support or cavalry unit, the A is a good option for bringing [[AECM]] and [[C3]] onto the field, while carrying a reasonable loadout in the form of a [[PPC]] and three [[SXPL]]s. As a result of its strong close-in damage potential, this Chevalier makes a great hit and run unit, zipping in and out of hostile forces provided your side armor holds -- if your side armor is about to be destroyed, retreat as fast as you can. The best thing you can do in this variant is take hits on your front armor, as it is your strongest side by a mile.&lt;br /&gt;
* the C - this variant is a damage-per-second (DPS) darling, as its [[LXPL]] and [[UAC5]] let it lay down a constant barrage against any targets it sees. This is great for performing fire support roles and it has enough dissipation to keep the X-Pulse blazing away for at least a minute at a time. The C's big drawback is that it has almost no burst capabilities and thus will have a very hard time securing kills by itself, unless it can breach a rear torso to score a kill that way. Nonetheless, it can rake in a fair amount of money given time and line of sight to its targets, especially given its low price tag.&lt;br /&gt;
* the E - Similar in concept to the Chevalier A, this variant sheds a ton of armor for an [[AC10]] and three [[SPL]]s. It also trades [[AECM]] for [[GECM]], which is a boon, and even finds room for an extra half-ton of armor. The E quite durable and can brawl effectively against light 'Mechs or other tanks. Being less heat sensitive, the E is a better choice on hot maps and it is also very slightly cheaper than the A.&lt;br /&gt;
* the F - this Chevalier functions much like the E, except with a 100% ammo-based loadout in the form of an [[LBX10]] and an [[SRM6]] pack. Previously, this variant couldn't carry any spare [[ammo]] which limited its usefulness during longer battles. It will run cooler than the E, can deliver more solid burst damage and is also slightly cheaper -- you will be sacrificing [[GECM]] and one half-ton of armor in choosing the F.&lt;br /&gt;
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===[[Harasser]]===&lt;br /&gt;
One of the fastest land assets in the game, the Harasser can achieve speeds in excess of 160 km/h when using the left-Shift boost feature (also known as the 'sixth gear'). Combined with its full range turret, this hovercraft can chase damaged assets down, hit and run or circle around a tougher enemy to attack its rear. This is aided by the fact that many Harassers carry weaponry on par with most light 'Mechs and are often short-range focused.&lt;br /&gt;
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Unfortunately, this blazing speed can cause the Harasser to flip over or tumble uncontrollably in rough terrain, especially when using the boost. Harassers are also poorly armored - a few well-placed shots on the sides or back armor section can be lethal. Rotating your armor so fresh sides face the enemy is key, as is maintaining awareness of your environment since it is easy to accidentally run into a building, tree or cliff that will bring you to a dead stop in more ways than one. Stay on the move at all times and don't be hesitant to run away if a battle turns against you, especially if your side armor is heavily damaged.&lt;br /&gt;
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* the Prime - Two [[SSRM6]] packs are all the Prime carries in terms of weapons, with two tons available for reloads. Like any SSRM asset, you will need this [[ammo]] and reloading is a fact of life in the Prime. In exchange, you can bring down many other starters without breaking a sweat when piloted well, a matter which is simplified by the SSRM's lock-on capabilities. Chainfiring the missiles can cause enough screenshake to minimize hostile fire in a one on one scenario; it is typically unwise to be the first to rush into a group of enemy units in a Harasser, even when you have support. Since the SSRMs' lock-on capabilities simplify the job of aiming, focus your efforts on driving instead.&lt;br /&gt;
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===[[Hephaestus]]===&lt;br /&gt;
While not as fast as the Harasser, the Hephaestus can keep up with most other starters when using the left-Shift boost feature, achieving speeds of 120 km/h. Many Hephaestuses feature strong electronic setups, typically [[GECM]] combined with either [[BAP]] or [[BHP]]. This provides you with a higher level of intel than in other assets as you will not need to use [[Radar|passive radar]] to stay hidden. This can be a bigger advantage than at first glance; use it to inform your team of the other team's movements and strength before committing to a fight.&lt;br /&gt;
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The lower speed threshold does mean escaping is more difficult. Luckily, the Hephaestus carries reasonable armor for its weight and a respectable amount of firepower. Rotating armor faces is less effective however, due to the size of the turret and most players' habit of targeting it first. A Hephaestus can also operate as a makeshift AA platform depending on the variant, as it has full turret mobility.&lt;br /&gt;
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* the G - this variant is a very common asset that veteran players begin the game with, as it is very well-rounded. The [[ATM6]] forms the bulk of its damage capability, with two [[CERML]]s for precision work. It can carry an extra ton of [[ammo]], which is very helpful for battlefield endurance. [[BAP]] and [[GECM]] do double-duty: maintaining awareness while minimizing detection ranges. If the G does have a weak spot, it is that any asset that gets within 100m of it can easily kill the G as the ATM6 cannot properly track such a close target; '''always''' stay outside of this range boundary. Overall, the G is a great choice and can quickly earn a lot of [[CBills]] in most games.&lt;br /&gt;
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==Other Starter Choices==&lt;br /&gt;
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The assets listed in this section are generally more specialized in nature than the recommended starters or require a higher skill-cap that requires time and experience in [[MWLL]] matches to fully unlock their potential.&lt;br /&gt;
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===[[Owens]]===&lt;br /&gt;
* the E - Packing two [[MRM|MRM10]] racks, the E is better used when you are a late addition to a game already underway. MRMs provide strong damage against slower assets, but against faster ones, you will need to lead the target properly, which can be difficult with the Owens' limited torso twist. &lt;br /&gt;
* the G - This variant only carries one [[ERLL]] and one [[LL]]. While this gives it precise and consistent damage, it is underwhelming in brawls. It takes steady aim, judicious use of [[Radar|passive radar]] and some patience to bring out the best of this Owens. As a result, making a lot of money in this 'Mech is not easy.&lt;br /&gt;
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===[[Osiris]]===&lt;br /&gt;
* B - Sporting a [[TBolt10]] with two [[MPL]]s and an [[MRM10]] rack, this Osiris has a bit of a strange loadout and its performance can vary a lot. On one hand, it has good damage capabilities on paper, with strong DPS from the pulses and good burst from the two missile weapons. However, the majority of the targets the B will face early on are typically too fast for TBolts to hit them reliably, while the MRMs need to be led against other light 'Mechs. It is a good choice for a late-join 'Mech, like the Owens E, but should be avoided by newer players as their first asset.&lt;br /&gt;
* C - With a [[PPC]], three [[SL]]s, and an [[SRM6]] for brawling, the C is a fairly well-rounded starter 'Mech. It can wear a target down in a brawl while saving the PPC for the right moment to secure kills or destroy components. This variant will overheat if the PPC is used too often or the [[Jump Jets]] activated a lot, especially since its heat dissipation is not great. In addition, its firepower potential drops significantly once its SRM pack runs out of [[ammo]], of which the C carries no spares.&lt;br /&gt;
* E - This 'Mech is solely a sniper. The [[Gauss|Light Gauss]] is all you pretty much have to work with, given that two [[ERML]]s won't fend off anything bigger than a [[Battle Armor]]. The E will have trouble making CBills unless it stays away from fights and even then, its damage potential at long-range is poor without sustained fire. Its sole saving grace is that it is cheap and mobile, featuring [[JJ|improved Jump Jets]].&lt;br /&gt;
* G - Similar in concept to the E, this Osiris carries more bite than its sibling. An [[ERPPC]] is the shortest-ranged weapon it carries, with an [[LRM5]] and a pair of [[AC2]]s to round it out. The G can be surprisingly effective in the right hands on maps that are large with many open areas, such as [[TC_Enkeladus]]. Since this 'Mech demands a lot of focus in controlling distance-to-targets and maintaining escape routes, it is not a good choice for a new player.&lt;br /&gt;
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===[[Anubis]]===&lt;br /&gt;
* the B - this variant is an [[LBX2]] boat, carrying four of them with two [[SRM2]]s and two [[SL]]s as secondary weapons. It is dangerous in brawls due to its high rate-of-fire and, with competent gunnery, can go toe-to-toe with almost any other starter asset in the game. However, it is not as effective vs fast movers due to convergence issues with the LBX2s and it is a poor anti-air platform for this same reason. The B is best used to blow opposing rear torsos open or to harass slower 'Mechs later on -- anything that doesn't involve leading the target much. Always keep an eye on your [[ammo]]-levels in this 'Mech; you may find yourself running dry sooner than you'd expect.&lt;br /&gt;
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===[[Raven]]===&lt;br /&gt;
The only Raven available right away is the Raven B. This variant is designed around the [[LBX10]], with the three [[SPL]]s providing backup firepower. With an extensive electronics array for a starter 'Mech, the Raven B is by far best suited for fire-support work. The LBX is a great weapon for plugging hostiles from range, and is capable of delivering killshots with good accuracy at longer ranges, even against opponents that are retreating to repair. C3 effectively doubles as a money printer, providing cash for spotting enemies on radar.&lt;br /&gt;
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Unfortunately, it often fares poorly against other starter assets and is too slow to escape almost any of them, with the exception of [[Battle Armor]] or the [[Partisan]]. With zero spare tons for ammo, you ''will'' be forced to return to base for [[ammo]] at some point during the early game - as a result, do your best not to waste your LBX shots. The ammo limitations can hamper your ability to make enough money to move out of the Raven.&lt;br /&gt;
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Deploy this Raven on maps with poor visibility, lots of visual obstacles or with easy-to-access reloads. Try staying behind your tanky, brawler teammates and assist them with pinpoint shots as well as the battlefield intel your advanced electronics provide.&lt;br /&gt;
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===[[Uller]]===&lt;br /&gt;
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* the F is primarily an [[SSRM]]-based 'Mech, with the [[HLL]] intended as a means to finish an enemy or deliver a heavy sting to anyone who stands largely still. It is capable in a brawl, yet with less armor than other Ullers, it cannot stand up to hostile fire for very long. Chainfiring the SSRMs to induce constant screenshake can help offset the F's squishiness. Liberally using the heavy laser will cause heat problems. Given the F's high price, it can be effective if deployed with something tankier like an Owens to soak damage. Otherwise, it is difficult to justify bringing this asset into a brawl as if you are caught in a bad situation, you are very likely to die.&lt;br /&gt;
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===[[Solitaire]]===&lt;br /&gt;
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The Solitaire is the fastest 'Mech in the game, running at an amazing 150 km/h at full throttle. Combined with its somewhat squat profile, it is a difficult asset to hit at range. Unfortunately, it can be a tough 'Mech to brawl with, as its torso twist range is very limited at only 90 degrees in either direction. This makes reducing speed necessary to circle an opponent and doing so will introduce unwanted cockpit bouncing that will ruin your aim. Solitaires also don't come with much armor, which can be a problem in a prolonged brawl. This is compounded by many of the variants' heat problems, especially in the Prime.&lt;br /&gt;
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As a result, the Solitaire is a starter 'Mech best utilized by more experienced players who can make full use of its blistering speed and are capable of mitigating its key weaknesses. &lt;br /&gt;
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* the Prime - this 'Mech is dangerous within 200m when it can unleash its triple [[HSL]]s and can still pose a threat with the [[HLL]] inside 600m, but only with a steady aim, as focusing all the lasers on a single component is necessary to get the most from the Prime. It pays for this firepower with being a very hot running asset and in having no other equipment. The Prime sees the most use by veterans on cold or short-ranged maps where its shortcomings are not as big an issue.&lt;br /&gt;
* the A - intended to be a fairly aggressive variant, the A features a bit of a weak loadout on paper. It carries a [[CLPL]] with three [[CSRM2]]s, along with [[Jump Jets]] for improved mobility. It can both [[poke]] at targets from range or close in and unload SRM volleys into the target. In order to make the most of this Solitaire, precise laser work with the LPL is needed achieve good results, along with knowing where to position yourself to keep your 'Mech in a superior position compared to your opponent.&lt;br /&gt;
* the B - this is the fastest 'Mech in the game in terms of raw land speed, thanks to [[MASC]]. Since its firepower is quite underwhelming, the B is best used for racing to capture zones in [[Terrain Control]] games, or as a cheap spotter using its [[TAG]].&lt;br /&gt;
* the C - the quad [[Flamer]] setup should tell you all you need to know about the C; it is intended to force enemies into self-destruction from heat, instead of making money from inflicting damage. '''Never''' deploy this asset as a starter unless you are ''incredibly certain'' about what you are doing.&lt;br /&gt;
* the D - this Solitaire is an [[LBX10]]-based 'Mech, much like the Raven B. The D can perform ranged takedowns just like the Raven, though its supporting weaponry is arguably weaker and is even less suited to brawling due to the torso limitations. It also lacks the electronics of the heavier [[IS]] 'Mech, though being a Solitaire, it can escape from fights more easily.&lt;br /&gt;
* the E - somewhat similar to the B variant, the Solitaire E packs more firepower in the form of a [[CERPPC]], with three [[CERSL]]s and some [[MG]]s in support. With its great mobility and [[Jump Jets]], the E can consistently harass, snipe and otherwise chip away at slower opposing units. Over time, this can net a skilled E-pilot a lot of money, though they have to play carefully to avoid taking heavy return fire and aim well to make their PPC shots count.&lt;br /&gt;
* the G - With a [[UAC5]] as its primary weapon backed by an [[ERML]] and two [[SSRM2]]s, this 'Mech can difficult to properly utilize in close-range fights due to limited torso, and while it can be a decent sniper, it may be overshadowed by other Solitaire variants. The G's main saving grace is its low price tag; consider it primarily on hotter maps as an alternative to the D when [[ammo]] is a greater concern or you require [[JJ]]s.&lt;br /&gt;
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===[[Chevalier]]===&lt;br /&gt;
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* the Prime - A [[LXPL]] and an [[SSRM6]] constitutes the whole of the Prime's offensive power. It can deliver reasonable DPS with the pulse laser and while the SSRM6 can lay down good damage, its setup does not synergize as well as the C-variant.&lt;br /&gt;
* the D - if extreme range is what you need, this variant can definitely deliver with a [[LtGauss]] and [[MRM10]]. However, its firepower is very much mediocre, despite its incredible reach and the D will have a very difficult time bringing any target down that manages to come to grips with it. As a result, it can be a frustrating asset to generate money in given its 100% ammo-based loadout and as such is not really a good choice to start with.&lt;br /&gt;
* the G - a mix between the Chevalier A and D's roles, the G is decidedly a long-range focused tank. The [[ERPPC]] does deal good damage and the [[LBX2]] array can lay down decent fire while the PPC is on cooldown. Unlike the A, the G's firepower does not improve as the distance closes; instead, the G can find itself outmatched if opponents get too close to it, especially since it has less armor than other Chevaliers. The G is a decent choice once you become comfortable keeping opponents as far away from yourself as possible. Even then, it can be tough to upgrade out of this asset.&lt;br /&gt;
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===[[Harasser]]===&lt;br /&gt;
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* the A - this is the long-range brother of the Prime. With [[GECM]] concealing the Harasser A from enemy radar, it can freely fire [[LRM10]] barrages until it is noticed or runs out of [[ammo]]. On bigger maps or in [[TSA]] games, the A can be reasonably effective, especially when deployed (using left-Control) to shorten lock-on times. It cannot fight at short range due to the minimum range on the LRMs and should run from any approaching targets. As a result, it can be hard to make a lot of [[CBills]] with this asset. In addition, the short-range troubles make the A less suited to [[Terrain Control]] play.&lt;br /&gt;
* the B - similar in loadout to the Osiris A, this Harasser has two [[ML]]s and two [[MXPL]]s. Unlike the Osiris A, the Harasser B can zip around targets to find the softer rear armor, at the cost of dealing less damage than the 'Mech. The Harasser Prime is generally better at this role than the B, while being considerably easier to use as the B's lasers require you to precisely aim while driving at high speed, which can be tricky.&lt;br /&gt;
* the D - the Toast 'n Go, featuring a full six [[Flamers]]. Again, as with any Flamer-based asset, '''never''' deploy it as a starter unless you know what you are doing. Its main purpose is to ruin a heavier 'Mech's day when earning CBills doesn't matter. It is completely incapable of earning cash otherwise.&lt;br /&gt;
* the E - an alternative choice to the B, the Harasser E packs two [[LPPC]]s and an [[LBX5]]. It works well as a hit-and-run cavalry unit for players who are comfortable quickly snapping shots before returning to watching where they are driving. It takes some skill to maximize this Harasser's abilities however.&lt;br /&gt;
* the F - previously, this variant was unavailable as a starter as it was too expensive. Recent changes have brought this dual [[TBolt5]] and [[NARC]] Harasser down slightly in price to classify it as a starter. The main tactic with this variant is to stick a NARC to a target, then dive behind cover or perform evasive maneuvers while firing your TBolts around cover. Like most Harassers in this category, it takes some getting-used to, especially since without the NARC, your TBolts may not be able to properly track targets you fight in the early game.&lt;br /&gt;
* the G - this version can lay down a lot of fire on target for high damage with the dual [[RAC2]] setup, provided the RACs are not fired for too long. The G does carry some spare [[ammo]], but it can't get past the typical Harasser fragility that tends to be its downfall as opposing units will often focus-fire the G to death. With the inclusion of the new Osiris D in 0.9.0, the Harasser G has largely been made obsolete, as its sole advantage over the 'Mech platform is its speed.&lt;br /&gt;
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===[[Mithras]]===&lt;br /&gt;
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Effectively the Clan version of the Chevalier, the Mithras possesses lower top speed at roughly 105kph with the left-shift boost activated but generally brings more firepower in its loadouts in comparison. It handles awkwardly compared to the Chevalier since it utilizes tracks, meaning it cannot perform the same circling maneuvers possible with a wheeled vehicle. It also does not have the same durability; a Mithras carries only five tons of armor versus the Chevalier's seven. The Mithras' main saving grace is its cheapness, while some of its variants can snipe well due to the Clan range advantage on their energy weapons. &lt;br /&gt;
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It is also very important to note that the Mithras has very few internal structure points; armor breaches will rapidly lead to death without immediate action. Fall back if your armor is in danger of being breached.&lt;br /&gt;
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* the Prime - with two [[ERML]]s and a [[UAC5]], the Prime is best compared to the [[Hephaestus#Variant G|Hephaestus G]]. While it is not as easy to use the UAC5 compared to the ATM6, this Mithras provides a more stable platform to fire from. It can also deliver superior DPS with proper management of the UAC5. It is best to deploy the Prime for long-range purposes only, especially since it lacks [[GECM]] like the Hephaestus G.&lt;br /&gt;
* the A - this Mithras is almost a carbon-copy of the Solitaire E in vehicle form, sporting an [[ERPPC]], two [[SPL]]s and two [[Flamer]]s. While having a smaller visual profile, the Solitaire E is better in literally every way for sniper work. Only in a few, niche situations is the A a better performer than the Solitaire. The lack of mobility in comparison, combined with the Solitaire E's jump-jets causes this Mithras to be largely overshadowed by the 'Mech equivalent.&lt;br /&gt;
* the B - a powerful brawler with two [[ATM3]] sporting HE ammo along with two [[HSL]]s and an [[HML]], the B is best paired with a faster asset that can draw attention while it focuses priority targets down. Its lone single [[HS]] is inadequate for keeping the B cool during sustained fights. The short-range nature of its weapons array can also pose a problem: the B will be often unable to catch targets it can outfight, while being too slow to escape from anything it cannot. &lt;br /&gt;
* the C - two [[MPL]]s and three [[SPL]]s form the entirety of the C's weapons array. [[GECM]] is very helpful for keeping a low profile, though with only three [[HS]]es, this variant will run into heat problems fairly quickly. While it can support in a brawl fairly well, it does not carry any burst weaponry whatsoever. It can be a decent hunter, but it will struggle to bring down other starters without nigh-perfect aim.&lt;br /&gt;
* the D - the D is primarily a laser boat, with one [[ERLL]], one [[ERML]], two [[ERSL]]s and an [[ATM3]] with standard munitions. Much like the Mithras Prime, this variant functions best positioned at range with cover to give the two single [[HS]]es time to keep heat build-up under control, making it more difficult to utilize its firepower. Another drawback of the D is that it is one of the most expensive Mithras variants at 41,000 [[CBills]].&lt;br /&gt;
* the E - the [[UAC10]] forms the core of the E's weapon array, with two [[MG]]s for warding off [[Battle Armor]]. Judicious use of the UAC10 can lead to good results, particularly against slower targets, but requires firing discipline to avoid overheating your only real weapon. It takes skilled gunnery to make the most of the E, even when considering its very low purchase price. [[Ammo]] dependency can be a problem on some maps as well.&lt;br /&gt;
* the F - effectively a smaller version of the Uller F, the Mithras F also carries a [[HLL]] with two [[SSRM2]] packs for screenshake. The tradeoff between these two assets is pretty straightforward: the Uller F deals more damage by packing an additional SSRM6 launcher, while the Mithras F is harder to notice, slightly faster and can absorb a bit more punishment with proper armor rotation. That being said, this variant requires more precise aiming as it must rely more heavily on the heavy large laser for dealing damage.&lt;br /&gt;
* the G - carrying nothing but a single [[HAG20]], the G can sandpaper armor off of targets at range and until recently, was capable of suppressing [[Battle Armor]] with terrifying ease. However, the lack of backup weapons and dependence on [[ammo]] can make the G somewhat impractical. In a brawl, it takes perfect bursts into the same location from the HAG in order to bring down an opposing target, otherwise you will be killed while the weapon is in its cooldown cycle. If you plan to use this variant, stay with teammates or stay at range.&lt;br /&gt;
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===[[Hephaestus]]===&lt;br /&gt;
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* the A - fundamentally, this Hephaestus is identical in overall concept to the Harasser A, except it trades a bit of LRM power plus [[GECM]] for a [[CMPL]], [[TAG]] and a [[BHP]]. It can handle itself far better against closer hostiles than the Harasser A can, though it is forced to use TAG to guide its LRMs when trying to keep a low profile. Overall, there are more new player-friendly assets than this one.&lt;br /&gt;
* the B - A brawler variant, the B packs 3 [[CSPL]] and an [[ATM6|ATM6 HE]], giving it some great sustained firepower up close and personal. It is less suitable than the G on bigger maps due to its incredibly short range and requires some skill to use effectively. Much like the G, the ATM6 is the main weapon here and while it can deliver some pain, it is not capable of delivering precise damage. The B is best deployed on hover-friendly maps where closing the gap is easy, such as [[TC_Marshes]] or [[TC_Bogs]].&lt;br /&gt;
* the C - This is the cheapest [[NARC]]-carrying asset in the game, which is a plus. The problem with this is that unless your team has organized around massing [[LRM]] or [[ATM]] assets to open a game, those NARCs will not be used at all, which means no bonus money for you. Outside of the NARC and its [[BAP]]/[[C3]]/[[AECM]] combo, this variant has no redeeming features and should be avoided if the NARCs won't be used.&lt;br /&gt;
* the D - While two [[UAC5]]s provide good, reasonably accurate firepower, the D has no support weapons, which can be a problem in brawls. When sniping, the recoil from the autocannons will force you to make constant adjustments to your aim, and it will push the hovercraft itself in a manner that can be very confusing if you are not used to it. Only take this Hephaestus if you can work with its peculiarities, as it will give you fits if you can't.&lt;br /&gt;
* the E - this Hephaestus carries the highest damage potential of any variant with a pair of [[HML]]s alongside an [[SSRM4]] pack. It has slightly better reach than the B and hits much harder than the G without the minimum range problem. Unfortunately, the high burn time of heavy lasers makes realizing this potential difficult without steady aim or a stationary target, even for veteran players. The E also runs hotter than its siblings, keeping its skill curve high.&lt;br /&gt;
* the F - with only three [[CLBX2]]s and an extended-range [[ATM6]] launcher, the F has a very long range profile. Its main purpose is as an anti-air platform or a makeshift anti-[[Battle Armor]] unit, which it can do reasonably well. Since aerospace fighters are rarely an issue during the time this Hephaestus is relevant and other assets can swat BA while handling 'Mechs and tanks more effectively, the F should be left in the hangar unless you require anti-air capabilities and a [[TAG]] spotter.&lt;br /&gt;
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===[[Ares]]===&lt;br /&gt;
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Only one Ares variant is open for purchase for exactly 43,000 CBills: the Ares A. It sports a very long-range configuration with a single [[CERLL]], two [[CUAC2]]s, an [[CLRM5]] and three [[MG]]s It has room for additional tons of spare UAC2[[ ammo]], more than you will likely ever need.&lt;br /&gt;
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While it looks good on paper, the A is a bit lackluster in practice. The UAC2s do require some time to work on a target, while the lone ERLL is not very threatening to more armored ground assets. It can perform well in an anti-air role and is a threat to early VTOLs. Its two bright spots are its relatively high armor ratings for a starter, and with its massed machine gun array, it can deal death to any and all [[Battle Armor]] visible. This strength, however, does not come close to outweighing its poor performance in other contexts. Its maximum speed of 86 km/h beats out only the Partisan for the slowest starter award.&lt;br /&gt;
&lt;br /&gt;
The Ares A is best used when you know your team will be facing down hordes of players using [[Battle Armor]], [[VTOL]]s or stand-off assets like the Owens Prime. More open maps also benefit this starter, although the A's slow speed is a problem on large maps such as [[TC_Frostbite]]. Either way, you may be hard-pressed to recoup your money in this tank unless the opposing team ignores you.&lt;br /&gt;
&lt;br /&gt;
===[[Partisan]]===&lt;br /&gt;
&lt;br /&gt;
The Partisan E, carrying four [[UAC2]]s and two [[MG]]s, is the most armored and heaviest starter available in [[MWLL]]. After the 0.9.0 update, the Partisan's firepower is now quite good. It can deliver crippling damage given enough time to bore holes into the enemy's armor. However, this is the slowest starter asset, placing it at a severe disadvantage on large maps. This is especially problematic if an enemy group catches you out of position, as there is no chance you will escape from them.&lt;br /&gt;
&lt;br /&gt;
The main purpose of the E is to shoot at planes - you will typically not encounter many dangerous air assets early in a game, though the UAC2s are very dangerous to VTOLs and mid-game aerospace fighters. If you plan to bring a Partisan, try to purchase it at a forward base to reduce the time you must spend simply getting to the battle. After that, keep your distance as much as you can.&lt;br /&gt;
&lt;br /&gt;
===[[APC]]===&lt;br /&gt;
&lt;br /&gt;
The APC is a unique case. As a combat vehicle, APCs are completely incapable of defending themselves against anything other than hostile [[Battle Armor]] and even that can be a bit of a stretch with only two [[MG]]s for defense. It is in their ability to provide [[ammo]] reloads and act as a [[Battle Armor]] spawn point that APCs show their true strength.&lt;br /&gt;
&lt;br /&gt;
Players that spawn at an APC appear inside the vehicle's troop compartment and can purchase any BA weapon &amp;lt;!-- or grenades --&amp;gt; while inside. Friendly assets can walk up to an APC and purchase reloads for their weapons as well. All of these features are available at any time. When leaving an APC in a particular location, simply power it down with '''P''' and exit the vehicle.&lt;br /&gt;
&lt;br /&gt;
APCs can also be used to rush capture zones in [[Terrain Control]] games, as the vehicle has more than enough armor to take hits from base turrets, which would otherwise kill you.&lt;br /&gt;
&lt;br /&gt;
Overall APCs are godsends, even essential, for players who plan to play as [[Battle Armor]] and can be incredible irritants to opposing teams that are unable to locate and destroy it. They're also very helpful on large maps with few [[ammo]] reload points, such as the middle base on [[TC_DeathValley]] or as a support unit parked next to a [[Long Tom Artillery Tank|Long Tom]] player. Keep in mind that APCs also carry a [[LAMS]] turret, but it is only active when the vehicle has a pilot at the wheel.&lt;br /&gt;
&lt;br /&gt;
Just make sure to hide the APC well if you're going to spawn at it. Ditching it behind buildings or in narrow alleys is generally a good idea; some bolder players leave their APCs in parking lots on some maps, preferring to fool other players into believing them to be map objects.&lt;br /&gt;
&lt;br /&gt;
===[[Battle Armor]]===&lt;br /&gt;
&lt;br /&gt;
Playing as a [[Battle Armor]] (BA) can be tough and it is likely you will die many times, but it can be a lot of fun and if done properly, a way to hold key map areas from the other team.&lt;br /&gt;
&lt;br /&gt;
The most common weapon setup found is purchasing a Manpack PPC (BA PPC or MPPC) along with the Micro Heavy Laser (MHL). The BA PPC is effective as a ranged weapon, but it also provides a lot of recoil. This can be used to propel yourself in one direction faster by shooting away from where you want to go and also to help you evade enemy weapons fire. The MHL is the most damaging BA weapon in [[MWLL]] and can cut other starters to ribbons if they foolishly ignore you. Like any [[Heavy Laser]], it must be focused on a single component for maximum damage; ideally, this will be a 'Mech's rear torso. Cutting the rear torso open will deliver engine damage to the enemy 'Mech, cutting their speed in half and reducing their heat dissipation. A couple more hits will certainly net you a kill.&lt;br /&gt;
&amp;lt;!-- Grenades are helpful if you can afford them, if not, don't worry about it. C8 grenades have a three-second fuse after they land, so throw them with a lead for best effect. Inferno grenades have only a one-second fuse. NARC grenades paint a target upon impact, opening them up to friendly missile fire for exactly one minute. If you use NARC grenades, '''do NOT''' PPC the NARCed target, or it will disable the NARC effect. All grenades stick to assets if they hit them, although getting this to happen can be tricky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When playing as a BA, you will almost certainly want to buy an [[APC]] and leave it somewhere to function as an additional spawn point or simply to help you get to the front faster. Keep in mind that holding down left-Shift allows you to run, at the cost of introducing a delay when shooting, much like in first-person shooter games.&lt;br /&gt;
&lt;br /&gt;
Most BA tactics involve hiding behind a piece of indestructible cover, jumping or strafing out briefly to shoot, then hiding again. If your target is alone and is a slow, heavier 'Mech, running around their legs places you within a deadzone where they cannot hit you whatsoever. Other popular tactics include quickly leaping over the target 'Mech and landing behind them, then doubling back when the target tries to follow your movement after you land. BA function best when something else can draw the target's attention, as attacking when the target is waiting for you to move is a recipe for certain death. As a BA player, you can also help keep opposing BA at bay provided your aim is better than theirs. Combined with an APC, you can also capture and hold territory in [[Terrain Control]] effectively, which can be a good option for contesting distant areas.&lt;br /&gt;
&lt;br /&gt;
Also, Battle Armor players will find that they make a lot of cash they can't use - it is best to donate your leftover CBills to your team to help them fund better assets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Biggest Boss</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=13234</id>
		<title>Shadowcat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=13234"/>
				<updated>2022-06-05T15:45:36Z</updated>
		
		<summary type="html">&lt;p&gt;Biggest Boss: Variant G removed clantech heavy short laser and left it as CHSL for consistency with other references in other pages to this weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Shadowcat.png&lt;br /&gt;
| ImageGif = File:Shadowcat_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 40 364&lt;br /&gt;
| Engine Prime = RFUM 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 62 500&lt;br /&gt;
| ArmorT A = 43 899&lt;br /&gt;
| Engine A = RFUM 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 62 900&lt;br /&gt;
| ArmorT B = 43 899&lt;br /&gt;
| Engine B = RFUM 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 67 000&lt;br /&gt;
| ArmorT C = 38 436&lt;br /&gt;
| Engine C = RFUM 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 64 700&lt;br /&gt;
| ArmorT D = 42 292&lt;br /&gt;
| Engine D = RFUM 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM#High Explosive|ATM6 HE]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 68 500&lt;br /&gt;
| ArmorT E = 42 292&lt;br /&gt;
| Engine E = RFUM 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 68 000&lt;br /&gt;
| ArmorT F = 42 292&lt;br /&gt;
| Engine F = RFUM 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 67 800&lt;br /&gt;
| ArmorT G = 42 292&lt;br /&gt;
| Engine G = RFUM 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 3762&lt;br /&gt;
| Armor CT = 5787&lt;br /&gt;
| Armor B = 3472&lt;br /&gt;
| Armor LRA = 3472&lt;br /&gt;
| Armor INT = 2656&lt;br /&gt;
| Armor LRL = 4427&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Clan]] [[Medium Mech]], the '''Shadowcat''' is an incredibly versatile platform with good speed, maneuverability, and firepower, making it worth every penny.  It absolutely devastates [[Light Mechs]], and can go toe to toe with many heavier Mechs if used intelligently. Possessing speed nearly on par with light Mechs, as well as some of the hardest hitting weapons available, the Shadowcat is an excellent multi-classer. Additionally, every variant is equipped with [[MASC]] and at least standard [[JJ]]s. The only dull points that blemish the Shadowcat's otherwise excellent capabilities are its limited ammo space and a lack of armor, significantly lower than other medium Mechs.&lt;br /&gt;
&lt;br /&gt;
Shadowcat variants tend to carry their weapons almost exclusively in their arms, making these components a prime target. The arms are also very lightly armored, if not always easy to hit. Their protection is of paramount importance to Shadowcat pilots. The Mech's low profile makes aimed shots directed at a specific component (other than its arms) extremely difficult, which is compounded by its high speed. As a result, Shadowcats usually have incoming damage spread throughout all of their components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Shadowcat Prime is an agile sniper capable of dealing large amounts of damage at medium- to long-range. Armed with one [[CGauss]] and a pair of [[CERML]]'s, aimed with the assistance of [[EOptics]], the Shadowcat Prime is a grown-up [[Uller#Variant A|Uller A]], but with extra armor and maneuverability enhancing equipment. The [[MASC]] and [[JJ|Jumpjets]] give it a mobility that most other snipers lack, but its single [[DHS]], helps it deal with the extra heat load. A free ton allows an extra reload for the CGauss, but the Shadowcat Prime must still make frequent return trips to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant has terrific damage potential for a medium Mech, and with its [[JJ|Improved Jumpjet]]-enhanced maneuverability and [[MASC]] system, the Shadowcat A is an effective hit-and-run brawler. Despite this incredible killing power, the A variant tries to manage its heat with only 2 [[DHS]], limiting its otherwise outstanding damgage dealing capabilities. Savvy foes will seek to destroy the [[UAC20]] cannon arm as quickly as possible, so it's wise to use [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twisting]] and good maneuverability to prevent that from happening.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The Shadowcat Alpha and Bravo fill similar but not identical niches. The Alpha puts out considerably more raw damage, but with less safety and less reliability. The Alpha ought to be more cautious when committing to a fight compared to the Bravo - the lack of screenshake to mitigate return fire means the variant relies heavily on short pulses of MASC, judicious use of terrain, and bursts of iJJ to disrupt enemy aim. The UAC20 requires projectile leading and extended staretime to do all of its damage, and utilizing critical mobility tech in combat without tapping into coolant is difficult if using all 3 CERSL. If you find yourself redlining often, remember that speed is life against powerful enemies - don't be afraid to use coolant, always disable shutdown override, prioritize UAC20 shots and evasion with MASC over firing the CERSLs, and try using a third firegroup with only 2 CERSL for intense situations. The Alpha is an executioner - find damaged or underarmored opponents you can kill quickly with overwhelming firepower, or exploit your mobility to carve open weakened components on distracted heavier targets. Be conservative with your lasers to leave heat capacity for a speedy exit if you aren't confident you can win outright - the UAC20 chews through ammo extremely quickly, and any time spent not killing your target is an opportunity for them to put damage on your essential left arm.&lt;br /&gt;
| Writer1= - [CJF]DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Armed with one [[LBX20]], an [[SRM6]] and a twin [[MG]]s, the Shadowcat B is all about close-range firepower. Utilizing [[MASC]] the Shadowcat B can close in quickly on enemy units before pummeling them with its powerful loadout. [[iJJ|Improved Jump Jets]] allow the Shadowcat B to move along otherwise impassable elements of the battlefield, making it a mobile and very dangerous ambusher, especially in environments with lots of obstacles like urban theaters. The LBX Autocannon is likely to be targeted by an aware adversary, so shielding it should be high on priority list.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The Shadowcat Bravo has characteristics that make it a more versatile duelist and a more potent hit-and-fade attacker when compared to the Alpha: A more forgiving heat curve that allows for more liberal use of mobility tools in combat, fast-cycling screenshake in the SRM6, and the accurate and nearly-instantaneous heavy damage output of the LBX20. The long cycle time of the LBX20 means the variant can spend time spreading damage or repositioning without seriously sacrificing damage output. The combination of defensive screenshake, slower LBX20 ammo consumption compared to the UAC20, and greater opportunity to twist and shield means the Bravo tends to remain combat effective longer than the Alpha. LBX modifiers combined with iJJ makes the variant a powerful tankbuster (use iJJ to cross up tanks and dig into squishy rear or side panels) and a surprisingly effective anti-air platform (use MASC + iJJ to dodge out of the way of incoming ASF munitions and position yourself to lob an LBX volley at their wing as they bank away at the end of their run). MGun projectiles travel at roughly the same speed as the LBX pellets, so the two mguns can serve as tracers for the LBX20 (Mgun bullets travel a little slower, but within LBX20 range the difference is negligible).&lt;br /&gt;
| Writer1= - [CJF]DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Zaytsev&amp;quot;''===&lt;br /&gt;
The C variant forgoes the comparably diverse loadouts of other Shadowcat variants in favor of long-range firepower.  Mounting one [[CERPPC]] and a [[Gauss|Gauss Rifle]], the Shadowcat C can deal huge amounts of damage at long-range. When coupled with [[JJ|Jump Jets]] and [[Eoptics]], the C variant is a deadly Jump Sniper, superior even to the Shadowcat Prime. One free ton allows a reload for the CGauss, giving the Shadowcat C moderate staying power. Losing the sole [[DHS]] of the Prime and gaining the blistering heat spike of the clan version of the particle projector cannon, along with the [[MASC]] standard to all shadowcats, makes this variant nice and toasty. Cramming all that load onto a Shadowcat meant that half of that free ton for reloads had to be stripped from its armor, making it one of the most fragile variants.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The agility of the Shadowcat chassis perfectly complements the needs of a [[NARC]] launcher, quickly able to bob and weave in and out of dangerous positions to land a beacon. Even without a team supporting you with allied missiles, your beacon is more than payed for by homing in devastating salvos of [[ATM#High Explosive ATM|High Explosive ATM]] and [[CLRM| Clan LRM20]]. The [[Clan]] engineered [[LRM20]]'s reduced, 20m [[minimum range]] really shine on this 'Mech, once you get a handle on managing your missiles turn radius, this Shadowcat can drop mechs both at close and far ranges and even from behind cover and around walls. &lt;br /&gt;
While boasting some impressive damage numbers, remember that the two missile pods are the ''only'' weapons aboard this mech. It takes a seasoned mech pilot to reliably guide them to a specific component and even then, are easily shielded against. This further highlights the capacity for teamwork and coordination granted by the [[NARC]] launcher. This mech is a VIP member in any [[Gameplay_Tactics#LRM_Camping|LRM, ATM or ARROWIV focused]] team.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Shadow Cat E is a heavy mid range damage over time mech, that can brawl in a pinch. It does this job very well thanks to its [[HLL]], which can cause plenty of damage if the user can keep the beam steady on the enemy mech. Its 3 [[CMPL]]s help to exploit any weak areas that are created by the heavy laser, and supply a constant source of damage as the heavy laser recycles. The variant hard mounts [[MASC]] and [[iJJ|Improved Jumpjets]] as well, which allows it to both make mid-range jump strikes on a target, as well as engage in an extended brawl, using jumps and rapid [[MASC]] toggling to throw off enemy fire. The 7 [[DHS|Double Heat Sinks]] dissipate the heat from the [[HLL|Heavy Laser]] and the pulse battery, but can struggle when frantic gunfire is combined with aggressive maneuvering. Alternatively the heat sinks are sufficient to allow for repeated heavy laser burns during jumps, but pulse shots will push the temperature to unsafe levels. Any cockpit shake can also work against this Shadow Cat while its firing its laser and will cause its damage to spread out more. A side benefit of having more heat sinks than any other variant is that this mech can maintain a [[MASC]] sprint longer, and sprint more often, than the other Shadow Cats, allowing it to rapidly respond in force and to threaten lightly defended capture zones.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= On most shadowcat variants, the bulk of the mech's damage output is invested in the left arm's big gun. Not so for the Echo - although the HLL's raw damage is invaluable for dealing damage quickly or with marginally greater safety, the long burntime means it's more vulnerable to screenshake, and it can be difficult to put all of its damage on the same component against a twisting target. In a duel or extended fight, the right arm with two CMPL is a more valuable prize. A complete HLL burn deals 1500 damage, and a single salvo of the Echo's 3MPL (which fire more than five times faster!) deals 624 damage. In the time it takes for one HLL cycle to complete, the 2 MPL in the right arm alone can inflict almost 150% of the damage of a full, perfect HLL burn from the left arm.&lt;br /&gt;
| Writer1= - [CJF]DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A stand-off Mech utilising almost exclusively long range weaponry. The primary weapon is an extreme range [[HAG30]]. Backed by 2 [[free tons|Free Tons]] of ammo storage gives it staying power to inflict massive amounts of damage. At 900 meters the [[CERLL]] inflicts pinpoint damage, helping to finish off your opponent. Both weapons are enhanced by the [[EOptics]] package, and the [[iJJ|Improved Jumpjets]] allows pilots to jump snipe from cover. When caught in close range, it can utilize [[MASC]] to break distance, and resume long range offensive operations. However, if the pilot thinks she has enough armor (and that the enemy took enough while closing) she may opt to brawl with the attacker instead. While the gunload is geared towards long range burst damage, the jump jets and [[MASC]] can allow a pilot to deny a clean shot (or any shot) long enough to fire 2 HAG bursts unanswered. By going radar passive and feathering the jump jets the pilot can keep their mech over the enemy's head, and land in an unexpected spot. Similar tactics can be used with the A and B variants, but are less necessary with those loadouts. The single [[DHS]] can handle the [[CERLL]], but mind the iJJ heat when poptarting. One solution is to jump, alpha strike, immediately [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twist]] to deny return fire to the center torso.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A brawler and a scout, hot in both roles, the mere [[DHS]] trio is heavily taxed by either the [[cERPPC]] or the feared [[ATM9|ATM9(HE)]]. Backing up the short range missile barrage are the two [[CHSL|CHSL]] that can precisely target specific enemy componets. If the weapons stay silent, the movement enhancing equipment consisting of both [[MASC]] and [[iJJ|improved jump jets]] will bring this unit far, and fastly so, however utmost caution is to be exerted not to rush into the height of a battle with the heat scale close to the alarm region! &amp;lt;br&amp;gt;&lt;br /&gt;
Selling point? A scout, fast, mobile and with a firing solution for almost every range and quite many situations. For the experienced players with developed situational awareness and heat management.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Since update 0.9.0, the Shadowcat chassis has enjoyed fixed Improved Jump Jets, which are counted as weighing as much as normal Jump Jets. Despite the weight savings and added mobility, variant cost is still affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3003, the Shadow Cat is a heavily-armed and maneuverable medium OmniMech developed by Clan Nova Cat to replace the Ice Ferret in the early 31st century during preparations for Operation Revival. Fulfilling the role of a heavy-hitting striker unit, it is one of the few Invasion-era Clan mechs to lack a separate Inner Sphere designation; all Inner-Sphere pilots who encountered it before the battle of Tukayyid died, and ComStar was informed of its designation before that battle, resulting in both sides using the same name. The Prime variant of the MWLL Shadowcat lacks the Active Probe of the CBT Shadowcat, and hard-mounts Improved Jump Jets rather than standard ones. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Shadow_Cat BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Biggest Boss</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13233</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13233"/>
				<updated>2022-06-05T15:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Biggest Boss: changed jumpsniping from Variant a to Jump-Sniping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uziel.png&lt;br /&gt;
| ImageGif = File:Uziel_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 62 400&lt;br /&gt;
| ArmorT Prime = 44 541&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 500&lt;br /&gt;
| ArmorT A = 39 721&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 58 800&lt;br /&gt;
| ArmorT B = 42 938&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 57 000&lt;br /&gt;
| ArmorT C = 44 541&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 200&lt;br /&gt;
| ArmorT D = 44 541&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 55 500&lt;br /&gt;
| ArmorT E = 44 541&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 54 000&lt;br /&gt;
| ArmorT F = 41 328&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 60 900&lt;br /&gt;
| ArmorT G = 41 328&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7330&lt;br /&gt;
| Armor LRT = 4630&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2797&lt;br /&gt;
| Armor INT = 2951&lt;br /&gt;
| Armor LRL = 4919&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Uziel''' is a nimble [[Medium Mech]] that fills the [[Inner Sphere|Inner Sphere's]] vehicle roster with a capable skirmisher. With a fast cruising speed for its weight class and commonly mounting [[Jump Jets]], the Uziel distinguishes itself as part of a vanguard force, brawling or sniping as loadout permits before fading behind the friendly battle line to continue the fight as a support unit. Compared to a [[Light Mech]] being used in the same capacity, the extra armor afforded by the Uziel's increased tonnage allows it to be used more aggressively before being forced to retreat, but not by a large margin - The unusual shape of the Mech, with its exaggerated side torso panels, makes the Uziel somewhat easier to hit. While the Uziel's armament is slightly better than the average Light Mech, it cannot significantly outgun or outrun one to dissuade their attacks, often dooming overconfident pilots to being overrun by fast brawlers. The Uziel shines best in a early-mid game situation as heavier assets take the field, against which the Uziel's speed, firepower and armor can be best leveraged against.&lt;br /&gt;
&lt;br /&gt;
The Uziel is unique in that it sports destructable side torsos. When the Uziel's side armor is destroyed, the armor plates will visibly detach which, while reducing the physical size of the side torso hitboxes, make it much easier for enemies to identify the destroyed component from afar.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Uziel Prime mounts as its main weapons a pair of [[PPC]]s, giving it impressive firepower at medium to long range, as well as allowing it to disorient enemy units with the PPC's effects.  [[iJJ|Improved Jumpjets]] give the Prime variant the mobility to engage enemies from unexpected angles, being able to [[Gameplay Tactics#poptrating|jumpsnipe]], as well as make use of shorter cover through its controlled upwards thrust. A single [[SRM6]] gives it extra firepower if it's forced to engage foes from close up, but it's better served by making use of its mobility to maintain skirmishing range.&amp;lt;br&amp;gt;&lt;br /&gt;
2 [[MG]]s can be used to fend of [[BA]] in tandem with its SRMs and harass [[ASF]] and [[VTOL]] at long ranges.  Used as a mobile harassment platform, the Uziel Prime can dash from or jump out of cover, fire its PPC's, and retreat, giving the enemy very little time or chance to line up a shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Relying on it 4 [[DHS]] some pilots find it smart to split it's two [[PPC]]'s to two separate groups, allowing to shoot from partial cover without wasting the obstructed weapon's shot. This however requires a fourth weapon group, or to, unwillingly, put the [[MG]]'s together with the [[SRM6]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;iPoke&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;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;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:iPoke.jpg|center|100px|The iPoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Nicknamed the &amp;quot;'''''iPoke'''''&amp;quot;, the A variant is an ultra long-range platform, capable of providing direct fire support from ranges beyond their target's radar.  Mounting 2 [[LtGauss]] Rifles, it can reach targets from 1250m out, and in combination with its [[JJ|Jumpjets]] is capable of [[Gameplay Tactics#Poptarting|Jump-Sniping]] from ranges that make it extremely difficult to be spotted. The weapon's high velocity also makes it a viable anti-air choice. 2 [[free tons]] provide a bit of extra ammo for sustained fire, and a pair of machineguns give it further long-range harassment options, as well as providing some protection against [[Battle Armor]]. Unfortunately, this variant's ultimate weakness is its low damage output, making it more suitable for softening up incoming targets and finishing off stragglers, depending on its teammates to do direct engagements. This makes it a bad choice when heavier firepower is required to engage in or defend against pushes, although it can be a viable choice for a team employing a long-range [[kiting]] strategy in games without respawn. The lack of backup weapons suited to short range fighting and decreased armor compared to the rest of the Uziel variants mean that close range engagements will spell its certain doom.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uziel B is a swift, cheap, and powerful [[skirmisher]] and [[backcapper]] capable of complicated and diverse tactics. The B's impressive maneuverability is the result of its [[MASC]]-[[JJ|Jump Jet]] combination. Though both pieces of equipment compete for the B's modest three [[DHS|Dual Heat Sinks]], the B can sprint for some distance without overheating and can [[poptart]] at medium range.&lt;br /&gt;
&lt;br /&gt;
An impressive trio of [[MRM10]]s form the primary weapons of the Uziel B. These should be [[group fire|group fired]] most of the time, but can be [[chain fire|chain fired]] to better manage [[heat]] or to kill enemy [[Battle Armor]]. The B is backed up by a powerful, but hot array of four [[SPL]]s. MRMs have a 60m [[minimum range]] making them risky primary weapons. The B can use its MASC or JJs to gain some distance in order to fire the MRMs.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Uziel C is a [[stare|stare-down-style]] medium-range mech. A triad of [[RAC2|Rotary Auto-Cannon 2]]s are the C's only weapons. The [[DPS]] of these cannons is frightening. While not particularly useful for [[jump sniping]], the C's [[Improved Jump Jets]] greatly enhance the its survivability. The C can quickly jump behind cover while its RAC2s are cooling down. On normal temperature maps, the C's single [[DHS]] can more than keep up with the heat of three RAC2s. Players may find themselves using [[Coolant]] if they want to make regular jumps during combat. Besides its limited [[ammo|ammo supply]] which is mostly offset by the Uziel's speed, the C's only real weakness is losing [[arm]]s in combat since each arm accounts for a third of the C's firepower.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Uziel D is a competent brawler with some capacity to [[skirmish]] and function as [[AA|Anti Aircraft]] or as a tank-killer. The D's primary weapon is an [[LBX10]] in its left arm. This weapon works well against tanks, [[BA]], and [[Aircraft]]. [[Improved Jump Jets]] give the D the ability to deny line of sight for many tanks by jumping straight up. It can also dislodge any battle armor that tries to climb aboard. And most hilariously, the jump jets enable the D to [[uppercut]] enemy aircraft that stray too low. Providing a slight bump to the D's mid-range to short-range load out is a [[TBolt5|Thunderbolt 5]]. One might not expect a single TBolt5 to be a major help, but its useful for outlining enemies in maps with low visibility like [[TC_Dune|Dune]] during a sand storm or [[TC_Wildlands|Wildlands]] when the fog rolls in. The rest of the D's weaponry is spread out between a trio of [[ERSL]]s and two [[ERML]]s all of which provide some [[pinpoint]] damage to help balance the [[splash damage|splashy nature]] of the D's other weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A variant clearly meant for long range skirmishing and harassment. One of the cheaper variants, the Uziel E is armed with a pair of [[ERLL|Extended Range Large Lasers]] backed by a duo of [[AC5]], allowing it to engage enemies from 800m out. Lacking the mobility enhancing equipment common to the chassis, its user must remain aware of their positioning, not shying away from tactical retreats in order to maintain their range advantage, as it's easily overpowered by brawling assets, despite its weaponry not losing effectiveness at closer ranges. In order to take full advantage of its firepower, users must be aware of the different leading required for its two weapon types as long range autocannon shots are much harder to land than pinpoint laser fire. Even though it lacks the mobility, splash and screenshake of the Prime, the range of the A, or the jump sniping capabilities of either, it makes up with a damage dealing potential that's superior to both. All of its weapons are suitable for defending against [[Battle Armor]] or air assets, although chain-firing should be employed against the former due to a relatively slow firing rate. Its 2 [[DHS]] are enough for the mech to be impossible to overheat in normal temperature maps.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
As an agile LRM boat, capable of operating even without spotter support, for the Uziel F's main weakness compete both its lack of enhanced optics and its somewhat mediocre staying power. The main armament being a trio of [[LRM10]] launchers, it's capable of a significant long range punch at a theoretically high re-fire rate, with the option of a long and sustainable chain fire when it's deemed strategically advantageous. Its mobility, with the land speed and agility already inherent to any of the Uziels, is furthered by the [[iJJ|Improved Jumpjets]]. This exactly, along with its backup duo of [[ML]] for short range defense, make it a competing rival to the other units of comparable role and price tag. The smaller nature of the launchers also means it will take more volleys before they need to reload, but for when they do the variant can only carry 2 [[free tons|spare tons]] of ammo, forcing it to carry on at only two thirds of its maximal firepower. A sole [[DHS]] will force pilots to either take some time to cool down or chain fire their missiles during painfully prolonged engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Still the units main selling points remain it's affordable price for the early game and its enhanced mobility.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The two mighty [[LXPL]]s on the Uziel G, while lacking any pronounced [[burst damage|punch]], still deal a steady stream of damage from point blank out to 750m. LXPLs also differentiate the G from other [[DPS]] medium mechs in that they don't [[jam]] or [[reload]] making them a reliable choice. The Uziel's relatively high speed allows the G to wreak havoc on any unit not swift enough to flee for cover in time. The [[SRM4]] is handy for some splash damage to finish off a damaged enemy who is [[damage spreading]]. Lacking any exotic equipment, this unit gambles it all on [[range|medium-range]] pulse power and heat dissipating capacity strong enough to sustain it. The 8 [[DHS]] are quite promising in this regard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;p&amp;gt;Initially the Uziel was an unpopular 'Mech because of it's light punch (especially at short range) combined with a large hit-box which made it feel more lightly armored than other medium BattleMechs.  To counter this a new [[DSSRM]] variant was introduced to provide a powerful short range version of the 'Mech and in version 0.5.4 the Uziel was resized to be in line with the other medium 'Mechs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In 0.6.0 the Uziel was further improved and had most outdated tech replaced with more expensive and better equipment (e.g. mounting [[DHS]] instead of [[HS]]), as well as having 2 variants replaced with new and significantly better ones.&lt;br /&gt;
Still, the stigma of being useless and weak clings to it even in the days of 0.6.0, even tough the new variants added and modified in that patch could hold their own against any target that is in their price category and some mechs that are above.&lt;br /&gt;
In the 0.8.0 community edition of the game, the Uziel is more viable than ever, with armor being redistributed to toughen up its huge central torso and new variants, it's the Inner Sphere's mobile skirmisher medium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Around 0.10.0 The Uziel got a further improvements most noticeable being a reduction in size - the torso was made narrower to make it more tough. Some variants had undergone redesign.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Uziel is a fast, [[JJ|jump capable]] Medium 'Mech armed with a variety of weapons: an LBX-2 for longer ranged shots, an [[ERML|ER Medium Laser]] and [[LPL|Large Pulse Laser]] for medium-range combat, and two [[ERSL|ER Small Lasers]] and a single [[SRM6]] for some short-range kick. However, the most well-known variant of the Uziel has a [[PPC]] on each arm, two [[MGun|Machine Guns]] and a single [[SRM6]] in the center. This type of Uziel was an iconic 'Mech in later Mechwarrior and MechAssault games, and made its first appearance in Mechwarrior 4: Vengeance.&amp;lt;br&amp;gt;&lt;br /&gt;
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Built at Defiance Industries' Furillo plant, the Uziel is an effective medium 'Mech that is looked down upon by the LAAF simply because it is produced on Furillo and not at the prestigious Hesperus facility. The Uziel is built on a Foundation E50 Endo Steel chassis that has a GM 300 XL engine that provides the 'Mech with a top speed of 97.2 km/h. The 'Mech's mobility is enhanced with six Rawlings 50 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Uziel is armored with eight tons of Maximillian 100 armor that gives the Uziel adequate protection from enemy fire. To dissipate the heat produced by the 'Mech's weapons, it carries eleven double heat sinks.&lt;br /&gt;
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Notable Pilots - Bear &amp;quot;OEM&amp;quot; - IS, _Recoil_ - CL, [12vr]Hammerzeitgeist - MERC&lt;br /&gt;
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Date Introduced 3065 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
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[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
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		<author><name>Biggest Boss</name></author>	</entry>

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