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		<title>MechWarrior: Living Legends Wiki - User contributions [en]</title>
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		<updated>2026-05-03T04:08:53Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=15481</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=15481"/>
				<updated>2026-03-30T02:13:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 142 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 140 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 116 500&lt;br /&gt;
| ArmorT F = 93 765&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 121 500&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for mid- to close-[[range]] combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single [[alpha strike]]. Though the Gauss have a long [[recharge|recycle time]] between shots, an extra ton of armor allows the Prime to spend that time soaking up any enemy fire without issue. This variant carries a larger ammo bin than most others, whopping 8 tons of [[Free tons | extra ammunition]], allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on against [[BA]] or if the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 meters is not often worth wasting the ammo when the Prime is close to empty. The [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal. The Prime is very flexible in that it can provide modest mid-range [[fire support]], when it's in the right terrain with lots of cover it can operate as a [[skirmisher]] and when supported by allies, the Prime makes an excellent [[tanking|tank]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only five variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 meters, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability. An additional sacrifice for this damage is that this variant is less armored than it's brothers, and doesn't have the more-durable [[Engine|STD Engine]], and only has tonnage for one reload cycle's worth of ammunition. The Fafnir E also has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a [[engines|STD Engine]] to boot. A pair of [[RAC5]] can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the dual [[AC20]] can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Fafnir G has a much lower maximum damage output than many other Fafnirs, the reason for this is the G's weapons, which are focused on long-[[range]], and the G's rather heavy Standard [[Engine]] which makes it substantially more survivable than most other [[variants]]. The G does get a little hot as it only has 1 [[DHS]] to deal with its two nice high [[splash damage]] [[ERPPC]]s. The most aggressive weapons equipped on the G are a pair of [[Gauss]] rifles that unload a nasty strike of [[pinpoint damage]], and they match the 900m range of the ERPPCs. Pilots are advised to take advantage of the G's standard engine and do as much [[twist fighting]] as possible and avoiding [[staring]] as much as possible. To supply the G with ammo for its Gauss Rifles are two [[free tons]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - [FRR] Erazzmus -IS, Plotting-Raccoon -IS, ~SJ~Proxema -MERC, Spooky -MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Old_Fafnir_Reference_Pawel.jpg|High-poly reference model (Pawel Czarnecki)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=15480</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=15480"/>
				<updated>2026-03-30T02:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas.png&lt;br /&gt;
| ImageGif = File:Atlas_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 106 200&lt;br /&gt;
| ArmorT Prime = 92 755&lt;br /&gt;
| Engine Prime = Vlar 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 359&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 700&lt;br /&gt;
| ArmorT B = 94 359&lt;br /&gt;
| Engine B = Vlar 300 STD&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 400&lt;br /&gt;
| ArmorT C = 94 359&lt;br /&gt;
| Engine C = Vlar 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 300&lt;br /&gt;
| ArmorT D = 92 755&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 114 300&lt;br /&gt;
| ArmorT E = 91 146&lt;br /&gt;
| Engine E = Vlar 300 STD&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 [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&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;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 108 000&lt;br /&gt;
| ArmorT F = 94 359&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt15]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 100&lt;br /&gt;
| ArmorT G = 94 359&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13849&lt;br /&gt;
| Armor RT = 11080&lt;br /&gt;
| Armor LT = 9002&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 6925&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. Dual [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2s]] complement the 900m range of the other weapons. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Mr. Bubbles&amp;quot;''===&lt;br /&gt;
The ''Atlas A'', dubbed '''''&amp;quot;Mr. Bubbles&amp;quot;''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.&lt;br /&gt;
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage beyond 650m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. With 4 [[DHS]], there will be no difficulty in continuously firing all weapons in close succession.&amp;lt;br&amp;gt;&lt;br /&gt;
However, its greatest weakness lays right in its greatest strength - Where both AC10 array and the formidable HPPC produce profound screenshake - it comes at the cost of damage. This designates this unit as an second line attacker, an excellent force magnifier rather than steamroller, like other Atlas variants. As such, the Atlas C is the perfect anchor for an attack lance consisting of shorter ranged units in need of medium range fire disruption.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Powerwalk&amp;quot;''===&lt;br /&gt;
The Powerwalk has little in the way of weapons, sporting less weaponry than most heavy Mechs. What makes the Powerwalk a viable option is that, thanks to [[MASC]], it does what no other Mech is capable of: Getting to the frontlines at nearly the speed of a Clan Heavy and with 26% more [[armor]]. Not only does the Powerwalk travel quickly, but it does so quietly as it is equipped with [[GECM]]. Careful not to ride the [[heat|yellow line]] too closely as an inopportune [[overheat]] will broadcast the Powerwalk's location to every enemy. Thanks to the Powerwalk's generous 8 [[DHS]], it can sustain fire with its 3 [[MPL]]s with little issue, even on hot [[maps]]. The Powerwalk has no long range weapons, so using MASC can be critical to bring its [[AC20]] and two [[SRM6]]s to bear. In general, Atlas Mechs tend to draw enemy fire and receive an overlarge [[threat assessment]]. The Powerwalk can take advantage of this. Even though the Powerwalk's weapons tend to lend themselves to [[staring]], the beauty of the Powerwalk's weapon distribution allows it to [[tanking|tank]] and [[damage spread]] quite effectively giving allies time to deal out damage. Each arm only carries a single [[MPL]] meaning little of the Powerwalk's function or firepower is lost from a destroyed arm. Only the Powerwalk's [[right torso]] mounts much firepower (SRM6 and AC20) and any enemy trying to destroy the Powerwalk through a side torso will be disappointed with its slow [[damage transfer]] thanks to the Powerwalk's [[standard engine]]. As for ammo, the Powerwalk does tend to run out of SRMs during long engagements, since its free ton should be dedicated to AC20 ammo. That said, the Powerwalk's MASC makes [[repair]] and [[rearming]] substantially easier that with other assault Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Master &amp;amp; Commander&amp;quot;''===&lt;br /&gt;
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for itself and friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and an [[ERML]] adds a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. As the anchor that the team together, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E's [[Free tons|3 tons of extra ammo]] give it modest staying power, but it is the least [[Armor|Armored]] Atlas and carries only 4 [[DHS]]. Pilots should watch their [[heat]] carefully and [[chain fire]] their weapons if needed. &lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the two heavy hitting [[Thunderbolt|Tbolt15]] missile launchers as effectively as possible. Their lock on range is 750m but will still do damage to targets out to 1940m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to [[dumbfire]] the Thunderbolt missiles at brawling range is somewhat difficult but rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon &amp;amp; heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, so know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s 60m [[minimum range]], so be wary of fast brawlers and take them down quickly!&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Atlas.jpg|thumb|175px|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0]]&lt;br /&gt;
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.&lt;br /&gt;
*0.17.4 - Head hitbox reduced to just the right eye.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
{{Quote|&amp;quot;A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally.&amp;quot;|Aleksandr Kerensky}}&lt;br /&gt;
The Atlas, or &amp;quot;''Death's Head''&amp;quot; as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.&lt;br /&gt;
&lt;br /&gt;
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2755 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=15479</id>
		<title>Archangel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=15479"/>
				<updated>2026-03-30T02:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Archangel.png&lt;br /&gt;
| ImageGif = File:Archangel_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +40°&lt;br /&gt;
| PitchCrouch = -30° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 100&lt;br /&gt;
| ArmorT Prime = 92 754&lt;br /&gt;
| Engine Prime = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 118 900&lt;br /&gt;
| ArmorT A = 92 754&lt;br /&gt;
| Engine A = Immortus 300 Compact Fusion&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;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&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;[[GECM]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 115 750&lt;br /&gt;
| ArmorT B = 94 360&lt;br /&gt;
| Engine B = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC5|Light AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 111 100&lt;br /&gt;
| ArmorT C = 94 360&lt;br /&gt;
| Engine C = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 124 500&lt;br /&gt;
| ArmorT D = 94 360&lt;br /&gt;
| Engine D = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 127 100&lt;br /&gt;
| ArmorT E = 92 754&lt;br /&gt;
| Engine E = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 15234&lt;br /&gt;
| Armor LRT = 8310&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 7963&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
The '''Archangel''' is an unconventional 100t [[Inner Sphere]] [[Assault Mech]] that uses the latest in Inner Sphere technology to create the ultimate defense Mech. On the surface, with a typical armament similar to a Mech half its size, a slow max speed of 54 km/h, and an extremely wide profile, the Archangel looks to be a poor contender for its price and tonnage. However, the Archangel's secret lies within its unique technology to create an ultra-specialised &amp;quot;zombie&amp;quot; mech that refuses to be destroyed. A Compact Fusion [[Engine]] reduces damage transfer from destroyed side and back torso plates even more so than the Standard Engine used by the [[Atlas]]. Combined with carrying the maximum amount of armor for its tonnage, a pilot can use [[damage spreading]] to absorb a tremendous amount of punishment while suffering less penalties when taking hits on destroyed components. Typically mounting [[GECM]] or even [[Stealth Armor]], the Archangel has the potential to avoid damage entirely by remaining undetected on radar and frustrating attempts to lock on with [[Missile Weapons]]. Finally, for when a situation gets too dangerous even for such a tough Mech, the Archangel mounts [[IJJ|Improved Jump Jets]] allowing it to vault out of harm's way and into covered positions, greatly extending its survivability. With all of these elements in concert, the Archangel makes the ultimate base defender and contester, able to easily absorb or frustrate any attempt to damage it, making up for its poor weapons compliment simply by outlasting the competition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Archangel Prime is a solid medium [[range]] assault mech. A single [[HPPC]] in the Prime's right arm encourages [[poking]] or [[damage spreading]] during its long recycle times. With only 4 [[DHS]] in total, the Prime must be careful before firing the HPPC when laying down continual fire with its other weapons. If the Prime's heat is already much above 350° it may be prudent to use some [[coolant]] ''before'' firing the HPPC in order to avoid [[heat|armor damage]]. When out of coolant and forced into constant engagement, the Prime should focus on using its center torso-mounted [[UAC10]] and two [[ERML]]s instead of the HPPC. However, due to the Prime's severely limited ammo, players will soon find themselves unable to deal continual damage, forcing them into the damage spreading tactic. Thankfully the Prime's inflexibility with heat is mostly offset by its generous electronics package. [[GECM]] allows it to run active radar to better control when and where it engages in a fight. So long as other allies are equipped with C3, the Prime's [[C3 Master|C3 Master Unit]] further improves its battlefield awareness and gives it a secondary [[scouting]] role that it can serve long after its weapons are disabled or run dry. With so much of its firepower mounted in the center torso, the Prime remains far more formidable than most assault Mechs, after [[tanking]] massive damage and losing its [[arm|limbs]] and [[side torso]]s.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Archangel A is a [[jumpsniper]] through and through. Carrying the quintessential [[Gauss Rifle]] for pinpoint damage and an [[ERPPC]] for splash damage, the A can successfully [[trade]] with most other snipers in [[MWLL]], relying on its ridiculously thick [[armor]] to make up for a lack of weaponry. The A has substantial heat issues when trying to jump and use all of its weapons, but performs adequately when sticking to the ground. While jump sniping, players will have to choose between venting [[coolant]], or holding back with some of the A's weapons. [[GECM]] helps the A jump snipe by allowing it to find enemies in [[active radar|active radar mode]], without tipping them off before jumping. If heat becomes too much of an issue, players are advised to focus on the Gauss and 3 [[ERML]]s as they provide more damage for less heat than the ERPPC.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff|0.16.1}}&lt;br /&gt;
Thanks to the strange shape of the Archangel, the massive [[screen shake]] of its [[AC20]] and its impressive [[armor]], the A can more afford to [[Gameplay_Tactics#Staring|stare]] compared to other assault mechs. This allows the B to [[chain fire]] its weapons to better handle heat. Chain firing the B's two [[LPL]]s in quick succession allows it to cool more efficiently so that the B can take advantage of its [[iJJ]]s in the middle of combat. These JJs can be used to quickly escape when the B's armor gets low, to deny line of sight from one's enemies in order to prolong the fight and give allies more time to deal their damage, or to avoid incoming [[bombers]]. One of the B's two [[LPL|Large Pulse Lasers]] is mounted in its center torso. This allows the B to continue laying down some medium range firepower for its entire lifetime on the battlefield no matter how much damage it has taken. The Archangel operates well as a [[Brawler]] but can also function as a [[Skirmisher]] thanks to its medium range weapons and powerful improved Jump Jets.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Archangel C has identical firepower to a [[Catapult#Variant B|Catapult B]], but close to double the armor. Unlike the Catapult though, the Archangel C is capable of [[tanking]], through its high [[armor]] and [[damage spreading]], and providing [[support]] with AECM. High armor plus AECM makes for a perfect combination since [[assets]] with AECM are often the only one visible on enemy radar making them stick out as a target. The C can also peek around corners and fire just one of its two [[MRM30]]s while concealing most of its torso behind cover. The C's MRM30s are mounted low on its arms, so pilots are advised to fully clear hills and other vertical outcroppings before firing. [[Ammo]] is a major concern for the C, it has only two [[free tons|free tons of ammo]] and doesn't have the speed to make frequent trips to rearm. It may be helpful to coordinate with an ally to bring an [[APC]] closer to the battle in order to provide ammo. Against [[BA]], the C can use its powerful [[Improved Jump Jets]] to dislodge a stow away, or distance itself before dumping a spray of MRMs on the BA. The iJJs also help with the [[minimum range]] of the MRM30s. Jump backwards, then fire. Due to the streaming nature of MRM30s, they should often be chain fired to give a sustained [[screen shake]] against slower targets.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Deimos&amp;quot;''===&lt;br /&gt;
The Archangel D, like all Archangels, makes up for its lack of weaponry with substantial armor and [[Improved Jump Jets]]. But it doesn't stop there. The D is equipped with [[stealth armor]] allowing it to close in on unsuspecting enemies and hiding it from their [[c3|c3 network]]. This makes the D an excellent choice when dealing with enemy [[Artillery]] and [[aerospace]].&lt;br /&gt;
&lt;br /&gt;
The D's [[Improved Jump Jets]] allow it to quickly escape behind walls, over cliffs, and even straight up to avoid enemy fire while its UAC20 cools down or [[unjam|unjams]]. Players are advised to be careful when using the D's jump jets, since stealth armor disables coolant use. To avoid being defeated by a single [[Solitaire#Solitaire C|flamer Solitaire]] players should coordinate with their allies for protection. When dealing with enemy [[Flamers]], solo, sometimes it's better to hold fire on all weapons or even [[power down]] until the enemy's flamers are recharging.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Phobos&amp;quot;''===&lt;br /&gt;
The most expensive unit and for good reason - Phobos the god and personification of Fear and Panic able to produce a blinding laser light show with its three [[MXPL|Medium X-Pulse Lasers]] at 500 meters, all the time closing the range down to 400 meters where it can unleash the especially dangerous [[LBX20|Lubalin Ballistics-X AutoCannon20]] to blow a hole in whatever it strikes. Finishing off your opponent with a dual [[SRM2]]. [[EOptics]] for battlefield awareness, [[iJJ]] for enhanced mobility with 19 tons of [[stealth armor|Stealth Armor]] to move unabated. This stealth armor allows it to close in on unsuspecting enemies and hiding it from their [[c3|c3 network]]. This makes the E an excellent choice when dealing with enemy [[Artillery]] and [[aerospace]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 100-ton Archangel represents the pinnacle of Cortland/Vapula’s Celestial series, yet its design departs quite radically from others in the line. Intended as a command unit or an anchor for assault and defense formations, this beast sports a compact engine, gyro, and cockpit—sacrificing tonnage for sheer survivability. An endo-steel chassis helps alleviate the weight costs, but only slightly, leaving this machine with only 36 tons of pod space for weapons—a pittance compared to most OmniMechs in its tonnage. However, with this design approach, the Archangel becomes a virtual zombie on the battlefield, often standing through withering fire that would crush or &lt;br /&gt;
cripple any other assault ’Mech in production today.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - Juffos -Merc, Langhans -Merc, Rogue_One -Merc&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3069 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: OmniMech Assault&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Archangel BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=15478</id>
		<title>Sunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=15478"/>
				<updated>2026-03-30T02:07:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Sunder.png&lt;br /&gt;
| ImageGif = File:Sunder_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -20° to +35°&lt;br /&gt;
| PitchCrouch = -20° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 100 600&lt;br /&gt;
| ArmorT Prime = 83 113&lt;br /&gt;
| Engine Prime = Hermes 360 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&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;[[iJJ]]&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;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 103 100&lt;br /&gt;
| ArmorT A = 84 718&lt;br /&gt;
| Engine A = Hermes 360 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 200&lt;br /&gt;
| ArmorT B = 81 503&lt;br /&gt;
| Engine B = Hermes 360 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 108 300&lt;br /&gt;
| ArmorT C = 84 718&lt;br /&gt;
| Engine C = Hermes 360 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM6]] &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;[[GECM]]&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;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 300&lt;br /&gt;
| ArmorT D = 83 113&lt;br /&gt;
| Engine D = Hermes 360 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 104 600&lt;br /&gt;
| ArmorT E = 81 503&lt;br /&gt;
| Engine E = Hermes 360 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 81 503&lt;br /&gt;
| Engine F = Hermes 360 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[JJ]]&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;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 500&lt;br /&gt;
| ArmorT G = 81 503&lt;br /&gt;
| Engine G = Hermes 360 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&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;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13602&lt;br /&gt;
| Armor LRT = 8347&lt;br /&gt;
| Armor B = 7419&lt;br /&gt;
| Armor LRA = 6183&lt;br /&gt;
| Armor LRL = 9460&lt;br /&gt;
| Armor INT = 5676&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sunder''' is an [[Inner Sphere]] OmniMech [[Assault Mech]]. Don't be misled by it's boxy configuration as by using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056.&lt;br /&gt;
While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime configuration concentrates almost its entire load-out on short-[[range]] firepower, featuring an [[AC20]] with a brace of three [[SRM4]]s. Several lasers support this weaponry should ammunition run out, two [[LL|Large Lasers]] and two [[ERSL]]s plus a [[B-Pod]] to disrupt [[Battle Armor]]. [[JJ|Improved Jump Jets]], a [[Free ton]] of ammo and 5 [[DHS]] round out the package. Thanks to the relatively low heat of standard Large Lasers, the Prime is able to run with only moderate [[heat]] buildup, sipping [[coolant]] anytime it needs to jump while in combat. The Prime is relatively flexible [[brawler]] since it can provide some modest [[poke]] damage at medium-range and, once in short-range, the Prime's weapons are capable of executing a [[damage spreading]]/[[group fire]]/[[torso twist]]ing tactic, although if the Prime's SRMs and AC20 are [[chain fired]], the resulting [[screen shake]] enables the [[staring]] tactic.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Sunder A is the [[Inner Sphere]] counterpart to the [[Clan]] [[Novacat#Variant_E|Novacat E]]. The A's configuration mounts a devastating [[UAC20|Ultra 20 AutoCannon]] for close range, supported by two [[ERPPC|Extended Range PPCs]] for long-range barrages and four [[MG]]s to whittle away armor. For mobility, instead of [[MASC]] like the Novacat, the Sunder A is equipped with [[iJJ|Improved Jump Jets]] allowing it to [[poptart]] and get to hard-to-reach places. Two [[free tons]] feed the hungry UAC20.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;King of Hearts&amp;quot;''===&lt;br /&gt;
The Sunder B, the &amp;quot;King of Hearts,&amp;quot; is a mid- to short-[[range]] assault mech. Even with the King's 12 [[DHS]], its two [[HPPC]]s should be [[chain fired]] - although in cool conditions when reactor temperature is below 50° C, it can fire both without an overheat. When chain firing with all weapons constantly in combat, under normal temperatures, the King cannot make use of both of its HPPCs unless it uses some [[coolant]]. When [[poptarting]], even while chain firing, the King must also use coolant in order to fire both of its HPPCs. Remember: If the King is already hot, use some coolant immediately '''before''' firing the second HPPC, otherwise it will take heat sink damage or even [[armor]] damage. Once in brawling range, the King has options. It can [[twist]] to [[damage spread]] and focus on using its HPPCs, or it can focus on its brawling weapons: two [[ERSL]]s, two [[ML]]s, and three [[SRM2]]s. Due to the diverse recycle times for these weapons, the King can choose to [[stare]] to maximize [[DPS]] or wait for them all to recycle before firing again to optimize survival and damage spreading.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Sunder C may have some medium range weapons, in the form of two [[UAC5]]s, but it functions much more effectively as a [[brawler]]. UAC5s require the user to stare at their target for a bit of time, to reduce return fire from one's enemy, the C's three [[SSRM6]]s should be [[chain fire|chain fired]] to maximize [[screen shake]]. [[GECM]] helps the C avoid being detected until it gets into close combat. Six [[SL]]s function as more than adequate backup weapons, their [[DPS]] is nothing to scoff at so long as they are fired repeatedly and often. The C can use its [[iJJ|Improved Jump Jets]] to retreat to cover whenever its UAC5s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three [[spare tons]] of ammo for either its UAC5s or SSRM6s (not both), but only 2 [[DHS]]. Players may find themselves drinking [[coolant]] if they use their jump jets in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Sunder D allows a player to bring [[AECM|Angel ECM]] onto the battlefield with the armor of an assault mech, without the low speed of an [[Atlas]]. The D is also one of only two mechs in the game with AECM and [[Jump Jets]]. A single [[LAMS]] gives further incentive to run the D in [[active radar|active radar mode]] and makes it an even better support mech. It's dual [[PPC]]s and its [[MRM30]] allow it to cause violent [[screenshake|screen shaking]], especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of [[Poptarting]]. If the D finds itself in closer combat, its two [[MPL|Medium Pulse Lasers]] and its two [[ERSL|Extended Range Small Lasers]] function as modest backup weapons. If the D gets in too close, it can avoid the [[minimum range]] of its MRM30 by jumping backwards with its [[JJ|Standard Jump Jets]]. The D is rounded out by one [[Free_ton|free ton]] of Ammo and a whopping seven [[DHS]] allowing for cool operation.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;El Diablo&amp;quot;''===&lt;br /&gt;
This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 450 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.&amp;lt;br&amp;gt;&lt;br /&gt;
Further attention is to be paid to plan for prolonged &amp;quot;ballet&amp;quot; during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.&amp;lt;br&amp;gt;&lt;br /&gt;
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Big-O&amp;quot;''===&lt;br /&gt;
Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Sunder G is a stealthy [[jump sniper]]. [[GECM]] helps keep the G hidden while it searches for targets. [[Standard Jump Jets]] let the G [[poke|out-poke]] extreme range snipers with its [[AC2| Three Auto Cannon Twos]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m, supported by an [[Free_ton|Extra Ton of Ammo]], followed by a pair of [[AC5|Auto Cannon Fives]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. Players are advised to [[torso twist]] or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The [[pinpoint damage]], damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against [[Vehicles]] and [[Aircraft]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder houses a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.&lt;br /&gt;
&lt;br /&gt;
Notable pilots include: TheSpaceJew - MERC, [12vr]Hammerzeitgeist - MERC, Warlord Kentax}12VR{ - MERC, firestorm - MERC and ouch &amp;quot;OEM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: OmniMech Assault &lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Sunder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15477</id>
		<title>Mauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15477"/>
				<updated>2026-03-30T02:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Mauler.png&lt;br /&gt;
| ImageGif = File:Mauler_spinning_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 270&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 94 900&lt;br /&gt;
| ArmorT Prime = 76 729&lt;br /&gt;
| Engine Prime = Hermes 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC2]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 300&lt;br /&gt;
| ArmorT A = 73 145&lt;br /&gt;
| Engine A = Hermes 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 102 500&lt;br /&gt;
| ArmorT B = 73 145&lt;br /&gt;
| Engine B = Hermes 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 500&lt;br /&gt;
| ArmorT C = 78 519&lt;br /&gt;
| Engine C = Hermes 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]] &lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 500&lt;br /&gt;
| ArmorT D = 80 311&lt;br /&gt;
| Engine D = Hermes 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 73 145&lt;br /&gt;
| Engine E = Hermes 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 73 145&lt;br /&gt;
| Engine F = Hermes 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 103 500&lt;br /&gt;
| ArmorT G = 69 562&lt;br /&gt;
| Engine G = Hermes 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11248&lt;br /&gt;
| Armor LRT = 9466&lt;br /&gt;
| Armor B = 6125&lt;br /&gt;
| Armor LRA = 5290&lt;br /&gt;
| Armor LRL = 8464&lt;br /&gt;
| Armor INT = 5078&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Mauler''' is an [[Inner Sphere]] [[Assault Mech]], normally specialized as a long-range fire support. While having least [[armor]] in its class and being one of the slowest Mechs, the Mauler is relatively cheap and packs tremendous firepower, allowing it to quickly disable or destroy almost any opponent. Like other Assault Mechs, the Mauler suffers from extremely slow speed, leaving it vulnerable to attacks by more agile foes, so it should rarely be deployed on the front lines, but if it must be, wise pilots would do so with an escort of lighter Mechs to provide support against speedier assets as well as to distract foes so the Mauler can unleash its firepower without being destroyed first.&lt;br /&gt;
&lt;br /&gt;
The Mauler does enjoy some of the faster turn speeds, wider torso [[yaw]], higher torso [[pitch]], and only slight speed loss (-26%) when in reverse when compared with similarly sized Mechs (-53% for the [[Atlas]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mauler Prime is the cheapest Mauler variant, but is no less of a threat.  Armed with 2 [[LRM15]]'s and 2 [[ERLL]]'s, the Prime variant packs a powerful and accurate long-range attack capable of disabling or destroying any targets it can find.  4 [[UAC2]]'s give it a fearsome backup array of weapons, capable of shredding lighter Mechs and [[Vehicles]], as well as giving the Mauler Prime limited anti aircraft capabilities. [[Eoptics]] allows it to accurately target and engage long range foes. 4 [[free tons]] of ammo are best used for the long range missile launchers as they will run out far more quickly than the UAC2s. Though packing quite a long range punch, the Mauler Prime only has average heat management - four [[DHS|double heat sinks]] can somewhat manage the combined heat from the ERLL and ultra autocannons.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Yamato&amp;quot;''===&lt;br /&gt;
Emphasized for longer range assault with somewhat meager close range defense, the Mauler A carries an array of very powerful weapons. Under the radar concealment of [[GECM]], the Yamato will initially surprise many foes with a massive opening volley of 40 missiles from its two [[LRM20]]s while also being hit by accurately fired high speed [[Gauss]] slugs aided by [[eoptics]]. Enemy mechs that try to close the distance under 650m will only get hit by staggering blasts from the rare [[HPPC|Heavy PPC]] that does twice the damage of a regular PPC. Backup weapons are dual [[SXPL|small X-pulse lasers]] and twin [[ERSL|ER small lasers]] that will give some protection against [[Battle Armor]], along with its [[B-Pod]]. 3 [[free tons]] of ammo give each ammo dependent weapon a reload, ensuring longer time on the contested battlefield. The 4 [[DHS|double heat sinks]] are not enough for continuous weaponry firing, so mechwarriors will have to keep a careful eye on the heat levels. The Mauler A's fearsome long range alphastrike can heavily damage even the toughest assaults in only two volleys while being able to core anything lighter.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In order to conserve [[heat]], the Mauler B forgoes the usual [[ERLL]]s in favor of 4 [[LL]]s which, combined with two [[PPC]]s, places the majority of the Mauler B's firepower solidly focused at 700m. It can still can reach targets up to 1000m with a pair of [[LRM10]]s. The damage dealt at that range will antagonize shorter-ranged enemies into coming in closer. Once they do, the B's dual PPCs can be brought to bear on them, blasting them with [[screen shake]] making it more difficult for them to return fire. During that time, the B can unleash a barrage of pinpoint laser strikes from its four [[LL|Long Range Lasers]]. Despite having 11 [[DHS]], the B struggles with heat. Even on relatively cool [[map]]s, the B can't [[alpha strike]], and even when using [[chain fire]], it requires [[coolant]]. Because of this, even though the B's weapons are mostly energy-based and it requires little ammo to operate effectively, the B benefits from maps with high [[logistics|logistical]] support in order to refuel its coolant. On colder maps and maps with easy access to [[water]], the B has much more staying power.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Broadside&amp;quot;''===&lt;br /&gt;
The C variant deviates from the standard long-range fire support role and focuses on close-range combat with a multitude of ammo dependent weaponry. Armed with a [[UAC20]], [[AC20]], a hard hitting [[MRM30]] and backed up by no less than five [[SRM2]]s, the Mauler C has incredible firepower capable of quickly destroying [[Light Mechs]] and devastating anything that survives the the initial barrage. The Broadside can lockdown targets with heavy [[screenshake]], and its [[splash damage]] makes [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso-twisting]] less effective against it. [[GECM]] helps close the distance for its short-range weaponry. Consider using the two free tons on the UAC20, or splitting it with the MRM30. As it lacks any long range weapons and moves at a slow pace, MechWarriors should never find themselves on the open battlefield alone.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D variant is a hard hitting close to mid-ranged mech. The dual [[PPC]]s allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad [[X-Pulse_Lasers|small x-pulse lasers]] protect it from [[Battle Armor]] and fast mechs. The mech's 7 [[DHS]] struggle to handle the combined heat for its weapons load, making it overheat if the mechwarrior doesn't watch it. Its been blessed with an extra  armor, making it considerably tougher than the other variants which can catch opponents off guard. 2 [[free tons]] of ammo help this slow mech stay in the midst of battle for a while.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rain Rain&amp;quot;''===&lt;br /&gt;
An extreme range combatant, the Mauler E sacrifices all close range firepower for maximum poking potential. A [[Light Gauss]] and 4 [[AC2]] allow it to continuously annoy targets from beyond traditional weapon range, while its [[ERPPC]] and twin [[ELRM15]] allow it to inflict real damage. It'll do all this under the radar cover of [[GECM]], immensely frustrating enemies as they get hit by shots they can't even acquire visually or electronically. 5 [[free tons]] are available for spare ammo; pilots are recommended to dedicate most of it to the hungry ELRM launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Great Fox&amp;quot;''===&lt;br /&gt;
The Mauler F is the bigger, meaner, and uglier brother to the [[Rifleman#Variant A|Rifleman A]], carrying four [[UAC5]] as its primary armament. Two [[ERLL]] give it precision long-range damage, and twin [[Tbolt5]] give it some minor screen-shake power. It carries both [[BAP]] and [[GECM]] allow it to slink about, and 4 [[free tons]] are available for ammo. While it appreciates distance and cover to cycles its weapons, the Great Fox's direct fire loadout does not choke in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
While the Mauler G fits into the same range bracket as the Mauler B, it accomplishes a different role. Carrying a full additional 20 LRMs over the B, the Mauler G mounts two [[LRM20]]s. Its pair of [[LL]]s and set of four [[Standard_AutoCannons|LAC5]] are perfect medium-[[range]] [[pinpoint damage]]. When enemies force the G into a brawl, the heat issue from its LRM20s disappear. In mid range confrontations, where all of the B's weapons can be brought to bear, [[heat]] can be a real issue. To avoid heat issues, the pilot can [[chain fire]] the LLs, using them only sporadically. Alternatively, the pilot can use [[coolant]], but keeping all weapons firing constantly on the G will cause coolant to empty quickly. Beware of the LRM20s' long [[lock on]] time. While the G can stay in [[active radar]] mode more easily than most, thanks to its [[GECM]], a lack of its own additional [[targeting equipment]] means that the G works best with supporting [[NARC]] or [[TAG]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Luthien Armor Works in the Draconis Combine, the ''Mauler'' was first seen in 3050. It is actually a complete overhaul of an earlier design, the ''Daboku'', itself adapted from a House Liao design called the ''Linesman'', which was plagued by flaws in every major component. After improving every aspect of the older design, they renamed it with the designation given to it by Davion units during the War of 3039 to avoid the stigma around the ''Daboku''. Everything about the ''Mauler'' is geared towards long range battle; the AC/2s allow for a constant barrage of AutoCannon fire in addition to the long-range reach of it's two LRM launchers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3048 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mauler BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=15476</id>
		<title>Awesome</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=15476"/>
				<updated>2026-03-30T01:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; Prime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Awesome.png&lt;br /&gt;
| ImageGif = File:Awesome_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 104 650&lt;br /&gt;
| ArmorT Prime = 75 076&lt;br /&gt;
| Engine Prime = Pitban XL 240&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 94 000&lt;br /&gt;
| ArmorT A = 73 471&lt;br /&gt;
| Engine A = Pitban XL 240&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 102 500&lt;br /&gt;
| ArmorT B = 75 076&lt;br /&gt;
| Engine B = Pitban XL 240&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 96 900&lt;br /&gt;
| ArmorT C = 75 076&lt;br /&gt;
| Engine C = Pitban XL 240&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[PPC]]&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;[[GECM]]&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;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 99 500&lt;br /&gt;
| ArmorT D = 78 920&lt;br /&gt;
| Engine D = Pitban XL 240&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&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;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 99 750&lt;br /&gt;
| ArmorT E = 73 471&lt;br /&gt;
| Engine E = Pitban XL 240&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 97 500&lt;br /&gt;
| ArmorT F = 73 471&lt;br /&gt;
| Engine F = Pitban XL 240&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 200&lt;br /&gt;
| ArmorT G = 75 076&lt;br /&gt;
| Engine G = Pitban XL 240&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11129&lt;br /&gt;
| Armor LRT = 7234&lt;br /&gt;
| Armor B = 6677&lt;br /&gt;
| Armor LRA = 6399&lt;br /&gt;
| Armor LRL = 8514&lt;br /&gt;
| Armor INT = 5108&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Awesome''' is a fast [[Inner Sphere]] [[Assault Mech]] with a focus on medium to long range combat. The characteristics of the Awesome, with a lower price point and good speed for its weight class, may be better compared those of a [[Heavy Mech]]. However, it distinguishes itself with exceptional armor coverage, featuring a smaller than average profile for it's weight class and more armor than even some [[Clan]] Assault Mechs. The Awesome's firepower is usually based on a heavy reliance on [[Energy Weapons]], backed up by large arrays of [[Heat Sinks]] to enable it to lay down continuous barrages with little worry for ammo depletion or heat buildup. Combined with specialized [[Ballistic Weapons|Ballistics]] or [[Missile Weapons|Missiles]], and its good speed and armor, the Awesome makes for a rugged and adaptable Mech. However, this is not without some weaknesses. The Awesome has a limited torso [[twist]] and somewhat poor maneuverability, leaving the Mech open to being easily flanked by fast vehicles. Combined with a substandard weapon array compared to it's Assault class cousins, an over-confident Awesome pilot may find themselves hopelessly swarmed if caught flat-footed. To be most effective and mitigate these problems, the Awesome should be piloted with cunning, maintaining maximum range when possible and utilising [[GECM|Guardian ECM]] and [[Passive Radar]] to remain hidden while punishing enemies from afar with sustained barrages, and treating it's superior armor as a tool to outlast counter-fire rather than as a battle-line juggernaut. It should be noted that the Awesome's weapons are mounted in a horizontal line spread across arms and side torsos making it more difficult to render an Awesome combat-ineffective, but this also means that the Awesome can be vulnerable to enemy fire before it can fire back due to the relatively low placement of its weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Awesome Prime carries a trio of [[ERPPC]]s as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twist away]] from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 11 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. Furthermore, [[Eoptics|enhanced optics]] allows easier sniping. At short range, the Prime can bring a [[MPL|Medium Pulse Laser]] and a [[SSRM4|Streak SRM4]] to bear. While only a small deterrence to most vehicles, these weapons, along with [[B-Pod]], help protect the Awesome against [[Battle Armor]] - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The right arm holds an ERPPC and the MPL, while the left arm only has the SSRM4. Keep this in mind while torso twisting, or while fighting enemies in this mech.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
One of the cheaper Awesomes, this variant is geared towards long range combat aided by its [[EOptics | Enhanced Optics]] and is particularly effective against faster targets and aircraft. Three [[ERLBL | ER Large Lasers]] forms the bulk of this Awesome's equipment, and can deliver highly accurate damage at a maximum range of 800m. This is backed up with a single [[LRM15]], which can lock on to moving targets. These weapon systems combined allows this Awesome to easily deal considerable damage to lights and mediums, though requires some additional battlefield awareness on the behalf of the pilot - LRMs require time to lock on and travel to their target, who may enter cover before they arrive, and lasers require time on target to discharge their full damage potential. Thus, pilots should deploy this Awesome in open areas to make best use of its weapons systems. The load-out is rounded out by a single [[LtGauss|Light Gauss Rifle]], enabling it to gain first strike against most other enemies and punish those trying to escape it's most effective range.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a capable short and medium range brawler that breaks from the Awesome's typical support role profile. The mech's primary armament is a pair of [[UAC10|Ultra AC10s]]. While lacking the sheer stopping power of true brawler autocannons like the [[UAC20|Ultra AC20]], it makes up for the lost damage output with greater range, fire rate and shell velocity, allowing it to place the first strike before entering short range combat and making it able to better engage fast moving targets like Light Mechs and aircraft. After blowing holes in the enemy armor from afar, the Awesome B can close and engage with four accurate [[MPL|Medium Pulse Lasers]] that can sear off components with ease. A Guardian ECM suite allows this Awesome to remain hidden until just before it reaches firing range, and protects the ungainly Mech against LRM assets. Five double heat sinks are adequate under most circumstances, though desperate firefights will require pilots to use small amounts of [[Coolant]] to stay below critical levels.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This variant uses low-tech equipment and carries a simple but deadly loadout of four [[PPC|PPCs]] and an array of 14 [[Heat Sink|Single Heat Sinks]], making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to an occaisional alpha strike. Pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their undamaged torso sides to the enemy while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults, the Awesome C should make use of its Guardian ECM suite or Passive Radar and attack stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Awesome D is a mid-range attacker that exemplifies the Awesome's role as an energy-heavy, sustained-damage support asset. This Mech's primary armament is a trio of [[LXPL|Large X-Pulse Lasers]] that can shear off significant armor over time at a decent range. To enable sustained firing of these massive heat generators, a staggering array of 15 Double Heat Sinks can dissipate tremendous amounts of heat, massively reducing the time spent between bursts and even enabling continuous fire in cold environments. Rounding out the armament is a single [[MRM20| Medium Range Missile Launcher 20]], capable of sandpapering off decent amounts of armor at a time and exposing weaknesses in armor to focus upon with laser fire. The key to using this asset is to take the flank of the main firefight under Passive Radar and exploit weak, distracted or stationary enemies, sapping their armor and assisting friendly brawlers. Do not try to take the brunt of the fight yourself - while this variant sports an extra ton of armor over most other Awesomes, this is not sufficient to counter its inability to spread damage while staring with X-Pulse fire. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Awesome E is configured for extremely long range combat, boasting a pair of [[Gauss|Light Gauss Rifles]] mounted in each arm and a pair of torso mounted [[ERPPC]]s. This Mech's Light Gauss Rifles enable it to strike targets from 1250m, out-ranging many other assets in the game, and a [[Beagle Active Probe]] enables pilots to identify potential targets at this extreme distance. Two additional tons of Gauss ammo allow the Awesome E to lay down a decently long barrage upon the enemy. At slightly shorter ranges the ERPPCs can provide powerful punch, useful for closing and knocking out targets after whittling them down with Light Gauss Rifle fire. Pilots should be careful using the ERPPCs too often though, with only 4 [[Double Heat Sinks]] to help dissipate the immense heat these weapons generate. This variant fares poorly at short range, as the long recharge time for its two weapon systems and its lesser armor can be exploited by assets carrying short range and fast firing weaponry. While its burst firepower is enough to dissuade most light vehicles, pilots should always opt to use this Mech at maximum range to avoid being jumped upon by larger assets, and use the Awesome's decent speed for its size to retreat into friendly formations once within 800m of the enemy.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This Awesome is another permutation of the A variant, downgrading it's energy weapon compliment to add tonnage to its ballistic and missile armaments. Replacing the EPPCs with a quad [[RAC2]] &amp;amp; triple [[LRM|LRM5]] provides a comparable damage output while trading range for better heat management. With a more heat and ammo efficient build, more tonnage is devoted to defensive capabilities, bringing the variant up to the standard 15 tons of armor and fitting a GECM unit. These refits bring some unique benefits to the Mech to help it excel in its support role. The LRM trio can be chainfired to frustrate attackers with screenshake while the [[GECM]] suite protects against counter-LRM fire. Four [[Free tons]] will keep it well-fed.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Nutcracker&amp;quot;''===&lt;br /&gt;
The aptly named '''&amp;quot;Nutcracker&amp;quot;''' is a medium to short-ranged Awesome variant that sustains high damage output over time. At 700m the Awesome G is able to open up with a pair of torso mounted [[PPC]]s, useful for softening up damaged targets before closing to unleash a pair of deadly [[RAC5|Rotary AC5s]], which do the brunt of the high DPS shredding. This combination of weaponry is extremely potent, as the [[RAC5|Rotary ACs]] can burn through torso sides with focused fire, while the splash damage of a follow-up [[PPC]] blast can still hit destroyed torso sides even if the enemy attempts to hide their damaged components. Against heavier targets, pilots can exploit the screen shake caused by [[PPC]]s by chain-firing them with the Autocannons, maximizing damage output while reducing the enemy's ability to return it. 4 [[free tons]] for Autocannon ammo allows the Mech to fire with impunity, though with only 7 additional low-tech [[Heat Sink|Single Heat Sinks]], firing the PPCs too readily will lead to dangerous heat buildup. Lacking any other electronics, the Awesome G is unsuited to flanking maneuvers. Instead, it should form part of a main battle line during base assaults, using its heavy armor and significant DPS to overwhelm and destroy defenders. [[B-Pod]] helps finishing off hurt [[Battle Armor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry.&lt;br /&gt;
&lt;br /&gt;
The Awesome as represented in MWLL is based off of the AWS-9M model introduced in 3049, just prior to the Clan Invasion. Featuring an upgraded XL engine and double heat sinks, the 9M was faster than the original 8Q model and replaced the original armament with three ERPPCs, two Streak SRM2s, a Medium Pulse Laser and a Small Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2665 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Awesome BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=15475</id>
		<title>Thanatos</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=15475"/>
				<updated>2026-03-30T01:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thanatos.png&lt;br /&gt;
| ImageGif = File:Thanatos_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +49°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 100&lt;br /&gt;
| ArmorT Prime = 68 325&lt;br /&gt;
| Engine Prime = PlasmaStar 375 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 700&lt;br /&gt;
| ArmorT A = 65 128&lt;br /&gt;
| Engine A = PlasmaStar 375 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 800&lt;br /&gt;
| ArmorT B = 65 128&lt;br /&gt;
| Engine B = PlasmaStar 375 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|ArrowIV-C]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&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; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 89 600&lt;br /&gt;
| ArmorT C = 69 926&lt;br /&gt;
| Engine C = PlasmaStar 375 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&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; [[GECM]]&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;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 92 300&lt;br /&gt;
| ArmorT D = 69 926&lt;br /&gt;
| Engine D = PlasmaStar 375 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 87 600&lt;br /&gt;
| ArmorT E = 65 128&lt;br /&gt;
| Engine E = PlasmaStar 375 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&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;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 84 650&lt;br /&gt;
| ArmorT F = 65 128&lt;br /&gt;
| Engine F = PlasmaStar 375 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&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 [[LRM20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 86 500&lt;br /&gt;
| ArmorT G = 65 128&lt;br /&gt;
| Engine G = PlasmaStar 375 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10921&lt;br /&gt;
| Armor LRT = 6760&lt;br /&gt;
| Armor B = 6240&lt;br /&gt;
| Armor LRA = 5460&lt;br /&gt;
| Armor LRL = 7489&lt;br /&gt;
| Armor INT = 4493&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Thanatos''' is a large, powerful, [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. With its heavy armor, wide array of [[Weapons]], and high speed and maneuverability for an IS heavy Mech, with 360° torso [[yaw|twist]], the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of [[Equipment]], making it a very adaptable [[Mechs|Mech]] capable of excelling in nearly any combat situation. Particularly, '''EVERY''' Thanatos come with hard mounted [[GECM]], making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s.  This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly.  [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities.  The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Big Iron&amp;quot;''===&lt;br /&gt;
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty [[HGauss]].  Supplemented by 4 [[ERML]]s, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added [[LAMS]] and [[GECM]] systems also afford it decent survivability. [[iJJ|Improved Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra [[DHS|Dual Heat Sinks]], and though carrying 2 [[free tons]], ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is its greatest strength - The Heavy Gauss mounted on its left arm is a very easy target with little armor, it is the first thing observant pilots shoot at. After losing its primary gun, this variant becomes relatively harmless. Players are advised to regularly [[damage spreading|spread damage]] to the A's right side. For players not needing the A's impressive maneuverability, the [[Avatar#Variant C|Avatar C]] may be a better choice, as it retains far more firepower after losing its Heavy Gauss arm. Players that don't need the extra armor or jump jets may find the [[Avatar#Variant C|Avatar C]] to be a better, more heavily-armed choice.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The [[Inner Sphere|Inner Sphere's]] only part-time Arrow [[asset]], the Thanatos B sports a single [[Cluster ArrowIV]] launcher, backed by a duo of [[LBX2]]s and an [[ERLL]]. The Arrow launcher, with all of its quirks, forces the B's operation to revolve around it. In order to get [[target lock]]s, because the B lacks any improved [[radar]], it is necessary to [[crouch]] or make use of the B's impressive [[Self NARCing]] ability with its 900m-[[range]]d [[iNARC]] launcher. When enemies charge the B, although it has the [[armor]] and [[twist|360° torso twist]] to be an effective [[damage spreader]], it lacks the weaponry to defend itself. Charging enemies call for a swift retreat, and thanks to the B's 360° torso twist, it can more than adequately [[kite]] enemies and pepper them with LBX, Arrows, and laser fire as it runs away. When operating at a distance from allies, the B greatly benefits from [[NARC]] or [[TAG]] [[support]] from allies, and greatly benefit from increased [[battlefield awareness]] on a high vantage point. Such high points are accessible by the B, thanks to its [[JJ]]s. [[Dumb-firing]] the ArrowIVs is certainly an option, although with diminished effectiveness. With only two [[DHS]] the B struggles with [[heat]] from using all of its weapons in concert with its JJs and as such, benefits from some modestly restrained jumping or withholding the ERLL when jumping to fire Arrows from a higher elevation.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Judo&amp;quot;''===&lt;br /&gt;
The ''&amp;quot;Bully's&amp;quot;'' flying twin brother, separated at birth, the '''&amp;quot;Judo&amp;quot;''' sports an onslaught of rattling close range firepower. The Judo caries the [[AC20]], a most formidable ballistic weapon by itself, accompanied by a trio of [[LPPC]]s and a modest [[SSRM6]]. All three weapons deliver considerable [[screen shake]]. Four [[DHS]] help keep the Judo running cool while firing all of its weapons and enable the Judo's [[Improved Jump Jets]] in a pinch. It is strongly advised to [[chain fire]] the Judo's Light PPCs to aid in cooling and to provide continual screen shake. Two [[Free tons]] of ammo give the Judo substantial staying power. One ton of AC20 ammo and one ton of SSRM ammo should be sufficient. While the Bully is capable of laying down much greater [[burst damage]] and [[DPS]], the Judo's continual screen shake gives it an even longer lifespan on the battlefield beyond what its extremely heavy armor would otherwise grant it.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Bully&amp;quot;''===&lt;br /&gt;
Nicknamed '''&amp;quot;The Bully&amp;quot;''' , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. The Bully is equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other, and a trio of [[MPL]]s split evenly between its side torsos and LBX arm. Four [[DHS]] give the Bully reasonable cooling, but players will often find themselves having to choose between firing the MPLs or expending some [[Coolant]]. The remaining tonnage is enough for 3 [[free tons]] of ammo and can keep its weapons fed for a good while, without completely relieving it of ammo woes. Players are advised to purchase one ton of LBX ammo and two tons of SRM ammo. The Bully's [[DPS]] is so high that it can often take on [[Assault Mech]]s and live.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
This one is as &amp;quot;[[Gameplay Tactics#Poptarting|poptart]]&amp;quot; as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Improved Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While the F is the cheapest Thanatos variant available, it is by no means worth overlooking. The F can easily pump out damage on par with its more popular and expensive brothers. The [[LRM20|Long Range Missile 20]] is nothing to scoff at, delivering [[screen shake]] and whittling away the [[armor]] of approaching enemies. The F relies on its [[GECM]] to protect it from enemy radar during the LRM20's long [[lock on]] time, which itself is somewhat shortened thanks to [[BAP]]. Providing some minor medium range damage, the F has two [[ERML|Extended Range Medium Lasers]]. Once the F comes into brawling range, its two [[ERSL|Extended Range Small Lasers]] and massive [[UAC20|Ultra Auto-Cannon 20]] can make quick work of other brawlers that were weakened by the F's LRM20. The F functions best when utilizing its 360 degree torso [[yaw|twist]] on open maps like [[TC_Dune|Dune]] or [[TC_DeathValley|Death Valley]] where the F can [[kite]] its enemies between 350m and 160m to keep all of its weapons in range and out of [[minimum range]]. With only 2 [[free tons]] of ammo the F has limited staying power and will have to make frequent return trips for [[ammo]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean you're a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle [[aerospace]] as well, considering your entire arsenal has strong AA capabilities, and well timed jumps can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&amp;amp;D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate [[Thor]] capabilities hit the market.&lt;br /&gt;
&lt;br /&gt;
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an [[ERLL|Extended Range Large Laser]], 2 [[ERML|Extended Range Medium Lasers]], a single [[MPL|Medium Pulse Laser]] and an impressive set of electronics including an [[GECM|ECM Suite]], a [[C3]] slave and [[Jump Jets]]. 13 tons of armor gave this Mech respective defense. Notable Pilots - _Recoil_ - CL, ognajD - MERC, Bleihamster - MERC, ouch - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3061 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Thanatos BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15474</id>
		<title>Orion</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15474"/>
				<updated>2026-03-30T01:38:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Orion.png&lt;br /&gt;
| ImageGif = &lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 250&lt;br /&gt;
| PitchStand = -28° to +31°&lt;br /&gt;
| PitchCrouch = -28° to +41°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 85 900&lt;br /&gt;
| ArmorT Prime = 70 257&lt;br /&gt;
| Engine Prime = Light Fusion Vlar 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 750&lt;br /&gt;
| ArmorT A = 70 257&lt;br /&gt;
| Engine A = Light Fusion Vlar 300&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Standard AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 900&lt;br /&gt;
| ArmorT B = 68 456&lt;br /&gt;
| Engine B = Hermes 340 XL&lt;br /&gt;
| AltSpeed B = 76&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;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 92 000&lt;br /&gt;
| ArmorT C = 70 257&lt;br /&gt;
| Engine C = Hermes 340 XL&lt;br /&gt;
| AltSpeed C = 76&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Mgun]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 85 750&lt;br /&gt;
| ArmorT D = 70 257&lt;br /&gt;
| Engine D = Hermes 340 XL&lt;br /&gt;
| AltSpeed D = 76&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 94 900&lt;br /&gt;
| ArmorT E = 65 434&lt;br /&gt;
| Engine E = Hermes 340 XL&lt;br /&gt;
| AltSpeed E = 76&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&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; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 92 400&lt;br /&gt;
| ArmorT F = 70 257&lt;br /&gt;
| Engine F = Hermes 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Standard_AutoCannons|LAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 87 550&lt;br /&gt;
| ArmorT G = 68 456&lt;br /&gt;
| Engine G = Light Fusion Vlar 300&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10387&lt;br /&gt;
| Armor LRT = 6752&lt;br /&gt;
| Armor B = 6232&lt;br /&gt;
| Armor LRA = 5973&lt;br /&gt;
| Armor LRL = 7946&lt;br /&gt;
| Armor INT = 4768&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Orion''' is [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. Though in production for well over 500 years, the Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors. Over the centuries countless thousands have poured off the production line, but the last two decades have seen something of a renaissance for the Orion as the inclusion of recovered technologies has allowed the design to push its way to the forefront of the FWLM’s military exports. The Orion is a dependable workhorse design that can handle almost any combat role, thanks to its mix of long and short-range weaponry and its Valiant Lamellor armor. Unlike other Mechs that have diverse [[engine]] options, the Orion actually has different max speeds based on which engine each [[variant]] is equipped with. Orions with the more common XL engines travel at 76 km/h, the F Variant carries a smaller XL engine and travels at 65 km/h, while Orions with the less common light fusion engine also travel more slowly at 65 km/h, but benefit from greater survivability. Between the engine options and the Orion's 14.5 tons of armor (tied for the highest armor of any [[Inner Sphere]] heavy Mech) the Orion is a very durable Mech.&lt;br /&gt;
&lt;br /&gt;
Note: Only the variants with a [[Engines#Light_Fusion_Engine|light fusion engine]] (Prime, A, and G) can be bought at forward factories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Orion Prime is a solid [[Gameplay_Tactics#Self-NARCing/TAGing|self-NARCing]] Mech with its [[LRM20]] and [[NARC]]. But unlike most other self-NARCing assets, the Prime has enough independent weaponry to contribute in medium- and short-[[range]] engagements. It can use its [[NARC]] to self-target enemies or to [[supporting|support]] allies. Between its 3 [[ML]]s and [[UAC10]] the Prime is equipped like an aggressive light Mech so long as it's in medium [[range]]. The Prime has 2 [[free tons]] of ammo and generally one ton of LRM ammo and one ton of UAC10 ammo is called for. Although it slows the Prime down to 65 km/h, it is also equipped a [[Engines#Light_Fusion_Engine|light fusion engine]] making it one of the most durable Inner Sphere heavy Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Unlike the similarly-equipped [[Argus#E_Variant|Argus E]], the Orion A struggles to accommodate its dual [[PPC]] energy weapons which should nearly always be [[chain fire|chain fired]]. Even the A's trio of [[Tbolt5]]s should be chain fired when able, if enemy [[LAMS]] are active, [[group fire]] may be necessary. Group fire may also be necessary when [[damage spreading]] or [[brawling]]. Players will have to weigh the speed of the Argus vs the [[armor]] of the Orion, especially since the Argus E boasts superior [[range]]. While the Argus E dips into long-range, the Orion A is more solidly in medium-range. For anti-[[BA]] activity, the A should [[chain fire]] its trio of [[Standard_AutoCannons|LAC5]]s and be prepared to use its [[B-Pod]]. Although it slows the A down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Orion B can serve multiple roles. Its [[SRM4]] and [[SRM2]] compliment both a [[poking]]- or [[staring]]-playstyle. Meanwhile, the B's [[HPPC]] lends itself to poking and its pair of [[RAC5]]s lend themselves to staring. Additionally, all the B's weapons can be conserved while its RAC5s are on [[cooldown]] allowing the B to [[damage spread]] in some situations. The B has 4 [[free tons]] of ammo and all four tons should be dedicated to the ammo-hungry RAC5s. The B differentiates itself from other double RAC5 heavies with a modest top speed of 76 km/h allowing it to get in and out of combat more easily.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Imperator-6&amp;quot;''===&lt;br /&gt;
The Imperator-6 is a formidable short- to mid-[[range]] asset. While it does have 2 [[Mgun|Mguns]], the Imperator-6 doesn't benefit from [[staring]] at all, and is a full-blown [[damage spreading|twist-fighter]] or [[poke|poking]] Mech (if cover is available). Both of the Imperator-6's main weapons, the [[Binary Laser Cannon]] and [[HGauss]] have long [[weapons|recycle]] times, and while the recycle time of the Imperator-6's pair of [[MRM10]]s isn't as long, they are easily saved up for a single [[alpha strike]] before damage-spreading resumes. Both of the Imperator-6's [[free tons]] of ammo are best saved for HGauss ammo. While the Imperator-6 doesn't have the durability of the compact light engine [[variant]]s, its poke-and-hide playstyle, coming from its high [[burst damage]] weaponry and modest top speed of 76 km/h, can dramatically improve its staying power.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
More focused on long-[[range]] support than the Prime, the Orion D extremely focused. At 1500m, the HVAC2, and at 1400m the HVAC5 provide the D with significant long-range suppression. The hail of bullets these weapons lay down make many [[assets]] hide behind cover. Even though the D's primary damage is in the 1000m range pair of [[LRM15]]s, their effective range can easily be stretched out to 1300m with the use of [[TAG]] making the Orion D an excellent [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-TAGing]] asset. Considering the TAG... The D's [[BAP]] seems almost unnecessary except for warning the pilot of incoming enemies a little bit sooner. This heads up can mean life or death for a Mech like the D when its weapons are so terrible at [[brawling]]. It needs every bit of warning and every single one of its 76 km/h to reposition before being charged and overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Tiberius&amp;quot;''===&lt;br /&gt;
Although moderate in speed, at 76 km/h, the Tiberius is an agile, stealthy, hard-hitting, seek-and-destroy Mech. The Tiberius is the only [[stealth armor]] heavy Mech. Except for its [[Improved Jump Jets]], the Tiberius lacks the quick escape potential of faster heavies, depending on its stealth armor to make sure [[hit and run]] attacks don't turn into [[suicide run]]s. Unlike other heavies, though, the Tiberius is more than capable of getting in close to an enemy [[Long Tom]] or [[LRM Camper]] and eliminating them quickly before their allies can react. It's recommended to buy [[free ton|one ton]] of ammo for the [[LBX20]], and two tons for the [[SSRM|SSRMs]]. When it comes to extended [[brawler|brawling]], the Tiberius can struggle with its limited ammo and fast-firing SSRM6s. Pilots are advised to carefully aim their SRM shots.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Similar loadouts on most other Mechs would be accompanied with [[JJ]]s. This is not so for the Orion F. The F sacrifices the ability to [[jump snipe]] for 4 [[Standard_AutoCannons|LAC2]]s that shoot out to 900m, perfectly matching its pair of [[ERPPC]]s and [[Gauss Rifle]]. In lengthy engagements at long-[[range]], few other heavy Mechs will give pilots as much [[direct fire]] firepower potential. The F, being a sniper, never needed the compact light engine nor the speed of other Orion [[variant]]s, and so the F has a smaller XL engine than the others and only travels at 65 km/h.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Tacitus&amp;quot;''===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The Tacitus variant is an electronics warfare supporter that's also a potent knife-fighter. Its sensor package of [[C3]], [[BAP]], [[GECM]] gives it good sensor vision useful for detecting distant or hard-to-detect (e.g. BAs, APCs, stealthy) assets, the ability to share that information with allies, and stealthiness of its own. This asset should never be radar-passive itself, it gains no benefit (compare active GECM and passive C3 columns in [[Radar]]).&lt;br /&gt;
&lt;br /&gt;
Backing up its eyes and ears is a weapons-array suited for close-in work. Its pair of [[MPL]]s give some hitscan pinpoint damage only up to 400m, with the rest of its arsenal coming into effect at 350m. The [[UAC20]] provides the bulk of the DPS, and the [[DSRM6]] is no slouch. The latter gives you the asset's sole source of [[screenshake]]. Be mindful of the need to manage three different projectile velocities and leads while also making sure not to overheat the autocannon. Its anti-BA defense besides the SRMs consist of a pair of [[MGuns]] and a [[B-Pod]].&lt;br /&gt;
&lt;br /&gt;
Noteworthy is its [[Engines#Light_Fusion_Engine|light engine]], which reduces destroyed side and back torso damage transfer to the center torso compared to XL-engine-equipped (i.e., most other) mechs.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
As the folklore has been told:&amp;lt;br&amp;gt;&lt;br /&gt;
Since his time of conception into the world of Mechwarrior, Invictus has felt the calling to battle with one of the most formidable mechs ever...&lt;br /&gt;
Thus the Orion was gifted to the project director to be included into MWLL.&lt;br /&gt;
&lt;br /&gt;
According to CW/Γ Andrew co-director the reality is.&lt;br /&gt;
&amp;quot;let me change this up a little: thus in october of 2019 CW/Γ Andrew started Project Orion together with [SA] Bird_Thing™ and [CJF] Leeko. Previous active artists (Nighthawk, Chezzar, Pajama Boy and Nathan) consulted and created the mech secretly over a time frame of roughly 2 and a half years. When it was ready it was gifted to project director invictus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An as they say the rest is History!&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
[[File:liberation_of_terra.jpg|212px|topM=20px|leftM=40px|right]]&lt;br /&gt;
Sometimes called “a poor man’s Atlas” since the introduction of that behemoth, the Orion is a venerable, general-duty heavy ’Mech—and a famous one. Everyone has seen the images of Aleksandr Kerensky storming Amaris’ last defenses on Terra, making the Orion one of the best known ’Mechs in history. Commissioned by the Terran Hegemony in response to improving ’Mech designs used by other Houses, the Orion is nearly half a millennium old. The roomy chassis has allowed it to be readily upgraded and maintained over the centuries. The Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors.&lt;br /&gt;
Like the Marauder, the Orion's armor is Valiant Lamellor, less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost to time.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2453 during the Era known as &amp;quot;Era Age of War&amp;quot; (2005 - 2570) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Orion BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=15473</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=15473"/>
				<updated>2026-03-30T01:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 101 500&lt;br /&gt;
| ArmorT Prime = 67 400&lt;br /&gt;
| Engine Prime = Vlar 300XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 120 000&lt;br /&gt;
| ArmorT A = 67 400&lt;br /&gt;
| Engine A = Vlar 300XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper Artillery|Snub-Nosed Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 106 400&lt;br /&gt;
| ArmorT B = 67 400&lt;br /&gt;
| Engine B = Vlar 300XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 101 000&lt;br /&gt;
| ArmorT C = 67 400&lt;br /&gt;
| Engine C = Vlar 300XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 110 300&lt;br /&gt;
| ArmorT D = 67 400&lt;br /&gt;
| Engine D = Vlar 300XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&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;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 113 500&lt;br /&gt;
| ArmorT E = 67 400&lt;br /&gt;
| Engine E = Vlar 300XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 67 400&lt;br /&gt;
| Engine F = Vlar 300XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&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;[[LAMS]]&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;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 67 400&lt;br /&gt;
| Engine G = Vlar 300XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9329&lt;br /&gt;
| Armor LRT = 6064&lt;br /&gt;
| Armor B = 5597&lt;br /&gt;
| Armor LRA = 5364&lt;br /&gt;
| Armor RE = 5364&lt;br /&gt;
| Armor LRL = 6717&lt;br /&gt;
| Armor INT = 4030&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy 'Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest 'Mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other 'Mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twin-linked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive [[Snub-Nose Thumper]] [[artillery]] cannon, this variant performs best at under 400m due to the somewhat steep parabolic trajectory of its main gun, which does not require deployment to fire. [[ERLL|ER Large Laser]]s in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. [[SRM4]]s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of [[HMG|Heavy Machine Guns]] provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=&lt;br /&gt;
Picture yourself piloting the Magnum with your radar set to passive on the high bridges of Zoetermeer while carefully flanking a slow moving enemy deathball that's busy trading shots with your team below. Exposing only the tip of your high-mounted snub-nose Thumper to possible counter-fire, you mash the fire button and immediately turn away, breaking line-of-sight while your shell satisfyingly impacts seconds later. Your hapless target will be rocked by the massive concussive force, desperately looking for their tormentor. But you'll already be repositioning yourself for the next shot, again using partial cover to your advantage. You might get lucky and get a couple more shells off but don't push it - choose to break off. Chances are that at least some of the enemies with jump jets will come hunting for you and they'll know that your overall sustained DPS isn't the greatest. So ping your radar, quickly cycle through the targets, call out damaged assets to your teammates and only jump down into the fray below if you think you'll be able to finish off a higher value asset than yourself with your close ranged weapons.&lt;br /&gt;
&lt;br /&gt;
You'll also have to recognize that leading your relatively slow moving shells to land on mechs past 300m that can dodge is quite difficult! You can lean on your twin ER large lasers somewhat for medium to long range engagements but they'll overheat you quickly when used with the Thumper so be ready to tap that coolant key to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
The Magnum performs best in urban environments that offer lots of cover. Its ability to unleash a devastating alpha attack with all of its weapons at close ranges, quickly torso twist away from counter fire and seek cover at a fast 86 KPH can shock even the hardiest assaults. Don't get too eager as one missed Thumper shot can leave you in a world of pain!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - {12thVR}RickHunter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of [[PPC]]s and a trio of [[RAC2]]s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the [[ERSL|4 Extended Range Small Lasers]] . The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep [[heat]] under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of [[kiting]] and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal [[UAC20]] can relentlessly slam targets while the pair of [[SRM6]]s softens their [[armor]] and provide some amount of screenshake. Five plain [[Medium laser]]s then provide an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through. One [[Free tons|Free Ton]] of ammo for the UAC20 and two [[Flamers]] to use as needed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
Mounting eleven [[DHS|Double Heat Sinks]] for good reason, as the D is equipped with a single [[HPPC|Heavy Particle Projection Cannon]] producing enormous hit/splash damage every 10.9 seconds backed up by no less than four [[LPPC|Light Particle Projection Cannons]] chainfired to keep your opponent rocking until you can close the range to use the five [[SPL|Small Pulse Lasers]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain. A whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 3 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in steady fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G is a medium / close unit with a [[AC10|AutoCannon 10]] and two banks of [[MRM20|Medium Range Missles 20]] that can begin battering foes at 650m, and four [[MPL|Medium Pulse Lasers]] can start drilling at 400m. Battering is the key word here, considering the tremendous screenshake potential the trio of the AC10 and MRM20's have to offer, this variant excels at punching up to heavier assets, scrambling more expensive gunboats, and ablating larger mechs with MRM - all mounted on a chassis fast and strong enough to remain a persistent thorn in their side.&lt;br /&gt;
&lt;br /&gt;
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three [[free ton|Free Tons of Ammo]] is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Wandering Samurai Studio had originally planned the Marauder to be a surprise bonus asset for a future 0.9 or 1.0 release.&lt;br /&gt;
* For a time, the Marauder was a canceled asset. At the time of Wandering Samurai Studios' final major update 0.7.0, the 'Mech was only 40% completed and therefore not ready for release. An entirely new model was later built and released in version 0.11.3, well after development of MWLL was revived by its community.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support 'Mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Old_UnfinishedAssets_Marauder.png|Unfinished model revealed at the time of v0.7.0's release&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=15472</id>
		<title>Warhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=15472"/>
				<updated>2026-03-30T01:31:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Warhammer.png&lt;br /&gt;
| ImageGif = File:Warhammer_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -33° to +41°&lt;br /&gt;
| PitchCrouch = -33° to +51°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 900&lt;br /&gt;
| ArmorT Prime = 64 474&lt;br /&gt;
| Engine Prime = VOX 280 STD&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;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 600&lt;br /&gt;
| ArmorT A = 61 312&lt;br /&gt;
| Engine A = VOX 280 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 76 500&lt;br /&gt;
| ArmorT B = 61 312&lt;br /&gt;
| Engine B = VOX 280 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&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;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 77 100&lt;br /&gt;
| ArmorT C = 64 474&lt;br /&gt;
| Engine C = VOX 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 80 100&lt;br /&gt;
| ArmorT D = 64 474&lt;br /&gt;
| Engine D = VOX 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 74 000&lt;br /&gt;
| ArmorT E = 64 474&lt;br /&gt;
| Engine E = VOX 280 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;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 79 000&lt;br /&gt;
| ArmorT F = 64 474&lt;br /&gt;
| Engine F = VOX 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 76 500&lt;br /&gt;
| ArmorT G = 61 312&lt;br /&gt;
| Engine G = VOX 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9138&lt;br /&gt;
| Armor LRT = 5939&lt;br /&gt;
| Armor B = 5483&lt;br /&gt;
| Armor LRA = 5254&lt;br /&gt;
| Armor RE = 3655&lt;br /&gt;
| Armor LRL = 6579&lt;br /&gt;
| Armor INT = 3947&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Warhammer''' is a slow, well-[[armor|armored]] heavy 'mech with a diverse set of loadouts including [[brawlers]], [[skirmishers]], [[generalist]]s, and [[sniper]]s. Generally a good choice for [[tanking]].&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Uniquely excellent [[C-Bill|Inexpensive]] [[twist fighter]] and [[tanker]]. Good at [[Asset_Roles#Brawler|pushing and holding objectives]].&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Equipped with a [[Standard engine]], giving low [[damage transfer]]. [[Chain fire]] PPCs to improve its already decent [[heat capacity]] or to spread out [[screen shake]]. Can operate for a long time without [[rearm|ammo resupply]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
[[Fire-support]] [[asset]]. Prone to [[staring]], dependent on allies to [[tank]] and distract enemies at [[medium-range]]. [[Standard engine]] improves durability.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Group-fire]] the [[LPL]]s until the [[yellow line]], then using a second [[weapon group]], [[chain-fire]] them to avoid [[overheat]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Good [[sniper]] effective at [[screen shake|suppressing]] other snipers in open terrain. Can lead a [[push]] onto an [[objective]] if needed.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain-fire]] the [[HVAC10]]s to suppress enemies more effectively. [[Buy]] HVAC10 ammo for all 4 [[free tons]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Very high [[alpha strike]], excellent at [[poking]]. Works best as a [[skirmisher]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Excellent [[Brawler]]. It's two [[PPC]]s give it some [[skirmishing]] ability, too.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain fire]] the PPCs to maximize [[screen shake]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Operates best as a [[skirmisher]]. [[Burst damage]]-focused with [[damage spreading]] capabilities. Good at targeting individual [[component]]s like [[arming|arms]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= Good [[damage multiplier]]s against [[tank]]s.&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Terrifying [[brawler]], highly effective at [[overheating]] or distracting enemies and eliminating [[BA]]. Four [[Free Tons]] support the ammo-hungry [[RAC5]]s.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Works best between 60-150m. Watch out for enemies coming within the [[MRM20]]'s [[minimum range]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Dedicated [[sniper]]. Poor performance at [[close-range]]. Good choice for wide-open [[maps]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain-fire]] the [[ERPPC]]s to prevent [[overheating]]. Prepare a second button for chain-firing the [[AC2]]s for fighting [[BA]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be &amp;quot;a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower.&amp;quot; In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.&lt;br /&gt;
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.&lt;br /&gt;
&lt;br /&gt;
The Warhammer Armor:&lt;br /&gt;
Durallex Ballistic-Reinforced Armor, was developed by the Draconis Combine in 3131 as a response to autocannon and missile weapons. The armor is a combination of Hardened and Reactive Armor that reduce damage taken from ballistic and missile weapons. The armor is also known as &amp;quot;reinforced&amp;quot; armor, but many techs use the term &amp;quot;hardened light&amp;quot; to describe it. A thinner version of hardened armor is backed by cable mesh that warps and traps missile and ballistic ammunition.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2515 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=15471</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=15471"/>
				<updated>2026-03-30T01:30:26Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; Prime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Avatar.png&lt;br /&gt;
| ImageGif = File:Avatar_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Speed = 76&lt;br /&gt;
| SpeedWithMasc = 106&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 83 500&lt;br /&gt;
| ArmorT Prime = 60 258&lt;br /&gt;
| Engine Prime = 280 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&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;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 86 100&lt;br /&gt;
| ArmorT A = 60 258&lt;br /&gt;
| Engine A = 280 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&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;2 [[DHS]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 84 000&lt;br /&gt;
| ArmorT B = 60 258&lt;br /&gt;
| Engine B = 280 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 87 800&lt;br /&gt;
| ArmorT C = 60 258&lt;br /&gt;
| Engine C = 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 79 700&lt;br /&gt;
| ArmorT D = 60 258&lt;br /&gt;
| Engine D = 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&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; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 94 100&lt;br /&gt;
| ArmorT E = 60 258&lt;br /&gt;
| Engine E = 280 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 89 900&lt;br /&gt;
| ArmorT F = 65 049&lt;br /&gt;
| Engine F = 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 86 500&lt;br /&gt;
| ArmorT G = 60 258&lt;br /&gt;
| Engine G = 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9502&lt;br /&gt;
| Armor LRT = 6108&lt;br /&gt;
| Armor B = 5430&lt;br /&gt;
| Armor LRA = 4751&lt;br /&gt;
| Armor LRL = 6515&lt;br /&gt;
| Armor INT = 3909&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso [[yaw|twist]]. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[TBolt10|Thunderbolt10]] launchers allow it to provide long range fire support and a [[LBX10|Lubalin Ballistics-X AutoCannon 10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Two [[MXPL|Medium X-Pulse Lasers]] and two [[ML|Medium Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range while allowing flexibility between staring and torso twisting. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 8 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.&lt;br /&gt;
[[B-Pod]], should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and dual [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. The pair of [[ERML|Medium Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;The Flying Red&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:Flyingred.jpg|100px|center|The Flying Red]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Dubbed &amp;quot;'''''The Flying Red''''',&amp;quot; The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLL]] on its right arm, while carrying an additional set of five [[ERML]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.&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 C===&lt;br /&gt;
A brawler at heart, the Avatar C is capable of dealing modest damage out to 700m, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso [[yaw|twist]] allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Fallschirmjaeger&amp;quot;''===&lt;br /&gt;
The Avatar D, known as the &amp;quot;'''''Fallschirmjaeger'''''&amp;quot;, is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[ML|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant leans heavily on its twin [[RAC5]] array rather than on anything else and then rightly so. There aren't many mechs sporting more of- or are able to tank more of- for any reasonable amount of time. That being said (and done), the two [[MPL|Medium Pulse]] Lasers will happily jump in for the time the two main weapons have to reload or heavens forbid un-jam. An occasional tap with the two [[SRM2]] will add more than just insult to injury. Long story short; [[MASC]] to the ambush position, cool down, [[iJJ]] in front (or, even better yet - behind its back!) of the unsuspecting target (the smaller the better), perform your act and jump out of the fray for the while the armor still serves. All weapons perform at their full capacity with the radar turned off on this unit, something to take note of.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Scorpio&amp;quot;''===&lt;br /&gt;
Dubbed &amp;quot;Scorpio&amp;quot; The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10]], 3 [[ERML]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod]] to maim irritant [[BA]], help with staying alive.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Avatar G is a fire support mech designed to work at mid-range. [[GECM]] lets it stay hidden while locking-on with a pair of [[LRM15]] launchers. Additionally, the Avatar's 360 degree torso [[yaw|twist]] makes the G a great mech for [[Combat_Guide#Movement|kiting]] enemies outside of the LRMs' [[minimum range]]. Enemies that come within 700m will have to contend with a pair of [[PPC]]s, synergizing with its missiles as a source of [[screenshake]] and splash damage, but potentially disabling friendly NARC beacons. Its two [[ML]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 5 [[DHS]] keep the asset's heat manageable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its &amp;quot;first generation&amp;quot;, the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15470</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15470"/>
				<updated>2026-03-30T01:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
&amp;lt;!--| SpeedWithMasc = 91--&amp;gt;&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 74 000&lt;br /&gt;
| ArmorT Prime = 61 165&lt;br /&gt;
| Engine Prime = Magna 260 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 430&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[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 B = 60 900&lt;br /&gt;
| ArmorT B = 51 694&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 538&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 853&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[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 E = 66 400&lt;br /&gt;
|ArmorT E = 51 694&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 74 400&lt;br /&gt;
|ArmorT F = 51 694&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 84 700&lt;br /&gt;
|ArmorT G = 57 853&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Binary Laser Cannon]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5|Light AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[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;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9965&lt;br /&gt;
| Armor LRT = 6833&lt;br /&gt;
| Armor B = 5694&lt;br /&gt;
| Armor LRA = 4745&lt;br /&gt;
| Armor LRL = 6122&lt;br /&gt;
| Armor INT = 3673&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[Asset_Roles#Missile_Boat|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 4 [[LRM10]]s with 12.5 tons [[armor]], and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100 meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 2 [[ERSL]]s &amp;amp; 2 [[ML]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 5 [[DHS]] means pilots will be able to keep up their bombardment for some time with less concern on heat. One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Cringe&amp;quot;''===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, ''Cringe'' mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the Cringe can decimate targets up to 4km (4300m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s as backup weapons, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense. This makes the Cringe a poor choice in many [[Terrain Control]] matches where capturing [[posts]] and staying close to allies is important. The Cringe also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider [[chain fire|chain-firing]] the Arrow launchers to better manage their massive heat spikes. Other mechs are capable of [[jump sniping]], the Cringe definitely isn't, due to the heat and the ArrowIV's long [[lock on]] time. The C's jump jets are mostly just for maneuvering and acquiring better vantage points to rain down ArrowIVs on one's enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]] shots per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artillery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is also viable option. 8 [[DHS|double heat sinks]] are enough to prevent overheat in most situations, as [[JJ| Standard Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Catapult G is a direct fire variant focused on mid-ranged combat. Two [[Binary Laser Cannons]] provide great burst damage with a multiplier against tanks and ASF. Twin [[Standard_AutoCannons#Light_AC2_and_AC5|LAC5s]] follow up with a solid punch for minimal [[heat]]. The two [[SXPL|SXPLs]] serve as backup at close-range, but it may be a better move to twist, cool down, and cycle the main weapons. [[iJJ|iJJs]] can help dodge into cover after firing an alpha strike, especially since the 8 [[DHS]] dissipate faster at high [[heat]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Catapult_Concept.jpg|Pre-alpha high-poly concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=15469</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=15469"/>
				<updated>2026-03-30T01:24:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Rifleman.png&lt;br /&gt;
| ImageGif = File:Rifleman_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -33° to +96°&lt;br /&gt;
| PitchCrouch = -33° to +96°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 72 100&lt;br /&gt;
| ArmorT Prime = 56 623&lt;br /&gt;
| Engine Prime = Pitban 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&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;2 [[LAMS]]&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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 72 700&lt;br /&gt;
| ArmorT A = 45 532&lt;br /&gt;
| Engine A = Pitban 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 67 700&lt;br /&gt;
| ArmorT B = 50 282&lt;br /&gt;
| Engine B = Pitban 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&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;2 [[LAMS]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 67 500&lt;br /&gt;
| ArmorT C = 42 363&lt;br /&gt;
| Engine C = Pitban 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC2]]&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;0 [[HS]]&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 D = 76 500&lt;br /&gt;
| ArmorT D = 50 282&lt;br /&gt;
| Engine D = Pitban 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 76 500&lt;br /&gt;
| ArmorT E = 53 453&lt;br /&gt;
| Engine E = Pitban 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 64 500&lt;br /&gt;
| ArmorT F = 45 532&lt;br /&gt;
| Engine F = Pitban 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 78 500&lt;br /&gt;
| ArmorT G = 51 870&lt;br /&gt;
| Engine G = Pitban 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MXPL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8034&lt;br /&gt;
| Armor LRT = 5624&lt;br /&gt;
| Armor B = 4821&lt;br /&gt;
| Armor LRA = 5624&lt;br /&gt;
| Armor LRL = 5785&lt;br /&gt;
| Armor INT = 3471&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso [[pitch]] and [[yaw|rotation]] of any mech, as it can look almost straight up while rotating 360 degrees.&lt;br /&gt;
&lt;br /&gt;
All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against [[BA]], [[VTOL]] and light, medium and some heavy [[ASF]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even few light assets due to its poor armor.&lt;br /&gt;
&lt;br /&gt;
Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLL]]s and 2 [[ERML]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 [[LAMS]] are attached to fend off missile attacks.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The Rifleman A is a mid-range firesupport meant to be in second line. 4 [[AC5]] autocannon's can deal a good amount of damage up to 800m, and them being [[Damage Types| Light Kinetic]] weapon means extra damage against tanks and ASF. Despite 2 [[SSRM4]] launchers, A is not meant for front lines and [[SSRM]] are there for an extra punch and screenshake should opponent gets too close, as 9.5 t of [[armor]] are not enough to go face to face with brawlers. One method would be using its 360° torso [[twist]] and running away at full speed, while softening target that is in pursuit of Rifleman A, and if he gets too close for [[SSRM]] to be locked on, you better hope it has been softened enough. [[GECM]] will be a huge help staying undetected, while [[AC5]] can still reach its target. Despite no extra [[heat sink|heatsinks]], &amp;quot;A&amp;quot; will not overheat under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of four [[ERML]]s deals a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its Autocannons allow it to punish aircraft that enter its range. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 [[DHS]] which are more than enough for the Laser Battery.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the [[Gauss Rifle| Light Gauss Rifle]]. Two [[HVAC2]]s provide some additional damage and 1500m of range, but their main purpose is to help calculate the lead of the two [[LtGauss]] rifles, as the two weapons have nearly the same projectile speed. The Rifleman C carries no other equipment, only [[EOptics]] and a mere 8.5t of [[armor]], it should be even more wary of close combat with other ground assets than other Rifleman variants. 2 [[Free tons | Free tons]] will keep the gauss fed for a while, but ocasional ressuply will be necessary.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Patriot&amp;quot;''===&lt;br /&gt;
Though the Rifleman D has the same four [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover and immunity from [[NARC]]s while the 2 [[LAMS]] protect from missiles. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with. Four [[Free tons | Extra Tons]] of ammo, 2 [[DHS]], and [[EOptics|enhanced optics]] round out this package.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Rifleman E brings a frightening light show of four [[ERLL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Aftershock&amp;quot;''===&lt;br /&gt;
The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[PPC]]s can deal a great amount of damage to anything it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 650m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor of only 9.5t mean that any assets in its own weight class will easily overpower it. Having only 1 [[DHS]] pilots must keep an eye on their temps. [[B-Pod]] provides some help with [[Battle Armor]] ambushes.&lt;br /&gt;
A notable noob trap as it's just a hair under the 66k cbill mark.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Boogie&amp;quot;''===&lt;br /&gt;
With its blistering array of 6 [[MXPL]]s, the Rifleman G is an effective midrange pinpoint [[DPS]] machine capable of removing arms and melting [[armor]] quickly if opponents don't focus on it. Fairly light armor means the pilot often needs good awareness of the combat situation to be able to effectively utilize its high DPS potential without getting focused. One way to avoid the enemy focus fire is tagging along a tanky ally that's capable of drawing fire away.&lt;br /&gt;
&lt;br /&gt;
By utilizing [[MASC]] one can more easily control when and where to engage, and [[GECM]] keeps the radar presence lower, potentially avoiding at least some unwanted enemy attention. 10 [[DHS]] is enough to handle the heat under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it among the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass. &lt;br /&gt;
&lt;br /&gt;
Notable pilots include: Gray Noton  &amp;quot;Legend-Killer&amp;quot;, Conner Rhys-Monroe &amp;quot;Former Knight of the Sphere&amp;quot;, John &amp;quot;Gentleman Johnny&amp;quot; Clavell, Davis McCall of the Gray Death Legion and ouch &amp;quot;OEM&amp;quot; - Mercenary, Bear &amp;quot;OEM&amp;quot; - IS, Plotting-Raccoon -IS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2770 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=15468</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=15468"/>
				<updated>2026-03-30T01:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var B/F&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 = 57 064&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 = 57 064&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 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 B = 80 700&lt;br /&gt;
| ArmorT B = 57 064&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 [[DSRM4]]&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; 7 [[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 = 75 400&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 [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SSRM4]]&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 = 57 064&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 = 74 500&lt;br /&gt;
| ArmorT F = 57 064&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;1x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&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; 5 [[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 G = 74 300&lt;br /&gt;
| ArmorT G = 57 064&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 LRL = 6153&lt;br /&gt;
| Armor INT = 3692&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&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 an [[LRM15]] and [[NARC]] launcher. Twin [[ERML|extended range medium lasers]] are mounted in the torso, and a [[B-Pod]] is strapped to the legs. Antagonizing an enemy at the long range of 1000m with the LRM15 is tempting, but the prime really shines 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. The NARC helps negate enemy cover and the LRM15's long lock-on time while also assisting your team.&amp;lt;br&amp;gt;&lt;br /&gt;
Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage. Two [[free tons]] for the RAC5 and LRM15 keep the Prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The RAC5 and LRM15 should be given a free ton each. You'll find yourself running out of LRM ammo more often while self-NARCing, and the RAC5 is ammo-hungry in general. Dedicating both tons to the RAC5 or one to the NARC might be appealing, but I find the Argus's armor doesn't last long enough for a double RAC5 reload or NARC reload to be relevant.&lt;br /&gt;
| Writer1= - Xcalibur}}&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;
{{fluff|0.19.0}}&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;
The heavy hitting pair of [[SSRM|SSRM4]]s, providing excellent [[screen shake]] when [[chain fired]]. The rather unique [[Blazer]] provides some mid-[[range]] punch and tank-hunting potential. The long [[recharge]] time of the Blazer would generally make the D a poor [[brawler]], but the eight streak SRMs go a long way toward accommodating the brawler role, if the pilot chooses that path. Generally, the D works better as a [[skirmisher]]—especially since most of its weapons have a high [[burst damage]]. The D's quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dish damage out to no less than 1350m and also have a [[damage multiplier]] against [[tanks]]. The four LBX2s only have about 80% of the burst damage of one [[LBX10|LB 10-X]] but have twice the range and have a 33% higher [[DPS]]. This isn't enough to make the D a sniper, but it does make the D quite flexible. Rounding the D out is the [[B-Pod]], which helps dealing with enemy [[Battle Armor]] that are too close to hit with the D's other weapons.&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;
{{fluff|0.19.0}}&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>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=15467</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=15467"/>
				<updated>2026-03-30T01:15:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65 000&lt;br /&gt;
| ArmorT Prime = 50 770&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 50 770&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 50 770&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&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;[[LAMS]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 60 500&lt;br /&gt;
| ArmorT C = 50 770&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 67 200&lt;br /&gt;
| ArmorT D = 50 770&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM6]]&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;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 900&lt;br /&gt;
| ArmorT E = 52 552&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 68 500&lt;br /&gt;
| ArmorT F = 50 770&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 900&lt;br /&gt;
| ArmorT G = 50 770&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6960&lt;br /&gt;
| Armor LRT = 4524&lt;br /&gt;
| Armor B = 4176&lt;br /&gt;
| Armor LRA = 4002&lt;br /&gt;
| Armor LRL = 5324&lt;br /&gt;
| Armor INT = 3195&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor LE = 2784&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[HVAC10]] in the right arm, a torso-mounted [[ERLL]], 2 [[LRM5]]s (left arm and external) and a pair of [[MG|Machine Guns]] give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a decent choice for medium range encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 650 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. All the weapons are fairly smart on their ammo consumption - use the free ton for the UAC10. Try not getting min-ranged as a lot of your damage is done by the MRMs. It's not the easiest Bushwacker to master as it requires different target leading for the non energy weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant doesn't boast the highest DPS of all the Bushwackers with 3x [[SPL]], 3x [[SSRM6]] and a single [[UAC5]], but unlike other close range loadouts, this mech can not only start bruising you from 800m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance, and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[BA|Battle armor]], there's an extra [[B-Pod]] to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is an [[SRM4]] and an [[SRM2]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM6]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite a while to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns. The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. Notable Pilots - Rogue_One - MERC, Mad Matt - IS, OptimusShr - IS&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=15466</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=15466"/>
				<updated>2026-03-30T01:06:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&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 = 44 542&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 = 39 720&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 = 44 542&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 = 65 200&lt;br /&gt;
| ArmorT D = 42 938&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;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HMG]]&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;[[iJJ]]&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 = 44 542&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 = 41 329&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 = 41 329&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 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 CT = 7330&lt;br /&gt;
| Armor LRT = 4630&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2797&lt;br /&gt;
| Armor LRL = 4919&lt;br /&gt;
| Armor INT = 2951&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&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 an 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;
==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#poptarting|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.&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.&lt;br /&gt;
Relying on its 4 [[DHS]] some pilots find it smart to split the two PPCs into two separate groups, allowing one to shoot from partial cover without wasting the obstructed weapon's shot. This however requires a fourth weapon group, or to, unwillingly, put the MGs 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 two [[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 trio 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 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|0.18.3}}&lt;br /&gt;
The Uziel is a [[screen shake]]r 'Mech and an effective [[brawler]]. With four [[LPPC]]s delivering a significant ammo-free barrage, the D benefits from [[chain fire]] to stay cool. The D's pair of [[SRM6]]s are somewhat ammo-hungry and without any [[free tons]] to [[rearm]] the D, they should be chain fired as well in order to increase screen shake, improve [[heat]] management, and extend their usefulness during prolonged engagements. If one side of the D gets particularly damaged by enemies, it may be necessary to [[twist fight]] and [[group fire]] the LPPCs. Just make sure to give the D enough time to cool down between shots.&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.&lt;br /&gt;
Still, the unit's main selling points remain its 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Initially, the Uziel was an unpopular 'Mech because of its weak damage output (especially at short range) combined with a large hitbox which made it feel more lightly armored than other medium 'Mechs. To counter this a new [[DSSRM]] variant was introduced to provide a powerful short range version of the 'Mech, and in update 0.5.4 the Uziel was resized to be in line with the other medium 'Mechs.&lt;br /&gt;
* In update 0.6.0 the Uziel was further improved, having its standard [[Heatsinks]] upgraded to Double-strength versions, as well as having two variants completely redesigned. Despite the much-needed improvements, the Uziel continued to bear the stigma of its past weakness.&lt;br /&gt;
* In the 0.8.0 community edition release, the Uziel became more viable than ever, with armor being redistributed to toughen up its huge central torso while also receiving yet another major variant overhaul.&lt;br /&gt;
* With update 0.11.0, The Uziel got further improvements, most noticeable being a reduction in size - the torso was made around 20% narrower to reduce its profile.&lt;br /&gt;
* The Uziel is a unique asset in that it features physically destructible side torsos; when the 'Mech's side armor is destroyed, the respective armor plates will visibly detach. While this reduces the physical size of the side torso hitboxes, it also makes it much easier for enemies to identify the destroyed component from afar.&lt;br /&gt;
* The Uziel has a unique camo style available to it when selecting the Solid Red camo before buying the 'Mech (see gallery).&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;
&lt;br /&gt;
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;
&lt;br /&gt;
Notable Pilots - Bear &amp;quot;OEM&amp;quot; - IS, _Recoil_ - CL, [12vr]Hammerzeitgeist - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3065 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:uziel_redcamo.png|An Uziel painted with its unique Solid Red camo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Enfield&amp;diff=15465</id>
		<title>Enfield</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Enfield&amp;diff=15465"/>
				<updated>2026-03-30T01:05:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Mech&lt;br /&gt;
| Image = File:Enfield.png&lt;br /&gt;
| ImageGif = File:Enfield_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -33° to +61°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 58 600&lt;br /&gt;
| ArmorT Prime = 49 623&lt;br /&gt;
| Engine Prime = Magna 250 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&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;[[iJJ]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 65 300&lt;br /&gt;
| ArmorT A = 49 623&lt;br /&gt;
| Engine A = Magna 250 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 58 900&lt;br /&gt;
| ArmorT B = 49 623&lt;br /&gt;
| Engine B = Magna 250 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERSL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 500&lt;br /&gt;
| ArmorT C = 46 149&lt;br /&gt;
| Engine C = Magna 250 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 66 200&lt;br /&gt;
| ArmorT D = 49 623&lt;br /&gt;
| Engine D = Magna 250 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 300&lt;br /&gt;
| ArmorT E = 49 623&lt;br /&gt;
| Engine E = Magna 250 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 58 200&lt;br /&gt;
| ArmorT F = 46 021&lt;br /&gt;
| Engine F = Magna 250 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 61 000&lt;br /&gt;
| ArmorT G = 49 623&lt;br /&gt;
| Engine G = Magna 250 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&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;[[GECM]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7212&lt;br /&gt;
| Armor LRT = 4688 &lt;br /&gt;
| Armor B = 4327&lt;br /&gt;
| Armor LRA = 4147&lt;br /&gt;
| Armor INT = 3310&lt;br /&gt;
| Armor LRL = 5517&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Enfield''' is an [[Inner Sphere]] [[Medium Mech]] introduced in update 0.17.0. A rugged generalist that roughly fills the role between the [[Bushwacker]] and the [[Uziel]], it often employs a diverse amount of many smaller weapons instead of relying on one or two larger ones. Being more armored than the [[Bushwacker]] and often leveraging [[GECM]], its battlefield endurance is increased. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&amp;lt;!-- Current for 0.17.0 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
Medium range [[jumpsniper]]. Unlike most jumpsnipers, the Enfield Prime can [[tanking|tank]] a lot of damage.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Larry&amp;quot;''===&lt;br /&gt;
As a [[generalist]], Larry can [[jumpsnipe]] and [[poke]] out to extreme [[long range]], but he performs best in a [[brawl]]. Since the [[HMG]]s require significant [[stare]] time, Larry's three [[SRM4]]s should be [[chainfire]]d to optimize [[screenshake]]. When in a [[turn fight]], the SRMs and three [[AC2]]s should be [[group fire]]d to help  with tanking and [[spreading damage]].&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Lobster&amp;quot;''===&lt;br /&gt;
The Lobster is a strong [[brawler]] within 400m of [[range]]. Between 401 and 700m, the Lobster is able to help [[screen shake]] enemies, but lacks sufficient firepower to perform well at that range. [[GECM]] helps the Lobster stay hidden while coming in to brawling range.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Excellent [[skirmisher]] well suited for [[backcapping]]. Very [[stealth armor|stealthy]] and [[MASC|fast]]. Doesn't have any [[coolant]]. [[Chainfire]] can be used to help manage heat during long fights.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Discovered nearly two centuries ago by Davion soldiers in the system of Achernar, the plans for the ’Mech dubbed the Enfield were for a medium urban ’Mech designed to replace the aging Wyvern.&lt;br /&gt;
Enthusiastic about having such an advanced design, the Federated Suns kept the plans hidden until they had the technology to finally begin development of the design in the early 3050s. Looking for a companion to the highly popular Enforcer, NAIS (New Avalon Institute of Science) made some changes to the aesthetics and load out to make it more compatible. In 3055, Blackstone BattleMechs, Ltd. was licensed to produce the design, and Blackstone began shipping to units to the Clan border and to any Federated Commonwealth-employed mercenary units. Ironically very few Enfield's made it to Davion units since production started; the Lyran Alliance broke away before full production could begin. While some Enfield's went to Davion troops, all of them belonged to loyalist units. But those Davion units that received the Enfield immediately assigned it to a lance with a accompanying Enforcer and began evaluation of the combination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3055 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Enfield BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=15464</id>
		<title>Hollander II</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=15464"/>
				<updated>2026-03-30T01:01:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:HollanderII.png&lt;br /&gt;
| ImageGif = File:HollanderII_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +65°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 50 600&lt;br /&gt;
| ArmorT Prime = 33 848&lt;br /&gt;
| Engine Prime = Light Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&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; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 60 500&lt;br /&gt;
| ArmorT A = 32 046&lt;br /&gt;
| Engine A = Omni 175 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HGauss]]&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; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 57 000&lt;br /&gt;
| ArmorT B = 39 256&lt;br /&gt;
| Engine B = Omni 175 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[Flamer]]&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; [[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; 8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 49 100&lt;br /&gt;
| ArmorT C = 37 452&lt;br /&gt;
| Engine C = Omni 175 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[AC20]]&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; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 54 750&lt;br /&gt;
| ArmorT D = 33 848&lt;br /&gt;
| Engine D = Omni 175 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LtGauss]]&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; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 58 350&lt;br /&gt;
| ArmorT E = 33 848&lt;br /&gt;
| Engine E = Omni 175 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX20]]&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; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 60 500&lt;br /&gt;
| ArmorT F = 37 452&lt;br /&gt;
| Engine F = Omni 175 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&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; [[iJJ]]&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; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 56 300&lt;br /&gt;
| ArmorT G = 35 648&lt;br /&gt;
| Engine G = Omni 175 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HVAC10]]&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; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 4821&lt;br /&gt;
| Armor LT = 3134&lt;br /&gt;
| Armor RT = 4580&lt;br /&gt;
| Armor B = 2893&lt;br /&gt;
| Armor LRA = 1929&lt;br /&gt;
| Armor LRL = 3688&lt;br /&gt;
| Armor INT = 2213 &lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Hollander II''' is an [[Inner Sphere]] [[Medium Mech]] well known for its powerful weaponry and gangly appearance.  The Hollander II has relatively light [[Armor]] for a Medium Mech, and is not particularly speedy or maneuverable; it makes up for this by mounting some of the most damaging weaponry in [[MWLL]].  Hollander IIs tend to stick to the same basic design: one large, powerful weapon mounted on the [[Armor|Right Torso]], and smaller, weaker weapons mounted on the Left and Right [[Armor|Arms]].  The Hollander II does have a couple of glaring weaknesses: both the [[Armor|Cockpit]] and its main weapon are very visible atop the [[Armor|Center Torso]], making it fairly easy to either kill the Pilot or disable the weapon. The Hollander's spotlight is mounted directly above the cockpit. Turning on the spotlight can partially blind the pilot due to glare and the light reflecting off of fog.&lt;br /&gt;
One of the obvious methods for defeating this Mech is to destroy the right torso, thus removing the vast majority of this Mech's firepower. Additionally, one in combat with this Mech may choose to destroy the [[Armor|Left Torso]]. Although this section does not mount weaponry to remove, it is less armored, and therefore easier to blow away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant mounts 1 [[Gauss]] as its main weapon, and supports that with 2 [[ERML]]s, giving it a respectable long-range punch. It lacks any close-range firepower to deter [[Battle Armor]] and brawling [[Light Mechs]] so a prudent Mechwarrior should try to keep his foes at long range. Care must be taken to protect both the Gauss and Cockpit, as they are both very vulnerable. However, because the Gauss is positioned on the highest point of the Mech, it allows the majority of the Mech to remain in cover when [[Gameplay Tactics#Poptarting|poptarting]] which the Prime excels at due to its [[iJJ|improved jump jets]]. Furthermore, each gauss shot can be carefully placed with pinpoint accuracy using the Prime's [[eoptics|enhanced optics]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Acht-Acht&amp;quot;''===&lt;br /&gt;
The Hollander II A mounts a single [[HGauss]] as its main weapon, and supports this with 4 [[SL]]s and a [[MASC]] system.  This gives the A variant absolutely fearsome firepower at close to medium range, and allows it to close at unexpectedly quick speeds.  This is balanced by the A's low ammo, the long [[refire rate]] of its HGauss, and the lack of any extra [[heat sink|heat sinks]] to support the MASC system.  Extra care must be given to protecting the HGauss, as that is this variant's primary means of defending itself. This variant is extremely susceptible to spontaneously exploding when the Gauss Rifle is destroyed, due to overloading causing additional damage to neighbor sections. The A also does not have [[JJ|jump jets]], which gives it far less mobility than its cousins.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a pure brawler. Its massive [[UAC20]] is capable of dealing heavy damage to targets 350m or closer, followed 2 [[SL|Small Lasers]] while its 2 [[Flamer|Flamers]] are effective out to 150m. The B variant is best used as a brawler, quickly jumping into battle with its [[iJJ|Improved Jump Jets]], and dealing high DPS with the UAC20 supported by its Small Lasers. An extra 2 free tons allows it to remain in combat for a long time. Alas only having 2 [[DHS|Double Heat Sinks]] causes mechwarriors to struggle with the B's combined weapon and jump jet heat output. Equipped with only close-ranged weaponry means that at range, the Hollander II B is defenseless. Its large autocannon sitting on its right shoulder is also relatively easy to hit, so Mechwarriors should try torso twisting away from enemies to distribute damage and travel with a teammate.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Conscript&amp;quot;''===&lt;br /&gt;
The cheapest Hollander, and the cheapest [[AC20]] asset. An [[SRM6]] and twin [[SXPL|SXPLs]] complement the close-range loadout, with all weapons having a max range of 350m. The Conscript lacks any movement equipment, and must rely on [[screenshake]] and its [[engines|Standard Engine]] to keep it alive. Having only 1 [[free ton]] leaves a tough choice: the AC20 is the more powerful weapon, but the SRM6 will run out of ammo 8 shots earlier, if both weapons are constantly fired in sync.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Jesse James&amp;quot;''===&lt;br /&gt;
The D variant is an extreme long range sniper. Its [[gauss|light gauss]] hits targets up to 1250m away while its quad [[AC2]]s reach out to 1200m. Mechwarriors piloting the D should stay at long range, liberally using its [[Eoptics|enhanced optics]] and [[BAP]] to find distant targets to quickly deal combined gauss and autocannon damage to mechs that can't retaliate. Additionally, employing [[Gameplay_Tactics#Poptarting|poptarting]] tactics allows the D to reduce its exposure to enemy sniper counter-fire. 2 [[free tons]] of ammo allows it to spend significant time in combat before having to return to base for reloads. Its greatest weakness is enemy mechs that manage to close the distance as the D variant lacks any backup weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Hollander II E variant mounts the largest shotgun autocannon on its right shoulder - the [[LBX20]]. Dealing a massive burst of autocannon pellets accurately up to 450m, the E should be taken seriously at close- to medium ranges. Furthermore, it carries 4 [[LBX2]]s which function as very long range harassing guns as well as great anti-aircraft deterrents. One [[free tons|free ton]] of ammo keeps the LBX20 firing a decent 24 shots before having to return to base to reload. [[BAP]] and [[EOptics]] allow the E to find and antagonize distant targets with accuracy.&amp;lt;br \&amp;gt; Extra [[Lubalin Ballistics-X AutoCannons|LBX]] damage caused to [[tank]]s and [[ASF]]s makes this variant good early-mid game counter, should your opponent decides to spam them.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Mounting the massive [[HPPC|Heavy Particle Projection Cannon,]] providing exactly twice as much damage with a doubled splash radius at the cost of twice as much heat. Close to mid range the HPPC becomes your enemies worst nightmare. Two devistating [[UAC5|Ultra AutoCannon5]] blast holes right through whatever they touch, out to 800m. [[iJJ]] for greater positioning, [[EOptics]] to survey the battlefield but beware, only one [[DHS]] will give cause for pilots to be extra aware of their heat management.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Essentially a poor man's [[Bushwacker|Bushwacker Prime]], this Hollander carries an [[HVAC10]] in the right torso mount, with two [[ERML]]s in the arms for backup. Its ranged firepower is fairly lackluster compared to many other 'Mechs in its price category; the variant's main saving grace is its [[GECM]] and improved [[Jump Jets]], allowing this Hollander to sit high up on a hill and empty its generous ammo bins of 3 [[free tons|extra tons]] of ammo into any hostiles in the vicinity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The closest thing to the Hollander II in Battletech is the Hollander model BZK-F5, which carries a Gauss Rifle, a single Medium Laser, and a Streak SRM 2. There is also no mention of Jump Jets. The F5 variant, called the Hollander II, is a variant of the Hollander that looks to alleviate the 'Mech's problems by building it on a chassis ten tons heavier than the original, pushing it into the medium weight class. First built in 3058.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3054 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061)) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hollander#Variants BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=15463</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=15463"/>
				<updated>2026-03-30T00:58:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Chimera.png&lt;br /&gt;
| ImageGif = File:Chimera_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 40&lt;br /&gt;
| Speed = 86&lt;br /&gt;
&amp;lt;!-- | SpeedWithMasc = 125 --&amp;gt;&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 600&lt;br /&gt;
| ArmorT Prime = 40 881&lt;br /&gt;
| Engine Prime = GM 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&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;[[JJ]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 000&lt;br /&gt;
| ArmorT A = 39 294&lt;br /&gt;
| Engine A = 385 GM 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2|Light AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM15]]&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;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 = 53 200&lt;br /&gt;
| ArmorT B = 39 294&lt;br /&gt;
| Engine B = 385 GM 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM6]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 C = 48 000&lt;br /&gt;
| ArmorT C = 40 881&lt;br /&gt;
| Engine C = 385 GM 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[JJ]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 50 950&lt;br /&gt;
| ArmorT D = 42 471&lt;br /&gt;
| Engine D = 385 GM 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[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;
| Price E = 51 200&lt;br /&gt;
| ArmorT E = 40 881&lt;br /&gt;
| Engine E = 385 GM 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&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;[[iJJ]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 46 600&lt;br /&gt;
| ArmorT F = 40 881&lt;br /&gt;
| Engine F = 385 GM 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&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 [[DSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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 = 50 900&lt;br /&gt;
| ArmorT G = 39 294&lt;br /&gt;
| Engine G = 385 GM 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&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 [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&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;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;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5671&lt;br /&gt;
| Armor LT = 3800&lt;br /&gt;
| Armor RT = 5671&lt;br /&gt;
| Armor B = 3403&lt;br /&gt;
| Armor LRA = 3119&lt;br /&gt;
| Armor LRL = 4168&lt;br /&gt;
| Armor INT = 2501&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it the rocket launcher on the right torso slightly obscures vision.&lt;br /&gt;
The right torso has extra armor to protect the mounted weapon, at the cost of less armor on the left torso. The wide hitbox and low armor of the mech makes its back torso one of the most vulnerable in the game.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Chimera A is a pretty straightforward long range fire support unit. The A's [[ELRM15]] is capable of [[indirect fire]] and comprises the majority of its [[DPS]]. This is fed by two [[Free tons|free tons]] of ammo and backed up with a [[direct fire]] [[ERPPC]] and twin [[AC2#Light_AC2_and_AC5|Light AC2s]]. The ERPPC is capable of deactivating enemy NARC beacons, but liable to doing the same for friendly ones, condemning the variant to working at reduced capacity against NARCed targets. A pair of [[ERSL]] open up at 400m, but beware letting enemies within your ELRM's 290m minimum range. Note that overtaxing the energy based weapons will put a strain on its single [[DHS]] that is barely adequate to manage the heat generated.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.&amp;lt;br&amp;gt;&lt;br /&gt;
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.&amp;lt;br&amp;gt;&lt;br /&gt;
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's &amp;quot;zero throttled&amp;quot; just to receive the ponderous [[MRM30]] volley to the face.&amp;lt;br&amp;gt;&lt;br /&gt;
The minimal pair of [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.&amp;lt;br&amp;gt;&lt;br /&gt;
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''&amp;quot;missiles first&amp;quot;'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 [[medium laser|Medium Lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual [[Flamer|Flamers]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 4 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[Coolant]] in tight situations. An extra half ton of [[Armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Chimera E is a tank-hunter. While its [[SSRM4]] and two [[MPL]]s don't get any bonuses against tanks, they do put out moderate [[DPS]]. Where the E really shines as a tank-hunter is its [[LBX10]] and two [[HMG]]s which both have the [[Damage_Types|Light Kinetic]] damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max [[pitch]], the E can use its [[iJJ]]s to jump into the air above the tank while the LBX10 is reloading or HMGs are [[Jam|cooling down]], to deny the tank the ability to shoot back. Careful, the E only has 1 [[DHS]] and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.&amp;lt;br&amp;gt;&lt;br /&gt;
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moments all else fails, remember to fire the [[BPod]] at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Chimera02.jpg|thumb|175px|A Chimera Prime sporting desert camo (ca. 0.7.1)]]&lt;br /&gt;
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]&lt;br /&gt;
&lt;br /&gt;
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chimera BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Raven&amp;diff=15462</id>
		<title>Raven</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Raven&amp;diff=15462"/>
				<updated>2026-03-30T00:54:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:RavenPrime.png&lt;br /&gt;
| ImageGif = File:Raven_spin.gif&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 50 200&lt;br /&gt;
| ArmorT Prime = 27 142&lt;br /&gt;
| Engine Prime = Hermes 210 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[iNARC]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 54 500&lt;br /&gt;
| ArmorT A = 30 748&lt;br /&gt;
| Engine A = Hermes 210 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&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; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; 6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 42 950&lt;br /&gt;
| ArmorT B = 34 352&lt;br /&gt;
| Engine B = Hermes 210 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX10]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 100&lt;br /&gt;
| ArmorT C = 27 142&lt;br /&gt;
| Engine C = Hermes 210 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; 5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 44 800&lt;br /&gt;
| ArmorT D = 28 946&lt;br /&gt;
| Engine D = Hermes 210 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[NARC]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; 6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 42 050&lt;br /&gt;
| ArmorT E = 34 352&lt;br /&gt;
| Engine E = Hermes 210 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Flamer]]&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; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 43 500&lt;br /&gt;
| ArmorT F = 27 142&lt;br /&gt;
| Engine F = Hermes 210 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&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; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 49 750&lt;br /&gt;
| ArmorT G = 32 550&lt;br /&gt;
| Engine G = Hermes 210 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&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; [[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2070&lt;br /&gt;
| Armor CT = 3859&lt;br /&gt;
| Armor LRT = 2536&lt;br /&gt;
| Armor B = 2205&lt;br /&gt;
| Armor LRA = 2205&lt;br /&gt;
| Armor LRL = 2977&lt;br /&gt;
| Armor INT = 1786 &lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Raven''' is an [[Inner Sphere]] [[Light Mech]]. Most [[variants]] are [[scout]]s or [[supporter]]s. Well-[[Armor|Armored]] and 360 degree [[torso rotation]] for [[damage spreading]] and [[kiting]]. &lt;br /&gt;
&lt;br /&gt;
Note: With the exception of the Raven G, all Ravens have both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] with the Prime, A, B, C, D, E, or F variants except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two [[ML|Medium Lasers]] and a single [[Streak Short Range Missiles|Streak Short Range Missile Six-Pack]] comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has [[BHP|Bloodhound Probe]] as well as [[MASC]] and [[GECM]], making it a very capable and stealthy scout mech. Note that the Prime has only one additional [[HS|Heatsink]] which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.&lt;br /&gt;
&lt;br /&gt;
Unlike other, slower Ravens, the Prime has an [[iNARC|improved NARC]] beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one [[free tons|spare ton]] available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries [[C3]] equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like most Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MLs with a pair of [[LPL|Large Pulse Lasers]]. This change in weaponry frees up enough tonnage to carry three [[DHS|Double Heat Sinks]]. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries [[BHP|Bloodhound Probe]], [[C3]] and [[GECM]], as well as [[EOptics]], to fulfill its role as a scouting or direct fire support platform.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
One of the most popular [[starter]]s. A fairly good [[brawler]], a great [[tank hunter]], and a great [[scout]].&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one [[ERPPC|Extended Range Particle Projector Cannon]], allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of [[GECM]] further decreases this variant's noticeability, while [[MASC]] allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a [[BHP]] - giving it a massive 1400m radar range - as well as [[EOptics]]. For close-range backup, the C also sports two [[ERML]]s. Mechwarriors should be aware that the C has only three [[DHS]]'s, and firing all weapons constantly will quickly overheat it, even if its [[MASC]] is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with [[C3]] to share radar information with its comrades.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Muninn&amp;quot;''===&lt;br /&gt;
The Raven D sits comfortably as a jack of all trades variant. It can fulfill the role of a scout with its generous electronics equipment [[BHP]], [[C3]], [[GECM]], and [[EOptics]]. Its [[ERLL|Extended Range Large Laser]] and [[ERML|Extended Range Medium Laser]] gives it longer range direct fire weapons than the Prime variant. It also mounts a [[NARC]] launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 500m of their targets. As the D carries zero additional [[HS]]'s, Mechwarriors are encouraged to watch their heat levels. Finally, this variant carries a single [[AC5]] &amp;amp; one [[Free tons|Free Ton of Ammo]] which is effective against Vehicles and Air units.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Huginn&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Not good in the [[early game]] (fast targets are hard to hit). Good [[fire-support]] and [[supporter]] [[starter]] for the [[mid game]] (Large targets make the [[MRM20]] more effective). Use the [[flamer]] to distract enemies and kill [[BA]].&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;RoadRunner&amp;quot;''===&lt;br /&gt;
Packing 2 [[AC2|Autocannon Class 2s]] to back up an [[ELRM15|Extended Long Range Missile 15-Pack]] give the Raven F a very long reach. With a [[TAG|TAG laser]], the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a [[BHP]], [[C3]] and [[GECM]], enabling it to take full advantage of the extended-range LRMs it carries. However, the [[AC2]]s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having 2 [[free tons]] for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A departure from other Ravens, the G variant mounts a brawling [[RAC5|Rotary AC5]] with 1 [[Free tons | extra ton of ammo]] and 3 [[SXPL | Small X-Pulse Lasers]] plus 2 [[DHS]] to support it's firepower, the former of which allows it to wreak havoc into any target in range and SXPL to close the times the auto-canon cools down or unlocks from a jam. An [[AECM|Angel ECM]] takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies along with [[LAMS]] for some missile protection. All the time providing radar info with its [[C3]] suite. This turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. [[BAP]] is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
The right mech for the warlord in the early game - rely info from the BAP radar, deny enemy NARCs for nearby units, finish off tougher targets in the kill zone and lead your units into epic pushes and brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Raven - as a chassis - has built-in C3, meaning every variant will have C3 that takes up no extra tonnage. While this frees up some weight, it still affects each variant's total price. This trait was introduced with update 0.9.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Raven_Concept.jpg|Pre-alpha high-poly concept model&lt;br /&gt;
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)&lt;br /&gt;
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer. Notable Pilots - [FRR] Erazzmus - IS, SilverShark[Lil'] - IS, Skynet_Harry - IS&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3048 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Raven BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Owens&amp;diff=15461</id>
		<title>Owens</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Owens&amp;diff=15461"/>
				<updated>2026-03-30T00:51:48Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Owens.png&lt;br /&gt;
| ImageGif = File:Owens_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 129.6&lt;br /&gt;
| SpeedWithMasc = 181&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -19° to +30°&lt;br /&gt;
| PitchCrouch = -19° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 750&lt;br /&gt;
| ArmorT Prime = 34 077&lt;br /&gt;
| Engine Prime = VOX 280 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 40 750&lt;br /&gt;
| ArmorT A = 34 077&lt;br /&gt;
| Engine A = VOX 280 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 42 250&lt;br /&gt;
| ArmorT B = 34 077&lt;br /&gt;
| Engine B = VOX 280 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;2x [[ELRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 44 050&lt;br /&gt;
| ArmorT C = 34 077&lt;br /&gt;
| Engine C = VOX 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 650&lt;br /&gt;
| ArmorT D = 34 077&lt;br /&gt;
| Engine D = VOX 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 40 450&lt;br /&gt;
| ArmorT E = 34 077&lt;br /&gt;
| Engine E = VOX 280 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 45 550&lt;br /&gt;
| ArmorT F = 34 077&lt;br /&gt;
| Engine F = VOX 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 42 150&lt;br /&gt;
| ArmorT G = 34 077&lt;br /&gt;
| Engine G = VOX 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 4718&lt;br /&gt;
| Armor LRT = 3067&lt;br /&gt;
| Armor B = 2831&lt;br /&gt;
| Armor LRA = 2713&lt;br /&gt;
| Armor LRL = 4246&lt;br /&gt;
| Armor INT = 2548&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Owens''' is primarily a [[scout]], but can fill other [[asset roles|roles]] as it is in a 4-way tie for the [[starter|starter asset]] with the most [[armor]]. All Owens come with excellent [[electronics]]: [[C3]], [[BAP]], and [[TAG]]. Owens have [[heat sinks|single heat sinks]], making them cool more slowly than most other starters.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Asset_Roles#Missile_Boat|LRM boat]] and [[scout]]. Good [[starter asset]] for late joiners in [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]]. Usually not effective in the [[Terrain_Control_Guide#The_Early_Game|early-game]]&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain-fire]] the [[LRM5]]s to spread out [[screen-shake]]. [[Group-fire]] them when the enemy has [[LAMS]]. [[Lock on]] is fast, but unnecessary, the Prime can use [[Self TAG|TAG]] for quick shots without a lock and for extending [[range]]. Watch out for the LRM's [[minimum range]]. Good on open [[maps]]. Not good on maps with a lot of [[cover]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Effective [[early-game]] [[skirmisher]] and [[scout]], good at [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|cutting off individual components]]. Can function as a [[twist fighter]] when in [[close-range]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Limited [[ammo]]. [[Group-fire]] the [[AC5]]s except against [[BA]]. Focus on destroying [[tanks]] and 'Mech arms, legs, and externals.&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Effective [[early-game]] [[brawler]], [[tanker]], and [[scout]].&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain-fire]] the SSRMs to spread out [[screen shake]] improving the B's [[tanking]] ability. Can [[self-TAG]] against targets with a long [[lock on]] time.&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Good  [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]] [[scout]] and [[back capper]].&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Fastest [[IS]] [[back capper]] 'Mech besides the [[Anubis]]&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
[[Early-game]] [[back capper]], [[scout]], and [[brawler]]. Good [[under-buy]] after gaining one [[rank]].&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=High speed and good [[alpha]] make the D capable of [[hit and run]] tactics, but isn't very stealthy because of [[C3]]. Less effective at [[back capping]] than the [[Owens#Variant C|Owens C]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Skirmisher]] and [[scout]]. Can function as a [[twist fighter]]. Good [[starter asset]] for late joiners in [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]]. &lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Struggles against fast-moving targets, difficult to use as a [[starter]]. Stay away from [[close combat]], the [[MRM]]s have a [[minimum range]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
[[Early-game]] [[scout]], and [[brawler]]. Good [[under-buy]] after gaining one [[rank]]. Very good on cold [[maps]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Can [[self-TAG]] targets with a long [[lock on]] time. Lots of [[ammo]], doesn't need frequent [[resupply|resupplies]]. [[Group-fire]] the [[MPL]]s. Assign a second button to [[chain-fire]] the MPLs to deal with [[BA]] and excessive [[heat]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Very [[lead|accurate]] [[early-game]] [[skirmisher]] and [[scout]], good at [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|cutting off individual components]]. Never needs a [[resupply]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= Less effective in most situations than the [[Owens#Variant A|Owens A]], but isn't [[ammo]]-dependent.&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Owens.jpg|Owens Prime (ca. 0.3.0)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Owens is intended to be an OmniMech upgrade of the Jenner BattleMech. The intended role for the Owens is as a cavalry 'Mech that can move along the enemy lines and designate targets for bombardment with Arrow IV artillery attacks. The Owens is a strong spotting unit for artillery and Semi-Guided LRMs as well as a point 'Mech for C3 lances with its permanently mounted TAG laser designator and C3 Slave unit. The Owens is also outfitted with a permanently mounted Beagle Active Probe that allows the 'Mech to detect hidden enemy units. The Owens has a top speed of 129.6 km/h and is protected with seven tons of armor. The 'Mech's unique mix of speed, armor, and electronic warfare equipment make the Owens a valuable asset in urban and dense woods or jungle environments where it can find an enemy unit that is hidden, designate them for an artillery strike, and then leave the area at high speeds. Notable Pilots - Silvercraft -MERC, Bear &amp;quot;OEM&amp;quot; - IS,  _Recoil_ - CL&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Owens BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15460</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15460"/>
				<updated>2026-03-30T00:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Osiris.png&lt;br /&gt;
| ImageGif = File:Osiris_spin.gif&lt;br /&gt;
| Name = Osiris&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets= 2&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 118.8&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -25° to +35°&lt;br /&gt;
| PitchCrouch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime= 34 600&lt;br /&gt;
| ArmorT Prime = 29 693&lt;br /&gt;
| Engine Prime = Pharaoh 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 400&lt;br /&gt;
| ArmorT A = 29 693&lt;br /&gt;
| Engine A = Pharaoh 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 41 200&lt;br /&gt;
| ArmorT B = 28 255&lt;br /&gt;
| Engine B = Pharaoh 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&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;[[iJJ]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 36 650&lt;br /&gt;
| ArmorT C = 26 031&lt;br /&gt;
| Engine C = Pharaoh 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;[[iJJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 32 500&lt;br /&gt;
| ArmorT D = 30 808&lt;br /&gt;
| Engine D = Pharaoh 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 100&lt;br /&gt;
| ArmorT E = 26 031&lt;br /&gt;
| Engine E = Pharaoh 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&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;[[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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 41 000&lt;br /&gt;
| ArmorT F = 30 808&lt;br /&gt;
| Engine F = Pharaoh 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 33 200&lt;br /&gt;
| ArmorT G = 26 031&lt;br /&gt;
| Engine G = Pharaoh 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HMG]]&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;[[JJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 4086&lt;br /&gt;
| Armor LRT = 2656&lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
| Armor LRA = 2349&lt;br /&gt;
| Armor LRL = 3677&lt;br /&gt;
| Armor INT = 2206 &lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. 360 degree [[torso twist]] helps with [[kiting]] and [[damage spreading|spreading the damage]], increasing the survivability of this lightly armored mech. Most Osirises are also equipped with [[Jump Jets]], giving pilots more options to approach and escape combat situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[skirmisher]]. Use cover while weapons recharge. Use [[iJJ]]s to get behind cover.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Amazing [[fire-support]] mech with a very high [[DPS]]. When [[overheating]], focus on using the more heat efficient [[SSRM]]s. Use the Osiris' 360° [[torso twist]] to [[kite]] enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A [[Generalist]] focused on burst damage with its [[Blazer]]. Quad [[flamers]] disrupt enemy fire while a single [[SPL]] ekes out a little more DPS. Use your high maneuverability and [[iJJ]]s to stay in cover while the blazer recharges.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[generalist]] capable of [[jump sniping]], [[poking]], and [[brawling]]. [[iJJ]]s are good for getting behind cover while the [[PPC]] recharges.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Powerful [[early game]] [[fire-support]] and [[AA]] mech. Requires [[staring]] to be effective. [[torso twist|Twist your torso]] and [[Damage spread|spread damge]] while the [[RAC2]]s cool down.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Bear&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Poor choice on most [[terrain control]] maps. Low [[DPS]]. Excellent [[extreme-range]] [[jump sniper]] in [[organized play]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Rudolph&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[brawler]], great at [[arming]], and an amazing [[backcapper]]. Be careful when using [[MASC]] while in combat, the Rudolph can [[overheat]]. Focus on using the [[SSRM6]] when overheating, since it's more heat efficient.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]]. Mostly focused on [[jump sniping]]. Good [[tank hunter]] when in [[short-range]].&lt;br /&gt;
&lt;br /&gt;
==Historical==&lt;br /&gt;
Osiris Variant E with Light Gauss - &amp;quot;Bear&amp;quot;  Named in homage to our beloved senior fallen comrade Bear, who in the battle of life mounted his trusty Osiris E on February 2022 and rode off into what would become his final battle. Rest In Peace old friend, the day will come when we meet again.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL engine. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage. Notable Pilots -  RickHunter{12thVR} - IS, grog - MERC, Naikel - MERC, Mechthild - CL, Bear - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Osiris BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Anubis&amp;diff=15459</id>
		<title>Anubis</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Anubis&amp;diff=15459"/>
				<updated>2026-03-30T00:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Anubis.png&lt;br /&gt;
| ImageGif = File:Anubis_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 130&lt;br /&gt;
| SpeedWithMasc = 181&lt;br /&gt;
| Rotation = 240&lt;br /&gt;
| PitchStand = -24° to +35°&lt;br /&gt;
| PitchCrouch = -24° to +35°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 41 700&lt;br /&gt;
| ArmorT Prime = 27 508&lt;br /&gt;
| Engine Prime = Ceres Motors 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&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;[[JJ]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 42 600&lt;br /&gt;
| ArmorT A = 29 143&lt;br /&gt;
| Engine A = Ceres Motors 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[GECM]]&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;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 38 700&lt;br /&gt;
| ArmorT B = 29 143&lt;br /&gt;
| Engine B = Ceres Motors 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;[[GECM]]&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;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 42 200&lt;br /&gt;
| ArmorT C = 29 143&lt;br /&gt;
| Engine C = Ceres Motors 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&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;[[iJJ]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 41 600&lt;br /&gt;
| ArmorT D = 29 143&lt;br /&gt;
| Engine D = Ceres Motors 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 42 800&lt;br /&gt;
| ArmorT E = 29 143&lt;br /&gt;
| Engine E = Ceres Motors 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SSRM2]]&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;[[iJJ]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 37 800&lt;br /&gt;
| ArmorT F = 29 143&lt;br /&gt;
| Engine F = Ceres Motors 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&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;[[GECM]]&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;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 40 000&lt;br /&gt;
| ArmorT G = 27 508&lt;br /&gt;
| Engine G = Ceres Motors 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;5.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3749&lt;br /&gt;
| Armor LRT = 2624 &lt;br /&gt;
| Armor B = 2249&lt;br /&gt;
| Armor LRA = 2043&lt;br /&gt;
| Armor INT = 2024&lt;br /&gt;
| Armor LRL = 3374&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Anubis''' is an [[Inner Sphere]] [[Light Mech]]. Very fast [[skirmisher]] and [[backcapper]], great [[hit-and-run]] mech. [[Stealth Armor]] reduces its active radar signature by 700m. Difficult [[heat|heat management]] because stealth armor eliminates the [[coolant]] flush system. Can be hard to aim, because the Anubis walks funny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&amp;lt;!-- Current for 0.13.0 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Few [[fire-support]] assets are good [[starters]] in the [[early game]]. The Anubis Prime is probably the best one because it has far more [[short range]] weapons than other fire-support starters. The [[TBolt]]s can be fired as soon as the lock-on sound plays, but wait for a second lock-on sound to play before firing the LRM5s. [[JJ]]s can be used to gain distance or elevation before firing missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent stealthy [[brawler]] for the [[early game]]. Be careful of [[overheating]].&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Set&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Great [[generalist]] and [[tank hunter]]. Functions well in a [[twist fight]]. Great at [[poking]]. The Set's team will lose more [[team fights]] in the [[early game]] if the Set tries to be a [[Asset_Roles#Sniper|sniper]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Functions as a [[skirmisher]] (use [[iJJ]]s and [[group fire]]) or [[brawler]] (use [[chain fire]] to cause [[screen shake]].)&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Jaws&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[brawler]]. Very good [[backcapper]] in the [[Terrain_Control_Guide#The_Middle_Game_.E2.80.93_Losing|mid game]]. [[Chain fire]] the [[LPPC]]s to [[screen shake|throw off enemy aim]] while using the [[HMG]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Brawler]]. Usually a terrible choice for a [[starter]]. [[Flamer]]s aren't good weapons for earning [[rank]] or [[C-bills]]. Most useful in a [[team fight]] where allies can deal massive damage to [[overheat|overheated]] enemies. Use the [[SSRM]]s in [[chain fire]] to throw off enemy aim while using the [[Flamers]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Works best as a [[skirmisher]] shooting off an [[alpha strike]] and then repositioning. Easy to use, but lower [[DPS]] than other Anubis.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Kane&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]] that is more [[mid range]] capable. Maneuverable thanks to [[JJ]]s.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed by two engineers from Fredonian Industrial Technologies, Gittleman and Abzug, the Anubis was originally designed to compliment the Osiris BattleMech in use by the Federated Suns. They turned to Detroit Consolidated MechWorks only after the design was turned down by Achernar BattleMechs. The Mech incorporates a large number of advanced technologies that reach the Capellan Confederation's allies in the Magistracy of Canopus and Taurian Concordat. The Anubis is built on a weight-saving Detroit Type III Endo Steel chassis. The Mech's lightweight chassis carries a powerful Ceres Motors 240 XL engine that gives the Anubis a top speed of 129.6 km/h and is covered in a protective skin of five and a half tons of Hellespont Lite Stealth Armor, making the Anubis extremely hard to hit at long range. In addition, an ECM Suite is used for protection against advanced electronic warfare systems.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Fire Support&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Anubis BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=15458</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=15458"/>
				<updated>2026-03-30T00:46:41Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Commando.png&lt;br /&gt;
| ImageGif = File:Commando_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 300&lt;br /&gt;
| ArmorT Prime = 25 689&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 34 500&lt;br /&gt;
| ArmorT A = 25 689&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[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;[[iJJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 34 700&lt;br /&gt;
| ArmorT B = 25 689&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&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;[[iJJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 33 400&lt;br /&gt;
| ArmorT C = 25 689&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 35 800&lt;br /&gt;
| ArmorT D = 25 689&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;[[JJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 800&lt;br /&gt;
| ArmorT E = 25 689&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Standard AutoCannons#Light_AC2_and_AC5|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SL]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 30 500&lt;br /&gt;
| ArmorT F = 25 689&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 33 500&lt;br /&gt;
| ArmorT G = 25 689&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3538&lt;br /&gt;
| Armor LRT = 2229 &lt;br /&gt;
| Armor B = 2123&lt;br /&gt;
| Armor LRA = 2282&lt;br /&gt;
| Armor INT = 1805&lt;br /&gt;
| Armor LRL = 3008&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most lightweight [[IS]] mech, the '''Commando''' is surprisingly [[tanking|tanky]] due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] when the Commando damages higher tier assets. All Commando variants are available for the starting [[rank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[brawler]] and somewhat functional [[skirmisher]] by using [[iJJ]]s. Best [[alpha strike]] of all Commandos.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Fire-support]] mech. Its [[Mgun]]s have a good [[Damage_Types|damage multiplier]] against air, making the Commando A useful as [[AA]] against early [[VTOL]]s. Don't try to [[jump snipe]], the Commando A uses its [[iJJ]]s to find good firing positions or to escape combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]]. When [[brawling]], [[group fire]] the [[MXPL]] with the [[Mgun]]s to reduce the number of total weapon groups from four to three. Can [[poke]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[brawler]]. [[Overheat]]s easily, prioritize the [[SSRM4]] when overheating because it is a more heat-efficient weapon. Good at [[arming]] and destroying individual [[component]]s. Excellent [[DPS]]. Works best in [[team fights]] where it might go unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Primarily a [[brawler]]. Watch out for the [[minimum range]] with the [[MRM10]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Effective [[mid range|mid-range]] [[skirmisher]] with some ability to [[brawl]]. Has great burst damage.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Commando F may not look like a [[generalist]], but it's ability to fight in [[close range]], [[jump snipe]] at [[medium range]], and shoot [[NARC]]ed and [[TAG]]ed targets at [[long range]], make it more than capable of filling the role.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A [[skirmisher]] able to get in and out of combat quickly. Good at cutting off individual [[component]]s by using [[group fire]]. Good at [[backcapping]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.&lt;br /&gt;
&lt;br /&gt;
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture.&lt;br /&gt;
By the time of the [[Clans|Clan]] Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions &amp;amp; was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Karnov&amp;diff=15457</id>
		<title>Karnov</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Karnov&amp;diff=15457"/>
				<updated>2026-03-30T00:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var Prime/B/C/D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Karnov_Prime.png&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 181&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 102 200&lt;br /&gt;
| ArmorT Prime = 30 130&lt;br /&gt;
| Engine Prime = I.C.E. DAV 190 Gas Turbine&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5|VTOL RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2|Air SRM2]]&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;Infantry Bay&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 108 900&lt;br /&gt;
| ArmorT A = 30 130&lt;br /&gt;
| Engine A = STD ??&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper|Snubnose Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL|Air SXPL]]&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;2 [[PDS]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 92 900&lt;br /&gt;
| ArmorT B = 30 130&lt;br /&gt;
| Engine B = STD ??&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Air LBX5]]&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;Ammo Bay&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 92 400&lt;br /&gt;
| ArmorT C = 28 819&lt;br /&gt;
| Engine C = STD ??&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&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;Ammo Bay&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 89 400&lt;br /&gt;
| ArmorT D = 30 130&lt;br /&gt;
| Engine D = STD ??&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM40|Air MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ML|Air ML]]&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;Ammo Bay&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 94 150&lt;br /&gt;
| ArmorT E = 30 130&lt;br /&gt;
| Engine E = STD ??&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RL10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2|Air SRM2]]&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;Infantry Bay&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;2 [[PDS]]&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;6t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 13941&lt;br /&gt;
| Armor LRW = 4317&lt;br /&gt;
| Armor E = 4137&lt;br /&gt;
| Armor T = 3418&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Angry Sun&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Nightrain&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Karnov UR Transport is a heavy lift helicopter. It is no longer known when the Karnov first entered service, but most experts believe it is a Terran design hundreds of years old. Equally puzzling is the fact that the Karnov is currently sold by the New Earth Trading Company, NETC has no known VTOL production facilities, nor does any other firm admit to producing the Karnov on a sub-contractual basis with NETC. It is already a century since New Earth first began to offer new Karnovs for sale, however. Their sales representatives write up the orders and the Karnovs arrive on the next NETC DropShip. Whatever its origin, the Karnov has proven to be a reliable and hardy machine. All of the Successor State armed forces and many mercenary units use at least some Karnovs for supply and logistics missions. Many commercial firms also use the Karnov for local transportation of cargo and as a flying crane.&lt;br /&gt;
&lt;br /&gt;
The Karnov UR is built around a DAV 190 I.C.E. Aircraft Engine, which is known for its superior reliability and ruggedness. Centrally mounted in the top of the fuselage, the DAV connects by drive shafts that extend down the fixed wing to pylons, where the twin rotor blades are housed. The pylons are able to rotate in a 90-degree arc, which allows the Karnov UR horizontal speeds of close to 184 kph. This makes it one of the fastest heavy transport VTOLs in use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date Introduced Unknown during the Era Unknown (2000 - 4000) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Karnov BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Karnov.jpg|Early unfinished model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=15456</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=15456"/>
				<updated>2026-03-30T00:32:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 49 000&lt;br /&gt;
| ArmorT Prime = 13 754&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 46 000&lt;br /&gt;
| ArmorT A = 15 065&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 49 400&lt;br /&gt;
| ArmorT B= 13 754&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 55 100 &lt;br /&gt;
| ArmorT C = 12 445&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;2.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 51 000&lt;br /&gt;
| ArmorT D = 15 065&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 52 800&lt;br /&gt;
| ArmorT E = 12 445&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;2.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 13 754&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG|VTOL TAG]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 66 100&lt;br /&gt;
| ArmorT G = 13 754&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|VTOL RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&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;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6036&lt;br /&gt;
| Armor LRW = 2176&lt;br /&gt;
| Armor E = 1683&lt;br /&gt;
| Armor T = 1683&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] plus a single [[SSRM4]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[LPL|Air Large Pulse Laser]] and [[MG|MGs]] for a dual [[Thunderbolt|Thunderbolt 5]] launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The [[Thunderbolt|Thunderbolt 5]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff|0.19.1}}&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of [[Armor]] increases it's survivability . Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's three [[SPL|Air Small Pulse Lasers]] and two [[SSRM6|Air Streak Short Range Missiles 6]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[SPL|Air Small Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SSRM6|Air SSRM6]] and two [[free tons|Free Tons]], it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[SPL|Air SPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Evil Eye carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets at 1000m for missile attacks. The Evil Eye also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|VTOL GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. The Evil Eye is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]] and [[artillery]]. The Evil Eye is primarily a [[support]] and [[scout]] asset - and only carries three [[MG]]s. It can, in a pinch, finish off a significantly weakened enemy, harass or eliminate an inattentive battle-armor, or [[backcap]] an undefended base, but otherwise the Evil Eye won't be able to stand toe-to-toe against anything else.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 600m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Hawkmoth_Concept.jpg|Pre-alpha concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=15455</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=15455"/>
				<updated>2026-03-30T00:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 49 000&lt;br /&gt;
| ArmorT Prime = 13 754&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 46 000&lt;br /&gt;
| ArmorT A = 15 065&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 49 400&lt;br /&gt;
| ArmorT B= 13 754&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 55 100 &lt;br /&gt;
| ArmorT C = 12 445&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;2.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 51 000&lt;br /&gt;
| ArmorT D = 15 065&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 52 800&lt;br /&gt;
| ArmorT E = 12 445&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;2.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 13 754&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG|VTOL TAG]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 66 100&lt;br /&gt;
| ArmorT G = 13 754&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|VTOL RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;3t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6036&lt;br /&gt;
| Armor LRW = 2176&lt;br /&gt;
| Armor E = 1683&lt;br /&gt;
| Armor T = 1683&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] plus a single [[SSRM4]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[LPL|Air Large Pulse Laser]] and [[MG|MGs]] for a dual [[Thunderbolt|Thunderbolt 5]] launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The [[Thunderbolt|Thunderbolt 5]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff|0.19.1}}&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of [[Armor]] increases it's survivability . Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's three [[SPL|Air Small Pulse Lasers]] and two [[SSRM6|Air Streak Short Range Missiles 6]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[SPL|Air Small Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SSRM6|Air SSRM6]] and two [[free tons|Free Tons]], it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[SPL|Air SPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Evil Eye carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets at 1000m for missile attacks. The Evil Eye also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|VTOL GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. The Evil Eye is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]] and [[artillery]]. The Evil Eye is primarily a [[support]] and [[scout]] asset - and only carries three [[MG]]s. It can, in a pinch, finish off a significantly weakened enemy, harass or eliminate an inattentive battle-armor, or [[backcap]] an undefended base, but otherwise the Evil Eye won't be able to stand toe-to-toe against anything else.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 600m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Hawkmoth_Concept.jpg|Pre-alpha concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shiva&amp;diff=15454</id>
		<title>Shiva</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shiva&amp;diff=15454"/>
				<updated>2026-03-29T23:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Shiva.png&lt;br /&gt;
| ImageGif = File:Shiva_spin.gif&lt;br /&gt;
| Name = Shiva&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 109 000&lt;br /&gt;
| ArmorT Prime = 29 687&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 255 XL Engine&lt;br /&gt;
| Maneuver Prime = 3.4&lt;br /&gt;
| MaxSpeed Prime = 432&lt;br /&gt;
| TurnSpeed Prime = 325&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL|Air ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20|Air LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&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;[[RFL]]&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;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 105 500&lt;br /&gt;
| ArmorT A = 29 687&lt;br /&gt;
| Class A = Attacker&lt;br /&gt;
| Engine A = 255 XL Engine&lt;br /&gt;
| Maneuver A = 3.4&lt;br /&gt;
| MaxSpeed A = 432&lt;br /&gt;
| TurnSpeed A = 325&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss|Air iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 000&lt;br /&gt;
| ArmorT B = 29 687&lt;br /&gt;
| Class B = Bomber&lt;br /&gt;
| Engine B = 255 XL Engine&lt;br /&gt;
| Maneuver B = 3.4&lt;br /&gt;
| MaxSpeed B = 432&lt;br /&gt;
| TurnSpeed B = 310&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40|Air MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#Cluster|Bomb (CL)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 104 500&lt;br /&gt;
| ArmorT C = 29 687&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = 255 XL Engine&lt;br /&gt;
| Maneuver C = 3.4&lt;br /&gt;
| MaxSpeed C = 432&lt;br /&gt;
| TurnSpeed C = 325&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2|Air SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 128 500&lt;br /&gt;
| ArmorT D = 29 687&lt;br /&gt;
| Class D = Bomber&lt;br /&gt;
| Engine D = 255 XL Engine&lt;br /&gt;
| Maneuver D = 3.4&lt;br /&gt;
| MaxSpeed D = 432&lt;br /&gt;
| TurnSpeed D = 310&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#Laser-Guided|Bomb (LG)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 110 500&lt;br /&gt;
| ArmorT E = 29 687&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = 255 XL Engine&lt;br /&gt;
| Maneuver E = 3.4&lt;br /&gt;
| MaxSpeed E = 432&lt;br /&gt;
| TurnSpeed E = 325&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 130 500&lt;br /&gt;
| ArmorT F = 29 687&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = 255 XL Engine&lt;br /&gt;
| Maneuver F = 3.4&lt;br /&gt;
| MaxSpeed F = 432&lt;br /&gt;
| TurnSpeed F = 310&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL|Air LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15|Air LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 113 900&lt;br /&gt;
| ArmorT G = 29 687&lt;br /&gt;
| Class G = Attacker&lt;br /&gt;
| Engine G = 255 XL Engine&lt;br /&gt;
| Maneuver G = 3.4&lt;br /&gt;
| MaxSpeed G = 432&lt;br /&gt;
| TurnSpeed G = 310&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#High Explosive|Bomb (HE)]]&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;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 11077&lt;br /&gt;
| Armor LRW = 4254&lt;br /&gt;
| Armor E = 6026&lt;br /&gt;
| Armor T = 4076&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
The '''Shiva''' is an [[Inner Sphere]] heavy variable-sweep wing [[Aerospace]]. It's slower and bigger than any other ASF currently in game, though in exchange it mounts heavier armor and more weapons, giving it serious punch to ground and airborne targets. Though unsuitable for dogfighting, the Shiva excels in the role of tactical bomber or air support unit. It is known as well for its deadliness as it is for its tendency to handle similarly to a flying oil tanker. When flying at high speed and altitude, its wings fold back to allow for decreased air resistance. With a Max Speed: 432 km/h the '''Shiva''' is the slowest Aerospace unit. All units are equipped with a automated defense turret [[RFL|Rear Firing Laser]]. &lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 2 different classes (Attacker/ Bomber).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
[[EOptics]] to find your target after which line of sight is all you need as you dive down to put your target out of it's misery. Open up with 3x [[ERLL|Air Extended Range Large Lasers]]. Let fly the [[SSRM6|Air SSRM6]], pound them with the [[LBX20|Air LBX20]] finally say hello with your 3x [[Bomb|Cluster Bombs (CL)]]. Who doesn't love Cluster Bombs, five bomblets are released one after another creating a living hell on the receivers end. 4 [[DHS]] help control heat. Kamikaze style - when almost there, pull up right as you release your bombs.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
One might expect the Shiva A to be an annoying [[kiting]] aerospace, but in practice, the A can't perform in that capacity unless it forgoes the use of its amazing [[iHGauss]]. Even the most gentle of approaches, charging up the iHGauss before before coming in range, brings the A within 500m of its target. Because of this, the A normally works better doing a flyby at high speed. For Kiting the A can only use its one [[Gauss]] and terrifying three [[LGB]]s, although there are no available [[free tons]] of ammo to keep the LGBs supplied. The A sacrifices [[DPS]] and total damage output for amazing [[pinpoint damage]], pilots be forewarned, pinpoint shots with the iHGauss take a lot of skill to execute. When done properly, this means that the A can easily remove an arm or cut off an already damaged leg in one attack run. The iHGauss doesn't do quite as much damage as a regular HGauss, but doesn't require its attack runs to be quite as short-[[range]]d. This makes it easier for the A to take the first shot in a [[dogfight]]. Make no mistake, though, the A is not a dedicated dog fighter and is outclassed by [[Visigoth]]s and [[Rusalka]]s in this capacity.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Agent Orange&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Agent Orange'''''&amp;quot; is one of the most terrifying enemies in the game in the hands of a capable pilot, able to destroy an entire lance of battlemechs on its own. Twin [[RAC5|Air RAC5]], twin [[MRM40|Air MRM40]], and ''quadruple'' [[Bomb#Cluster|Bomb (CL)]] means that it can destroy all but the heaviest mechs in a single pass, or sandblasted the armor off multiple spread-out targets. However, this power comes at a price; it is exceptionally helpless - even by Shiva standards - at defending against enemy aircraft, it struggles to attack fast-moving ground targets, and it requires a long engagement window to fully dish out its damage.&lt;br /&gt;
&lt;br /&gt;
===Variant C ===&lt;br /&gt;
The Shiva C has ten [[DHS]] making it the Shiva with the longest [[boost]] capacity. These heat sinks are critical for the C's operation, without them the C wouldn't be able to cool down sufficiently in order to fire again after using both of its massive [[HPPC]]s. The amount of heat generated by both HPPCs is so much that pilots will find themselves deliberately avoiding the use of the boost, waiting to [[heat|cool]] for longer than the weapons take to [[recycle]], [[chain firing]], or using extra [[coolant]]. The C can fire both HPPCs without overheating so long as the C is down to 30° or less. Few maps are cold enough for this. Most [[maps]] like [[TC_IvoryTower|Ivory Tower]], [[TC_Dune|Dune]], [[TC_Mirage|Mirage]] will cause a momentary heat spike and some heat sink damage for the C. For these maps and hotter maps, it is recommended that the HPPC's be chain fired. When completing a [[bombing run]] and coming in close enough, the C has two [[SRM4]]s and two [[SRM2]]s and three [[HEBombs]]. When chain firing, the next HPPC shot can be made, without overheating, as soon as the C gets below 340°.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A long range [[Bomb|Laser-Guided Bomber]] housing 4 bombs capable of striking out from 1500m with pinpoint accuracy with the aid of [[TAG]] OR [[NARC]]. Four [[Free ton|Free Tons]] of ammo. [[EOptics]] ensure that the 2x [[Gauss|Air LtGauss]] strike there mark. Three [[ERPPC|Particle Projection Cannons]] deal damage to multiple areas while shaking the enemy reducing their ability to return fire. Five [[DHS]] slow down the heat spike but does not completely keep it under control. The &amp;quot;D&amp;quot; is a team player unit who have patience to deliver their reign of hurt.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The &amp;quot;E&amp;quot; is a Attacker Class unit designed to strike fear into the hearts and minds of your enemy. Piloted by those who thrive on dakka fire power. Spin up the twin [[RAC5|Air RAC5]] and dual [[RAC2|Air RAC2]] to pound armor mercilessly. Your final reign of terror comes from 3 [[Bomb|Cluster bombs (CL)]] as each drops five bomblets per load leaving annihilation in your wake. [[BHP]] assists in acquiring your targets. 3 [[DHS]] can handle the heat load of a single pass but requires some restraint on the boost feature to get you out of trouble fast. 4 [[Free ton|Free Tons]] are available for reload to allow longer loitering time above the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Turbo Kat&amp;quot;''===&lt;br /&gt;
The Shiva F &amp;quot;Turbo Kat&amp;quot; is a [[self-NARC]]ing [[bomber]] [[variant]]. There are a lot of weapon types on the Turbo Kat. Pilots that struggle with too many [[weapon groups]] are advised to group the Turbo Kat's two [[LL]]s and one [[Air UAC20]] together. The Air UAC20 requires very little lead when aiming at a moving target and has approximately the same [[range]] profile as the LLs, making this weapon group functional. Pilots may find that it is difficult to use both the Turbo Kat's [[Cluster Bombs]] and [[Laser-Guided Bombs]] in the same bombing run. A typical engagement pattern with the Turbo Kat is as follows: 1. Locate a target. 2. Aim at the target and begin [[lock on]] with the Turbo Kat's two [[LRM15]]s followed immediately by beginning lock on with the its [[iNARC]]. 3. Fire the Turbo Kat's two LLs and one Air UAC20 into the target. 4. Fire the NARC and LRMs once each is locked on. 5. If coming in close, now is the time to aim and drop the Cluster Bombs. 6. Fly past the target and continue launching LRMs, they will follow the NARC if the NARC managed to stick to the target. 7. Before the NARC wears off, (but after the additional LRMs have been launched), briefly point the Turbo Kat back at the target and drop the LGBs. The LGBs will disable the NARC, but cause massive damage. 8. Retreat to [[repair and rearm]], or retreat to gain distance for another attack run, or, instead, immediately reengage the target maintaining the current attack run to finish off the the target.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Shiva G is an [[LRM boat]] of the highest order with more [[LRM]]s than any other [[asset]]. '''Eighty LRMs!''' The G's 4 [[DHS]] can barely handle the heat of its four [[Air LRM20]]s which must be slowly [[group fired]] or rapidly [[chain fired]] to maintain both [[DPS]] and [[heat]] levels. The G is a terrible aircraft for acquiring its own targets. Allied [[TAG]] or [[NARC]] support is absolutely essential to get the most of the the G. Air LRM20s have such long [[lock on]] times and require an additional three seconds to fire all of their shots, effectively making the G a '''short-ranged''' aircraft when firing all of its LRMs at a target the G acquired itself. In order to stay at range while acquiring one's own targets, the G must forgo firing every last missile and peel away from its attack run early. If an ally is providing NARCs or TAGs, in order to maximize heat efficiency, as long as the G is at a cool temperature to start with, the first 80 LRMs can be fired with group fire. Then, once the LRM20s reload, the G should begin to use chain fire. First, firing quickly to bring the G back up near the yellow line (cooling rate near the yellow line is more than twice as fast as it is near the bottom of the heat gauge). Once the yellow line is reached, the G should either sip [[coolant]] or slow down the chain firing. To finish off targets, the G has four [[HE Bombs]]. The G can choose whether or not to commit its four [[free tons]] of ammo to bombs or LRMs. Essentially the question becomes: if allies are providing targets, then LRMs, if not, then bombs. The G also has three [[ERML]]s for when it runs out of ammo or needs to shoot accurately at other [[aircraft]], but realistically they aren't of much use since they compete with the LRMs for heat capacity. [[AirGECM]] helps protect the G from enemy lock ons, which can be helpful when coming in close, but most of the time, when aided by NARC or TAG, the G can be as far away as 1300m and still hit its target, well outside of the majority of relevant return fire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Shiva has been available since the first beta version of MWLL and has undergone few changes in its role since then. It has the distinction of being among the first units to receive more than four variants with the release of version 0.3.0.&lt;br /&gt;
In 0.9.2 every Shiva received [[RFL|Rear Firing Laser]] to make its pursuit more difficult for enemy fighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
This 85 ton OmniFighter takes its name from the Hindu god of death. The Shiva was designed by the Free Worlds League with help from the Word of Blake, and it was a cutting-edge Aerospace fighter of its time. It was seen operating mainly from carriers, though because of its high maintenance costs it was given only to elite units. Using an XL Engine to save weight rather than speed, though marginally slower than aircraft of a similar mass, the Shiva has the capacity to carry a phenomenal array of weapons with over 50 tons of pod space for weapons and equipment.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Attack OmniFighter&lt;br /&gt;
&lt;br /&gt;
[http://sarna.net/wiki/Shiva Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=15453</id>
		<title>Rusalka</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=15453"/>
				<updated>2026-03-29T23:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF&lt;br /&gt;
| Image = File:Rusalka.png&lt;br /&gt;
| ImageGif = File:Rusalka_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 10&lt;br /&gt;
&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Price Prime = 97 700&lt;br /&gt;
| ArmorT Prime = 24 937&lt;br /&gt;
| Engine Prime = Hermes 325 XL&lt;br /&gt;
| Maneuver Prime = 5.3&lt;br /&gt;
| MaxSpeed Prime = 467&lt;br /&gt;
| TurnSpeed Prime = 290&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Price A = 88 500&lt;br /&gt;
| ArmorT A = 24 937&lt;br /&gt;
| Engine A = Hermes 325 XL&lt;br /&gt;
| Maneuver A = 6.6&lt;br /&gt;
| MaxSpeed A = 488&lt;br /&gt;
| TurnSpeed A = 285&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL|LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Thunderbolt|Air TBolt]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Price B = 100 500&lt;br /&gt;
| ArmorT B = 24 937&lt;br /&gt;
| Engine B = Hermes 325 XL&lt;br /&gt;
| Maneuver B = 5.3&lt;br /&gt;
| MaxSpeed B = 467&lt;br /&gt;
| TurnSpeed B = 290&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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;[[BHP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class C = Fighter&lt;br /&gt;
| Price C = 84 100&lt;br /&gt;
| ArmorT C = 24 937&lt;br /&gt;
| Engine C = Hermes 325 XL&lt;br /&gt;
| Maneuver C = 6.6&lt;br /&gt;
| MaxSpeed C = 488&lt;br /&gt;
| TurnSpeed C = 285&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Price D = 93 500&lt;br /&gt;
| ArmorT D = 24 937&lt;br /&gt;
| Engine D = Hermes 325 XL&lt;br /&gt;
| Maneuver D = 5.3&lt;br /&gt;
| MaxSpeed D = 467&lt;br /&gt;
| TurnSpeed D = 280&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30|Air MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Price E = 98 600&lt;br /&gt;
| ArmorT E = 25 888&lt;br /&gt;
| Engine E = Hermes 325 XL&lt;br /&gt;
| Maneuver E = 4.1&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| TurnSpeed E = 295&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Price F = 102 500&lt;br /&gt;
| ArmorT F = 25 888&lt;br /&gt;
| Engine F = Hermes 325 XL&lt;br /&gt;
| Maneuver F = 4.1&lt;br /&gt;
| MaxSpeed F = 448&lt;br /&gt;
| TurnSpeed F = 295&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss|Air HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Price G = 105 000&lt;br /&gt;
| ArmorT G = 25 888&lt;br /&gt;
| Engine G = Hermes 325 XL&lt;br /&gt;
| Maneuver G = 4.1&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| TurnSpeed G = 295&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 9305&lt;br /&gt;
| Armor LRW = 3573&lt;br /&gt;
| Armor E = 5062&lt;br /&gt;
| Armor T = 3424&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Rusalka''' is an [[Inner Sphere]] [[Aerospace]] dogfighter with excellent speed and armor for dueling other fighters. Capable of sustained bursts of up to five-and-a-half Gs, one of these fighters can be more than enough for an enemy to handle. Most identified configurations in Lore focus on energy weapons for maximum combat endurance, enabling this agile fighter to hang in the fight longer.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
A flexible Attacker capable of hitting most targets, though it requires long attack runs which can leave it vulnerable. A [[HPPC|Heavy PPC]] delivers splash damage (and huge heat spikes) while four [[ERML|Air ERML]] pick out specific components for destruction. The two [[LRM10]] racks are nice to have, although they alert targets to your approach and add to an already toasty per-run heat burden. Two [[Bomb|Laser Guided Bombs]] enhance the first run alpha strike or help pick off damaged foes, but beware the painfully long [[staring|stare time]] required to guide them in—if you break off, the bombs will miss. All in all, a viable Rusalka but not one commonly seen.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A Fighter with a strong focus on air-to-air combat. Two [[TBolt|Air TBolts]] seek out and destroy enemy fighters' engines while 2x [[LXPL|Large X-Pulse Lasers]] chew through armor. Larger fighters can't ignore you, making this a good counter to enemy [[Shiva]]s and [[Xerxes]]. But the lack of a single high-alpha damage source makes it harder to engage smaller, more nimble targets.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Morrigan&amp;quot;''===&lt;br /&gt;
A long-range Attacker with a [[BAP]] for enhanced target detection, and an [[Gauss]] and two [[ERPPC|ERPPC]]s as long-range armament. Because the weapons don't share a travel time, they are probably best fired in separate groups. Two [[Bomb|Cluster Bomb Units]] will help soften or finish up targets if the airspace is permissive, but the Morrigan is generally a better pick for situations where you can't get close to your targets due to ground fire.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A Fighter with plenty of ammo for its three [[RAC2|Air Rotary AutoCannon 2]]s. The spin-up on the autocannons means it's best to use them as hoses, especially against larger air targets; correct the stream of tracers onto the target. WWithin 400m, four [[ERSL|Air Small Extended Range Lasers]] add a useful hitscan alpha. Like the Rusalka A, this variant is best used to deny airspace to large enemy ASF.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Incus&amp;quot;''===&lt;br /&gt;
The premium Attacker variant, and probably the most commonly sighted Rusalka on the field, the 'Incus' is limited not by ammunition or armor but by the endurance of its heat sinks. Each attack run deals out massive splash damage and screenshake with two [[MRM30|Air MRM30s]] and an [[HPPC]], and the addition of two [[Bomb|High Explosive Bombs]] on the first pass can often secure a single-pass kill. But between weapons fire and afterburner, the Incus will probably leave each pass with heatsink damage. It's not uncommon to suicide by melting yourself by using all your weapons when your heatsinks are already damaged. Note that in a pinch the [[HPPC]] is a decent air to air weapon.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
When aided by a [[NARC]] or [[TAG]], the Rusalka E as a truly formidable weapons platform. This allows the E can strike from over 1300m away with two [[LRM20|Air LRM20s]] and two [[Bomb|Laser Guided Bomb]]s. When acquiring its own targets, the E should launch it's bombs from just inside 1500m from the target while flying at top speed (but not at high heat since LGBs cause a lot of heat). Then, cut the throttle to zero as the bombs are guided toward their target and the LRMs [[lock on]]. Then the E becomes a [[staring|stare-down]] plane with even more damage in the form of a [[RAC5|Air RAC5]] and 2x [[ERML|Air ERMLs]]. Funds permitting, the whopping 5 [[Free ton|Free Tons of Ammo]] should be used for a single ton of RAC ammo and four spare bombs.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= On its own, the Rusalka E is far less scary than the Rusalka F (the HGauss one). The E also can't deal with enemy aircraft as well as the F. But where the E truly excels is when there are friendlies providing targeting in the form of NARC or TAG. The E can rain down Laser-Guided Bombs and LRMs with impunity on a far cheaper and more maneuverable chassis than the Shiva G or the Xerxes A. The most comparable plane to the E is the Visigoth F. The only real advantages of the Rusalka E over the Visigoth F are price and shape, since the Visigoth F has more distinct, easier to hit wings. For players that don't expect to acquire their own targets, a 5th LGB can be taken instead of a ton of RAC ammo.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Malleus&amp;quot;''===&lt;br /&gt;
Like its cousin the Incus, the Malleus is built around a single massive main gun—in this case, an [[HGauss|Air HGauss]]. Although technically a Bomber, the Malleus can down enemy ASF in as little as one or two hits with this weapon, and two [[LPL|Air LPLs]] are perfect for finishing off damaged rivals. As soon as you've fired the Heavy Gauss you can break off your run, but the closer you get to the target before firing the more damage it'll do, creating an interesting risk/reward tradeoff. Five free tons let you carry spare Heavy Gauss ammo as well as four reloads for your pair of [[Bomb|Cluster Bombs]], which should be used to pile area damage onto a target you've breached with your guns. Enemy ASF must respect the Malleus whenever it's present, making you a double threat to air and ground alike—but also a primary target for enemy fighters.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A Bomber with two standard [[PPC|Particle Projection Cannons]] and an [[UAC20|Air UAC20]], which will deliver massive screenshake and damage—if you can survive the long, flat run required to use the autocannon. By the time you're on top of the target, short range missiles and [[Bomb|High Explosive Bombs]] provide followup and the chance for a one-pass kill. Three [[Free ton|Free Tons]] allow for bomb reloads. This variant is not well suited for contested airspace, but can absolutely devastate targets in more permissive environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rusalka was released in update 0.9.2, alongside the [[Anubis]] and [[Mithras]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The second in the Word of Blake's Spectral trio of Omnifighters, the Rusalka is among the Blakists' greatest feats of aerospace engineering. Incorporating excellent speed, maneuverability, and protection into one craft, Blakist engineers managed to make enough room to allow 33 tons of pod space. This all converges to make the Rusalka an especially deadly dogfighter, all the more augmented by the fighter's high endurance, thanks to its fixed eleven double heatsinks. The Prime - or ''Invictus'' - configuration mounts an ERPPC, an LRM-15 with Artemis IV, four ER Medium Lasers, two Medium Pulse Lasers, and an aft-mounted ER Small Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3071 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: Fast Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rusalka BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15452</id>
		<title>Corsair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15452"/>
				<updated>2026-03-29T23:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Corsair.png&lt;br /&gt;
| ImageGif = File:Corsair_spin.gif&lt;br /&gt;
| Name = Corsair&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 375&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 19 475&lt;br /&gt;
| Class Prime = Fighter&lt;br /&gt;
| Engine Prime = GM 200 &lt;br /&gt;
| Maneuver Prime = 7.9&lt;br /&gt;
| MaxSpeed Prime = 480&lt;br /&gt;
| TurnSpeed Prime = 255&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&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;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[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 A = 66 250&lt;br /&gt;
| ArmorT A = 19 475&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = GM 200&lt;br /&gt;
| Maneuver A = 7.9&lt;br /&gt;
| MaxSpeed A = 480&lt;br /&gt;
| TurnSpeed A = 255&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&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;[[BAP]]&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 B = 69 000&lt;br /&gt;
| ArmorT B = 19 475&lt;br /&gt;
| Class B = Fighter&lt;br /&gt;
| Engine B = GM 200&lt;br /&gt;
| Maneuver B = 7.9&lt;br /&gt;
| MaxSpeed B = 480&lt;br /&gt;
| TurnSpeed B = 255&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC2|Air UAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&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;[[BHP]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 85 750&lt;br /&gt;
| ArmorT C = 17 576&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = GM 200&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 459&lt;br /&gt;
| TurnSpeed C = 260&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&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;[[BAP]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 71 500&lt;br /&gt;
| ArmorT D = 17 576&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = GM 200&lt;br /&gt;
| Maneuver D = 6.8&lt;br /&gt;
| MaxSpeed D = 459&lt;br /&gt;
| TurnSpeed D = 260&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20|Air MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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; [[GECM|Air GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 77 500&lt;br /&gt;
| ArmorT E = 17 576&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = GM 200&lt;br /&gt;
| Maneuver E = 6.8&lt;br /&gt;
| MaxSpeed E = 459&lt;br /&gt;
| TurnSpeed E = 260&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 73 500&lt;br /&gt;
| ArmorT F = 16 625&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = GM 200&lt;br /&gt;
| Maneuver F = 5.5&lt;br /&gt;
| MaxSpeed F = 444&lt;br /&gt;
| TurnSpeed F = 265&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 68 600&lt;br /&gt;
| ArmorT G = 16 625&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = GM 200&lt;br /&gt;
| Maneuver G = 5.5&lt;br /&gt;
| MaxSpeed G = 444&lt;br /&gt;
| TurnSpeed G = 265&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price H = 82 000&lt;br /&gt;
| ArmorT H = 16 625&lt;br /&gt;
| Class H = Bomber&lt;br /&gt;
| Maneuver H = 5.5&lt;br /&gt;
| MaxSpeed H = 444&lt;br /&gt;
| TurnSpeed H = 265&lt;br /&gt;
| Weapons H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6976&lt;br /&gt;
| Armor LRW = 3081&lt;br /&gt;
| Armor E = 3953&lt;br /&gt;
| Armor T = 2384&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.&lt;br /&gt;
&lt;br /&gt;
Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Corsair Prime variant is a superlative fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting with a pair of [[LL]] for long-range poking at 700m. Next come a pair of [[ML]] with a 500m range and more efficiency. Finishing off, a pair of tiny [[SL]] provide quick refresh at 400m. This is a high accuracy fighter that gets steadily more dangerous as it closes in, but only the [[ML]] and [[LL]] are safe to use against ground targets without undue risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 [[free tons]] of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Cobra&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A different flavour of firepower from the A, the &amp;quot;'''''Cobra'''''&amp;quot; Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 [[free tons]], for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Ostrogoth&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Ostrogoth'''''&amp;quot; is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x [[LBX5|Air LBX5]] backed up with a [[SSRM6|Air SSRM6]] can savage enemy aircraft, and the single [[LPL|Air LPL]] can take out engines at range. A pair of [[Bomb#Laser-Guided|laser guided bombs]] allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 [[DHS]] to help with the heat. [[EOptics]] plus [[BAP]] allows it to spot inbound threats from further away. The &amp;quot;'''''Ostrogoth'''''&amp;quot; is agile enough to take on heavy aircraft like the [[Shiva]] and [[Visigoth]], but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot [[MRM20|Air MRM20]] launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin [[Bomb#Cluster|Cluster bombs]] can damage entire formations with careful bombing. A pair of [[Standard_AutoCannons|LAC5]]s give it some more burst damage. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. 2 [[free tons]] are included, as well as [[GECM]] for easing on its radar signature.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Corsair E is the last Attacker-class aircraft similar to the &amp;quot;D&amp;quot; but mounting the longer range 2x [[UAC5|Air UAC5]] allowing it to strike out against Ground Units as well as Aero. Dual [[SSRM6|Air SSRM6]] means getting up close and personal while commencing your bombing run with Two [[Bomb|High-Explosive Bombs]]. Two [[Free ton|Extra Tons of Ammo]], a [[DHS]], and 7.5 tons [[Armor]]. What more could a pilot ask for.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted [[ERPPC]] and fuselage-mounted duo of [[SRM6|Air SRM6]] give it potent direct firepower. Two [[Bomb#High Explosive|High explosive bombs]] allow it to send just about any mech back to the repair pad with careful flying. 4 [[free tons]] of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.&lt;br /&gt;
&lt;br /&gt;
===Variant H===&lt;br /&gt;
The Corsair H, the most expensive Bomber in this trio. It has [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the [[NARC|Narc Missile Beacon]] making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own [[Bomb|Laser-Guided Bomb]]s. No other aircraft has NARC and [[Bomb|Laser-Guided Bomb]]s. The H has a single [[MXPL|Air MXPL]] that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. [[GECM|Air GECM]] increases enemy [[lock on]] time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates, usually 3 [[Bomb|Laser-Guided Bomb]]s. Happy Hunting - You Bet.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=For a risky, maximum damage attack run, first fire the [[Bomb|Laser-Guided Bomb]]s at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual [[LtGauss|Air LtGauss]]. Third, start firing the Corsair H's backup weapon, a single [[MXPL|Air MXPL]]. Fourth, fly the Corsair H slow enough to get a lock with it's [[NARC|Narc Missile Beacon]]. Fifth, fire both of the Corsair H's [[Bomb|Laser-Guided Bomb]]s again and simultaneously fire a second salvo from the dual [[LtGauss|Air LtGauss]]. In most attack runs, pilots will find a second salvo from their [[LtGauss|Air LtGauss]] impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual [[LtGauss|Air LtGauss]], it is often best to just fire the last [[Bomb|Laser-Guided Bomb]] in the general direction of the NARCed target and flee.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service. &lt;br /&gt;
&lt;br /&gt;
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2779 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Corsair_(Aerospace_Fighter_class) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15451</id>
		<title>Corsair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15451"/>
				<updated>2026-03-29T23:22:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Corsair.png&lt;br /&gt;
| ImageGif = File:Corsair_spin.gif&lt;br /&gt;
| Name = Corsair&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 375&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 19 475&lt;br /&gt;
| Class Prime = Fighter&lt;br /&gt;
| Engine Prime = GM 200 &lt;br /&gt;
| Maneuver Prime = 7.9&lt;br /&gt;
| MaxSpeed Prime = 480&lt;br /&gt;
| TurnSpeed Prime = 255&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&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;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[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 A = 66 250&lt;br /&gt;
| ArmorT A = 19 475&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = GM 200&lt;br /&gt;
| Maneuver A = 7.9&lt;br /&gt;
| MaxSpeed A = 480&lt;br /&gt;
| TurnSpeed A = 255&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&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;[[BAP]]&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 B = 69 000&lt;br /&gt;
| ArmorT B = 19 475&lt;br /&gt;
| Class B = Fighter&lt;br /&gt;
| Engine B = GM 200&lt;br /&gt;
| Maneuver B = 7.9&lt;br /&gt;
| MaxSpeed B = 480&lt;br /&gt;
| TurnSpeed B = 255&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC2|Air UAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&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;[[BHP]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 85 750&lt;br /&gt;
| ArmorT C = 17 576&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = GM 200&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 459&lt;br /&gt;
| TurnSpeed C = 260&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&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;[[BAP]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 71 500&lt;br /&gt;
| ArmorT D = 17 576&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = GM 200&lt;br /&gt;
| Maneuver D = 6.8&lt;br /&gt;
| MaxSpeed D = 459&lt;br /&gt;
| TurnSpeed D = 260&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20|Air MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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; [[GECM|Air GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 77 500&lt;br /&gt;
| ArmorT E = 17 576&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = GM 200&lt;br /&gt;
| Maneuver E = 6.8&lt;br /&gt;
| MaxSpeed E = 459&lt;br /&gt;
| TurnSpeed E = 260&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 73 500&lt;br /&gt;
| ArmorT F = 16 625&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = GM 200&lt;br /&gt;
| Maneuver F = 5.5&lt;br /&gt;
| MaxSpeed F = 444&lt;br /&gt;
| TurnSpeed F = 265&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 68 600&lt;br /&gt;
| ArmorT G = 16 625&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = GM 200&lt;br /&gt;
| Maneuver G = 5.5&lt;br /&gt;
| MaxSpeed G = 444&lt;br /&gt;
| TurnSpeed G = 265&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price H = 82 000&lt;br /&gt;
| ArmorT H = 16 625&lt;br /&gt;
| Class H = Bomber&lt;br /&gt;
| Maneuver H = 5.5&lt;br /&gt;
| MaxSpeed H = 444&lt;br /&gt;
| TurnSpeed H = 265&lt;br /&gt;
| Weapons H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6976&lt;br /&gt;
| Armor LRW = 3081&lt;br /&gt;
| Armor E = 3953&lt;br /&gt;
| Armor T = 2384&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.&lt;br /&gt;
&lt;br /&gt;
Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Corsair Prime variant is a superlative fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting with a pair of [[LL]] for long-range poking at 700m. Next come a pair of [[ML]] with a 500m range and more efficiency. Finishing off, a pair of tiny [[SL]] provide quick refresh at 400m. This is a high accuracy fighter that gets steadily more dangerous as it closes in, but only the [[ML]] and [[LL]] are safe to use against ground targets without undue risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 [[free tons]] of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Cobra&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A different flavour of firepower from the A, the &amp;quot;'''''Cobra'''''&amp;quot; Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 [[free tons]], for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Ostrogoth&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Ostrogoth'''''&amp;quot; is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x [[LBX5|Air LBX5]] backed up with a [[SSRM6|Air SSRM6]] can savage enemy aircraft, and the single [[LPL|Air LPL]] can take out engines at range. A pair of [[Bomb#Laser-Guided|laser guided bombs]] allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 [[DHS]] to help with the heat. [[EOptics]] plus [[BAP]] allows it to spot inbound threats from further away. The &amp;quot;'''''Ostrogoth'''''&amp;quot; is agile enough to take on heavy aircraft like the [[Shiva]] and [[Visigoth]], but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot [[MRM20|Air MRM20]] launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin [[Bomb#Cluster|Cluster bombs]] can damage entire formations with careful bombing. A pair of [[Standard_AutoCannons|LAC5]]s give it some more burst damage. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. 2 [[free tons]] are included, as well as [[GECM]] for easing on its radar signature.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Corsair E is the last Attacker-class aircraft similar to the &amp;quot;D&amp;quot; but mounting the longer range 2x [[UAC5|Air UAC5]] allowing it to strike out against Ground Units as well as Aero. Dual [[SSRM6|Air SSRM6]] means getting up close and personal while commencing your bombing run with Two [[Bomb|High-Explosive Bombs]]. Two [[Free ton|Extra Tons of Ammo]], a [[DHS]], and 7.5 tons [[Armor]]. What more could a pilot ask for.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted [[ERPPC]] and fuselage-mounted duo of [[SRM6|Air SRM6]] give it potent direct firepower. Two [[Bomb#High Explosive|High explosive bombs]] allow it to send just about any mech back to the repair pad with careful flying. 4 [[free tons]] of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.&lt;br /&gt;
&lt;br /&gt;
===Variant H===&lt;br /&gt;
The Corsair H, the most expensive Bomber in this trio. It has [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the [[NARC|Narc Missile Beacon]] making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own [[Bomb|Laser-Guided Bomb]]s. No other aircraft has NARC and [[Bomb|Laser-Guided Bomb]]s. The H has a single [[MXPL|Air MXPL]] that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. [[GECM|Air GECM]] increases enemy [[lock on]] time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates, usually 3 [[Bomb|Laser-Guided Bomb]]s. Happy Hunting - You Bet.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=For a risky, maximum damage attack run, first fire the [[Bomb|Laser-Guided Bomb]]s at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual [[LtGauss|Air LtGauss]]. Third, start firing the Corsair H's backup weapon, a single [[MXPL|Air MXPL]]. Fourth, fly the Corsair H slow enough to get a lock with it's [[NARC|Narc Missile Beacon]]. Fifth, fire both of the Corsair H's [[Bomb|Laser-Guided Bomb]]s again and simultaneously fire a second salvo from the dual [[LtGauss|Air LtGauss]]. In most attack runs, pilots will find a second salvo from their [[LtGauss|Air LtGauss]] impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual [[LtGauss|Air LtGauss]], it is often best to just fire the last [[Bomb|Laser-Guided Bomb]] in the general direction of the NARCed target and flee.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service. &lt;br /&gt;
&lt;br /&gt;
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2779 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Corsair_(Aerospace_Fighter_class) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sparrowhawk&amp;diff=15450</id>
		<title>Sparrowhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sparrowhawk&amp;diff=15450"/>
				<updated>2026-03-29T23:20:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Sparrowhawk.png&lt;br /&gt;
| ImageGif = File:Sparrowhawk_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Speed = 362&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 44 000&lt;br /&gt;
| ArmorT Prime = 12 825&lt;br /&gt;
| Class Prime = Fighter&lt;br /&gt;
| Engine Prime = Warner 240J&lt;br /&gt;
| Maneuver Prime = 7.6&lt;br /&gt;
| MaxSpeed Prime = 467&lt;br /&gt;
| TurnSpeed Prime = 235&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&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;[[GECM|Air GECM]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 250&lt;br /&gt;
| ArmorT A = 14 725&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = Warner 240J&lt;br /&gt;
| Maneuver A = 7.6&lt;br /&gt;
| MaxSpeed A = 467&lt;br /&gt;
| TurnSpeed A = 235&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt|Air TBolt]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC2|Air UAC2]]&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;[[BAP]]&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;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 43 100&lt;br /&gt;
| ArmorT B = 14 725&lt;br /&gt;
| Class B = Fighter&lt;br /&gt;
| Engine B = Warner 240J&lt;br /&gt;
| Maneuver B = 7.6&lt;br /&gt;
| MaxSpeed B = 467&lt;br /&gt;
| TurnSpeed B = 235&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&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;[[GECM|Air GECM]]&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;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 300&lt;br /&gt;
| ArmorT C = 13 775&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = Warner 240J&lt;br /&gt;
| Maneuver C = 6.4&lt;br /&gt;
| MaxSpeed C = 456&lt;br /&gt;
| TurnSpeed C = 240&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Bomb#High Explosive|Bomb (HE)]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 49 500&lt;br /&gt;
| ArmorT D = 13 775&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = Warner 240J&lt;br /&gt;
| Maneuver D = 6.4&lt;br /&gt;
| MaxSpeed D = 456&lt;br /&gt;
| TurnSpeed D = 240&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL|Air MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Bomb#Laser-Guided|Bomb (LG)]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 49 800&lt;br /&gt;
| ArmorT E = 13 775&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = Warner 240J&lt;br /&gt;
| Maneuver E = 6.4&lt;br /&gt;
| MaxSpeed E = 456&lt;br /&gt;
| TurnSpeed E = 240&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4|Air SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM2|Air SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Bomb#Cluster|Bomb (CL)]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 51 500&lt;br /&gt;
| ArmorT F = 12 825&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = Warner 240J&lt;br /&gt;
| Maneuver F = 4.5&lt;br /&gt;
| MaxSpeed F = 443&lt;br /&gt;
| TurnSpeed F = 250&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Bomb#Laser-Guided|Bomb (LG)]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 49 500&lt;br /&gt;
| ArmorT G = 12 825&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = Warner 240J&lt;br /&gt;
| Maneuver G = 4.5&lt;br /&gt;
| MaxSpeed G = 443&lt;br /&gt;
| TurnSpeed G = 250&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Bomb#High Explosive|Bomb (HE)]]&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;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 4785&lt;br /&gt;
| Armor LRW = 1838&lt;br /&gt;
| Armor E = 2603&lt;br /&gt;
| Armor T = 1761&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Sparrowhawk''' is an [[Inner Sphere]] Light [[Aerospace]]. It is the least expensive of the aerospace fighters, and the fastest unit available in [[MWLL]]. It is mostly deployed as a highly maneuverable dog-fighter for destroying or suppressing larger aircraft such as the [[Shiva]], though some variants allow for anti-ground roles as well. However, it has almost negligible armour, relying on its maneuverability to avoid being quickly destroyed by enemy Anti-Air vehicles and aircraft.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
=== Prime ===&lt;br /&gt;
The Sparrowhawk Prime is best used as an interceptor against larger enemy aircraft. Using it's loadout of 2 [[LBX2|Air LBX2]], 2 [[MPL|Air Medium Pulse Laser]]s as well as 2 [[SL|Air Small Laser]]s, the Prime can whittle away at the tail of enemy bombers whilst using its unmatched agility to stay out of danger. However, due to its focus on damage-over-time, the Prime is not effective at actually destroying any aircraft, and acts more as a deterrent, forcing enemy aerospace to break off attack runs and return to friendlier skies. [[EOptics]] allows it to survey the battle field for targets of opportunity. 1 [[DHS]] ensure it can perform it's scrapping run with little worry of heat overload.&lt;br /&gt;
&lt;br /&gt;
=== Variant A  - ''&amp;quot;The Tickler&amp;quot;''=== &lt;br /&gt;
&amp;quot;'''''The Tickler'''''&amp;quot; mounts a bizarre array of weaponry, best suited to hunting down slow moving [[VTOLs]] or ground units heading back for repair. Mounting one [[Thunderbolt|Air TBolt]] and two [[UAC2|Air UAC2]]s  which can provide damage over time at great distances. The &amp;quot;A&amp;quot; comes equipped with [[BAP]] increasing radar range by 200m thus, allowing it to spot targets before being spotted. Head for the ceiling, eye your prey then unleash your weapons while your targets wonder where the hurt is coming from.&lt;br /&gt;
&lt;br /&gt;
=== Variant B ===&lt;br /&gt;
Sporting a pair of [[MRM10|Air Mrm10s]] for reliable damage against slow or large ground targets as well as a quartet of [[ERSL|ERSLs]] for AtA engagements the Sparrowhawk B is a good late join flyer for softening up larger assets.&lt;br /&gt;
&lt;br /&gt;
[[GECM|Air GECM]] Helps with this variants survivability, making those strafing runs against unaware enemies easier.&lt;br /&gt;
&lt;br /&gt;
=== Variant C ===&lt;br /&gt;
The Sparrowhawk &amp;quot;C&amp;quot; is a multipurpose unit capable of reaching out with it's shotgun style 2x [[LBX5|Air LBX5s]] to deter incoming Aero or peppering advancing ground units. 2 [[ERSL]]s are well suited for short strafing runs on slow mechs or damaging a predator Aero's engine. When not distracted with the above chores, the &amp;quot;C&amp;quot; comes equipped with one [[Bomb#High Explosive|High Explosive bomb]] to disrupt any gathered group of enemies. Rounding out this unit is [[EOptics]] and a additional [[DHS]].&lt;br /&gt;
&lt;br /&gt;
=== Variant D ===&lt;br /&gt;
Find the juiciest target in a group, plant your [[NARC|Narc Missile Beacon]] on him, then release [[Bomb|Laser-guided (LG) bomb]]. Bombs away good-bye prey. Want to soften up the enemy first, then acquire tone-lock and fire the 2x [[LRM10|Air LRM10s]]. Need to finish off a stragger or harass someone in your air space then say hi with your 2x [[MPL|Air MPLs]]. Opportunity abounds with the Sparrowhawk &amp;quot;D&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Variant E ===&lt;br /&gt;
Close Up &amp;amp; In Your Face. The &amp;quot;E&amp;quot; is not for the faint of heart.&lt;br /&gt;
This unit is a pilots dream for kissing your enemy on the cheek and then Carpet Bombing them into oblivion. No extra equipment here, you just commit to your run and never look back. 600m and below you get tone lock, unlease 2x [[SSRM4|Air SSRM4]] followed by the 2x [[SSRM2|Air SSRM2]]. You now have covered enough ground to fire the 4x [[SPL|Air SPL's]]. A press of the release button drops 5 [[Bomb|Cluster Bombs]] in a row. Hit the after burners and pull up hard, watching the the devastation behind you. Talk about an Adrenaline Rush! &lt;br /&gt;
&lt;br /&gt;
Tidbit: ''Just be sure to be above the 40 meter mark or you will sustain damage from the blast.'' &lt;br /&gt;
&lt;br /&gt;
=== Variant F ===&lt;br /&gt;
Mounting [[EOptics]] to survey the battlefield and long range offensive weaponry, the Sparrowhawk F is right at home as a sniping aircraft. One [[Light Gauss|Air LtGauss]] can reach out as far as the eye can see, while the [[ERPPC]] strikes not far behind. Loaded in the under belly is the  [[Bomb#Laser-Guided|Laser Guided Bomb]] great when someone decides to [[NARC]] or [[TAG]] for you. But fret not, when dead fired, it will fly where the crosshair was pointing upon launch. One [[Free ton|Free Ton of Ammo]] needs to be loaded up prior to takeoff.&lt;br /&gt;
&lt;br /&gt;
=== Variant G ===&lt;br /&gt;
[[EOptics]] to eye up your bombing run, three [[Free ton|Tons]] of bomb storage and three [[DHS|Double Heat Sinks]] for Heat Control - Check.&lt;br /&gt;
Two [[Pulse Lasers|Air Large Pulse Lasers]] plow the road on your approach to the target. One [[Bomb|High Explosive Bomb]] upon striking deals damage to everything within it's blast radius, not once but with 4 bombing runs before having to head back to rearm. Bring on the Hurt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The SparrowHawk 3D model was available in [[Sandbox 2]] with the first release of MWLL, though it lacked textures and was unplayable. It was added to the mod for play in version 0.3.0 with an entirely new model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Sparrowhawk was designed as a fighter escort for larger attack craft, such as bombers and dropships, and is a perfect first-response craft. Primarily found in the military of House Davion, it is armed entirely with laser weaponry (two Medium and two Small lasers), though a rarely seen and unpopular variant swaps most of the lasers for a two-pack of short ranged missiles. It also features a unique system that allows the pilot to jettison any damaged armor plating that would interfere with atmospheric re-entry. Later variants incorporating rediscovered technology upgraded the medium lasers to pulse versions, and replaced the small lasers with extended range medium lasers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2520 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Interceptor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Sparrowhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Behemoth&amp;diff=15449</id>
		<title>Behemoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Behemoth&amp;diff=15449"/>
				<updated>2026-03-29T23:18:58Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Behemoth.png&lt;br /&gt;
| ImageGif = File:Behmoth_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 34&lt;br /&gt;
| BoostSpeed = 36&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -9° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 114 500&lt;br /&gt;
| ArmorT Prime = 68 220&lt;br /&gt;
| Engine Prime = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 120 800&lt;br /&gt;
| ArmorT A = 66 380&lt;br /&gt;
| Engine A = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 118 100&lt;br /&gt;
| ArmorT B = 66 380&lt;br /&gt;
| Engine B = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 109 800&lt;br /&gt;
| ArmorT C = 66 380&lt;br /&gt;
| Engine C = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&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;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 117 500&lt;br /&gt;
| ArmorT D = 62 700&lt;br /&gt;
| Engine D = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 142 900&lt;br /&gt;
| ArmorT E = 66 380&lt;br /&gt;
| Engine E = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[TBolt5]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 114 700&lt;br /&gt;
| ArmorT F = 62 700&lt;br /&gt;
| Engine F = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM20]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 125 200&lt;br /&gt;
| ArmorT G = 64 540&lt;br /&gt;
| Engine G = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 7500&lt;br /&gt;
| Armor F = 14667&lt;br /&gt;
| Armor S = 10560&lt;br /&gt;
| Armor B = 7333&lt;br /&gt;
| Armor T = 17600&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Inner Sphere]] &amp;quot;Assault Combat Vehicle&amp;quot; '''Behemoth''' [[tank]] was designed for increased firepower and heavy ArcShield Maxi II Armor rather than speed or maneuverability. The design at 100 tons allowed the Behemoth to engage both distant and short-range targets, while allowing it to stand up to almost any type of unit possible. The Behemoth is one of the few vehicles without a history of variant models. All variants are equipped with Enhanced Optics, Point Defense System and most come with AutoFlamers. Being a tank this size it handles quite well in the battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant of the Behemoth is a potent long-range fire support vehicle housing five [[LRM|Long Range Missiles 5]] for a devastating blow fired together in groupfire to punch through LAMS defences or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two [[HVAC10|Hyper-Velocity AutoCannons10]] which each Fires a single high explosive projectile causing intensive [[screenshake]] and splash damage. Lastly for close defense, a single [[SRM|Short-Range Missiles 2]]. Six [[Free tons|Extra Tons of Ammo]], Zero [[HS]] as extras aren't required, [[EOptics]] to size up the battle and two [[AutoFlamer|AutoFlamers]] &amp;amp; one [[PDS]] for self defense.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Apocalypse&amp;quot;''===&lt;br /&gt;
The A is a mid to close range fighter. Contained in its main guns are Two [[UAC10|Ultra AutoCannon10]] that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the [[jam]] Duration as it lasts 8 seconds. When the battle reaches 350m, two [[SSRM6|Streak SRMs6]] and two [[SSRM2|Streak SRMs2]] come to bear with their lock-on capabilities and combined devastating fire power while one [[PDS]] provides auto backup. Six [[Free tons|Tons of Ammo]] to divide up, five [[HS]] hold heat in check &amp;amp; [[EOptics]] to survey the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B's twin [[RAC2|Rotary AutoCannon2]] and dual [[RAC5|Rotary AutoCannon5]] makes this unit a high caliber Gatling gun. Ideal for ripping Aero wings, downing VTOLs or shredding armor off from its owner. Long range fire support is handled by the two [[LRM10|Long Range Missiles10]]. [[EOptics]] help aim the RACs and Eight [[Free tons|Tons of Ammo]] will allow you stay in the field for a good bit of time. Six [[HS]] for heat control and for Auto Protection Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C is a hard hitting long range unit with its main guns containing Two [[ERPPC|Extended Range Particle Projection Cannons]], dishing out heavy [[screenshake]] at the cost of heat. Three [[UAC5|Ultra AutoCannons5]] provide high DPS along with bonus kinetic damage to air units. Two [[LRM5|Long Range Missiles5]] help locate and soften up incoming attackers. Three [[Free tons]] to feed the UAC5s, Six [[HS]] to help keep things cool, Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]]. To zoom in on your targets [[EOptics]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D houses [[GECM|Guardian Electronic Countermeasures]] to help close the distance with its slow speed and relatively short ranged weapons. Dual [[LBX10|Lubalin Ballistics-X AutoCannon 10s]] rip apart tanks along with devastating dual [[HPPC|Heavy Particle Projection Cannons]]. Two [[Free tons]] for the LBX10s and Eight [[HS]] help control the the heat of the HPPCs for one Alpha Strike, after which they must be Chainfired.  [[EOptics]] to insure your aim is right on. Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Sheila&amp;quot;''===&lt;br /&gt;
A long-range fire support platform that can brawl by sheer mass but demands mastery of its main gun, the [[Thumper|Thumper Indirect Artillery Piece]]. Unlike the [[Rommel A]] the Thumper here can be fired on the move to inflict damage across the map, although learning to account for projectile drop is a must. Six [[TBolt5|Thunderbolt5s]] lock on out to 750m but can travel almost 2000m when guided by its onboard [[TAG]] laser. The two [[MPL|Medium Pulse Lasers]] are for self-defense or when you just have to roll up your sleeves and press W. [[GECM]] masks your position, [[EOptics]] aids target acquisition, and three [[Free tons]] for the Thumper provides much-needed relief from the need to rearm frequently. Seven [[HS|heatsinks]] provide adequate but not stellar heat management. Close-in protection is augmented by two [[AutoFlamer]]s &amp;amp; one [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The F is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Two [[HVAC5|Hyper-Velocity AutoCannons 5]] are its main guns reaching out to 1300m. Two [[ELRM20|Extended Long Range Missiles 20]] can travel out to 1870m while raining terror on your foe, while your own dual [[LAMS]] protects you from incoming missiles. Six [[Free tons]] to divide up as you see fit. [[EOptics]] to keep your eyes on target.  Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Grounded&amp;quot;''===&lt;br /&gt;
The G can be considered one of the hardest hitting units out to 800m as its main gun holds the mighty [[iHGauss|Improved Heavy Gauss Rifle]]. Three [[ERLL|Extended Range Lasers]] match the same range and pack a punch along with some heat. [[BHP|Beagle Active Probe]] is installed to help flush out targets along with [[EOptics]] so stay focused and make each shot count. Six [[Free tons]] of Ammo and an added Three [[SRM2]] for close self defense, plus Three [[HS]] which can handle a Alpha Strike with ease.  Auto Protection provided by Two [[AutoFlamer|AutoFlamers]] &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Pro Tip:===&lt;br /&gt;
As with most Tanks, Turret Pitch &amp;amp; the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in its operation.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
In 2947, Aldis Industries (soon to be the producer of the Demolisher and the Schrek), received a commission to produce a super-heavy tank for House Davion. Their assignment was to forego maneuverability and speed in the interests of heavy armor and massive firepower. Five years later, Aldis released the 100-ton Behemoth Heavy Tank. Many studies had shown that a tank’s main weakness was its inability to deal with superior numbers of smaller units, such as infantry or scout vehicles. Another study showed that a main battle tank must have at least one very powerful weapon to be able to stand up against even the lightest ’Mech. The Behemoth's design resolved both of these problems. With two of the heaviest cannon available and numerous smaller weapons, the Behemoth is a match for almost any combat situation. Although the original design concept called for a staggering twenty-one tons of armor, only thirteen were used to provide more weight for weaponry. Though not as thick as originally planned, the protection is more than adequate against most threats.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2952 during the Era known as &amp;quot;Late Succession War&amp;quot; - LosTech (2901 - 3019) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Behemoth_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mobile_Long_Tom&amp;diff=15448</id>
		<title>Mobile Long Tom</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mobile_Long_Tom&amp;diff=15448"/>
				<updated>2026-03-29T23:17:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Long_Tom.png&lt;br /&gt;
| ImageGif = File:LongTom_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 95&lt;br /&gt;
| Speed = 48&lt;br /&gt;
| BoostSpeed = 56&lt;br /&gt;
| Rotation = 140&lt;br /&gt;
| Pitch = +7° to +80°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 105 800&lt;br /&gt;
| ArmorT Prime = 21 846&lt;br /&gt;
| Engine Prime = Robel 110 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Long Tom Artillery|Long Tom Artillery (Standard Range)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Mobile_Long_Tom#Countermeasures|Smoke Launcher]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 105 800&lt;br /&gt;
| ArmorT A = 21 846&lt;br /&gt;
| Engine A = Robel 110 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Long Tom Artillery|Long Tom Artillery (Short Range)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Mobile_Long_Tom#Countermeasures|Smoke Launcher]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 105 800&lt;br /&gt;
| ArmorT B = 21 846&lt;br /&gt;
| Engine B = Robel 110 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Long Tom Artillery|Long Tom Artillery (Long Range)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Mobile_Long_Tom#Countermeasures|Smoke Launcher]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 7125&lt;br /&gt;
| Armor F = 3556&lt;br /&gt;
| Armor S = 2560&lt;br /&gt;
| Armor B = 1778&lt;br /&gt;
| Armor T = 4267&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Long Tom Artillery Tank''' (abbreviated '''LT''' or '''LTA''') is an [[Inner Sphere]] mobile artillery platform that brings to bear the deadliest weapon in the game: its namesake, [[Long Tom Artillery]]. Despite having very low acceleration, weak armor, and a somewhat high price, it is capable of inflicting devastating damage from far behind friendly lines.&lt;br /&gt;
&lt;br /&gt;
LT users should generally stay behind the front line, covered by an [[AA]] unit when required, firing upon high-value targets such as [[Assault Mech]]s, any groups of enemy units or [[Gameplay Tactics#LRM Camping|LRM campers]]. Because of the significant projectile flight time it is often necessary to lead the target by a few seconds, although direct hits are not required to do crippling damage due to the significant splash of its shells. To aim the weapon, one may use the Distance to the Target indication displayed below the enemy damage readout, and the Turret Rotation indicator visible above the radar.&lt;br /&gt;
&lt;br /&gt;
Long Toms need to be [[Crouch/Deploy|deployed]] in order to fire. To do so, the pilot must stop the vehicle on flat ground and when HUD indicator on the minimap shows up press the crouch/deploy key - ['''Left Ctrl'''] by default. A Long Tom won't deploy on bumpy terrain or a slope, or while the tank is still moving. In order to move again, the pilot will need to undeploy it using the same key.&lt;br /&gt;
&lt;br /&gt;
Perhaps the greatest threat to Long Toms are [[Aerospace|Aerospace Fighters]]. Because of their very slow acceleration, low armor, immobility while firing, and inability to defend themselves from air threats, the Long Toms must rely upon other units for air defense, or hope to remain undetected by using [[Radar#Passive Radar|passive radar]]. When dealing with hostile LT when Aerospace is not an option, other tactics needs to be applied. Approach on passive radar while concealed; a close-range unit can quickly destroy a Long Tom, especially when focusing on its very weak back armor. Alternatively, the LT can be carefully engaged with long-range options. For example, closing to within 1000m with a [[Vulture#Variant C|Trebuchet Vulture]] and loosing a full barrage of missiles can destroy or heavily damage the LT. Yet in most cases small, hard-hitting units with high speed can take down the Long Tom alone, most notable killer being the [[Shadowcat]] which mixes very high speed (utilizing its [[MASC]]) with significant firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Three different Mobile Long Tom variants are available, only differing in Range and [[heat]] produced per shot.&lt;br /&gt;
&lt;br /&gt;
Note: All variants of this asset has both [[C3 Master]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The '''Standard range''' variant is capable of shelling targets at / in '''2250m range''' with 300 heat per shot.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The '''Short range''' variant can reach up to '''1500m''' and one shot causes 200 heat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The '''Long range''' variant can hit targets in '''3000m range''' in exchange for 400 heat.&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
Equipped with a dual '''Smoke Launcher''', which is primarily used to mask the player's movements or while retreating, as well as blocking enemies' sight. When fired, 2 Smoke Grenades are jettisoned approximately 10 meters in front of the Mobile Long Tom. Within seconds a large billing cloud starts to form, obscuring you from view for approximately 1 minute. Unfortunately they can only be fired while being be deployed and it would seem each Launcher carries 5 shots of which only two can be fired off (a glitch maybe?).&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Terrain can become an important factor when piloting a Long Tom. A map that consists of rolling hills like [[TSA_Marshes]] is one where the terrain will not pose as much of a problem, whereas a map like [[TC_Mirage]] will be much more challenging. There are benefits to terrain differences. For example, The range of the [[Long Tom Artillery]] is listed as 1500m, though it can commonly reach longer. If a Long Tom is positioned at a higher elevation than where its rounds would land, this effectively, increases the round's maximum range.&lt;br /&gt;
&lt;br /&gt;
If the terrain of a map includes steep cliffs, this will complicate effective artillery. This has a number of detriments, including cliffs getting in the way of the flight-path of the round being fired, and needing to use the 45+° angles on the LT. The map [[TC_ThunderRift]] is a great example of how the role of a Long Tom is severely limited by terrain. For more open maps, consider asking teammates to watch for where your rounds land, to determine if they are getting caught up on a bit of terrain.&lt;br /&gt;
&lt;br /&gt;
Lastly, for 45+° angle shots, the flight time is roughly doubled of an equivalent shot at a sub 45° angle. This limits your [[minimum range]], and complicates the alignment of a target as a small change in rotation of the turret can sometimes lead to a more pronounced effect on where the round will actually land. For this reason, and the reason above, rugged terrain can put a serious damper on Long Tom support, but will not completely rule it out.&lt;br /&gt;
&lt;br /&gt;
When dealing with artillery, it is important to consider a few things:&lt;br /&gt;
*An artillery unit cannot effectively engage an enemy that it does not know about. Running primarily under [[Radar#Passive Radar|passive radar]] or with [[ECM]] may save your life.&lt;br /&gt;
*Conversely, a [[C3]]-equipped unit can significantly boost the effectiveness of any in-range, appropriately-positioned allied artillery (as could, hypothetically, a spotter, possibly with a [[TAG]], operating in tandem with an expert artillery operator).&lt;br /&gt;
*It is more challenging to hit a rapidly-moving target than a stationary target, especially if the target is moving inconsistently; the greater the range and speed, the greater the challenge.&lt;br /&gt;
*Artillery will have a difficult time effectively striking the leeward side of a hill (relative to the trajectory of the artillery), as the slope of the hill will be closer to parallel with the trajectory of a falling artillery round, making the round more likely to strike the top or base of the hill.&lt;br /&gt;
*In that same vein, take great caution when approaching a deployed Long Tom over a hill. If it sees you coming, one last desperate point-blank shot will end your attack.&lt;br /&gt;
*When lacking a radar signature to target, range to target can also be found by moving the targeting [[reticle]] over the target or something nearby.&lt;br /&gt;
*Long Tom's are the highest [[tier]] assets in game, meaning that ineffective use of them will likely only cause a boost to enemy team economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Tactics==&lt;br /&gt;
&lt;br /&gt;
===MRSI===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:252px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MRSI.jpg|250px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Multiple Round Simultaneous Impact&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long Tom is somewhat capable of &amp;quot;Multiple Round Simultaneous Impact.&amp;quot; This technique requires the player to fire a first shot at a high arc with a long travel time. Then the player fires a second shot at a shallow arc with a short travel time aimed at the same target location. The two shots should impact the same spot within seconds of each other. This works most effectively against stationary and slow moving targets that are currently unaware of the Long Tom, or the fact that the player knows where they are.&lt;br /&gt;
&lt;br /&gt;
Some [[tanks]] with [[missiles]], where the missiles are mounted on the [[chassis]] instead of the [[turret]], can use the MRSI technique by [[flicking]]. Other [[assets]] can use the MRSI technique with missiles, but require friendly [[NARC]] or [[TAG]] since they must break line of sight and orient their turret or [[torso]] 180° away from the target in order to get the high arc necessary on the first salvo.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The Long Tom was first introduced in version 0.2.0, and was originally a modification of the [[Partisan]] tank chassis.&lt;br /&gt;
* In version 0.3.0 the Long Tom received the Deploy feature along with a remodel of the entire unit, new texture work, and new animations. Related sounds and HUD effects were also added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Mobile Long Tom Artillery was made of six tracked transport working to support, move, and store ammunition for the great cannon. The main cannon transport weighed 55 tons, while the unit as a whole weighed 95 tons. Maximum speed was barely 32 km/h and was often limited to paved roads as on rough terrain it could easily get stuck.&lt;br /&gt;
&lt;br /&gt;
Typically Mobile Long Toms operate in groups of up to six guns and their attendant support craft, heavily guarded by tanks and anti-air units. As the cannon carries only four tons of standard armor it cannot withstand any stronger attack, so extensive security is required. Long Toms are also stationed near the key cities of more important planets, with one or two assigned to garrisons. &lt;br /&gt;
&lt;br /&gt;
The Long Tom is an uncommon weapon with origins reaching the Star League. Many attackers choose to withdraw rather than facing he devastating firepower of multiple cannons working in tandem. One such example took place during a House Marik assault on Loric in 3002. Thinking that they faced 3 Long Tom batteries, the FWL troops withdrew without inflicting damage on the Lyran defenders. Usually even the most damaged Long Toms are repaired instead of being stripped for parts, as happens with many other non-'Mech units.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Poplug - MERC, Juffos - MERC, firestorm - MERC, Elf - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2602 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mobile_Long_Tom Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Schrek&amp;diff=15447</id>
		<title>Schrek</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Schrek&amp;diff=15447"/>
				<updated>2026-03-29T23:16:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Schrek.png&lt;br /&gt;
| ImageGif = File:Schrek_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 10&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 76&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 80 000&lt;br /&gt;
| ArmorT Prime = 37 681&lt;br /&gt;
| Engine Prime = GoreTex 240 Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&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;15 [[HS]]&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 = 81 300&lt;br /&gt;
| ArmorT A = 37 681&lt;br /&gt;
| Engine A = GoreTex 240 Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 B = 73 900&lt;br /&gt;
| ArmorT B = 37 681&lt;br /&gt;
| Engine B = GoreTex 240 Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;16 [[HS]]&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 = 76 500&lt;br /&gt;
| ArmorT C = 43 200&lt;br /&gt;
| Engine C = GoreTex 240 Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG|Heavy Machine Gun]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[LPPC|Light PPC]]&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;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 73 400&lt;br /&gt;
| ArmorT D = 37 681&lt;br /&gt;
| Engine D = GoreTex 240 Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;4 [[HS]]&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 E = 74 000&lt;br /&gt;
| ArmorT E = 37 681&lt;br /&gt;
| Engine E = GoreTex 240 Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL]]&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;15 [[HS]]&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 = 80 950&lt;br /&gt;
| ArmorT F = 37 681&lt;br /&gt;
| Engine F = GoreTex 240 Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[HS]]&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 G = 90 800&lt;br /&gt;
| ArmorT G = 41 359&lt;br /&gt;
| Engine G = GoreTex 240 Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper Artillery|Snub-Nose Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&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;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6400&lt;br /&gt;
| Armor F = 7556&lt;br /&gt;
| Armor S = 5440&lt;br /&gt;
| Armor B = 3778&lt;br /&gt;
| Armor T = 9067&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Schrek''' is an [[Inner Sphere]] tracked assault [[tank]]. On the battlefield, the Schrek’s main function is to act as long-range heavy fire support to other vehicles and ’Mechs.&lt;br /&gt;
&lt;br /&gt;
The Schrek has the same total armor as a [[Rommel]], but takes longer to kill through any one part of the tank as it has more hull [[Armor#Vehicles|armor]]. This also means that each piece of external armor is weaker than the Rommel. Players that are experienced with [[damage spreading]] will find the Schrek to be less survivable than the Rommel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Schrek Prime is an excellent [[sniper]] tank. Normally three [[ERPPC]]s would easily overheat an [[asset]]. But with its fifteen [[heat sink|single heat sinks]] the Prime can stay cool even while firing all of its weaponry. On most maps, the Prime can fire two [[alpha strike|alpha strikes]] in a row before going above the [[heat|yellow line]]. After that, the Prime will go above the yellow line only slightly. Players are advised to wait a little extra time before firing a third time, or to [[chain fire]] the ERPPCs at that point to avoid showing up on enemy [[radar]]. Chain fire can also be useful to increase the duration of [[screen shake]], or to more easily kill [[Battle Armor]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;All-Star&amp;quot;''===&lt;br /&gt;
The Schrek A, the &amp;quot;All-Star&amp;quot;, is a [[pinpoint damage]] monstrous ogre that will make enemies scream in fright as it hits the ground running. Eight [[Medium Laser]]s break the mould of [[asset]] design that generally doesn't allow such [[boat|boating]]. They only reach out to a paltry 500m. In order to make these green lasers useful, pilots of the All-Star won't stop coming in to medium, or even close range. There's nothing wrong with taking the backstreets to deny enemy fire while closing in. The range reduction, thankfully means less [[heat]] and less heat means All-Star doesn't need a cool place and need not search for places to get colder. Other Schreks might as well swim to avoid using [[coolant]], but not the All-Star. Any temperature of [[map]] works for the All-Star and enemy [[flamers]] won't set its world on fire. If the All-Star needs a little change, its MLs can be [[chain fire|chain fired]] to layer the heat out more, or to shoot at enemy [[BA]]. Backing up the All-Star's lasers are a pair of [[SSRM4]]s that, when [[chain fire|chain fired]], help swamp the enemy with [[screen shake]]. [[GECM]] puts a hole in the enemy's satellite picture, making it much easier to stay in [[active radar| active radar mode]] and [[lock on]] with the All-Star's missiles without having to worry about attracting enemy missile fire. Though it doesn't need them to get its game on or go play, the All-Star has two [[spare tons]] of ammo. Even with all of those weapons, that isn't all of the tools in the All-Star's shed.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant has the fastest fire rate out of any other Shreck and is very well suited to keeping constant barrage on all kinds of targets. Once its target is within 650m, the tank can unleash its rapid fire arsenal of 3 [[LPL]]s which can make short work out of any lightly armored unit as long as the driver keeps the beam steady. Follow up shots are literally continual as the 16 [[HS]] can easily deal with the generated heat. The backup dual [[SRM2]] are at best a deterrent to [[BA|battlearmor]] and add some extra enemy screenshake. [[EOptics]] to search the battlefield and 1 [[PDS]] to deter Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Schrek C is a cool-running energy [[boat]] with 6 [[Light Particle Projection Cannon]]s with an array of 4 [[HMG|Heavy Machine Gun]]s. The C excels at two things, screenshake and splash. The first is easily achieved by [[chain firing]] all of its LPPCs, and the second is devastating against smaller assets and larger assets with cramped hitboxes (e.g., [[Thanatos]]) that are overlapped by the splash radius. With an even shorter effective range than the All-Star, the C must be extra stealthy when approaching its enemies. [[Passive radar]] is the C's only option for doing this since it lacks any kind of [[electronic countermeasures]]. It does have more armor to help soak up a few hits before closing into range. The C can function as a [[poking]] asset by [[group firing]] all of its weapons, although the other PPC/ERPPC Schreks does it better.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D maintains long-range flexibility with Two [[LRM10|Long Range Missiles 10]] which can effectively deter or suppress longer-ranged opponents while on approach, especially when paired with Three [[UAC5|Ultra AutoCannons 5]] timed to disrupt the aim of high-alpha skirmishers. The three UAC5s providing consistent damage over time with there kinetic damage &amp;amp; does decent bonus damage to air units. [[EOptics|Enhanced Optics]] allow for battlefield awareness while a mere 4 [[HS]] try to manage the heat. Only 3 [[Free tons ]] to divide up between the missiles or cannons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The mighty [[LXPL]] while lacking an pronounced punch, still deals it's steady stream of damage from point blank out to 750m in the field  and the pair on this variant can wreak havoc on any unit not swift enough to flee for cover in time. One [[LBX10]] can pepper out to 700m once ever 5 seconds with significantly greater damage potential than an AC10 or AC20. Add [[EOptics]] and 15 [[HS]] for winning combo which makes the F a great ambusher or mid range fighter.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Schrek F is an excellent medium range [[alpha strike|alpha striker]] and [[support asset]]. All three of the F's weapons recharge slowly, making it very effective when near cover. Simply [[group fire]] the two [[Particle Projection Cannons]] and the [[Heavy Particle Projection Cannon]] then move behind cover while they recharge. A single alpha strike in this manner will not overheat the F, and while PPCs cause much [[splash damage]], focusing fire in this way will concentrate most of the damage on just one the enemy's [[component]]s. On normal temperature maps, repeated alpha strikes will slightly [[overheat]] the F, make it show up on enemy [[radar]], and cause minor [[heat sink]] damage, but is otherwise manageable. What makes the F a good support asset are its [[Beagle Active Probe]] and [[Point Defense System]]. BAP allows the F to better detect enemy positions while the PDS helps mitigate [[Aircraft]] and [[Battle Armor]]. To make sure that the F's support role is properly realized, players must call out enemy positions in Team Chat, since the F lacks [[c3|radar sharing]] capabilities. When forced into a [[brawler|brawl]] the F should [[chain fire]] its weapons for maximum [[screen shake]] and [[heat|heat dissipation]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;KV-2813&amp;quot;''===&lt;br /&gt;
The Schrek G, also known as the ''&amp;quot;KV-2813&amp;quot;'', doesn't have the fancy dorsal mount, impressive backup weaponry, or solid armor of the [[Marauder#Variant A - &amp;quot;Magnum&amp;quot;|Magnum Marauder]], but it still brings the same [[Thumper Artillery|Snub-Nose Thumper Artillery Cannon]] to the battlefield, at a discount. Unlike the Magnum, the KV-2813 benefits from a low profile, making it easier to hide behind terrain while the Thumper Cannon recycles to fire again. The KV-2813 is just as armored as a [[Romel#Variant A - &amp;quot;Howitzer&amp;quot;|Rommel A &amp;quot;Howitzer&amp;quot;]], but lacks the incredible range of the Rommel Thumper. An array of two [[MPL]]s and two [[ERSL]]s help protect the KV-2813 when enemies come in too close for the Thumper to be fired safely. Although the G benefits from [[poking]], delivering some [[indirect fire]], and sticking to cover, the G is more than capable of handling the heat of all of its weapons fired repeatedly, thanks to its 13 [[Heat Sinks]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Developed by Aldis in 2813 to overcome the heat issues which hampered the effectiveness of their immensely popular Demolisher tank, the company took an entirely different tack, replacing the Demolisher's mammoth autocannons with a trio of PPCs and enough Heat Sinks to fire them continuously. It took 10 years and hundreds of coolant suits to develop the Schrek. Utilizing the latest innovations in particle projector technology, the Schrek is capable of literally vaporizing the armor off any 'Mech with one shot. However many potential buyers were put off by the cost and use of a viable fusion power plant. Notable Pilot - Frederick &amp;quot;Sniper&amp;quot; Jones, a private in Halsten's Brigade, a heavy armor unit, Jones has earned his title of &amp;quot;Sniper&amp;quot; by never missing a critical shot when it is needed most.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2813 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Combat Vehicle - Tracked - Sniper&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Schrek BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Partisan&amp;diff=15446</id>
		<title>Partisan</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Partisan&amp;diff=15446"/>
				<updated>2026-03-29T23:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Partisan.png&lt;br /&gt;
| ImageGif = File:Partisan_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 60&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +90°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 63 000&lt;br /&gt;
| ArmorT Prime = 37 681&lt;br /&gt;
| Engine Prime = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC5]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&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 = 60 000&lt;br /&gt;
| ArmorT A = 28 480&lt;br /&gt;
| Engine A = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX5]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 100&lt;br /&gt;
| ArmorT B = 28 480&lt;br /&gt;
| Engine B = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 100&lt;br /&gt;
| ArmorT C = 30 320&lt;br /&gt;
| Engine C = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM20]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 56 300&lt;br /&gt;
| ArmorT D = 35 840&lt;br /&gt;
| Engine D = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&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 E = 56 500&lt;br /&gt;
| ArmorT E = 24 799&lt;br /&gt;
| Engine E = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HVAC2]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 300&lt;br /&gt;
| ArmorT F = 37 681&lt;br /&gt;
| Engine F = Fusion 275&lt;br /&gt;
| AltSpeed F = 76&lt;br /&gt;
| AltBoost F = 76&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&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;13 [[HS]]&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 G = 62 100&lt;br /&gt;
| ArmorT G = 28 480&lt;br /&gt;
| Engine G = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSSRM6]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6400&lt;br /&gt;
| Armor F = 7556&lt;br /&gt;
| Armor S = 5440&lt;br /&gt;
| Armor B = 3778&lt;br /&gt;
| Armor T = 9067&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Partisan''' is an [[Inner Sphere]] [[tank]], specialized for [[AA|anti-aircraft]] roles. It is lightly armored and moves slowly, but its weapons allow it to sit behind the main battle line to perform its main function exceptionally well. With great turret rotation range and equipment, it excels at taking down aircraft. Its secondary roll is to provide an inexpensive but quite effective fire support platform. While its boost does not add any speed, it does give the Partisan a little more torque helping it get up hills and over uneven terrain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Partisan Prime's [[AC5]]s allow it to rip into aircraft and at fairly long range, while its enhanced optics aid in aiming. It is also highly effective against other ground light to medium assets. [[GECM]] and [[LAMS]] equipment gives the Prime much needed protection from enemy radar and missiles. 2 additional tons of [[armor]] greatly helps with survivability. Prime is a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant carries 4 [[Lubalin_Ballistics-X_AutoCannons|LBX5s]] which reach up to 800m range. It is very dangerous to hostile aircraft and tanks that wander within it's striking range. Furthermore, it'll fill the air with buckshot while staying hidden from enemy radar by its [[GECM]] equipment. This tank shines at destroying light and medium Mechs: two shots of all cannons, if all projectiles connect, will destroy the rear armor of any of these Mechs. One particularly devious tactic is to drive in the path of an enemy Mech circling another in a brawl- this may stop it entirely, allowing you to get a good shot at a component as well as helping your teammate.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant mounts 4 [[RAC2]]s, giving it a frightening rate of fire. It will devastate any BA that it encounters, and once in range it can take down most aircraft easily (there is a lot of spread, so it will burn through ammo quickly when firing at distant targets) as well as some light Mechs. When an enemy is distracted by other attackers, the Partisan's low profile and the RAC2's deceptively low, but constant damage, can allow the Partisan B to whittle away armor almost unnoticed. Even assault Mechs can find themselves missing an arm or side torso because of the otherwise meek-looking Partisan B.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is a simple but effective extreme range missile boat, with no close combat abilities. [[EOptics]] allow it to pick targets from a good distance. While more expensive than other early- to mid-game assets with ELRMs, it packs more punch with its [[ELRM20]]s and much needed 6 [[free tons]] of ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RedBeard MK-VI&amp;quot;''===&lt;br /&gt;
A variant that has undergone many revisions over the years, the current Partisan D continues the tradition of eschewing the role of anti-air in favor of frontline fire support. Two [[ERML]]s give respectable damage at 600m and an [[HVAC5]] can poke out to 1300m. Its long burst and cycling time works well with the [[MRM30]], which able to dish out serious damage at close range or land blows on slow, immobile, or oblivious targets out to 650m. The unit has 1 [[free tons|tons to spare]] for the MRM launcher. It also has an extra 1.5 tons of [[armor]] for increased protection. Zero [[HS|Heat Sinks]] demand heat management in extended battles. [[EOptics]] aids in surveying the battlefield before an engagement. A [[PDS|Point Defense System]] will deter novice Battle Armor while giving you the oppurtunity to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Entropy&amp;quot;''===&lt;br /&gt;
The variant E, is a long-range fire support unit as the cheapest of all Partisans with only 7 tons of [[Armor]] and [[EOptics]] it excels as a sniper. Mounting 4 [[HVAC2]]s give it a high damage potential and an extreme long range. The E has the ability to rip holes in any Aero wings, whittle down opponents from afar and picking off stragglers heading back to base. Partisan E is a support vehicle so try to keep your distance at all times. [[LAMS]] is mounted to assist you, should missiles come flying your way. Stay with a group when piloting this unit.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Manteuffel&amp;quot;''===&lt;br /&gt;
At '''76 km/h''' the Manteuffel is the fastest and most pricey Partisan. It is well suited for close range battles and for some medium range battles. Mounting the [[RAC5|Rotary AutoCannon 5]] and three [[MXPL| Medium X-Pulse Lasers]], the Manteuffel can chew into opponents' armor quickly with sustained firepower supported by 13 [[DHS|Heatsinks]]. Both weapon systems reach up to at least 500m, but the RAC5 is best used at closer range, or against slower targets. At longer ranges, players will find it impossible to hit fast moving targets with both weapon systems at the same time. One [[free tons|ton of ammo]] is insufficient for extended battles, the Manteuffel must make use of its high speed for frequent trips to [[rearm]]. This close range beast has a full 2 tons of extra [[armor]] which allows it to [[tanking|tank]] far longer than expected, surprising many enemy pilots. The Manteuffel is an effective choice on most maps and at most stages of the game, although the [[Rommel#Variant E - &amp;quot;Easy Eight&amp;quot;|Easy Eight]] can outperform the Manteuffel in many ways, the Manteuffel benefits from an amazing turret [[pitch]] that the Easy Eight does not have. This makes the Manteuffel more effective against [[BA]] and [[aircraft]] than other assets with similar weapon loadouts.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A pure brawler, the Partisan G mounts twin [[DSSRM6|Dual SSRM6]] launchers as its only weapons. Within 350m, enemies can expect either an alphastrike wall of 24 tracking missiles or a constant screen-shaking barrage of 12 tracking missiles launching every 2 seconds. With 6 [[free tons]] of ammo, the G will be able to stay in the battle for quite a while. Pilots should be wary of its limited engagement range as it is too slow to chase down all but the slowest opponents. Whenever an ally has an active [[TAG]] or [[NARC]] that is near the G, [[flick]] the SSRMs to achieve [[indirect fire]] to prevent the SSRMs from hitting cover.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed as a counterpart to Clan air superiority, Partisan was dedicated air defense tank. This 80 ton tank was deployed in 3057 as a first unit in Federated Commonwealth to incorporate [[C3]] computer. This allowed tanks to concentrate firepower quickly and efficiently, while all tanks had best available targeting data, making an efficient mobile anti-air defense. In between many successes of these tanks one can count crippling the Blakist Triumph-class Troop Carrier of total weight 5,600 tons. Typical Partisan is armed with twin [[LBX10]] and two [[AC2]] which could take advantage of precision-guided or armor-piercing rounds. 4 spare tons of ammunition were devoted mostly to LBX rounds. Maximum speed of tank was 54 km/h, while it's armor protection reached 8 tons&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2791 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Partisan Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Demolisher&amp;diff=15445</id>
		<title>Demolisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Demolisher&amp;diff=15445"/>
				<updated>2026-03-29T23:13:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Demolisher.png&lt;br /&gt;
| ImageGif = File:Demolisher_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 59&lt;br /&gt;
| BoostSpeed = 61&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -7° to +30°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 86 500&lt;br /&gt;
| ArmorT Prime = 48 720&lt;br /&gt;
| Engine Prime = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 78 300&lt;br /&gt;
| ArmorT A = 39 520&lt;br /&gt;
| Engine A = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 89 800&lt;br /&gt;
| ArmorT B = 48 720&lt;br /&gt;
| Engine B = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&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 C = 82 000&lt;br /&gt;
| ArmorT C = 45 040&lt;br /&gt;
| Engine C = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 88 500&lt;br /&gt;
| ArmorT D = 48 720&lt;br /&gt;
| Engine D = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]] &lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM4]]&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;[[AECM]] &lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]] &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 E = 94 300&lt;br /&gt;
| ArmorT E = 45 040&lt;br /&gt;
| Engine E = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 77 000&lt;br /&gt;
| ArmorT F = 48 720&lt;br /&gt;
| Engine F = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[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 G = 97 000&lt;br /&gt;
| ArmorT G = 52 400&lt;br /&gt;
| Engine G = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6400&lt;br /&gt;
| Armor F = 10222&lt;br /&gt;
| Armor S = 7360&lt;br /&gt;
| Armor B = 5111&lt;br /&gt;
| Armor T = 12267&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Demolisher''' is an [[Inner Sphere]] main battle [[tank]]. It is the most durable vehicle available, and all variants have plenty of [[free tons| free space]] for extra ammunition, giving it excellent staying power on the battlefield. All variants come with a duo hard-hitting weapons, allowing it to rip through the armor of any mech foolish enough to overlook it.&lt;br /&gt;
&lt;br /&gt;
The Demolisher is known to have some maneuverability problems, notably it's difficult to stay still on a slope without constantly holding the brakes ['''x'''] or turn quickly while accelerating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Demolisher Prime is potent frontline tank mixing high damage with lots of armor and nice pack of additional equipment. [[LAMS]] allows it to cover itself and nearby units from incoming enemy missiles while [[Stealth Armor]] lets it surprise the enemy with a mere 300m [[radar]] signature. Its dual [[AC20]]s are a force to be reckoned with, especially when set to chain fire as the heavy projectiles cause massive [[screenshake]] every second. A [[PDS]] helps deal with [[Battle Armor]]. As it can only reach out to 350m with its AC20s and moves at a slow 57 KPH, great care should be taken by using cover to close the distance to its prey. &lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is best used as a sniper. It can be very hard to detect if running with [[Radar#Passive Radar|Passive Radar]], because its low profile and dark color allow it to blend in nicely with its surroundings, especially on maps such as [[TSA Marshes]] and [[TC Inferno]]. [[Eoptics]] allow it to snipe targets at maximum possible range. On some maps, the Demolisher A can also be used for anti-air duty, notably on [[TSA Sandblasted]] where while standing on the dune edge it can very efficiently aim at [[ASF]] flying above. With 2 tons of [[armor]] less than prime, pilot should be warry of enemy fire.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant is quite similar to the prime, swapping out the [[AC20]]s for twin [[LBX20]]s which reach out to 450m, a hundred more than the prime. The rate of fire is less but does almost twice the damage in one volley. [[Damage Types | Light Kinetic modifiers]] deal extra damage against other tanks and unlucky [[ASF]]s. It also has [[GECM]] and [[LAMS]] for added surprise and missile protection. Tactics are similar to the prime, it is best used by following a brawler mech into battle, then crippling its opponent, which will more than likely choose the mech as the priority target. By staying out of the brawl, the Demolisher B can fire accurately at parts of the mech, making it more likely for teammate to survive. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Demolisher C comes equipped with 2 devastating [[HVAC10|Hyper-Velocity AutoCannons]] capable of pounding anything that comes into it's range. Four [[Free tons|extra tons]] of ammo space, so load up before you head out hunting. [[EOptics|Enhanced Optics]] ensures you will spot your prey while the [[LAMS|Laser Anti-Missile System]] helps neutralize in coming missiles. [[PDS|Point Defense System]] deters enemy Battle Armor by automatically aiming and firing on them, delivering minor damage and a jarring screen shake until you can remove them with your HVAC10s.  Watch as your enemy tries to flee from you while their armor is being shredded away.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;BlueBeard&amp;quot;''===&lt;br /&gt;
The only Demolisher to equip [[AECM]], the BlueBeard is an excellent [[asset]] for [[tanking]]. By [[chain firing]] its trio of [[SSRM4]]s, the BlueBeard can cause major [[screen shake]] further improving its role as a tanking asset. Most of the Blue Beard's focused damage output is in its [[UAC20]] so both of its two free tons of [[ammo]] should be dedicated to that weapon. Do watch the SSRM4s' ammo since without them the BlueBeard loses much of its effectiveness. If the BlueBeard starts to run out of SRM ammo before it runs out of armor, it may be prudent to fire the SSRMs more slowly in order to stretch out their screen shaking ability.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Kraehenjaeger&amp;quot;''===&lt;br /&gt;
Mounting two of the heaviest weapons in the game being the [[IHGauss]] and the [[HPPC]], the Demolisher E can strike targets up to 800m and 650m away respectively. Its [[EOptics]] allows pin-point precision, ripping extremities off in just one combined volley. Both weapons suffer from long recycle times, thus Mechwarriors piloting the E should take the time to make every shot hit. 3 [[free tons]] of ammo keep it engaged in battle for a good amount of time before having to return to base for more ammo. Careful tactical positioning should be considered as this variant lacks any protective equipment and has less armor than the Prime variant.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Demolisher F is a splendid medium / close range Assault tank. The F's impressive [[DPS]] and [[screen shake]] comes from it's dual [[MRM40]]. [[Chainfiring]] will provide a continuous Missile Barrage at a single target or sweeping the gun barrel side to side when you encounter a cluster of enemies ensures multiple hits.  Its 11.5 tons of armor affords it staying power, along with four [[Free tons]]. The F works best when it sticks close to its allies as the [[minimum range]] of MRMs makes the tank useless within 60m.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant goes away from the Demolisher norm of having slow-firing weapons, and mounts a pair of high rate-of-fire [[RAC5]]s supported by twin [[SRM4]]s. The RAC5s will chew through ammo and overheat quickly, so care must be taken when firing them for sustained periods; however, they output a huge amount of damage if fired accurately and consistently. The high rate of fire also makes this tank strong against [[BA|Battle Armor]] and light vehicles, which will suffer significant damage from RAC5s. The Demolisher G's protective equipment is extensive, mounting twin [[LAMS]] which effortlessly swat out all but the biggest incoming missile volleys and an extra ton of [[armor]] over the already heavily armored prime variant. [[GECM]] keeps it hidden from radar till it can close the range to maximize damage from its RAC5s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Demolisher, also called the &amp;quot;''Mech Slayer''&amp;quot;, was designed as a unit powerful enough to destroy any Mech it'd face, and it successfully earn it's reputation since 2803. Through the Succession Wars Demolishes served in various duties, from front-line combat to defense of a worlds that could not invest in BattleMech forces. Being most effective in urban environment the Demolishers earn their fame in between many during the Rim Worlds Republic assault on Draconis Combine world of Kessel, when four Demos destroyed two Rampage Assault-class Mechs, and scare off rest of two BattleMech lances.&lt;br /&gt;
&lt;br /&gt;
80 ton Demolisher is armed only with two 185mm [[AC20]] giving it immense firepower against heavy targets, though leaving defenseless against any infantry or light vehicles. Still though 10 tons of armor provide enough protection for allies to come in time with support. Maximum speed of 54 km/h and 4 tons of spare ammunition make it more than capable for leading longer battles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2823 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Demolisher Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Demolisher_Concept.jpg|Pre-alpha concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rommel&amp;diff=15444</id>
		<title>Rommel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rommel&amp;diff=15444"/>
				<updated>2026-03-29T23:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Rommel.png&lt;br /&gt;
| ImageGif = File:Rommel_spin.gif&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Speed = 74&lt;br /&gt;
| BoostSpeed = 84&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -4° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 800&lt;br /&gt;
| ArmorT Prime = 43 840&lt;br /&gt;
| Engine Prime = 260 Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 800&lt;br /&gt;
| ArmorT A = 38 320&lt;br /&gt;
| Engine A = 260 Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&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 B = 68 600&lt;br /&gt;
| ArmorT B = 38 320&lt;br /&gt;
| Engine B = 260 Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 63 900&lt;br /&gt;
| ArmorT C = 38 320&lt;br /&gt;
| Engine C = 260 Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&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;3 [[HS]]&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 D = 68 100&lt;br /&gt;
| ArmorT D = 38 320&lt;br /&gt;
| Engine D = 260 Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&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 E = 70 900&lt;br /&gt;
| ArmorT E = 38 320&lt;br /&gt;
| Engine E = Fusion 300&lt;br /&gt;
| AltSpeed E = 94&lt;br /&gt;
| AltBoost E = 102&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&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;5 [[HS]]&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 = 64 500&lt;br /&gt;
| ArmorT F = 38 320&lt;br /&gt;
| Engine F = 260 Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 G = 68 400&lt;br /&gt;
| ArmorT G = 38 320&lt;br /&gt;
| Engine G = 260 Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&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;
| Hull = 5200&lt;br /&gt;
| Armor F = 9333&lt;br /&gt;
| Armor S = 6720&lt;br /&gt;
| Armor B = 4667&lt;br /&gt;
| Armor T = 11200&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rommel tank is a 65-ton armored combat vehicle, specializing in close range fighting and urban combat. The Rommel is also known for one variant in particular, the ''Howitzer'' - which mounts a [[Thumper]], a weapon similar in style and damage to [[Long Tom Artillery]]. ''Note: Rommel cannot turn while reversing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Armed with the close range punch of an [[AC20]] the Rommel Prime is a brutal mid range fighter in the early game. The mobility and resilience of a 74km/h top speed and 10.5 tons of armor keep it in the fight against light and medium assets, though focused heavy fire will take it down before long. Its [[TBolt5|Thunderbolt-5]] allows it to soften up targets as they close range before opening them up with the main gun. For back up damage and anti-infantry work, a pair of [[SL]]s give the Rommel some security from being harassed by BA. 1 [[free tons|Free Ton]] allow the Prime to be less resupply reliant for the ammo hungry [[AC20]], unlike the [[TBolt5|TBolt5]] which should be used sparingly for backup. A [[LAMS]] system also takes some of the bite out of enemy missile barrages against it and allies. Rommel Prime is an excellent upgrade from a light-mech in the early game before all of the enemy are able to field heavier assets.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Howitzer&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Howitzer'''''&amp;quot;, also known as a Thumper, is the only unit to carry a full-sized, full-ranged [[Thumper Artillery]], a direct fire artillery piece. The unit must be [[Crouch/Deploy|deployed]] with  [ '''Left Ctrl''' ]  to fire, just like the [[Long Tom Artillery|Mobile Long Tom]]. Unlike the Long Tom, the Howitzer can maneuver quickly and redeploy quickly. Mastering the Thumper takes time as it lacks the Long Tom's targeting computer, but the rapid rate of fire and nigh-infinite range allow it to repeatedly blast approaching enemies. The cannon can also be used at point blank (beware self-inflicted splash damage), though its sustained damage-per-second is fairly mediocre. Three [[free tons|Free Tons]] at 8 shells per ton provide this Rommel with sustained fire power. Equipped with [[EOptics]] and [[BHP]] aid it in its search for prey and enemy movement. Assisted by [[LAMS]], automated defense turrets that target and shoot down or thin out most enemy Missiles that stray too close.&lt;br /&gt;
&lt;br /&gt;
Note: [[MWLL_Basics_Guide#Common_problems|Suspension Kick]] doesn't work unless the Thumper Rommel is deployed.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
An often overlooked close battle tank, the B carries a [[RAC5|Rotary AutoCannon 5]], backed up by two [[HMG]]s and three [[SRM4]] for close range jarring defence. The [[RAC5]] can harass units out to 700 meters with its screenshake and high caliber gatling gun rate of fire. The B can bring it's three [[SRM4]]s to bear with even more cockpit shake if set to chainfire keeping your opponent off balance while opening holes in armor. 2 [[free tons]] of ammo makes B last quite a while in the battle, its up to pilot what ammo to buy in dependance on what he plans to do. Completing the load out are [[EOptics|EOptics]] enabling the pilot to survey the battle field and a mounted [[PDS]] system to automatically open fire on Battle Armor that wonders in range.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Comet&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Comet'''''&amp;quot; is an angry, short ranged nightmare. It trades the AC20 and half a ton of [[Armor]] for a heart stopping [[UAC20]], and instead of a TBolt5, this variant brings a [[SRM4]] to the field, for even more cockpit shake. And if the cockpit shake from the [[SRM4]] and your quickly reddening components from the [[UAC20]] weren't enough to deal with, your also hearing overheat warnings and having your vision obscured because this tank carries two [[Flamer]]s to top it all off. There's only one ton to feed your hungry [[UAC20]], but you have [[Eoptics]] to scour the battlefield, and choose your prey. Choose carefully, though, since this angry fireball can only fully come to bear at 100m, with a max range of 350m before you're reduced to angrily staring.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The second in your face brawler, the Rommel D can strip mechs down with lethal precision. An accurate [[LBX20]] shotgun blast holes in enemy armor, while its [[SRM6]] gives it screen-shake and and a [[PDS]] provides some [[BA|Battlearmor]] defense. A pair of token [[SPL]] can lay down minor damage while its main cannon is reloading. The high ground speed and [[GECM]] makes it an excellent flanker, and allows it to maneuver behind enemies to strip out their engines. One [[free tons|Free Ton]] is available for ammo. This Rommel excels at cockpit kills.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Easy Eight&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Easy Eight'''''&amp;quot; is a fast and fearsome [[skirmisher]] and [[brawler]], bringing a [[HPPC|Heavy PPC]] into battle. Able to do massive damage to nearly all [[armor|components]] of a light or medium asset, the E also excels at finishing off weakened and retreating enemies due to its '''94 km/h''' (102 km/h with boost) top speed and the heavy splash damage from the [[HPPC]]. A single [[SSRM4]] sends additional splash damage into anything closer than 350 meters, and two [[MPL]]s help deal against [[Battle Armor]] and to supply some much needed [[DPS]]. The long recharge rate of the [[HPPC]] demands precision targeting to land each shot and its high heat requires the use of [[coolant]] or a brief pause in MPL fire to prevent [[Heat Sink|Heat Sink Damage]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Firefly&amp;quot;''===&lt;br /&gt;
Comparable to the [[Hollander]] A variant, &amp;quot;'''''Firefly'''''&amp;quot; trades the Hollander's speed for raw armor. The turret-mounted [[HGauss]] is immune to critical explosions making it significantly more durable than the Hollander, but it loses some firepower in that it only mounts two [[SL|Small Lasers]] compared to the Hollander's four. Two [[free tons|Free Tons]] are available for spare ammo, giving it a maximum of 18 shots. [[PDS]] will help dealing enemy [[BA]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Mickey&amp;quot;''===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
A long-range harassment unit, &amp;quot;'''''Mickey'''''&amp;quot; can be an infuriating enemy on open terrain with its array of accurate screen shaking weapons. A [[ERPPC]] and a trio of [[LRM5]] allow it to sand the armor off enemies at long range with assistance of [[EOptics]] and [[GECM]] keeping your radar footprint to a bare minimum. A set of quad [[MG]]s gives it some mid-range punch at 400m and reaches out to 1600m etching away armor. Strike your enemy, then reposition before they can retaliate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Rommel was designed concurrently with the Patton in the early 3000s when Defiance Industries decided that a vehicle to replace 'Mechs was needed. Since 'Mech production was nearly at a standstill, the ability to produce and field armored vehicles became a necessity no Successor State could ignore. The strength of the Rommel is shown in its great urban warfare abilities. A Rommel may lie in wait down an alley or in other concealment, and then use its devastating armament to cripple or destroy a BattleMech. The main advantage the Rommel has over other, older designs is a combination of higher speed and more armor. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3027 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rommel Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15443</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15443"/>
				<updated>2026-03-29T22:20:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:JES-I.png&lt;br /&gt;
| ImageGif = File:JES-I_spin.gif&lt;br /&gt;
| Class = Hovercraft&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 = 58&lt;br /&gt;
| BoostSpeed = 87&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 63 200&lt;br /&gt;
| ArmorT Prime = 16 924&lt;br /&gt;
| Engine Prime = I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 58 500&lt;br /&gt;
| ArmorT A = 16 924&lt;br /&gt;
| Engine A = I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 58 900&lt;br /&gt;
| ArmorT B = 19 684&lt;br /&gt;
| Engine B = I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 59 950&lt;br /&gt;
| ArmorT C = 16 924&lt;br /&gt;
| Engine C = I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ELRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3125&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''JES-I Tactical Missile Carrier (T.M.C.)''' is an [[Inner Sphere]] medium [[hovercraft]]. The JES-I is an odd duck in MWLL's flock, with only slightly more armor tonnage than a [[Harasser]] and with extremely poor speed for a hovercraft due to its tiny engine. Woe betide any pilot naïve enough to underestimate it! All that extra tonnage has gone to mounting absurd amounts of [[missile]] weaponry that give it an overwhelming punch. For its pilots and its opponents alike, careful attention must be paid to engagement range and sightlines.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[SM1]], its weapons have extremely limited traverse and so the entire asset must turn to engage targets. To compensate, the JES I gains extra speed when back pedalling, is allowed even less damage transfer from its front, turret, and ''all'' its side sections to its internals than the [[SM1]], and suffers even less speed lost when engine damage is taken. In these assets, positioning and situational awareness is more important than ever to employ them effectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The boatiest [[SRM]] [[boat]] that ever boated, 36 of them mean that you can drill through the side torso of a [[Daishi]] in four salvos while dealing heavy AOE damage to other components. The two [[SBL]]s provide a tiny bit more DPS as well as mostly theoretical defense against BA given the unusual movement scheme. Because the [[SRM]]s are spread across so many launchers the ammo capacity is quite good (698 missiles total) so the Prime is able to stay on the battlefield longer than otherwise expected. Chain-firing the missiles can be useful to maximize shake, when at range, or when shooting a fast mover. This variant above all others is why every JES needs to be approached with caution until its variant is ascertained. Employ ambush tactics as much as possible, rather than trying to chase down targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
One of the two variants that can be afforded with the 59,000 [[C-Bills]] granted when spawning in at Sergeant/Point 1 rank. The A trades away a lot of maximum theoretical lethality in favor of versatility and ease of use. This variant packs 'only' 24 [[SSRM]]s which have significant spread, making it difficult to drill specific components. In exchange they are capable of locking on and can be flicked around obstacles. The [[NARC]] launcher can be employed to enable this tactic, alongside the more prosaic use of marking targets for the team's long-range missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The second of the variants that can be afforded with the 59,000 [[C-Bills]] granted when spawning in at Sergeant/Point 1 rank. The B boats [[MRM]]s over SRMs, and as such excels at dealing splash damage to large, slow-moving targets within an effective range of about 60 and 600 meters of range. Said splash has headhunting potential, but don't count on it. Between its speed and the minimum range of its main arsenal this is solidly a fire support rather than attack asset. A small array of [[HMG]]s and [[SXPL]]s provide merely meaningful close-in defense.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Missile carriers have been a staple of the modern battlefield for centuries, and for most of that time Joint Equipment Systems (JES) has been a provider of those vehicles. The Ghost Bear conquest of Alshain and the loss of their main production facility, combined with the loss of the contracts for the upgraded SRM/LRM Carriers in the mid 3050s, nearly killed the remaining Inner Sphere branches of the company.&lt;br /&gt;
The JES I Tactical Missile Carrier is Joint Equipment Systems’ and the Federated Suns-based company’s first new offering, and while it mounts an impressive number of missile batteries, many believe that the JES engineers did so at the expense of nearly every rational design philosophy. Strong proponents of thinking outside the box, the Panpour-based JES engineering team is hoping the vehicle will stimulate new sales with its unorthodox design and construction. The reason behind JES’s design choice was quite simple; lacking the capital to invest in military-grade fusion engine facilities and with interstellar shipping heavily disrupted, JES adapted one of their civilian engine lines to produce the tiny 15-rated fusion engine used on the JES I. Although hugely inefficient, the designers felt that the ready supply of engines and their reduced cost would at attract buyers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3068 during the Era known as &amp;quot;Clan Invasion&amp;quot; (Jihad (3068 - 3080)) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/JES_I_Tactical_Missile_Carrier Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=15442</id>
		<title>Regulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=15442"/>
				<updated>2026-03-29T22:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Regulator.png&lt;br /&gt;
| ImageGif = File:Regulator_spin.gif&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 100&lt;br /&gt;
| BoostSpeed = 150&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -25° to 65°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 54 600&lt;br /&gt;
| ArmorT Prime = 21 374&lt;br /&gt;
| Engine Prime = GM 170 Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC5]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 56 700&lt;br /&gt;
| ArmorT A = 25 511&lt;br /&gt;
| Engine A = GM 170 Fusion &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[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 B = 57 100&lt;br /&gt;
| ArmorT B = 22 751&lt;br /&gt;
| Engine B = GM 170 Fusion &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 150&lt;br /&gt;
| ArmorT C = 21 374&lt;br /&gt;
| Engine C = GM 170 Fusion &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LAC2|Light AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss|Light Gauss Rifle]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 500&lt;br /&gt;
| ArmorT D = 21 374&lt;br /&gt;
| Engine D = GM 170 Fusion &lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 56 100&lt;br /&gt;
| ArmorT E = 21 374&lt;br /&gt;
| Engine E = GM 170 Fusion &lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC5]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 56 300&lt;br /&gt;
| ArmorT F = 21 374&lt;br /&gt;
| Engine F = GM 170 Fusion &lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&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;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 54 600&lt;br /&gt;
| ArmorT G = 21 374&lt;br /&gt;
| Engine G = GM 170 Fusion &lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|ArrowIV-C]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2825&lt;br /&gt;
| Armor F = 4580&lt;br /&gt;
| Armor S = 3435&lt;br /&gt;
| Armor B = 3435&lt;br /&gt;
| Armor T = 3664&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
An [[Inner Sphere]] counterpart to the Clans' ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Musketeer&amp;quot;''===&lt;br /&gt;
The Musketeer is the most aggressive and heavily [[armor|armored]] of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high [[DPS]] of a [[RAC5]]. Three [[SRM2]]s provide quick firing and accurate splash damage which can be [[chain fire|chain fired]] during a brawl to increase [[screen shake]]. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three [[SRM2]]s do not provide enough damage on their own to justify exposing one's self. Three [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A short range combat asset, the B relies on an [[LBX20]] as it's main weapon for blasting armor off at alarming rates coupled with two [[MG]]s for additional support. The addition of [[LAMS]] helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 [[Free tons]] on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A pinpoint long range skirmisher with an arsenal reaching out to 1250m with its [[LtGauss|Light Gauss Rifle]] and 900m with its three [[Standard_AutoCannons#Light_AC2_and_AC5|Light AC/2s]], the E excels at sniping components, peeking LRM assets around terrain, as well as locking down repair bays when combined with the hovercraft chassis' mobility. One free ton for the Light Gauss Rifle provides staying power before needing a rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
An extreme range skirmisher, the E packs an [[HVAC5]] and [[ERPPC]] on a very mobile chassis, fulfilling a role much the same as the C except for the HVAC's longer range and need for a steady aim given its long burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Flare&amp;quot;''===&lt;br /&gt;
The F brings precision firepower to the field with three [[ERLL]] and [[EOptics]] for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two [[HS|heat sinks]], and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters. &lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Ghandi&amp;quot;''===&lt;br /&gt;
Bringing a [[Cluster ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy [[splash damage]] and enough Cluster missiles to help overwhelm enemy [[LAMS]]. However, the Arrow launcher is the Ghandi's only weapons system making assistance from allies or quick retreat its only option against enemies that can close the distance. While the Ghandi has no improved [[radar]], it can [[lock on]] to its own targets by [[deploying]]. Alternatively the Ghandi can [[dumb-fire]] its ArrowIVs for an area-of-effect attack. Generally speaking though, the Ghandi variant is mostly dependent upon allies for [[TAG]] or [[NARC]] target acquisition.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3057 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Regulator Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Goblin&amp;diff=15441</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Goblin&amp;diff=15441"/>
				<updated>2026-03-29T22:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Goblin.png&lt;br /&gt;
| ImageGif = File:Goblin_spin.gif &lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 71&lt;br /&gt;
| BoostSpeed = 73&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -8° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 51 100&lt;br /&gt;
| ArmorT Prime = 31 000&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 46 800&lt;br /&gt;
| ArmorT A = 31 000&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 45 900&lt;br /&gt;
| ArmorT B = 29 160&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 46 500&lt;br /&gt;
| ArmorT C = 29 160&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 600&lt;br /&gt;
| ArmorT D = 29 160&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 50 400&lt;br /&gt;
| ArmorT E = 32 840&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&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 F = 50 200&lt;br /&gt;
| ArmorT F = 29 160&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 51 300&lt;br /&gt;
| ArmorT G = 29 160&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3400&lt;br /&gt;
| Armor F = 6667&lt;br /&gt;
| Armor S = 4800&lt;br /&gt;
| Armor B = 3333&lt;br /&gt;
| Armor T = 8000&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Goblin''' is an [[Inner Sphere]] light tank added for the 10.0 release. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections. It is one of the first units to feature the new [[PDS|Point Defense System]] (PDS) that actively suppresses nearby enemy [[BA|Battle Armor]]. Every Goblin has a [[infantry bay]] that serves as a spawn point and buy zone for Battle Armor. The Goblin can carry up to one Battle Armor passenger in addition to the driver. The driver, however, cannot hold any BA weapons, but can exit the vehicle and purchase weapons if needed. &lt;br /&gt;
&lt;br /&gt;
Note: In the [[map menu]], the Goblin appears as a small blue hexagon spawn point instead of an arrow. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Goblin Prime's role in the battlefield is one of support. While your dual [[LPL]] can output a lot of damage, the damage comes at a price of heat. The Goblin Prime is not able to handle longer engagements effectively due to overheating issues, and as such should be used in more of a supporting role to compensate, withdrawing before it takes heat damage. The [[EOptics]] and [[LAMS]] allows for more comfortable engagements at range, allowing for easier aiming and some protection against incoming missiles. The [[SRM6]] is mainly a backup weapon if you are unable to fire your Large Pulse Lasers due to overheating, and should not be relied upon.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Tunnel Rat&amp;quot;''===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The &amp;quot;Tunnel Rat&amp;quot; is a variant of the Goblin that requires both it's weapons to be used in tandem to be effective. The synergy allows the Tunnel Rat to decrease the accuracy of incoming fire through the screen shake caused by the [[TBolt5]] launchers, while using [[MPL]] to damage specific parts of an asset.  Against an asset that requires highly accurate shots to be effective, such as [[Gauss]] or [[PPC]], this variant can heavily disrupt the effectiveness of said asset. Screen shake is not as detrimental to every asset, and if going against an asset requiring less accuracy, the effectiveness of the Tunnel Rat will decline. Focus on units sniping from the back of a battle to make the best use of it's weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The spare ton of ammo will most certainly belong to the hungry [[UAC10]], while quite potent, it is prone to jam just when you seem to need it the most. The single [[MXPL]] will never fail you, but they is just too feeble to bear when the '''UAC10''' goes silent. If your opponent is closer than the ''prescribed'' 60 meters, the [[MRM10]] missles will fail to explode. This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the single pulse laser is to be viewed as a backup weapon of last resort, or to tip an already full scale - nothing more than that, same applies to the [[PDS]]. Try at all times to position your self outside of their range and you will do just well.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Engage your [[EOptics]], select your target then unleash a pair of [[AC5]] firing armor-defeating shells. Target the weakest point you can find with your [[ERLL]]. Close in to launch the dual [[SRM2]]. When BAs show up the [[PDS]] will automatically open fire deterring them, put them out of the misery with the ERLL.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Fire Support - yes, but this one is ''doing it the fun way''. The two [[PPC]] will provide enough screen shake &amp;amp; primary/ secondary splash damage for receiver ''to regret it''. The two [[LRM5]] launchers, if fired in succession, make this asset an 1+2 firing delight due to the timely fashion of their re-firing rate. Zero in on your target with [[EOptics]], let your [[PDS]] hassle Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Sandbag&amp;quot;''===&lt;br /&gt;
Functioning best at [[Gameplay_Tactics#Tanking|tanking]] or as a [[support]] asset, the &amp;quot;'''''Sandbag'''''&amp;quot; has a very tight optimal range between 60m and 150m. Farther out, and the [[flamers]] are useless, too close and its two [[MRM10]]s are useless. Thankfully the Sandbag has more armor than any other Goblin and every one of its weapons, including its [[RAC5]], [[PDS]], and [[Infantry Bay]], make it one of the most versatile anti-[[BA]] assets. The Sandbags [[free tons]] of ammo should be dedicated to its RAC5.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This unit's three [[ERML]] are best used as a secondary weapon while the stinging [[SSRM6]] pair alternates between firing and loading as a primary weapon. It will certainly prove wise to break stealth as soon as the [[SSRM]] come to bear, to fully utilize their automatic homing to the prey. If fired in timed succession the pair will provide ample time of screen shake to the opponent, denying him a chance to place well aimed hits on who ever he is targeting. In the short siestas the [[ERML]] trio can exploit breaches on the victims armor to further the pressure, nearing to the kill. The [[PDS]] will come in handy to soften an stray BA, while the '''SSRM''', if fired in passive radar mode, will plant an wide area of sore and hurt for the BA to land into.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Who said [[LPPC|Light PPC]]s aren't fun when you house three of them. Should all weapons be fired in successive manner, this unit has the potential to deliver, if not constant screen shake, then at least constant stream of hurt. The two [[SRM6]] will will blast holes into the already weaked armor, adding even more shake. The [[PDS]] is handy, as ever, to scare an all too passive BA off. [[EOptics]] helps to derermine your plan of attack while two [[Free ton|Extra Tons]] of ammo keep the SRM6s fed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
No one knows where the design concept for the Goblin originated, but it appeared either during the final years of the so-called Age of War or the early first Star League. The Goblin’s production was taken over by Johnston Industries towards the end of the First Succession War.&lt;br /&gt;
&lt;br /&gt;
'''Capabilities'''&lt;br /&gt;
&lt;br /&gt;
Instead of mounting a bulky autocannon or cumbersome missile units, the Goblin’s main weapon is a large laser. The energy weapon possesses both good range and firepower without the need to carry ammunition. The BlazeFire Systems Large Laser lacks the long barrel of an autocannon, allowing for a compact turret design that is&lt;br /&gt;
not hindered by tight quarters. The BlazeFire targeting and tracking system has optional link-ups for the rest of the tank’s three-man crew so that one of them can fire if the gunner becomes disabled, but the MiniGun can only be fired by the driver.&lt;br /&gt;
The Goblin’s most interesting feature is the ''Infantry Compartment'' in the rear of the tank. Large enough to hold seven infantrymen and their equipment or one support&lt;br /&gt;
weapons team, the compartment is surprisingly spacious and reasonably comfortable.&lt;br /&gt;
With organic infantry support and a turret design not hindered by a long barrel, the Goblin is an excellent urban combat vehicle.&lt;br /&gt;
&lt;br /&gt;
'''Battletech Reference -'''&lt;br /&gt;
Technical Readout: 3039, p. 58-59, &amp;quot;Goblin Medium Tank&amp;quot; Unit Role: Infantry Transport&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Goblin Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=15440</id>
		<title>Chevalier</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=15440"/>
				<updated>2026-03-29T22:08:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Chevalier.png&lt;br /&gt;
| ImageGif = File:Chevalier_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 96&lt;br /&gt;
| BoostSpeed = 111&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -12° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 41 700&lt;br /&gt;
| ArmorT Prime = 30 400&lt;br /&gt;
| Engine Prime = RT 190 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 41 300&lt;br /&gt;
| ArmorT A = 26 720&lt;br /&gt;
| Engine A = RT 190&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 49 750&lt;br /&gt;
| ArmorT B = 26 720&lt;br /&gt;
| Engine B = RT 190&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 35 700&lt;br /&gt;
| ArmorT C = 26 720&lt;br /&gt;
| Engine C = RT 190&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&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;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 42 000&lt;br /&gt;
| ArmorT D = 26 720&lt;br /&gt;
| Engine D = RT 190&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 100&lt;br /&gt;
| ArmorT E = 30 400&lt;br /&gt;
| Engine E = RT 190&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 400&lt;br /&gt;
| ArmorT F = 26 720&lt;br /&gt;
| Engine F = RT 190&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 39 800&lt;br /&gt;
| ArmorT G = 28 560&lt;br /&gt;
| Engine G = RT 190&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2800&lt;br /&gt;
| Armor F = 5888&lt;br /&gt;
| Armor S = 6256&lt;br /&gt;
| Armor B = 3680&lt;br /&gt;
| Armor T = 5520&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
The Chevalier is a well armored [[tank]] for its speed and price, though its firepower is light to moderate. Uniquely, it has more armor on its sides rather than the front.&lt;br /&gt;
&lt;br /&gt;
As it is a wheeled vehicle, it cannot turn in place like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[medium range]] [[skirmisher]] and [[tank hunter]]. Very low [[DPS]], hiding while the [[Blazer]] recharges is critical.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[AECM]] [[supporter]] and [[brawler]]. Can [[poke]] at [[medium range]], works best when close to [[teamwork|allies]]. Should almost always run [[active radar]]. Is so-so in the [[early game]] and gets even better in the [[mid game]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Chevalier B is the the most secretive and stealthy [[support asset]] in the entire game. [[Stealth armor]] brings the B's radar signature down to 300m. The Chevalier also has a very low profile and can easily hide behind small hills and short buildings to visually obscure it better than what most other assets are capable of. Although the B loses access to [[coolant]] by taking stealth armor, it doesn't need coolant at all since its one [[Heat Sink]] can easily handle its one [[ERLL]]. The B's other weapons, two [[AC2]]s produce almost no heat. One is likely to notice that these weapons do not amount to much, and this is true. The B offers little in [[burst damage]] or in [[DPS]]. Where the B really excels is in support. [[Beagle Active Probe]], [[C3]], and [[TAG]] all make the B a wonderful support asset. It's true that the Chevalier is a rather unstable [[chassis]] for mounting a [[TAG]], but with 1350m of range, the B can avoid most enemy return fire even while parked and stationary to use the TAG. One of the major downsides of the Chevalier B is that is cannot be purchased in the first two [[ranks]] and requires a mid- to late-game [[donation]], early [[C-Bill]] farming as [[BA]], or an early [[upgrade]], in order to afford it without those ranks.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[Stealth Armor]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Long-range]] [[fire-support]] tank. Higher [[DPS]] and more [[armor]] than similarly [[C-Bills|costed]] [[assets]] with the same specialty, although the Chevalier C is higher [[rank]]ed than the [[Harasser#Variant_E|Harasser E]]. Avoid [[jamming]] the [[UAC5]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Sniper]] with some [[medium-range]] [[fire-support]] capabilities. Also capable of some [[skirmishing]]. Buy [[LtGauss]] [[ammo]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[early game]] [[brawler]]. The [[AC10]]'s [[screen shake]] disrupts enemies and helps allies in [[team fights]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[brawler]] and [[tank hunter]]. Capable of [[skirmisher]] tactics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[sniper]]. Great at [[poking]] out to [[extreme range]].&lt;br /&gt;
&lt;br /&gt;
==Damage Type Modifiers==&lt;br /&gt;
The first number is used for primary damage (direct contact and/or splash), and the second value (in brackets) for secondary damage (splash).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class= &amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 100px;&amp;quot; class=&amp;quot;unsortable&amp;quot; rowspan =&amp;quot;2&amp;quot; | &amp;lt;div class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''[[Damage types|Damage Type]]'''&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | '''Armor Type'''&lt;br /&gt;
|- style=&amp;quot;height:50px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Front'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Side'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Back'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Turret'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Hull'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Mgun'''&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Light&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Heavy&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic&amp;amp;#8209;air'''&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flak'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
| 1.6 (0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Missile'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Frag'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.5 (0.25)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy'''&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.5)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy&amp;amp;#8209;air'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''EMP'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 0.025 (0.25)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flame'''&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Collision'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Chevalier Light Tank was produced by and for the Star League. The Succession Wars devastated the stores of the Chevalier as the Successor States often cannibalized them for parts. Only Millennium Industries of Terra continued to produce the design, and that was snapped up by ComStar. Though the top speed is only 112 km/h, it is still respectable for a wheeled vehicle. It is protected by six and a half tons of armor.&lt;br /&gt;
Though the Chevalier's armament is weak compared to modern designs, it has an extremely ammunition-efficient design, allowing it to stay in the fight for longer than other vehicles from the same weight class. For long range, it mounts an ER Large Laser in its turret. A pair of front-mounted Streak SRM-2 allow it to exploit any holes it may have made in an opponent's armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2690 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Striker &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chevalier Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Chevalier''' is an [[Inner Sphere]] tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=15439</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=15439"/>
				<updated>2026-03-29T22:07:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.png&lt;br /&gt;
| ImageGif = File:Harasser_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| BoostSpeed = 163&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&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;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 41 000&lt;br /&gt;
| ArmorT C = 15 364&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&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;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 39 600&lt;br /&gt;
| ArmorT D = 19 506&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 38 000&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 36 200&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 205 Classic II I.C.E&lt;br /&gt;
| AltSpeed G = 144&lt;br /&gt;
| AltBoost G = 216&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&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;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
&lt;br /&gt;
| Version153 - 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. Very low [[tier|tier 2]] helps earn [[C-Bills]] quickly. Weak armor, extremely fast, flips over easily (use [[suspension kick]], reverse throttle, and wiggling the turret into the ground to flip back over). Let go of the '''[Left Shift]''' [[boost]] to regain stability and make tighter turns. Typically a great [[backcapper]]. Can climb very steep terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A [[skirmisher]], fairly good at [[hit-and-run]] attacks and disrupting enemies using [[chain-fired]] [[SSRM6]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Poor choice in the [[early game]] on most maps. Helpless in [[close combat]]. Good [[fire-support]] [[starter]] in the [[mid game]] when there are active [[TAG]] or [[NARC]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Amazing [[medium range]] [[fire-support]] asset. Excellent at [[arming]] enemies. Easy [[heat management]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Great [[self-NARCing]] [[fire-support]] [[asset]]. [[TBolt5]]s struggle to track fast moving targets in the [[early game]]. Becomes a better [[starter]] choice in the [[mid game]] when more allies can take advantage of [[NARC]]s. Group fire the TBolts if the enemy has [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Poor [[starter]] choice in the [[early game]]. Flamers don't make many [[C-bills]], so the D Works better in the [[late game]] when killing enemies for [[tickets]] and saving one's own tickets is more important. [[Overheat]] enemies with the flamers so that allies can kill them more easily. Take advantage of [[power down|powered down]] enemies and shoot them in the [[back torso]] with the [[SRM2]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Amazing [[long range]] [[fire-support]] [[starter]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Great [[skirmisher]]. [[Chain fire|Chain firing]] helps maximize [[screen shake]] and manage [[heat]] while [[group fire]] works better for [[hit-and-run]] tactics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Excellent [[mid game]] [[backcapper]] and somewhat capable [[skirmisher]]. Lower [[armor]] and higher speed than other Harssers ('''144 km/h''', 216 km/h while [[boosting]]).&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots -  BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC, Kell - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=APC&amp;diff=15438</id>
		<title>APC</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=APC&amp;diff=15438"/>
				<updated>2026-03-29T22:05:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
|Image = File:APC3.png&lt;br /&gt;
|ImageGif = File:APC_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction =&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 80&lt;br /&gt;
| BoostSpeed = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 26 000&lt;br /&gt;
| ArmorT Prime = 18 550&lt;br /&gt;
| Engine Prime = Type 60 I.C.E. &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 free tons&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 4000&lt;br /&gt;
| Armor F = 2850&lt;br /&gt;
| Armor S = 2200&lt;br /&gt;
| Armor B = 1400&lt;br /&gt;
| Armor T = 5900&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''APC''' ('''Armored Personnel Carrier''') is a lightly armored vehicle built for tactical support. It serves two main roles:&lt;br /&gt;
* Friendly units can buy ammo and [[Battle Armor Weapons]] when within 15m of an APC &lt;br /&gt;
* Friendly players can spawn or ride within the APC, reducing the distance [[BA|Battle Armor]] have to travel to reach the frontlines&lt;br /&gt;
&lt;br /&gt;
{{Starter}}&lt;br /&gt;
It is often a good idea to find a well hidden place near the frontlines to power down and abandon the APC, as it can still fulfill its two main roles in that state. With only a single [[AMS]] unit and two [[MG|Machine Guns]], it doesn't have enough firepower to fend for itself and is easily be destroyed if caught alone.&lt;br /&gt;
&lt;br /&gt;
Additionally, APC can be left near critical bases in [[Terrain Control]], especially [[forward spawn]]s. This way, BA can quickly and quietly spawn at the APC, sneak in, and recapture lost bases.&lt;br /&gt;
[[File:Backup_APC.jpg|300px|center|thumb|Backup APC Behind Forward Spawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The combination of the [[AMS]] and ability to purchase ammunition as a Depot makes this a perfect compliment to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]] or slower Heavies' and Assults' to resupply from.&lt;br /&gt;
&lt;br /&gt;
Each APC can carry up to 6 [[BA|Battle Armor]], though when destroyed with people onboard - each passenger will count as teamkill to the driver, therefore extreme caution is required. When driving the APC, its clunky controls, slow speed and awkward profile make it easy to get stuck on terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Armored Personnel Carriers were used amongst every army since the earliest times. Though weakly armed these vehicles were usually fast, and capable of transporting a great amount of personnel in short time. The APC usage differs from army to army though, in some the APCs are front-line units, in other they serve second-line garrison units. Wheeled APCs carry 2 [[MGun]]s, 3 tons of armor and are capable of reaching up to 97 km/h.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: [CJF] Bolter - MERC, BloodRaven - MERC, Federated Infantry - IS, Warlord Kentax}12VR{ - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2470 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Scout&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Tracked_APC Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Clear}} &lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15437</id>
		<title>Kodiak</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15437"/>
				<updated>2026-03-29T03:45:43Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Kodiak_new.png&lt;br /&gt;
| ImageGif = File:Kodiak_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| SpeedWithMasc = 91&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 = 128 700&lt;br /&gt;
| ArmorT Prime = 85 722&lt;br /&gt;
| Engine Prime = 400 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 131 200&lt;br /&gt;
| ArmorT A = 85 722&lt;br /&gt;
| Engine A = 400 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 500&lt;br /&gt;
| ArmorT B = 85 722&lt;br /&gt;
| Engine B = 400 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 137 000&lt;br /&gt;
| ArmorT C = 85 722&lt;br /&gt;
| Engine C = 400 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[iHSL]]&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;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 122 000&lt;br /&gt;
| ArmorT D = 85 722&lt;br /&gt;
| Engine D = 400 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[HMG]]&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;[[GECM]]&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;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 135 700&lt;br /&gt;
| ArmorT E = 85 722&lt;br /&gt;
| Engine E = 400 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 133 900&lt;br /&gt;
| ArmorT F = 85 722&lt;br /&gt;
| Engine F = 400 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 128 600&lt;br /&gt;
| ArmorT G = 92 105&lt;br /&gt;
| Engine G = 400 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CSRM2]]&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;[[iJJ]]&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;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9763&lt;br /&gt;
| Armor CT = 12204&lt;br /&gt;
| Armor B = 7322&lt;br /&gt;
| Armor LRA = 7017&lt;br /&gt;
| Armor LRL = 9336&lt;br /&gt;
| Armor INT = 5602&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kodiak''' is jump-capable [[Clan]] [[Assault Mech]]. A fast moving assault ’Mech, the Kodiak was originally designed by Clan Ghost Bear as a second-line equivalent to the Gladiator OmniMech. While the Kodiak does not go to the extremes of other Totem ’Mechs such as the Thunder Stallion or Mandrill, it nevertheless represents the epitome of Ghost Bear thinking: mostly defensive but capable of surprising speed and a devastating attack when launched.&lt;br /&gt;
The primary focus of the Kodiak is its 400-rated extralight engine, which allows the one-hundred-ton monster to exceed speeds of sixty kilometers an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Almost all variants run rather hot on their weapons alone, with [[JJ|jump jets]] added to the mix, if the pilot lacks proper [[Heat|Heat management]] skills they're in for some serious trouble. Overheating and having your weapons dissabled, or even worse, shutting down in the middle of a battle, is a recipe for a disaster.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
THE Kodiak, Prime is the mech you want to be either near when brawl breaks out, or as far away as possible, depending on your team. Because [[cUAC20]] and [[cDSRM4]] cannot be ignored in any close range firefight, as well as rather terrifying reputation of Kodiaks will make Prime high priority target. 6 [[cERML]] are not backup weapon either, as they deal almost 2/3 of damage in [[Gameplay Tactics#Alpha Strike|Alpha Strike]] scenario. Standard [[JJ|jump Jets]] offer worse mobility than improved ones, but they are sure to become handy in plenty of situations, like dodging bombs, artilery shells or disrupting aim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big disadvantage is heat, as 9 [[DHS]] are barely able to handle [[cERML|Lasers]] alone, with other weapons and [[JJ]], strict [[Heat|Heat management]] is essential. 2 [[free tons]] are not good enough for prolonged engagements, as both [[cUAC20|Autocanon]] and [[cDSRM4|Dual SRM]] are ammo hungry and will chew through its onboard supply fast. Range might be problem on extremely open maps, but 700m range of [[cERML|Clan ER Medium Lasers]] offer some leeway with medium range skirmishes, as well as making life worse for heavy and assault [[ASF]] when they are picking their target, which will likely be the Prime itself.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Nemesis&amp;quot;''===&lt;br /&gt;
More specialised CQC variant of Kodiak, with 4 [[cMPL]]'s, [[LBX20]] and [[DSSRM6]] it encourages more of an assasin-like playstyle than UNGA SMASH of Prime. But with basic trigger discipline, 7 [[DHS|double heat sinks]] are suficient to keep the mech from overheating and [[iJJ]] give it awesome mobility that will be usefull when taking out targets. 1 [[Free tons|extra ton]] of [[LBX]] and 2 [[Free tons|extra tons]] of [[DSSRM|Streaks]] will keep you decently supplied in the field. You are more likely to [[MWLL Players Slang Guide#RTB|RTB]] for repairs than reloads.&amp;lt;br&amp;gt;&lt;br /&gt;
Good pick if you have plenty of cover to close the distance to atlast 450m and to hide behind and wait for reloads, when dealing with [[Hovercraft|Hovercrafts]], nimbler [[Tanks]] or pesky [[ASF|Bombers]], but not as great at spearheading attacks like Prime.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
B must stand for budget, the Kodiak B is the cheapest Kodiak. The B is a competent [[jump sniper]], and with its not terrible top speed the B can function as a skirmisher or [[poke]] mech. A quartet of [[cUAC5]] have the same burst damage as UAC20, but with higher rate of fire, faster projectile speed and much longer range of 800m, backed by duo of [[cLPL]]'s B can start distributing maximum hurt at respectable range. The B has no [[free tons]], because of this players will need to be especially mindful of remaining [[ammo]]. Frequent retreats to [[resupply]] can leave one's team outnumbered or outtonned. Players should plan ahead either by placing an easily accessible APC or operate close to [[bases]] that have ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The C is your bear if skirmishing is the way to go, or perhaps enemy assault [[ASF]]'s are polluting the skies. [[HAG20]], [[cGauss]], [[CERPPC]] and [[CERLL]] makes it pack quite a punch at 900m out to 1200 for the HAG, but care needs to be taken as each weapon system have different projectile speeds, thus [[Gameplay Tactics#Alpha Strike|alpha strike]] is useful ONLY if enemy is charging you in a straight line. Leading weapons individually is necessary.&lt;br /&gt;
7 [[DHS|Double heatsinks]] are barely enough to keep you from overheating, as clan energy weapons run rather hot. Two [[free ton|free tons]], 1 each for the Ballistic weapons. Standard [[JJ]] provide an additional mobility bonus, for example when dodging bombs and Artillery, to get to better sniping spots, or just to spice things up in a brawl.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Ripper&amp;quot;''===&lt;br /&gt;
The Kodiak D has the shortest effective weapons range of any Kodiak. The Three [[ATM|ATM6 (HE)]] and Single [[ATM|ATM3 (HE)]] provides continous [[screen shake]] due to there staggered launching patterns. Rather strict heat discipline is necessary, especially when using its [[iJJ|Improved Jump Jets]] and [[MASC]] in the middle of a brawl. The payoff can be huge, however, since propelling the D skyward can be an effective tactic for denying enemy fire for a few short seconds while the D's weapons recycle. Nine [[DHS]] allow the D to use [[MASC]] indefinitely while traversing on most maps while [[GECM]] covers your tracks. Eight [[HMG]] will inflict damage at range or close quarters.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Harbinger&amp;quot;''===&lt;br /&gt;
Note that while there are variants capable of way more fire power and mobility, this unit's worth consists of mainly high end electronic warfare package. If you go in relying on its firepower alone you are certainly in for a bad surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of equipment this unit has it all - [[C3]], [[GECM]], [[BHP]], [[TAG]], [[NARC|Clan NARC]] &amp;amp; [[EOptics]]. Aside of that, all weapons present are of long range variety, the triple [[CLRM20]] and the duo [[CERML]] - even the NARC launcher reaches further than the inner sphere standard counter part.&amp;lt;br&amp;gt;&lt;br /&gt;
However, having no [[AMS|anti missile system]] and/or [[AECM]] nearby means this unit is both more visible on enemy radar due to its C3 radar chain equipment and more likely to attract attention of the mean prying eyes sitting in the second line, with Extreme Long Ranged Missiles and Arrows. Utmost care is to be taken not to be caught off guard and in the open field.&amp;lt;br&amp;gt;&lt;br /&gt;
The money printing capability of the [[C3]] radar chain will be strongly augmented by the occasional [[LRM20]] or [[CERML]] array opening shot or finishing blow. Take care not to overtax its 6 [[DHS]] by overzealous use of the weapons in the heat of a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Tyrant&amp;quot;''===&lt;br /&gt;
Jack of all trades, master of 75% of it, Tyrant can do it all. With 8 [[cERSL]] you can brawl as it gives you 1600 alpha damage with very short reload speed, for anyone who dares to get too close. [[cLRM20]] with their manageable [[minimum range]] of 10m and max lock on range of 1000m, plenty of opportunities for screen shake and extra damage. [[HAG40]] deals damage equal to 2 LBX20 shots, with range of 1200m. This array of weapons will allow you to terrorize 90% of all assets, all the time being a serious threat and not just some minor inconvenience. But that's not all, [[iJJ| improved Jump Jets]] and [[GECM| Guardian ECM]] means you can expand your reign of terror hidden and from unexpected places. Choice of what to fill your 3 [[free tons]] with depends on situation. If there is plenty of cover for your victims to hide behind it's a viable choice to take 3 tons of [[HAG]] ammo. If there are opportunities to use both [[LRM]] and [[HAG]] i's worth taking 2 [[HAG]] and 1 [[LRM]], as this option gives you 18 reloads for [[HAG]] and 18 reloads for [[LRM]].&amp;lt;br&amp;gt;&lt;br /&gt;
6 [[DHS]] are barely enough to keep you from overheating from all your weapons alone, heat management is necessary in CQC. Another drawback being that dedicated assets will have higher damage output. OG brawlers have higher DPS in close range. Mid-range skirmishers, if they stay out of [[cERSL]] 450m range, will outdamage you easily. But, overall, a solid choice for any situation, be it pushing points, ambushes or long range support, Tyrant has the tools for it.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This Kodiak G is primarily a [[brawler]] with limited long-[[range]] [[poking]] and [[sniping]] capabilities and as much [[armor]] as a [[Daishi]]. The G's real strength lies in a unique flexibility between [[staring]] to maximize [[screenshake]], or [[twisting]] to maximize [[damage spreading]]. To facilitate this flexibility, pilots are recommended to assign four [[weapon groups]]. Coming in at 900m is the G's first weapon group: A single [[cERPPC]] that can be used for poking. At 700m is the G's second weapon group: A single [[cLBX10]]. Together the ERPPC and LBX10 have a modest poking capacity that are augmented by the G's [[iJJ]]s. At 350m, are the weapons that give the G its flexibility and define it as a brawler more than anything else: six [[cSRM2]]s and one [[cDSRM6]]. No other [[asset]] in the game has this many individual missile launchers. In order to switch between the stare/twist fire methods, the pilot can either press the [[chain fire]] button on the fly, or can have a second dedicated weapon group for chain firing. In order to avoid [[heat|overheating]] the G must be careful of its iJJ and ERPPC use when in close combat. With only five [[DHS]] the G can run a little hot and these two pieces of equipment affect the G's heat the most.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Kodiak.jpg|thumb|300px|Old Kodiak model]]&lt;br /&gt;
Kodiak was a '''canceled''' unit for a long time.&lt;br /&gt;
&lt;br /&gt;
A released render features a torso-mounted SRM launcher, 8 [[ERML|ER Medium Lasers]],a [[LL|Large Laser]] and the [[UAC20]].&lt;br /&gt;
&lt;br /&gt;
It did not make it in time to be released before the final beta 0.7.0. The reconstucted Kodiak was released by new development team in version 0.12.0&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Unique for Clan Ghost Bear, the Kodiak was a fast second-line Assault Mech created mostly for medium range combat. Torso-mounted weapons, the [[SSRM6]] and the [[UAC20]] provide close-range fire, although they lack ammunition for longer fights. Above the hands one can find four [[ERMBL|ER Medium Beam Lasers]] mounted like claws which with addition of the [[LBL|Large Laser]] below the engine can provide long-lasting firepower over long-range. By the time of Clans invasion Kodiaks weren't common 'Mechs, often serving as command units for assault groups.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3001 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Kodiak BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15436</id>
		<title>Kodiak</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15436"/>
				<updated>2026-03-29T03:45:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Kodiak_new.png&lt;br /&gt;
| ImageGif = File:Kodiak_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| SpeedWithMasc = 91&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 = 128 700&lt;br /&gt;
| ArmorT Prime = 85 722&lt;br /&gt;
| Engine Prime = 400 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 131 200&lt;br /&gt;
| ArmorT A = 85 722&lt;br /&gt;
| Engine A = 400 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 500&lt;br /&gt;
| ArmorT B = 85 722&lt;br /&gt;
| Engine B = 400 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&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;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 137 000&lt;br /&gt;
| ArmorT C = 85 722&lt;br /&gt;
| Engine C = 400 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[iHSL]]&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;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 122 000&lt;br /&gt;
| ArmorT D = 85 722&lt;br /&gt;
| Engine D = 400 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[HMG]]&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;[[GECM]]&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;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 135 700&lt;br /&gt;
| ArmorT E = 85 722&lt;br /&gt;
| Engine E = 400 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 133 900&lt;br /&gt;
| ArmorT F = 85 722&lt;br /&gt;
| Engine F = 400 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 128 600&lt;br /&gt;
| ArmorT G = 92 105&lt;br /&gt;
| Engine G = 400 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CSRM2]]&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;[[iJJ]]&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;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9763&lt;br /&gt;
| Armor CT = 12204&lt;br /&gt;
| Armor B = 7322&lt;br /&gt;
| Armor LRA = 7017&lt;br /&gt;
| Armor LRL = 9336&lt;br /&gt;
| Armor INT = 5602&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kodiak''' is jump-capable [[Clan]] [[Assault Mech]]. A fast moving assault ’Mech, the Kodiak was originally designed by Clan Ghost Bear as a second-line equivalent to the Gladiator OmniMech. While the Kodiak does not go to the extremes of other Totem ’Mechs such as the Thunder Stallion or Mandrill, it nevertheless represents the epitome of Ghost Bear thinking: mostly defensive but capable of surprising speed and a devastating attack when launched.&lt;br /&gt;
The primary focus of the Kodiak is its 400-rated extralight engine, which allows the one-hundred-ton monster to exceed speeds of sixty kilometers an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Almost all variants run rather hot on their weapons alone, with [[JJ|jump jets]] added to the mix, if the pilot lacks proper [[Heat|Heat management]] skills they're in for some serious trouble. Overheating and having your weapons dissabled, or even worse, shutting down in the middle of a battle, is a recipe for a disaster.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
THE Kodiak, Prime is the mech you want to be either near when brawl breaks out, or as far away as possible, depending on your team. Because [[cUAC20]] and [[cDSRM4]] cannot be ignored in any close range firefight, as well as rather terrifying reputation of Kodiaks will make Prime high priority target. 6 [[cERML]] are not backup weapon either, as they deal almost 2/3 of damage in [[Gameplay Tactics#Alpha Strike|Alpha Strike]] scenario. Standard [[JJ|jump Jets]] offer worse mobility than improved ones, but they are sure to become handy in plenty of situations, like dodging bombs, artilery shells or disrupting aim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big disadvantage is heat, as 9 [[DHS]] are barely able to handle [[cERML|Lasers]] alone, with other weapons and [[JJ]], strict [[Heat|Heat management]] is essential. 2 [[free tons]] are not good enough for prolonged engagements, as both [[cUAC20|Autocanon]] and [[cDSRM4|Dual SRM]] are ammo hungry and will chew through its onboard supply fast. Range might be problem on extremely open maps, but 700m range of [[cERML|Clan ER Medium Lasers]] offer some leeway with medium range skirmishes, as well as making life worse for heavy and assault [[ASF]] when they are picking their target, which will likely be the Prime itself.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Nemesis&amp;quot;''===&lt;br /&gt;
More specialised CQC variant of Kodiak, with 4 [[cMPL]]'s, [[LBX20]] and [[DSSRM6]] it encourages more of an assasin-like playstyle than UNGA SMASH of Prime. But with basic trigger discipline, 7 [[DHS|double heat sinks]] are suficient to keep the mech from overheating and [[iJJ]] give it awesome mobility that will be usefull when taking out targets. 1 [[Free tons|extra ton]] of [[LBX]] and 2 [[Free tons|extra tons]] of [[DSSRM|Streaks]] will keep you decently supplied in the field. You are more likely to [[MWLL Players Slang Guide#RTB|RTB]] for repairs than reloads.&amp;lt;br&amp;gt;&lt;br /&gt;
Good pick if you have plenty of cover to close the distance to atlast 450m and to hide behind and wait for reloads, when dealing with [[Hovercraft|Hovercrafts]], nimbler [[Tanks]] or pesky [[ASF|Bombers]], but not as great at spearheading attacks like Prime.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
B must stand for budget, the Kodiak B is the cheapest Kodiak. The B is a competent [[jump sniper]], and with its not terrible top speed the B can function as a skirmisher or [[poke]] mech. A quartet of [[cUAC5]] have the same burst damage as UAC20, but with higher rate of fire, faster projectile speed and much longer range of 800m, backed by duo of [[cLPL]]'s B can start distributing maximum hurt at respectable range. The B has no [[free tons]], because of this players will need to be especially mindful of remaining [[ammo]]. Frequent retreats to [[resupply]] can leave one's team outnumbered or outtonned. Players should plan ahead either by placing an easily accessible APC or operate close to [[bases]] that have ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The C is your bear if skirmishing is the way to go, or perhaps enemy assault [[ASF]]'s are polluting the skies. [[HAG20]], [[cGauss]], [[CERPPC]] and [[CERLL]] makes it pack quite a punch at 900m out to 1200 for the HAG, but care needs to be taken as each weapon system have different projectile speeds, thus [[Gameplay Tactics#Alpha Strike|alpha strike]] is useful ONLY if enemy is charging you in a straight line. Leading weapons individually is necessary.&lt;br /&gt;
7 [[DHS|Double heatsinks]] are barely enough to keep you from overheating, as clan energy weapons run rather hot. Two [[free ton|free tons]], 1 each for the Ballistic weapons. Standard [[JJ]] provide an additional mobility bonus, for example when dodging bombs and Artillery, to get to better sniping spots, or just to spice things up in a brawl.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Ripper&amp;quot;''===&lt;br /&gt;
The Kodiak D has the shortest effective weapons range of any Kodiak. The Three [[ATM|ATM6 (HE)]] and Single [[ATM|ATM3 (HE)]] provides continous [[screen shake]] due to there staggered launching patterns. Rather strict heat discipline is necessary, especially when using its [[iJJ|Improved Jump Jets]] and [[MASC]] in the middle of a brawl. The payoff can be huge, however, since propelling the D skyward can be an effective tactic for denying enemy fire for a few short seconds while the D's weapons recycle. Nine [[DHS]] allow the D to use [[MASC]] indefinitely while traversing on most maps while [[GECM]] covers your tracks. Eight [[HMG]] will inflict damage at range or close quarters.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Harbinger&amp;quot;''===&lt;br /&gt;
Note that while there are variants capable of way more fire power and mobility, this unit's worth consists of mainly high end electronic warfare package. If you go in relying on its firepower alone you are certainly in for a bad surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of equipment this unit has it all - [[C3]], [[GECM]], [[BHP]], [[TAG]], [[NARC|Clan NARC]] &amp;amp; [[EOptics]]. Aside of that, all weapons present are of long range variety, the triple [[CLRM20]] and the duo [[CERML]] - even the NARC launcher reaches further than the inner sphere standard counter part.&amp;lt;br&amp;gt;&lt;br /&gt;
However, having no [[AMS|anti missile system]] and/or [[AECM]] nearby means this unit is both more visible on enemy radar due to its C3 radar chain equipment and more likely to attract attention of the mean prying eyes sitting in the second line, with Extreme Long Ranged Missiles and Arrows. Utmost care is to be taken not to be caught off guard and in the open field.&amp;lt;br&amp;gt;&lt;br /&gt;
The money printing capability of the [[C3]] radar chain will be strongly augmented by the occasional [[LRM20]] or [[CERML]] array opening shot or finishing blow. Take care not to overtax its 6 [[DHS]] by overzealous use of the weapons in the heat of a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Tyrant&amp;quot;''===&lt;br /&gt;
Jack of all trades, master of 75% of it, Tyrant can do it all. With 8 [[cERSL]] you can brawl as it gives you 1600 alpha damage with very short reload speed, for anyone who dares to get too close. [[cLRM20]] with their manageable [[minimum range]] of 10m and max lock on range of 1000m, plenty of opportunities for screen shake and extra damage. [[HAG40]] deals damage equal to 2 LBX20 shots, with range of 1200m. This array of weapons will allow you to terrorize 90% of all assets, all the time being a serious threat and not just some minor inconvenience. But that's not all, [[iJJ| improved Jump Jets]] and [[GECM| Guardian ECM]] means you can expand your reign of terror hidden and from unexpected places. Choice of what to fill your 3 [[free tons]] with depends on situation. If there is plenty of cover for your victims to hide behind it's a viable choice to take 3 tons of [[HAG]] ammo. If there are opportunities to use both [[LRM]] and [[HAG]] i's worth taking 2 [[HAG]] and 1 [[LRM]], as this option gives you 18 reloads for [[HAG]] and 18 reloads for [[LRM]].&amp;lt;br&amp;gt;&lt;br /&gt;
6 [[DHS]] are barely enough to keep you from overheating from all your weapons alone, heat management is necessary in CQC. Another drawback being that dedicated assets will have higher damage output. OG brawlers have higher DPS in close range. Mid-range skirmishers, if they stay out of [[cERSL]] 450m range, will outdamage you easily. But, overall, a solid choice for any situation, be it pushing points, ambushes or long range support, Tyrant has the tools for it.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This Kodiak G is primarily a [[brawler]] with limited long-[[range]] [[poking]] and [[sniping]] capabilities and as much [[armor]] as a [[Daishi]]. The G's real strength lies in a unique flexibility between [[staring]] to maximize [[screenshake]], or [[twisting]] to maximize [[damage spreading]]. To facilitate this flexibility, pilots are recommended to assign four [[weapon groups]]. Coming in at 900m is the G's first weapon group: A single [[cERPPC]] that can be used for poking. At 700m is the G's second weapon group: A single [[cLBX10]]. Together the ERPPC and LBX10 have a modest poking capacity that are augmented by the G's [[iJJ]]s. At 350m, are the weapons that give the G its flexibility and define it as a brawler more than anything else: six [[cSRM2]]s and one [[cDSRM6]]. No other [[asset]] in the game has this many individual missile launchers. In order to switch between the stare/twist fire methods, the pilot can either press the [[chain fire]] button on the fly, or can have a second dedicated weapon group for chain firing. In order to avoid [[heat|overheating]] the G must be careful of its iJJ and ERPPC use when in close combat. With only five [[DHS]] the G can run a little hot and these two pieces of equipment affect the G's heat the most.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Kodiak.jpg|thumb|300px|Old Kodiak model]]&lt;br /&gt;
Kodiak was a '''canceled''' unit for a long time.&lt;br /&gt;
&lt;br /&gt;
A released render features a torso-mounted SRM launcher, 8 [[ERML|ER Medium Lasers]],a [[LL|Large Laser]] and the [[UAC20]].&lt;br /&gt;
&lt;br /&gt;
It did not make it in time to be released before the final beta 0.7.0. The reconstucted Kodiak was released by new development team in version 0.12.0&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Unique for Clan Ghost Bear, the Kodiak was a fast second-line Assault Mech created mostly for medium range combat. Torso-mounted weapons, the [[SSRM6]] and the [[UAC20]] provide close-range fire, although they lack ammunition for longer fights. Above the hands one can find four [[ERMBL|ER Medium Beam Lasers]] mounted like claws which with addition of the [[LBL|Large Laser]] below the engine can provide long-lasting firepower over long-range. By the time of Clans invasion Kodiaks weren't common 'Mechs, often serving as command units for assault groups.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3001 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Kodiak BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Daishi&amp;diff=15435</id>
		<title>Daishi</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Daishi&amp;diff=15435"/>
				<updated>2026-03-29T03:43:16Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Daishi.png&lt;br /&gt;
| ImageGif = File:Daishi_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 17&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -25° to +35°&lt;br /&gt;
| PitchCrouch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 146 700&lt;br /&gt;
| ArmorT Prime = 92 394&lt;br /&gt;
| Engine Prime = Starfire 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&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;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 151 100&lt;br /&gt;
| ArmorT A = 92 394&lt;br /&gt;
| Engine A = Starfire 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 163 300&lt;br /&gt;
| ArmorT B = 92 394&lt;br /&gt;
| Engine B = Starfire 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 153 500&lt;br /&gt;
| ArmorT C = 89 249&lt;br /&gt;
| Engine C = Starfire 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|CArrowIV-C]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&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;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 153 600&lt;br /&gt;
| ArmorT D = 92 394&lt;br /&gt;
| Engine D = Starfire 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 157 100&lt;br /&gt;
| ArmorT E = 92 394&lt;br /&gt;
| Engine E = Starfire 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG40]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 142 500&lt;br /&gt;
| ArmorT F = 92 394&lt;br /&gt;
| Engine F = Starfire 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Standard|ATM12 (Std)]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 153 000&lt;br /&gt;
| ArmorT G = 92 394&lt;br /&gt;
| Engine G = Starfire 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;10x [[HMG]]&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;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9564&lt;br /&gt;
| Armor CT = 11954&lt;br /&gt;
| Armor B = 7173&lt;br /&gt;
| Armor LRA = 8069&lt;br /&gt;
| Armor LRL = 9145&lt;br /&gt;
| Armor LE = 5977&lt;br /&gt;
| Armor INT = 5487&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion and rightly so. The Dire Wolf weighs in at an impressive one hundred tons and has a relatively slow cruising speed of 54 km/h provided by a 300 XL engine. Its speed and armor protection matches that of an Atlas, but it has superior potential firepower with fifty and a half tons of free pod space for weapons and equipment. It is these traits which saw the 'Mech christened Daishi (pseudo-Japanese for &amp;quot;Great Death&amp;quot;) by the criminal underbelly of the Draconis Combine, a name that would be proven grimly accurate time and time again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Death incarnate! Sporting incredible firepower, the four [[CERLL]]s and the [[cLRM10]] can cut down the enemy at long ranges, and if it survives the punishment, then the two [[cUAC5]]s and the battery of [[cMPL]]s can demolish whatever remains. This amazing damage potential is only hampered by the immense heat it creates that even it's 14 [[DHS]] can't stave off, so firing discipline is required. Its also very slow and requires good piloting to make the most of its attack windows. The Prime, along with all Daishi variants, sport some of the thickest armor found in any Mech - a whopping 19 tons, granting it unparalleled durability on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Painkiller&amp;quot;''===&lt;br /&gt;
This variant, known as the '''''&amp;quot;Painkiller&amp;quot;''''', packs a trio of [[cLPL]]s combined with four arm-mounted [[SRM6]]s. [[MASC]] helps it reposition or close in on damaged targets for the SRMs to finish them off. Twin [[LAMS]] and [[GECM]] help keep this wolf in the fray until it can exhaust its 4 [[free tons]] of ammo. 14 [[DHS]]s help keep heat troubles at bay, although constant use of the cLPLs will overwhelm them with little difficulty.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Widowmaker&amp;quot;''===&lt;br /&gt;
Adequately dubbed the '''''&amp;quot;Widowmaker&amp;quot;''''' - This was the preferred variant used by Natasha Kerensky herself. Twin [[cERPPC]]'s &amp;amp; a [[CGauss]] batter distant enemies until within range to finish them off with a barrage of [[Lasers| 4 Small Lasers]] and 12 total [[cSRM| Clan Short-Range Missiles]] (2 SRM2s, 2 SRM4s). Dual [[LAMS]] helps keep missiles at bay, [[GECM]] keeps you off the radar, and [[DHS|15 Dual Heat Sinks]] allow for continuous widow-making action. Still, as with most Daishi variants, the pilot must be cautious with their firing rate and choose shots carefully when scoring the killing blow. A single [[B-Pod]] serves to finish off any wounded [[Battle Armor]], should any fall before your warpath.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An oddity among Daishis, the C sacrifices a large amount of direct-fire capacity to carry the long reaching, devastating [[ArrowIV|Clan Arrow IV Cluster]] missile system. Coupled with it's own [[TAG]], [[EOptics]] and [[GECM]] it can paint it's own targets with some degree of immunity from radar. It also carries duo [[CERPPC]]s for engaging heavier units and count them 8 [[CLBX2]]s for anti-air, light Mech disposal or damaging whatever they strike. Of all the Daishi variants, the &amp;quot;Chunky&amp;quot; is best kept at distance from the enemy, operating both as artillery and fire-support. 2 [[LAMS]] enable the &amp;quot;Chunky&amp;quot; to mitigate opposing LRM barrages directed at it and those around you. One [[Free ton|Free Ton of Ammo]] feed the Clan Arrow IV. Beware the Arrows and CERPPCs generate enormous amounts of heat and with only 5 [[DHS]] firing  discipline is mandatory. May the Gods of War have mercy on anything that come into the Daishi's C sights.&lt;br /&gt;
&lt;br /&gt;
NOTE: As of version 0.15.3 the Chunky cannot purchase a ton of ammo for its ArrowIV.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Dolt&amp;quot;''===&lt;br /&gt;
A born-and-bred brawler. The Daishi D is a true terror in urban combat with its two [[cUAC10]]s and a [[cUAC20]] with three dual [[cSRM4]] packs for clean-up and anti-BA duty. This Mech can, with a little pilot skill, blast an opposing Mech's head open and saturate the pilot inside with a hailstorm of SRMs. [[GECM]] and three [[Free tons | tons]] of available space give the D some staying power and enable it to ambush units when it can get into position. Like all Daishis, the D is not a fast Mech and with no weapons that have a range beyond 700m except the 4 [[MG]]s which is well suited for Aero, VTOL or putting a damaged asset down. It must rely on GECM cover and support from its teammates to get into the fray without being weakened by snipers. The D's combat endurance is also quite hampered by its over-reliance on ammo-based weapons; combined with its poor speed, reloading this Mech is often not an option.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff|0.18.0}}&lt;br /&gt;
Two [[cLRM20]]s and a [[HAG40]] make this a fearsome extreme range denial asset. Supported by four [[HML]]s when something does manage to get close ensures that it's more than a match for all but the mightiest brawlers in close combat as well. [[GECM]]+the pair of [[LAMS]] make locating and suppressing this Assault Mech with missile fire difficult as it can easily slip away to re-position unseen by most radar systems while serving as a mighty anchor for its team to rally around. Its heat-management is also adequate unless firing the lasers and missiles at the same time, so staggering your fire slightly is recommended. If this variant has any real drawback, it's that it has trouble dealing with heavier ASF that don't need to be scared of the HAG40 cutting through them before delivering their bomb payload. &lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Beehive&amp;quot;''===&lt;br /&gt;
The '''''&amp;quot;Beehive&amp;quot;''''' Daishi is an exceptionally potent mech against anything that can't close against its [[ATM12]] and dual [[ATM9]]'s [[minimum range]] or stay out of its maximum range. While the longer lock-on times of the ATMs and the heat they generate requires you to pick your engagements carefully, your [[GECM]] is the perfect tool for deciding when to strike and making the engagement on your terms. The quad [[CERML]] are extremely potent backup weapons either for stripping weakened components or as a deterrent if an asset gets inside your minimum range. A pair of [[cLBX5]] further help it pressure targets when its ATMs are cooling down. Additionally, the synergy of the ATMs and LBXes make this an exceptionally potent tank-buster as they struggle to close inside your minimum range before your [[ATM|bee's]] rips them to pieces.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Jupiter Tonans&amp;quot;''===&lt;br /&gt;
The Daishi G is a bit of an oddball in that it doesn't excel in any one area, but does everything reasonably well. It has just barely enough [[DHS| 13 heatsinks]] to make its dual [[HLL]]s viable. [[CGauss]] fire can add to the destruction. If an enemy gets close, it packs a fearsome punch with its [[CLBX20]] to deter all but the most dedicated brawl assets from engaging it. The ten [[HMG]]'s are increasing C-Bills and scoring a kill on a badly damaged asset. 2 [[Free tons]] to divide between the Gauss and CLBX20. Since this Daishi is more of a generalist of all ranges, it's best to read the situation and pick your engagement ranges where the other team is least comfortable fighting you rather than trying to force specific engagement brackets on your terms like you typically would with other more specialized assault assets&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Daishi (Japanese for Great Death, and the IS codename for the Dire Wolf) is a Clan Assault Mech introduced with MWLL version 0.6.0. The first sign of this mech was a placeholder xml data accidently(?) left in the beta 0.5.2 release and found by user Come and See. The final 0.5.7 pre-release media unveiled it as a planned addition for release 0.5.7 (later renamed to 0.6.0). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Dire Wolf was the brain-child of the Clan Wolf scientist caste, but was actually first produced by Clan Smoke Jaguar. Hearing rumors that Clan Wolf was developing the &amp;quot;Ultimate Assault OmniMech&amp;quot;, the Jaguars won the plans and production rights in a trial that, rumor has it, was fought dishonorably. Production commenced on Huntress in 3010. In 3019, Clan Wolf began production of the OmniMech on Strana Mechty as well; Star Colonel Ulric won a trial of possession to expand manufacture into Clan Wolf. Beyond the limited manufacture of the Dire Wolf on Outreach, all Dire Wolves outside of Clans Smoke Jaguar and Wolf (or the Wolf's Dragoons) are either gifts, isorla or were acquired through trade. The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion and rightly so.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3010 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Dire_Wolf_(Daishi) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=15434</id>
		<title>Blood Asp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=15434"/>
				<updated>2026-03-29T03:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Blood_Asp.png&lt;br /&gt;
| ImageGif = File:Blood_Asp_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 129 500&lt;br /&gt;
| ArmorT Prime = 79 342&lt;br /&gt;
| Engine Prime = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 121 500&lt;br /&gt;
| ArmorT A = 77 745&lt;br /&gt;
| Engine A = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Extended Range|ATM9 (ER)]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 120 100&lt;br /&gt;
| ArmorT B = 79 342&lt;br /&gt;
| Engine B = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6#Standard|ATM6 (Std)]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 121 100&lt;br /&gt;
| ArmorT C = 79 342&lt;br /&gt;
| Engine C = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Standard|ATM12 (Std)]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 130 300&lt;br /&gt;
| ArmorT D = 80 934&lt;br /&gt;
| Engine D = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&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;19 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 130 500&lt;br /&gt;
| ArmorT E = 79 342&lt;br /&gt;
| Engine E = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHLL]]&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;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 121 100&lt;br /&gt;
| ArmorT F = 82 532&lt;br /&gt;
| Engine F = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&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;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 116 600&lt;br /&gt;
| ArmorT G = 79 342&lt;br /&gt;
| Engine G = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM5]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9012&lt;br /&gt;
| Armor CT = 11265&lt;br /&gt;
| Armor B = 6759&lt;br /&gt;
| Armor LRA = 6478&lt;br /&gt;
| Armor LRL = 8618&lt;br /&gt;
| Armor INT = 5171&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Blood Asp''' is very agile, helping to negate the weak points of what is usually characteristic of [[Assault Mech]]s. The frame of the Blood Asp is slim, making it difficult to concentrate fire on one body part. Even if fire is concentrated, the Blood Asp mounts weapons in a large number of spots, making the loss of an appendage lessened. Back attacks, which are usually powerful against large mechs, are weakened thanks to full torso [[yaw|twist]]. The Asp also has a significant advantage while sniping from behind partial cover; its main weapons array is physically located high on the mech, allowing long range assaults while only exposing a small percentage of its body, greatly reducing effective counter-fire. &lt;br /&gt;
&lt;br /&gt;
The Blood Asp is not invulnerable, however.  All variants are very high in price and the mech, though quite armored, does not sport the highest in its class.  The majority of the money goes into the weaponry, making the electronics package on each variant minimal.  In addition, the large variety of weaponry on each Blood Asp presents a high skill ceiling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Blood Asp Prime is a menacing Clan Assault Mech with an arsenal of weapons that effectively cover both long and short range engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Two  [[CGauss|Clan Gauss Rifles]] can snipe enemies at 900m with a devastating 2460 Heavy Kinetic Damage. With [[EOptics]] and 2 [[free tons|Free Tons]] of ammo stores, the hurt will just keep coming. If roasting your opponents is your pleasure at the 400m mark, unleash an Alpha Strike with the 4 [[CHML]] for a blistering 2991 of Energy Damage, but be careful as this unit only contains 6 [[DHS]]. At 500m mark commence firing the 2 [[CMPL]] at 415 Damage every 2 seconds. Finish off your prey at 350m with 1 [[CSRM4]] or use it to dispatch those pesky little [[Battle Armor|BAs]]. May the Gods of War help the fool who wanders into your sights.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Needles&amp;quot;''===&lt;br /&gt;
The 2nd variant of the Blood Asp highly equipped, [[EOptics]],  [[BHP]],  [[GECM]],  [[LAMS]],  16 tons of [[Armor]], Blood Asp A is a Pilot's Dream.  Armed with, count them, 6x[[CUAC2]]s reaching out to touch someone at 1250m along with one [[ATM9 | ATM9 (ER)]], you will be knocking off their [[Armor]] long before you come into sight. Add a 2x[[CERLL]]s, strike at 900m pounding out 3416.24 Damage just be mindful of the slow recharge times. Housing only 3 [[DHS]] the Blood Asp A is capable of generating heat very fast, a keen sense of your firing pattern and coolant is important. The [[EOptics]] and [[BHP]] ensure you never loose sight of your target. Additionally, the ammo dependence gives this variant fantastic hammering power, but still  be mindful of your reload locations. [[GECM]] will allow you to move around mostly unseen while the [[LAMS]] will take care of incoming missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Blood Asp B is a [[range|mid-range]] specialist. It offers impressive mid-range damage from a trio of [[ATM6 (Std)|standard ATM6s]]. Be wary though, the B has no extra tonnage for [[ammo]], pilots should ensure that they have a clear shot before firing. Additionally, the ATMs have a [[minimum range]], pilots should take advantage of the Blood Asp's 360° [[torso rotation]] to [[kite]] enemies and avoid the minimum range. Thanks to [[GECM]] the B can better afford to go [[active radar]] when [[locking on]] with the missiles since enemies are unlikely to notice. Backing up these missiles are a pair of [[cLBX10]]s, very useful for damaging enemy [[tanks]] and [[aircraft]]. For enemies that get in close, the Blood Asp has two [[cERSL]]s and two [[HML]]s for some modest [[pinpoint damage]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Mechwarriors, get ready to saddle up in the least expensive but brutally effective Blood Asp C and unleash some serious hurt at medium range engagements! While pounding your opponents with rapid fire from the twin [[UAC10]]s, fire the massive [[ATM12]] launcher to fill the air with a stream of high speed, accurately tracking missiles. Your enemy's confidence will quickly falter as you continue your assault with twin [[CERML|Clan ER medium lasers]] and 4 [[CERSL|Clan ER small lasers]], dealing a massive amount of damage in a blink of an eye. Watch your heat though as the 6 [[DHS]] struggle with repeated alpha-strikes. Don't get overzealous and let the range drop below 120m as your heavy hitter ATM does no damage.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Vomit&amp;quot;''===&lt;br /&gt;
Named '''''&amp;quot;Vomit&amp;quot;''''', boasting the highest price tag, this Blood Asp hits hardest at close  to medium range. Once you bring your target within 700m, a devastating combination of 6 [[CERML|Clan ER medium lasers]] will make everyone reconsider the engagement. Adding two [[HLL|Heavy Large Lasers]] at 600m range into the mix, mechwarrior can form a deathray, precise and powerful, allowing you to accurately rip off limbs.  Add some screenshake from its [[ATM6#High Explosive|ATM6 (HE)]] to the mix to give it an additional edge in short range combat. Mechwarriors can keep a very high volume of fire going on this variant, because its 19 [[DHS]] have incredible cooling capacity. &lt;br /&gt;
'''BUT BEWARE''', not even its impresive array of heatsinks can save you from taking some [[heat|heat sink damage]] if you [[Gameplay Tactics|Alpha Strike]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The E variant is similar to the prime but emphasizes a longer range weapon load out. Twin [[CGauss]] canons flail armor off enemies at long range while dual [[HLL|heavy large lasers]] punishes anyone that's foolish enough to get within 600 meters. 9 [[DHS|double heat sinks]] provide decent heat dissipation but cannot sustain constant alpha striking. Four [[MG|machine guns]] harass targets at range and make quick work of [[Battle Armor]]. This Blasp is a serious threat to air and land assets, being able to bring all of its direct-fire weapons to bear via pin-point accuracy. Use your maneuverability to stay at medium to long ranges and you'll be a distinguishable opponent on the battle-field for a substantial time.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
An assault at 91kph? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Twin LB-20-X wielder? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Powerful energy weapon backup array? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Look no further, this one has it all ''in check''.&lt;br /&gt;
An brawler by the heart, sports two powerful [[LBX20|LB-20-X]] auto cannons that deliver plenty of hurt and little of heat. The spare screen-shake is provided by the trusty [[cSRM4]] launcher and while they reload, the [[cSPL|laser array]] keeps the enemy in check at a sea of hurt.&amp;lt;br&amp;gt;&lt;br /&gt;
The main selling point is still to get its 17 tons of armor in and out at incredible 91kph - second to none. While doing so, keep an eye of the heat - you certainly don't want to burst into fire while opening the fight.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Blood Asp G carries 1 [[CLRM5]] putting out 15 shots/min of 871.7 damage locking on to your enemy at 1000m&lt;br /&gt;
followed by 2x[[CERPPC]] with 2648 of Damage at 900m but aware of the slow recharge time giving only 7.5 Shots/min. Now the fun part 4x[[CUAC5]] will produce 1386 Damage at 800m and if the pilot keeps his shots down to around 1.4 seconds/shot it can fire continuously, anything over that with cause it to overheat needing a 4 second cool down. The 4 [[DHS]] should be able to keep up with your heat but do keep an eye on your gauge in a prolonged fight. 4 [[free ton]]s are best used for the Ultra AutoCannons and the [[EOptics]] ensure you can clearly see the enemy from the max range of your guns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Blood Asp was released in update 0.5.4.&lt;br /&gt;
* Each side torso takes reduced damage from the explosion triggered when losing a Gauss Rifle.&lt;br /&gt;
* At some point after its release, a bonus &amp;quot;presentation purpose high quality&amp;quot; redesign of the Blood Asp was planned. This project had reached 60% completion by the time Wandering Samurai Studio released their final major update 0.7.0.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Based on the Kingfisher, the Blood Asp adds an XL Engine, but space constraints forced the replacement of the Kingfisher's Ferro-Fibrous armor with standard plate. The Blood Asp incorporates sixteen tons of this armor and numerous double heat sinks in the base chassis. One of the first 'Mechs to field the breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Blood_Asp BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Old_UnfinishedAssets_BloodAspRedesign.png|Unfinished redesign model revealed at the time of v0.7.0's release&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15433</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15433"/>
				<updated>2026-03-29T03:38:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 112 700&lt;br /&gt;
| ArmorT Prime = 77 299&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&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;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 106 550&lt;br /&gt;
| ArmorT A = 77 299&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 109 400&lt;br /&gt;
| ArmorT B = 77 299&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 109 700&lt;br /&gt;
| ArmorT C = 77 299&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[iHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 102 700&lt;br /&gt;
| ArmorT D = 77 299&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&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;18 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 110 300&lt;br /&gt;
| ArmorT E = 77 299&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 100&lt;br /&gt;
| ArmorT F = 77 299&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 700&lt;br /&gt;
| ArmorT G = 77 299&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&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;[[LAMS]]&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 7953&lt;br /&gt;
| Armor CT = 9941&lt;br /&gt;
| Armor B = 5965&lt;br /&gt;
| Armor LRA = 6710&lt;br /&gt;
| Armor LRL = 7605&lt;br /&gt;
| Armor LE = 4971&lt;br /&gt;
| Armor INT = 4563&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso [[yaw|twist]] speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso [[pitch]] ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The second of 3 long range assaults'. The A equipped with [[GECM]], [[BAP]] and [[EOptics]] places it in the sniper mode. Two [[ATM|ATM3(ER)]] missile launchers with a reach of 1500m, 1 [[HAG30]] at 1200m and two [[CERLL]] hitting at 900m allow it to select it's target with impunity. Three [[Free tons|Extra Tons of Ammo]] for the Missiles and Hag. Seven [[DHS]] to help keep things running cool. Two [[CERML]] for anything that breaks the 700m mark or to dispatch Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards mid-range support fire. A [[ERPPC|cERPPC]] and a battery of triple [[ATM6]] Launchers provide heavy damage and [[screenshake]]. A [[UAC10]] provides adds solid DPS alongside four [[ERSL|cERSLs]]. For equipment, [[AECM|Angel ECM]] and a single [[LAMS|Laser Anti-Missile System]] covers allies while 7 [[DHS]] struggle to keep the heat down. A single [[free ton]] feeds the UAC10. &lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [[CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 18 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, the E carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six [[Free ton|tons]] of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[GECM]] and [[EOptics]] to sneak into position, just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 [[DHS|heat sinks]] are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Denny's&amp;quot;''===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units, for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only four remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
*In 0.17.0, The Warhawk's maxheat curve was buffed to 915°c from 900°c. This makes up for MWLL's lack of a targeting computer and how the heat system is more punishing toward Clan mechs.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat&amp;diff=15432</id>
		<title>Madcat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat&amp;diff=15432"/>
				<updated>2026-03-29T03:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bird Thing: v0.19.1 infobox stats update pass; var D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Madcat.png&lt;br /&gt;
| ImageGif = File:Madcat_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 113 300&lt;br /&gt;
| ArmorT Prime = 68 367&lt;br /&gt;
| Engine Prime = Starfire XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 111 500&lt;br /&gt;
| ArmorT A = 68 367&lt;br /&gt;
| Engine A = Starfire 375 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 116 500&lt;br /&gt;
| ArmorT B = 68 367&lt;br /&gt;
| Engine B = Starfire 375 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 110 350&lt;br /&gt;
| ArmorT C = 66 483&lt;br /&gt;
| Engine C = Starfire 375 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM12 (ER)]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 118 100&lt;br /&gt;
| ArmorT D = 68 367&lt;br /&gt;
| Engine D = Starfire 375 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHLL]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 117 700&lt;br /&gt;
| ArmorT E = 68 367&lt;br /&gt;
| Engine E = Starfire 375 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 113 200&lt;br /&gt;
| ArmorT F = 68 367&lt;br /&gt;
| Engine F = Starfire 375 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 108 900&lt;br /&gt;
| ArmorT G = 68 367&lt;br /&gt;
| Engine G = Starfire 375 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM|CDSRM4]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5961&lt;br /&gt;
| Armor CT = 9171&lt;br /&gt;
| Armor B = 5502&lt;br /&gt;
| Armor LRA = 5273&lt;br /&gt;
| Armor RE = 3668&lt;br /&gt;
| Armor LE = 3668&lt;br /&gt;
| Armor LRL = 6603&lt;br /&gt;
| Armor INT = 3962&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.19.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Madcat''' (Clan designation '''Timber Wolf''') is an iconic [[Clan]] [[Heavy Mech]], widely known and easily recognizable thanks to its fairly unique silhouette.  It is also hands-down one of the most powerful Heavy [[Mechs]], and its staggeringly high cost reflects this.  It is armed to the teeth with a ludicrous array of [[Weapons]], possesses unbelievable speed and maneuverability for a Heavy Mech, and is comparatively heavily armored. Perhaps its only weakness is a lack of jump jets. All the Madcat variants make use of powerful weapons, and while relatively lacking in the [[Equipment]] department, some variants mount an [[AMS]] system, giving them limited protection against enemy [[MWLL Asset Bible#LRM Boats|missile boats]].  It is important to note that the Madcat's [[Armor|Cockpit]] is relatively vulnerable, and its [[Armor|Center Torso]] can be attacked with relative ease due to its protrusion outward, as well as the fact that its arms do not provide side protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Madcat Prime is a mighty late-game Mech, capable of dispatching even [[Assault Mechs]] with relative ease.  2 [[CLRM20]]'s give it the ability to soften targets at range, while an array of 2 [[CERLL]]'s, 2 [[CERML]]'s and a [[CMPL]] allow it to pummel any target from middle- to long-range.  2 [[Mgun]]s give the Prime variant limited Anti-Air capabilities, and when coupled with the multitude of [[Lasers]] and pulse lasers, make it a frightening [[Battle Armor]] hunter.  Equipped with [[Eoptics]], the Madcat Prime can effectively engage targets at almost any range, and its speed and armor allow it to survive all but the most determined and powerful assaults.  11 [[Double Heat Sinks]] can struggle somewhat dealing with the heat generated by all its [[Energy Weapons]], so consider re-grouping and chain-firing the heavy hitter weapons. 2 extra tons for its LRMs allows the Prime's effective combat presence.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is designed on a simple paradigm: [[CERPPC]]'s are good but hot, while Ultra Autocannons are good but not very hot.&lt;br /&gt;
The result is a frightening Heavy Mech with 2 [[CERPPC]] and 2 [[CUAC10]]. With this simple but powerful array of weaponry the Mad Cat can engage and devastate at all ranges. It only slightly suffers at long ranges, having &amp;quot;only&amp;quot; 2 [[CERPPC]] to fight with.&lt;br /&gt;
&lt;br /&gt;
However, in order to be able to fit this symmetrical weaponry, concessions had to be made. In the A's case, it was heatsinks, so it runs hot. Like the Prime, consider chain-firing the ERPPCs to better control the heat spikes. &lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Madcat B does away with any sort of [[Missiles|Missile]] launcher, and focuses entirely on direct-fire Weapons.  The primary punch at mid- to long-range is provided by 2 [[CERLL]]'s and 4 [[CERML]]'s; additional firepower is provided by the single [[CGauss]]. It retains the 2 Mguns and the Eoptics found on the Prime variant while additionally being protected by [[LAMS]], allowing it to adapt to most situations. 10 [[DHS|double heat sinks]] can barely manage the heat from all the Lasers, so firing discipline is a must. An extra free ton for CGauss ammo gives the Madcat B respectable staying power. Use the B's speed to keep the distance open and maximize the long range onslaught.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Madcat C fills the long range fire-support role, relying upon [[GECM]], [[BAP]] and [[EOptics]] to bring its deadly effectiveness on the battlefield. Being able to rain down the massive [[ATM12|ATM12(ER)]] missiles on targets up to 1500m away can send the opposing team to scuttle from an entrenched location. A quad array of [[CLBX2]]s give similar ranged harassment capabilities while the dual [[CLPL|Large Pulse Lasers]] give limited protection on enemies that close the distance. The Madcat C's speed allows quick repositioning under the stealthy cover of GECM. One [[Free tons| Extra Ton]] on ammo reserved for the missiles and 8 [[DHS]] to handle the heat load.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff|0.19.0}}&lt;br /&gt;
The Madcat D takes more of a direct fire support role and is surprisingly effective at it. Mounting a single [[HLL|heavy large laser]], dual [[UAC5]]s and twin [[LRM15|clan LRM15s]] let the Madcat cause crippling damage to anything that isn't paying attention to it. This mech is best used with a team mate, they will have the enemy's attention while the madcat cripples it from mid range with his weapons. 4 tons of ammo keeps it in battlefield engagements for a long time, dishing out an almost constant high volume of firepower due to its sufficient cooling system. The Madcat D also comes with [[LAMS]] to provide some missile protection. This variant is best used at medium range, where it can bring all of its firepower to bear.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Madcat E is an extremely potent mid to long range fighter, using [[CERPPC]]s to provide the long range punch until it can bring its twin [[ATM12]]s on the target, which can cripple most mediums and some heavies. This variant has two free tons of ammo which let it spend more time on the field, but since its damage is mostly in its ATMs, it's recommended you return for ammo when you run out. And with its damage being in the [[ATM]]s, that's the best way to counter the E; getting within 120m where the ATMs do no damage. BA would still have to be careful though as the [[ERPPC]]s do splash damage. It's also one of the rare Madcats that has [[GECM]] which can allow an initial surprise volley of 24 ATMs. With 8 [[DHS]] you should use caution when you don't chain fire your PPCs.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Skoll&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
Brawling is life, brawling is love - the Madcat F's mantra. Evaluate your prey from distance, selecting the most juicy targets then quickly close the distance to your victim under the cover of [[LAMS]] and [[GECM]]. Blast your way through their armor with the powerful [[UAC20]] while pelting them with a constant screen shake from the [[ATM9|high-Explosive Advanced Tactical Missile]] and dual [[CSSRM4]]s &amp;amp; [[CSSRM2]] set in chain-fire mode. Blind them at point blank range with the searing heat of four [[Flamers]] and laugh when you witness them belching overheat explosions. Just don't get too much flamer-lust and toast yourself!&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Hati&amp;quot;''===&lt;br /&gt;
&amp;quot;Hati&amp;quot; meaning &amp;quot;He Who Hates&amp;quot; is a wolf that pursues its prey to the point of devouring them. A vicious brawler, with even more punch than his brother &amp;quot;Sköll&amp;quot;. Its 2 [[CLBX5|Lubalin Autocanon 5]] and [[CLBX5|Ultra heavy Lubalin Autocannon 20]] carry a fearsome punch that is not to be underestimated, especially when supplemented by its [[DSSRM4|Dual Short-Range Missiles 4]]. Though with only 2 [[Free ton|Spare Tons of Ammo]], one must decide what to carry. Picking off weakened components or tracking lighter mechs, falls to the 2 [[CHML|Medium Heavy Lasers]] and 2 [[CSPL|Small Pulse Lasers]] which are more than capable of slicing through most assets. However, care must be taken, when using the lasers as this wolf only has a paltry 6 [[DHS|DHS]]. With careful heat management, it's power is almost unrivaled in a brawl, but it struggles if it's caught at range since only its LBX5 can plink at targets from a distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The term &amp;quot;Madcat&amp;quot; is actually an [[Inner Sphere]] code name for the [[Clan]] Timber Wolf Omnimech.  Upon first seeing the Timber Wolf, the Inner Sphere noted its appearance as a combination of the [[Marauder]] (designated MAD) and the [[Catapult]] (designated CAT); thus, the resulting Madcat.  When the Timber Wolf first appeared on The Rock during the Clan Invasions, Inner Sphere commanders were stunned by the speed and power of the Heavy Mech, and strove to steal its secrets with limited success. The Timber Wolf is vastly more powerful than either the Marauder or the Catapult. It uses its speed and firepower to engage an enemy at the range of its choosing.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2945 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Timberwolf BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Bird Thing</name></author>	</entry>

	</feed>