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		<title>MechWarrior: Living Legends Wiki - User contributions [en]</title>
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		<updated>2026-05-01T05:55:27Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15373</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15373"/>
				<updated>2025-12-22T05:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and capable of 1v1ing most assets in skilled hands. Said hands must ensure a close-range engagement and keep the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An [[AECM|Angel ECM]] carrier and a knife-fighter. Use your low profile and speed to maximize team [[AECM]] coverage or de-narc friendlies while staying alive. It can also be the core of an assault group, potentially surprising opponents that only saw a single armor contact on their radars. Up close, its [[LBX20|LBX20 autocannon]] (fed by a potential extra ton of ammo) and four [[HSL|heavy small lasers]] will inflict heavy burst damage. Using your good mobility this ideally would be delivered to an opponent's back torso as they fight your allies, but be mindful of leaving your own back open!&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15372</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15372"/>
				<updated>2025-12-22T05:32:22Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and capable of 1v1ing most assets in skilled hands. Said hands must ensure a close-range engagement and keep the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An [[AECM|Angel ECM]] carrier and a knife-fighter. Use your low profile and speed to maximize team [[AECM]] coverage or de-narc friendlies while staying alive. It can also be the core of an assault group, potentially surprising opponents that only saw a single armor contact on their radars. Up close, its [[LBX20|LBX20 autocannon]] (fed by a potential extra ton of ammo) and four [[HSL|heavy small lasers]] will inflict heavy burst damage.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15371</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15371"/>
				<updated>2025-12-22T05:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Prime */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and capable of 1v1ing most assets in skilled hands. Said hands must ensure a close-range engagement and keep the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An [[AECM|Angel ECM]] carrier and a knife-fighter. Use your low profile and speed to maximize team [[AECM]] coverage or de-narc friendlies while staying alive. It can also be the core of an assault group, potentially surprising opponents that only saw a single armor contact on their radars. Up close, its [[LBX20|LBX20 autocannon]] and four [[HSL|heavy small lasers]] will inflict heavy burst damage.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15370</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15370"/>
				<updated>2025-12-22T05:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */ fluff update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and is capable of 1v1ing most assets in skilled hands that ensure a close-range engagement and keeping the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An [[AECM|Angel ECM]] carrier and a knife-fighter. Use your low profile and speed to maximize team [[AECM]] coverage or de-narc friendlies while staying alive. It can also be the core of an assault group, potentially surprising opponents that only saw a single armor contact on their radars. Up close, its [[LBX20|LBX20 autocannon]] and four [[HSL|heavy small lasers]] will inflict heavy burst damage.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15369</id>
		<title>Orion</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15369"/>
				<updated>2025-12-22T02:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant G - &amp;quot;Tacitus&amp;quot; */ radar correction&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 = 70 257&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;14.5t [[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 = 96 550&lt;br /&gt;
| ArmorT G = 70 257&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;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&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 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;4 [[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;
| 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 = 0.18.4&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 that other Orion [[variant]]s nor the speed of other variants, 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;
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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15368</id>
		<title>Orion</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15368"/>
				<updated>2025-12-22T00:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant G - &amp;quot;Tacitus&amp;quot; */ fluff update&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 = 70 257&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;14.5t [[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 = 96 550&lt;br /&gt;
| ArmorT G = 70 257&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;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&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 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;4 [[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;
| 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 = 0.18.4&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 that other Orion [[variant]]s nor the speed of other variants, 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;
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 almost never be radar-passive itself, except in dire emergencies like dodging [[Long Tom]] shells.&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15367</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15367"/>
				<updated>2025-12-22T00:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
[[Engines#Compact_Fusion_Engine|compact engine]]&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15366</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15366"/>
				<updated>2025-12-22T00:23:10Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
[[Engines#Light_Fusion_Engine|compact engine]]&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15365</id>
		<title>Orion</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Orion&amp;diff=15365"/>
				<updated>2025-12-17T22:12:06Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &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 = 70 257&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;14.5t [[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 = 96 550&lt;br /&gt;
| ArmorT G = 70 257&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;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&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 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;4 [[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;
| 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 = 0.18.4&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 that other Orion [[variant]]s nor the speed of other variants, 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|0.18.3}}&lt;br /&gt;
This Orion is right half way between the [[Thanatos]] scout and the [[Atlas]] scout. The [[C3]] coupled with [[GECM]] pretty much alleviates any concern for running the radar active the whole time. With the [[BAP]] the area will be illuminated somewhat further but it still won't help find [[APC|shut down adversaries units parked around]], if you know what i mean...&lt;br /&gt;
&lt;br /&gt;
The weapons array compliments it's electronic package but it's nothing to lean excessively on. The [[Binary Laser Cannon]], while dreaded by the ground asset drivers, will tax the [[DHS]] pair pretty soon which could not only lead to a premature shutdown, but more importantly to a sensor spike across the whole satellite map. Furthermore caution is advised to avoid jamming the [[UAC5]] pair as [[SRM6]] and the [[MG]] array will have to serve as a backup for the while the mech cools down from the [[Binary Laser Cannon|BLaser]] and the [[UAC5]]s un-jam too. Noteworthy is to mention the [[Engines#Compact_Fusion_Engine|compact engine]] will reduce destroyed side torso damage spill over to the center torso.&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15364</id>
		<title>Corsair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15364"/>
				<updated>2025-12-17T22:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Prime */  fluff&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 = 66 250&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 = 73 000&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Standard_Lasers&amp;diff=15363</id>
		<title>Standard Lasers</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Standard_Lasers&amp;diff=15363"/>
				<updated>2025-12-17T22:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Usage box update for Corsair Prime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Standard Lasers''' are basic energy beam weapon system used only by [[Inner Sphere]] units.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:BASBL.gif|framed|[[BA|Battle Armor]] firing the BA Small Laser]]&lt;br /&gt;
Standard Lasers fire a laser beam that has no travel time (hitscan) which damages anything it comes into contact with. The full damage is dealt over the 0.5 second burn time, meaning that to obtain the full benefit of the weapon's capabilities it needs to be directed at a single target, or better yet a single location on the target, for that duration. There are three different variants using the classic BT definitions: Small, Medium and Large.&lt;br /&gt;
&lt;br /&gt;
Standard Lasers don't produce as much waste [[heat]] as [[Extended Range Lasers]], and thus are less likely to cause severe heat managing issues for mechwarriors. Generally they are the coolest of [[Energy Weapons]].&lt;br /&gt;
&lt;br /&gt;
Only [[IS]] assets use Standard Lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Max&amp;lt;br&amp;gt;Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Beam Duration'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 110px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Small_Laser | BA Small Laser]]&lt;br /&gt;
| 400m&lt;br /&gt;
| 0.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;279&amp;quot; | 279&lt;br /&gt;
| Energy&lt;br /&gt;
| 24&lt;br /&gt;
| 117&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Hitscan&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''Small Laser'''&lt;br /&gt;
| 300m&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;160&amp;quot; | 160&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Energy&lt;br /&gt;
| 20&lt;br /&gt;
| 56&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''Medium Laser'''&lt;br /&gt;
| 500m&lt;br /&gt;
| Data-sort-value=&amp;quot;280&amp;quot; | 280&lt;br /&gt;
| 13.3&lt;br /&gt;
| 65&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''Large Laser'''&lt;br /&gt;
| 700m&lt;br /&gt;
| Data-sort-value=&amp;quot;560&amp;quot; | 560&lt;br /&gt;
| 10&lt;br /&gt;
| 98&lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air SL'''&lt;br /&gt;
| 400m&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;160&amp;quot; | 160&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Energy-air&lt;br /&gt;
| 20&lt;br /&gt;
| 65&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''Air ML'''&lt;br /&gt;
| 550m&lt;br /&gt;
| Data-sort-value=&amp;quot;280&amp;quot; | 280&lt;br /&gt;
| 13.3&lt;br /&gt;
| 76&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''Air LL'''&lt;br /&gt;
| 700m&lt;br /&gt;
| Data-sort-value=&amp;quot;560&amp;quot; | 560&lt;br /&gt;
| 10&lt;br /&gt;
| 76&lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1010px | Version1410=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
===BA Small Laser===&lt;br /&gt;
The default weapon of any newly spawned [[BA|Battle Armor]], the BA Small Laser is a surprisingly powerful weapon with a higher damage and rate-of-fire than the SL. Although there are other, more powerful [[Battle Armor Weapons]] the BA SL can be used against most targets effectively in skilled hands. While the damage is lower than the [[Battle Armor Weapons#Micro Heavy Laser|BA Micro Heavy Laser]], the BA SL is a much quieter weapon, able to be confused with any other small laser when seen on the battlefield. This can give the user much more time without being noticed by hostiles.&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Laser===&lt;br /&gt;
Primarily short-range weapons, both the SL and ML generate a small enough heat load that they can often be fired without worry even in high temperature [[Maps|maps]]. In addition, their rate-of-fire is fast enough that units mounting several can keep up an almost constant stream of fire when using chain fire. SL's can be identified by the red color of the laser it fires, while ML's fire a green laser. Small and medium lasers are easy to underestimate, yet in groups or against already damaged components easily apply damage over time. The relatively low heat load and pinpoint damage is also excellent for dealing with hostile Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Large Laser===&lt;br /&gt;
The heaviest Standard Laser, LLs have the longest range, deal the most damage, and also generate the most heat.  Although it has a slow rate-of-fire it makes an excellent sniping and long-range support weapon. If a unit is firing several LLs it should keep an eye on its heat levels or risk overheating. While Inner Sphere LLs do lack some of the damage of their Clan counterparts, they are still not to be underestimated. Additionally, the much lower heat load, combined with the generally heavier armor of Inner Sphere assets can allow for surprising amounts of suppressing fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The SL and ML were both introduced by the Terran Hegemony circa 2300, with the LL to follow in 2316.  This most basic laser technology was so wide spread it managed to survive the Succession Wars, with over 50 different laser models in production by the time of the 4th Succession War.  The Medium Laser is widely considered the most efficient weapon when system mass, heat, range, and damage are all taken into account.&lt;br /&gt;
&lt;br /&gt;
As with [[Standard AutoCannons|Standard AutoCannon]], the Clans ultimately phased out Standard Laser technology completely in favor of [[Pulse Lasers|Pulse Laser]] and [[Extended Range Lasers|ER Laser]] designs.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Laser  BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip Standard Lasers:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:910px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''SL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ML'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''LL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air SL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ML'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air LL'''&lt;br /&gt;
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|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth G ]]&lt;br /&gt;
||VTOL||IS||25||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk Prime ]]&lt;br /&gt;
||ASF||IS||30||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair Prime ]]&lt;br /&gt;
||ASF||IS||30||||2||2||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva A ]]&lt;br /&gt;
||ASF||IS||85||||||||||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva F ]]&lt;br /&gt;
||ASF||IS||85||||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 910px | Version1410=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Armor Weapons]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15362</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15362"/>
				<updated>2025-12-17T21:57:32Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant B */&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 = 0.18.4&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15361</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15361"/>
				<updated>2025-12-17T21:52:16Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and is capable of 1v1ing most assets in skilled hands that ensure a close-range engagement and keeping the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella, and carries a much less immediately threatening arsenal. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against [[starter]] assets but require repeated hits to the same component to threaten other assets in the A's own weight class or higher. Best stay at a distance and on a defensive posture overwatching important sightlines, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15360</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15360"/>
				<updated>2025-12-17T21:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Prime */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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 Prime variant is a terror and is capable of 1v1ing most assets in skilled hands that ensure a close-range engagement and keeping the [[Heavy Flamer]]s from overheating. Take note to buy spare ammo for your voracious [[CUAC20]], remember that the hit particles of the flamers lag behind the visual effect somewhat (use the hit sounds to ensure good contact and minimize wasting flamer capacity), and resist the temptation to bite off more than you can chew lest your erstwhile victim becomes your lure into doom.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella, and carries a much less immediately threatening arsenal. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against [[starter]] assets but require repeated hits to the same component to threaten other assets in the A's own weight class or higher. Best stay at a distance and on a defensive posture overwatching important sightlines, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15359</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15359"/>
				<updated>2025-12-17T21:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: sentence flow&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15358</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15358"/>
				<updated>2025-12-17T21:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: sentence flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to the internals through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella, and carries a much less immediately threatening arsenal. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against [[starter]] assets but require repeated hits to the same component to threaten other assets in the A's own weight class or higher. Best stay at a distance and on a defensive posture overwatching important sightlines, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES&amp;diff=15357</id>
		<title>JES</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES&amp;diff=15357"/>
				<updated>2025-12-17T21:36:37Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Redirected page to JES-I&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[JES-I]]&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15356</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15356"/>
				<updated>2025-12-17T21:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: stub -&amp;gt; missing fluffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 585&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 100&lt;br /&gt;
| ArmorT A = 26 585&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 600&lt;br /&gt;
| ArmorT B = 26 585&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 65 300&lt;br /&gt;
| ArmorT C = 26 585&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;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;1 [[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;
| Hull = 3125&lt;br /&gt;
| Armor F = 7439&lt;br /&gt;
| Armor S = 3433&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella, and carries a much less immediately threatening arsenal. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against [[starter]] assets but require repeated hits to the same component to threaten other assets in the A's own weight class or higher. Best stay at a distance and on a defensive posture overwatching important sightlines, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15355</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15355"/>
				<updated>2025-12-17T21:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{fluff|0.18.3}}&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15354</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15354"/>
				<updated>2025-12-17T21:33:30Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: stub -&amp;gt; fluff stub&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15353</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15353"/>
				<updated>2025-12-17T21:32:38Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15352</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15352"/>
				<updated>2025-12-17T21:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15351</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15351"/>
				<updated>2025-12-17T21:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant B */ fluff update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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;
&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15293</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15293"/>
				<updated>2025-06-28T04:23:19Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To-dos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15292</id>
		<title>User:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15292"/>
				<updated>2025-06-28T04:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The principle of self-defense is a vital component of Peacekeeping efforts.&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15291</id>
		<title>User talk:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User_talk:Commissioner_Pravin_Lal&amp;diff=15291"/>
				<updated>2025-06-28T04:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Created page with &amp;quot;WIP&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15290</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15290"/>
				<updated>2025-06-28T04:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella, and carries a much less immediately threatening arsenal. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against [[starter]] assets but require repeated hits to the same component to threaten other assets in the A's own weight class or higher. Best stay at a distance and on a defensive posture overwatching important sightlines, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15289</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15289"/>
				<updated>2025-06-28T04:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59,000 [[C-Bills]] given at the 4th (Sergeant/Point 1) rank. The C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against starter assets but require repeated hits to the same component to threaten other assets in its own weight class or higher. Best to stay at a distance and on a defensive posture, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15288</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15288"/>
				<updated>2025-06-28T04:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant A */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15287</id>
		<title>User:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15287"/>
				<updated>2025-06-28T04:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The principle of self-defense is a vital component of Peacekeeping efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To-dos&lt;br /&gt;
&lt;br /&gt;
-Integrate out of date box and Fluff tags--the latter automatically generates a category which is useful, while the former includes a space for noting when the variant fluff became out of date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15286</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15286"/>
				<updated>2025-06-28T04:00:39Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Variant C */ fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The cheapest variant and hence the only one that can be bought at spawn with the 59k c-bills given at the 4th (Sergeant/Point 1) rank. The C is a support asset primarily concerned with keeping allies under its [[AECM]] umbrella. 2 [[LBX2]] and 2 [[LBX5]] have decent DPS against starter assets but require repeated hits to the same component to threaten other assets in its own weight class or higher. Best to stay at a distance and on a defensive posture, unless you are diving in to finish off a critically damaged opponent.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15280</id>
		<title>User:Commissioner Pravin Lal</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:Commissioner_Pravin_Lal&amp;diff=15280"/>
				<updated>2025-06-24T05:30:48Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The principle of self-defense is a vital component of Peacekeeping efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To-dos&lt;br /&gt;
&lt;br /&gt;
-Integrate out of date box and Fluff tags--the latter automatically generates a category which is useful, while the former includes a space for noting when the variant fluff became out of date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Useful pastes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
redirect&lt;br /&gt;
#REDIRECT [[Madcat]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
summary text for variant updates, w/ direct link to page section&lt;br /&gt;
[0.18.1] /* Variant F - &amp;quot;Aftershock&amp;quot; */ updated infobox and fluff&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
JES Var A&lt;br /&gt;
===Variant A===&lt;br /&gt;
One of the two variants that can be afforded when spawning in at Star Commander/Colonel rank, this variant trades away a lot of theoretical lethality in favor of versatility and ease of use. This variant packs 'only' 24 [[SSRM]]s which have significant spread but are easier to aim and can be flicked around obstacles = [[NARC]] launcher can be primarily to help the team&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15279</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15279"/>
				<updated>2025-06-22T05:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15278</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15278"/>
				<updated>2025-06-22T05:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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 significant 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15277</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15277"/>
				<updated>2025-06-20T04:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 less damage transfer than even the [[SM1]] to all its side sections and not just its front and turret, 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 significant 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15276</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15276"/>
				<updated>2025-06-20T03:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]]. The SM1 has speed comparable to other fast hovers, more armor than either the [[Regulator]] or [[Epona]], and is at the same price point. It is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15275</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15275"/>
				<updated>2025-06-20T03:15:57Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 its pilot must turn the entire asset to engage targets. To compensate, the JES I is allowed less damage transfer to all its side sections, not just its front and turret, and suffers minimal speed lost when engine damage is taken (notably, to an even greater degree than the [[SM1]]). In addition, it gains extra speed when back pedalling. 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 significant 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15274</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15274"/>
				<updated>2025-06-20T00:59:17Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 its pilot must turn the entire asset to engage targets. To compensate, the JES I is allowed less damage transfer to all its side sections, not just its front and turret, and suffers minimal speed lost when engine damage is taken (notably, to an even greater degree than the [[SM1]]). In addition, it gains extra speed when back pedalling. 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 significant 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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 atract 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15273</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15273"/>
				<updated>2025-06-20T00:58:27Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 stable, 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 its pilot must turn the entire asset to engage targets. To compensate, the JES I is allowed less damage transfer to all its side sections, not just its front and turret, and suffers minimal speed lost when engine damage is taken (notably, to an even greater degree than the [[SM1]]). In addition, it gains extra speed when back pedalling. 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 significant 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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 atract 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15272</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15272"/>
				<updated>2025-06-20T00:57:00Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]], with comparable speed to other fast hovers and more armor than either the [[Regulator]] or [[Epona]] at the same price point. The SM1 is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to normal hovercraft and suffers 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15271</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15271"/>
				<updated>2025-06-20T00:56:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 stable, 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 its pilot must turn the entire asset to engage targets. To compensate, the JES I is allowed less damage transfer to all its side sections, not just its front and turret, and minimal speed lost when engine damage is taken to an even greater degree than the [[SM1]]. In addition, it gains extra speed when back pedalling. 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 significant 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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 atract 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15270</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15270"/>
				<updated>2025-06-19T23:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Roles and Gameplay Hints */  variant B name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]], with comparable speed to other fast hovers and more armor than either the [[Regulator]] or [[Epona]] at the same price point. The SM1 is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to other hovercraft and 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Bedbug&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15269</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15269"/>
				<updated>2025-06-19T23:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: summary and prime fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 stable, 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 its pilot must turn the entire asset to engage targets. To compensate, the JES I is allowed less damage transfer to all its side sections and minimal speed lost when engine damage is taken, even beyond the bonuses enjoyed by the [[SM1]]. In addition, it gains extra speed when back pedalling. 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 significant 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. 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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 atract 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15268</id>
		<title>SM1</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SM1&amp;diff=15268"/>
				<updated>2025-06-19T23:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: clarified asset quirks in summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Vehicle|&lt;br /&gt;
| Image = File:SM1.png&lt;br /&gt;
| ImageGif = File:SM1_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| BoostSpeed = 127&lt;br /&gt;
| Rotation = 15&lt;br /&gt;
| Pitch = -8° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 61 200&lt;br /&gt;
| ArmorT Prime = 26 584&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;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Heavy Flamer]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 700&lt;br /&gt;
| ArmorT A = 26 584&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;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HSL]]&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 [[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 B = 63 600&lt;br /&gt;
| ArmorT B = 26 584&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;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;1 [[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 = 57 600&lt;br /&gt;
| ArmorT C = 26 584&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;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;1 [[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 = 3125&lt;br /&gt;
| Armor F = 5722&lt;br /&gt;
| Armor S = 4291&lt;br /&gt;
| Armor B = 4291&lt;br /&gt;
| Armor T = 4864&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''SM1 Tank Destroyer''' is a [[Clan]] medium [[hovercraft]], with comparable speed to other fast hovers and more armor than either the [[Regulator]] or [[Epona]] at the same price point. The SM1 is flexible and capable of anchoring light or medium assets in the [[early game]] and [[mid game]], contributing significant weaponry and flank potential [[late game]], and at all times able to [[backcap]]. Most variants are built around a single big gun.&lt;br /&gt;
&lt;br /&gt;
Like its patch-mate the [[JES-I]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, the SM1 is allowed less damage transfer to hull through the turret and front armor sections. In addition, it gains extra speed when backpedalling compared to other hovercraft and 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;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&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;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Nova Cats found that their advanced BattleMech manufacturing capacity was lacking and they did not have the time or money to build up as they had done in the past. Instead, they slowly embraced the combined-arms approach that is far more popular in the Inner Sphere than the Clan homeworlds. After the success of their Shoden experiment, the Nova Cats looked to build on this accomplishment with a fast-strike vehicle. The Nova Cats worked with LAW to design an inexpensive but effective hovertank to address the Clan’s limited construction capacity. At the same time, they agreed to retool LAW’s Irece plant in exchange for a share of ownership in that facility and exclusive purchasing rights of the SM1 for the first five years of production.  To maintain control over the plant’s operations and avoid the cost of upgrading the plant to the technological level of the Clans, the Nova Cats are supplying the weaponry from their own Irece facilities rather than on-site.&lt;br /&gt;
The SM1 is easy to manufacture. The chassis of either side is a mirror image of the other while the dual “bubble” cockpits are identical and redundant. The two halves are then sandwiched around the power plant and a large ballistic weapon, while the turret is added on top and the motive system below. Unsure how the final testing would go, designers started out with the intimidating Ultra class-20 autocannon to maximize its chances for success. There was some in-house humor that they had out-blitzkrieged the Blitzkrieg. For anti-infantry and back-up functions, quad light machine guns were mounted in the turret.&lt;br /&gt;
&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/SM1 Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15267</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15267"/>
				<updated>2025-06-19T23:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: /* Roles and Gameplay Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 stable, with only slightly more armor tonnage than a [[Harasser]] and with poor speed for a hovercraft. 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 a gravely serious 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 its pilot must turn the entire asset to engage targets. To compensate, its front panel and 'turret' have less damage transfer to the internals and its reversing speed is much closer to its forward speed than normal. 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 significant 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. 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 your targets with your laughable 'top' speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Extended Warranty&amp;quot;''===&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 atract 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>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=MWLL_Players_Slang_Guide&amp;diff=15253</id>
		<title>MWLL Players Slang Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=MWLL_Players_Slang_Guide&amp;diff=15253"/>
				<updated>2025-06-11T16:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Moved a line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As most online communities do, Mechwarrior: Living Legends players have their own ''slang'' terms. Here you'll find most common phrases and explanation of their meanings. Most of them are used in game, but also most commonly used forum or [[Discord]] phrases can be found here as well.&lt;br /&gt;
&lt;br /&gt;
==Generic Slang==&lt;br /&gt;
* '''AA''' - Anti-air, typically a vehicle like the [[Partisan]] or [[Huit]].&lt;br /&gt;
* '''ASF''' / '''Aero''' - [[Aerospace]] Fighter.&lt;br /&gt;
* '''BA''' - [[Battle Armor]], usually used to identify Battle Armors jumping or &amp;quot;flying&amp;quot; around being a distraction. Some mechs are terrible at killing BA and need support (e.g. [[Hollander II#Variant A|Hollander II A]]).&lt;br /&gt;
* '''Back Capping''' - The act of capturing enemy bases far from the front line in [[Terrain Control]] matches.&lt;br /&gt;
* '''[[Gameplay_Tactics#Ballooning|Ballooning]]''' - The act of attacking ground targets from a high angle with [[aerospace]] and [[VTOL|VTOLs]] in order to avoid return fire.&lt;br /&gt;
* '''Boating/Boat''' - BattleTech slang for an asset that carries a large quantity of a specific variety of weapons. How specific that variety is depends on the asset; For example, you can have an Energy Boat like the [[Puma#Variant B|Puma B]] or [[Puma#Variant C|C]], or an LRM boat like the [[Vulture|Vulture C]], or a ballistics boat like the [[Huit#Variant F|Huit F]].&lt;br /&gt;
* '''[[Brawler]]''' - A type of weapon loadout for any asset that includes mostly close-range weapons such as [[LBX20]]s, [[AC20]]s, [[SRM]]s and [[SSRM]]s, [[MPL]]s, [[MBL]]s. Alternatively, the term can refer to a player who specializes in close-range combat.&lt;br /&gt;
* '''BT''' / '''BTU''' - BattleTech / BattleTech Universe - Universe and franchise on which all Mechwarrior games, including MWLL, are based.&lt;br /&gt;
* '''Capping''' - Shorthand for 'capturing', relevant to [[Terrain Control]] matches.&lt;br /&gt;
* '''CBT''' - Classic BattleTech - tabletop game set in the BattleTech universe.&lt;br /&gt;
* '''Cored''' - A Mech that has had its Center Torso armor reduced to 20% or less. Usually a reference to destruction of the Center Torso indirectly through the Side Torsos, or Back Torso.&lt;br /&gt;
* '''Credits''' - See [[Cbills]]&lt;br /&gt;
* '''Critical/Crit''' - Mech going critical - a downed mech that is going to destroy itself in a nuclear explosion. The mech's imminent detonation is indicated by [[:File:Critical.jpg|a bright glow]] and a subtle creaking sound coming from the mech's body seconds beforehand.&lt;br /&gt;
* '''CT, LT, RT, BT''' - Center Torso, Left Torso, Right Torso, Back torso, respectively. Refers to torso sections of a mech.&lt;br /&gt;
* '''ctc''' - Abbreviation for &amp;quot;contact.&amp;quot; Used by players to indicate they have detected an enemy contact on their radar.&lt;br /&gt;
* '''Donut''' - Like being ''cored'', except with the rest of the mech almost completely untouched.&lt;br /&gt;
* '''DPS''' - [[DPS|Damage Per Second]].&lt;br /&gt;
* '''DPS Weapon''' - A weapon that must be fired very frequently in order to deal damage efficiently, such as [[Rotary AutoCannons|RACs]] and [[Machine Gun|Mguns]].&lt;br /&gt;
* '''Flanking''' / '''Flanker''' - A strategy and combat role wherein a player attempts to (often sneakily) attack the enemy team's forces from the side, or get behind it in order to snipe the Back Armor.&lt;br /&gt;
* '''Good NARC''' / '''NARC Good''' - A [[NARC]] beacon has landed on an enemy, you are free to fire missiles towards the enemy (even if you can't see the NARC beacon on your radar)&lt;br /&gt;
* '''inc''' - incoming it is often used in conjuction with '''ctc''' to emphasise that the enemies are approaching&lt;br /&gt;
* '''Jump Sniper''' - See '''poptarter'''&lt;br /&gt;
* '''k''' - Common multiplayer short for thousand, nearly always used for saying amount of money, eg: ''1k'' = 1000 Cbills, ''254k'' = 254 000 Cbills. Sometimes used as a shortcut for OK.&lt;br /&gt;
* '''K/D''' - Kills to Deaths ratio - the amount of kills compared to deaths. Often displayed as, for example, ''5/2'' or ''4/6'', sometimes also as ''2.5'' or ''0.66''.&lt;br /&gt;
* '''Legging''' - The act of shooting another mech's leg off. Almost always done to intentionally irritate or mock the target player.&lt;br /&gt;
* '''[[Asset_Roles#Missile_Boat|LRM Boat]]''' - See: 'Boat' above&lt;br /&gt;
* '''LRM camper''' - A player shooting missiles from great distances, who is mostly stationary, and acts as a missile turret. See: [[Gameplay Tactics#LRM Camping|LRM Camping]]&lt;br /&gt;
* '''LT''' - [[Long Tom Artillery Tank|Long Tom]] - Usually to identify that an enemy Long Tom is firing shells. A warning to encourage teammates to be unpredictable with their movement and try to keep radar in passive mode. Also as a request for someone to identify the location of the Long Tom for destruction. Also ''Left Torso''. Also the rank of ''Lieutenant''.&lt;br /&gt;
* '''[[Asset_Roles#Missile_Boat|Missile Boat]]''' - Usually refers to an asset equipped with a large number of [[LRM]]s or [[ArrowIV]]s, but can mean any asset with a large number of [[missiles]]. See: 'LRM Boat' above&lt;br /&gt;
* '''Newbie''' - A player who is in the early stages of learning; a beginner. Unlike ''noob'' this is a positive description.&lt;br /&gt;
* '''Nuke''' - A [[Engines#Fusion_Engine_Explosions|Fusion engine explosion]].&lt;br /&gt;
* '''Noob''' - Often a derogatory term used to describe someone as new to or poorly acquainted with the game or aspect(s) of it.&lt;br /&gt;
* '''Passive''' - Describing a player or asset as operating under [[Passive Radar]] mode, meaning they won't appear on your Radar outside of 250m. Eg. ''Passive Vulture''.&lt;br /&gt;
* '''Poke''' - To shoot an enemy, typically with a low-damage weapon, at range, in a way where the enemy doesn't usually have an opportunity to shoot back.&lt;br /&gt;
* '''Poptarter''' - A player jumping from behind cover to fire at an enemy. See: [[Gameplay Tactics#Poptarting|Poptarting]]&lt;br /&gt;
* '''Pubbing''' - Playing on public servers (those typically hosted by members of a [[:Category:Community Clans and Units|Clan or Unit]]) where there is usually no formally organized play.&lt;br /&gt;
* '''Ram'''ming - Kamikaze [[Gameplay Tactics#Ramming and Zero-Throttling|tactic]]; flying your ASF into an enemy, crashing into him.&lt;br /&gt;
* '''Redeploy''' - To [[suicide]] or disconnect and reconnect in order to quickly [[respawn]] at a different part of the map.&lt;br /&gt;
* '''Respawn''' - To reenter the game at a [[base]]. See: Spawn.&lt;br /&gt;
* '''Rifle''' - [[Rifleman]] or one of several weapons like the [[HAG]], [[Gauss]], or [[Battle_Armor#Battle_Armor_Weapons|BA Recoilless Rifle]].&lt;br /&gt;
* '''RTB''' - Returning to Base, usually for repairs or reloads.&lt;br /&gt;
* '''SA''' - [[Solaris Arena]] game mode.&lt;br /&gt;
* '''Salt''' - Refers to being upset or &amp;quot;salty&amp;quot; about something, usually an action by another player or a change in gameplay.&lt;br /&gt;
* '''Smurf''' - A player intentionally hiding his identity/nick in-game.&lt;br /&gt;
* '''Snip'''ing - Shooting at the enemy from long range with direct fire weapons, often with [[Gauss]] and/or ([[ERPPC|ER]])[[PPC]].&lt;br /&gt;
* '''Spares''' - Indicates that a player is asking for donations (e.g. &amp;quot;spare CBills?&amp;quot;, &amp;quot;spares?&amp;quot;).&lt;br /&gt;
* '''Spawn''' - To enter or reenter the game by clicking on a [[base]] on the [[in-game map]]. Or to [[buy]] an [[asset]].&lt;br /&gt;
* '''Stack''' / '''Team Stack''' / '''Vet Stack''' - The act of filling one team with players of same affiliation and/or game culture.&lt;br /&gt;
* '''Stomp''' - The result of a match wherein one team won over the other by a large margin, either by [[Ticket]] lead or killcount (or even both).&lt;br /&gt;
* '''[[Gameplay_Tactics#Supporting|Support Asset/Tank/Mech/etc]]''' - Any [[asset]] that comes with equipment that helps their allies like [[LAMS]], [[PDS]], [[AutoFlamer|Autoflamer]], [[AECM]], [[TAG]], [[NARC]], or [[C3]].&lt;br /&gt;
* '''TC''' - [[Terrain Control]] game mode.&lt;br /&gt;
* '''Ticket Bleed''' - When a team controls the majority of bases in [[Terrain Control]], the opposing team loses tickets every few seconds.&lt;br /&gt;
* '''TK''' / '''TKer''' / '''TKing''' - Teamkill / Teamkiller / Teamkilling - Heavily frowned upon and can be a bannable offense if intentionally repeated.&lt;br /&gt;
* '''ToS''' - [[Test of Strength]] game mode.&lt;br /&gt;
* '''Trading''' - When a player is in a situation where both the player and one or more enemies deal damage to each other. A trade can be &amp;quot;favorable&amp;quot; where the player deals more damage to the enemy than the player receives or &amp;quot;unfavorable&amp;quot; when enemies deal more damage to the player than the enemies receive. This is opposed to [[poking]] where only the enemy receives damage.&lt;br /&gt;
* '''TSA''' - [[Team Solaris Arena]] game mode.&lt;br /&gt;
* '''Unit''' - Usually refers to a player's player group like [[Clan Smoke Jaguar]] or the [[12th Vegan Rangers]], but occasionally refers to an [[asset]]&lt;br /&gt;
* '''Vet''' / '''Veteran''' - A skilled player, often one that has played for a long time.&lt;br /&gt;
* '''Zero-Throttle''' - A ramming [[Gameplay Tactics#Ramming and Zero-Throttling|tactic]] used to make an enemy an easier, slower target, or an accident when two allies collide.&lt;br /&gt;
&lt;br /&gt;
==Asset Slang Names==&lt;br /&gt;
* '''Arrowpult'''- A reference to the Catapult C, which mounts two [[ArrowIV]]s as its primary weapons.&lt;br /&gt;
* '''Ava''' - [[Avatar]] (or mistyped [[Avar]]).&lt;br /&gt;
* '''Blanner''' or '''Lanner''' - [[Black Lanner]], most annoying AA and rush mech ever.&lt;br /&gt;
* '''Blasp''' - A shortened name for the [[Blood Asp]] Clan Assault mech.&lt;br /&gt;
* '''Bonar''' - A perversion of the Clan [[Donar]]'s name.&lt;br /&gt;
* '''Bushy''' - A contraction of the [[Bushwacker]]'s name.&lt;br /&gt;
* '''Chevy''' - Common nickname for the Inner Sphere scout tank, the [[Chevalier]]. Sometimes paired with a model name from the car company, Chevy, Ex. Chevy Silverado.&lt;br /&gt;
* '''Cockmoth''' - A perversion of the [[Hawkmoth]] Inner Sphere VTOL's name, often used to describe one that is being incredibly annoying.&lt;br /&gt;
* '''Demo''' - A shortened name for the [[Demolisher]] Inner Sphere main battle tank.&lt;br /&gt;
* '''Faffy''' - An affectionate nickname for the [[Fafnir]] Inner Sphere assault mech.&lt;br /&gt;
* '''Fastnir''' - Yet another nickname, directed at the Fafnir F, which has [[MASC]].&lt;br /&gt;
* '''Fatlas''' - A derogatory Atlas nickname.&lt;br /&gt;
* '''Fatnir''' - Another Fafnir nickname, most often directed at the old Light Gauss boat.&lt;br /&gt;
* '''Hawk''' - [[Hawkmoth]] or [[Sparrowhawk]].&lt;br /&gt;
* '''Hepatitis''' - Old, often derogatory nickname for the Hephaestus Clan hovercraft. Specifically in reference to old hitbox errors that caused the Hephaestus to be almost as hard to kill as a Madcat.&lt;br /&gt;
* '''Holly''' - Shortened name for the [[Hollander II]] Inner Sphere medium mech.&lt;br /&gt;
* '''Huit''' - Shortened name for the [[Huitzilopochtli]] Clan Assault tank.&lt;br /&gt;
* '''Hurasser''' - Affectionate derogatory nickname for the [[Harasser]] Inner Sphere light hovertank. Often a reference to a pilot driving a Harasser in a stupid or self-destructive manner.&lt;br /&gt;
* '''Manlet''' - An amusing reference to [[Battle Armor]]&lt;br /&gt;
* '''LT''' - Abbreviation for either the [[Mobile Long Tom]] artillery asset, or the [[Long Tom]] artillery weapon itself.&lt;br /&gt;
* '''Parti''' - A shortened name for the [[Partisan]] Inner Sphere support tank.&lt;br /&gt;
* '''Partyvan''' - Either an affectionate or accusatory name for the Partisan Inner Sphere support tank.&lt;br /&gt;
* '''Pony''' or '''Pwny''' - Nickname for the [[Epona]] Clan hovercraft&lt;br /&gt;
* '''RACnir''' - An old nickname for the former Fafnir G, which boated 4 RAC5s.&lt;br /&gt;
* '''Rifle''' - [[Rifleman]] or one of several weapons like the [[HAG]], [[Gauss]], or [[Battle_Armor#Battle_Armor_Weapons|BA Recoilless Rifle]].&lt;br /&gt;
* '''Rasser''' - A shortened name for the Harasser Inner Sphere hovertank.&lt;br /&gt;
* '''Roflman''' - Affectionate name for the [[Rifleman]] Inner Sphere heavy mech.&lt;br /&gt;
* '''Scat''' - Awesomest Clan medium in existence, the [[Shadowcat]]. Pronounced S-Cat.&lt;br /&gt;
* '''Solly''' or '''Soli''' - Shortened name for the [[Solitaire]] Clan light mech.&lt;br /&gt;
* '''Thanny''' - Nickname for the [[Thanatos]], an Inner Sphere heavy mech.&lt;br /&gt;
* '''Thumper''' - Often used to indicate the presence of the [[Rommel#Variant A|Rommel A]] heavy tank, which carries a singular [[Thumper]] artillery piece.&lt;br /&gt;
* '''Timby''' - A rare nickname, referring to the Clan designation, for the [[Mad Cat|Timber Wolf (Mad Cat)]] Clan heavy OmniMech.&lt;br /&gt;
* '''Ullie''' - Rare nickname for the [[Uller]] Clan light mech&lt;br /&gt;
* '''Urbie''' - UrbanMech, cutest Mech you've ever seen. Not an asset in [[MWLL]].&lt;br /&gt;
* '''Visi''' - Contraction of the [[Visigoth]] Clan heavy Aerospace Fighter.&lt;br /&gt;
* '''Whammy''' - Nickname for the [[Warhammer]] Inner Sphere heavy mech.&lt;br /&gt;
&lt;br /&gt;
==Weapon Slang Names==&lt;br /&gt;
* '''LT''' - Abbreviation for the Long Tom artillery piece/cannon, usually used as a precursor to the word 'shell', to denote an incoming artillery shell&lt;br /&gt;
* '''Megagun(s)''' - Slang for [[Machine guns]]. Usually used as either high praise for machineguns, or sarcastically.&lt;br /&gt;
* '''Lurm''' - Common derogatory nickname for [[LRM]]s and [[ELRM]]s.&lt;br /&gt;
* '''Trollrm''' - Rare derogatory nickname for [[LRM]]s and [[ELRM]]s.&lt;br /&gt;
* '''Peeper''' or '''Peepee''' - Generally refers to a [[PPC]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Category:Hovercraft&amp;diff=15252</id>
		<title>Category:Hovercraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Category:Hovercraft&amp;diff=15252"/>
				<updated>2025-06-11T16:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Added JES-I, SM1. Changed summary header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''hovercraft''' (short: '''hover''') is a craft capable of traveling over surfaces while supported by a cushion of slow moving, high-pressure air. Hovercrafts are generally very fast and mobile vehicles, and are the only units capable of traveling on the surface of water instead of submerging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Inner Sphere]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Harasser]]|&lt;br /&gt;
[[Image:Harasser.png|x240px|link=Harasser]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Regulator]]|&lt;br /&gt;
[[Image:Regulator.png|x240px|link=Regulator]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[JES-I]]|&lt;br /&gt;
[[Image:JES-I.png|x240px|link=JES-I]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Clan]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Hephaestus]]|&lt;br /&gt;
[[Image:Hephaestus.png|x240px|link=Hephaestus]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Epona]]|&lt;br /&gt;
[[Image:Epona.png|x240px|link=Epona]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[SM1]]|&lt;br /&gt;
[[Image:SM1.png|x240px|link=SM1]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vehicles&amp;diff=15251</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vehicles&amp;diff=15251"/>
				<updated>2025-06-11T16:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Slight change to hovercraft summary to reflect new assets and flow better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lists]]&lt;br /&gt;
Quick reference of all non-[[Mech]] ground vehicles currently in the game. For flight-capable vehicles, see [[Aerospace]] and [[VTOL]].&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Hovercraft|Hovercraft]] ==&lt;br /&gt;
A '''hovercraft''' (short: '''hover''') is a craft capable of traveling over surfaces while supported by a cushion of slow moving, high-pressure air. Hovercrafts are generally very fast and mobile vehicles, and are the only units capable of traveling on the surface of water instead of submerging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Inner Sphere]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Harasser]]|&lt;br /&gt;
[[Image:Harasser.png|x240px|link=Harasser]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Regulator]]|&lt;br /&gt;
[[Image:Regulator.png|x240px|link=Regulator]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[JES-I]]|&lt;br /&gt;
[[Image:JES-I.png|x240px|link=JES-I]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Clan]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Hephaestus]]|&lt;br /&gt;
[[Image:Hephaestus.png|x240px|link=Hephaestus]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Epona]]|&lt;br /&gt;
[[Image:Epona.png|x240px|link=Epona]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[SM1]]|&lt;br /&gt;
[[Image:SM1.png|x240px|link=SM1]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Tank|Tanks]] ==&lt;br /&gt;
A '''tank''' is a tracked or wheeled armoured fighting vehicle designed for front-line combat. It has limited mobility across terrain when compared to [[Mechs]] but may achieve higher speed under same tonnage. For the sake of simplicity the wheeled vehicles are also considered as Tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Inner Sphere]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[APC]]|&lt;br /&gt;
[[Image:APC.png|x240px|link=APC]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Chevalier]]|&lt;br /&gt;
[[Image:Chevalier.png|x240px|link=Chevalier]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Goblin]]|&lt;br /&gt;
[[Image:Goblin.png|x240px|link=Goblin]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Rommel]]|&lt;br /&gt;
[[Image:Rommel.png|x240px|link=Rommel]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Demolisher]]|&lt;br /&gt;
[[Image:Demolisher.png|x240px|link=Demolisher]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Partisan]]|&lt;br /&gt;
[[Image:Partisan.png|x240px|link=Partisan]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Schrek]]|&lt;br /&gt;
[[Image:Schrek.png|x240px|link=Schrek]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Mobile Long Tom | Long Tom Artillery Tank]]|&lt;br /&gt;
[[Image:Long_Tom.png|x240px|link=Mobile Long Tom]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Behemoth]]|&lt;br /&gt;
[[Image:Behemoth.png|x240px|link=Behemoth]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:15px; background-color: #2c2c2c&amp;quot;&amp;gt;&lt;br /&gt;
===[[Clan]]=== &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[APC]]|&lt;br /&gt;
[[Image:APC2.png|x240px|link=APC]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Mithras]]|&lt;br /&gt;
[[Image:Mithras.png|x240px|link=Mithras]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Ares]]|&lt;br /&gt;
[[Image:Ares.png|x240px|link=Ares]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Oro]]|&lt;br /&gt;
[[Image:Oro.png|x240px|link=Oro]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Shoden]]|&lt;br /&gt;
[[Image:Shoden.png|x240px|link=Shoden]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Morrigu]]|&lt;br /&gt;
[[Image:Morrigu.png|x240px|link=Morrigu]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Huit]]|&lt;br /&gt;
[[Image:Huit.png|x240px|link=Huit]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|300px|[[Mars]]|&lt;br /&gt;
[[Image:Mars.png|x240px|link=Mars]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Canceled Tanks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block;&amp;quot;&lt;br /&gt;
{{ContentCell|400px|Svantovit|&lt;br /&gt;
[[Image:Svantovit.jpg|x200px]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|400px|Mobile Field Base|&lt;br /&gt;
[[Image:Nomodel.jpg|400x200px]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|400px|Odin|&lt;br /&gt;
[[Image:Odin.jpg|x200px]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|400px|Swiftwind|&lt;br /&gt;
[[Image:Swift wind.jpg|x200px]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15250</id>
		<title>Gameplay Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15250"/>
				<updated>2025-06-11T16:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a number of the common gameplay tactics found in [[MWLL]].&lt;br /&gt;
&lt;br /&gt;
==Alpha Strike==&lt;br /&gt;
An '''alpha strike''' is an attack where a 'Mech fires all its weapons simultaneously.&lt;br /&gt;
&lt;br /&gt;
Alpha strikes are very effective because they tightly concentrate damage, leading to heavy damage to or destruction of some components. Some 'Mechs are designed to make use of alpha strikes. Notably, the [[Puma#Variant C|Puma variant C]] is capable of crippling any light 'Mech with few well-placed [[ERML | Medium Laser]] alpha strikes, as is the 2 CGauss [[Vulture#Variant A|Vulture A]], the [[Madcat MKII#Variant A|Madcat MKII A]] or most [[Fafnir]] variants.&lt;br /&gt;
&lt;br /&gt;
Any 'Mech can unleash the alpha strike, but it's not always an effective tactic. Firstly, the 'Mech should be wielding weapons with similar characteristics, for example only [[AutoCannon#Ultra AutoCannons|UAC]]s, only [[Lasers]], or only [[PPC]]s/[[Gauss]] (which behave similarly) -- these setups allow all weapons will hit the same or very close spot of the 'Mech, inflicting concentrated damage (though weapons can be grouped more freely when shooting slow targets at very close range). Secondly, some alpha strike configurations will cause severe overheating, which will damage one's own 'Mech and threaten a shut down or self-destruction. Examples of 'Mechs with hazardous alpha strikes include the [[Masakari#Prime|Masakari Prime]], [[Loki#Prime|Loki Prime]] and variants of the energy weapon-heavy [[Novacat]], some of which can peg the core temperature gauge in a single alpha strike.&lt;br /&gt;
&lt;br /&gt;
There isn't much defense against an alpha strike, other than attempting to make the enemy pilot miss the shot, or shielding vulnerable components by turning or using terrain. However, alpha strikes generate severe amounts of heat in a short time (especially when it's based on energy weapons), so it may help to raise his heat with [[PPC]] shots or (preferably) [[Flamer]]s. Further, if the opportunity arises, destroying or heavily damaging the back armor of an alpha-striking mech will force the pilot to be more conservative with heat or risk self-killing, since incurring heat damage after the back armor is destroyed will instantly destroy the mech.&lt;br /&gt;
&lt;br /&gt;
==Anti Aircraft==&lt;br /&gt;
'''Anti-Air''', often abbreviated to AA, refers to assets that are able to effectively combat [[aerospace fighters]] or [[VTOL]]s. Good AA assets often bring a combination of high pitch-up limit for shooting at high altitude targets along with a loadout of weapons that can deliver damage effectively to aircraft.&lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges to driving air assets off the field is being able to hit them. Regardless of whether you are using a rapid-fire weapon such as [[Ultra AutoCannons|UAC2]]s or a powerful, single-shot weapon like a [[Gauss Rifle]], the trick is a matter of finding the correct distance by which to lead the target and also knowing how to compensate for the convergence as well as location of your guns. There is no easy way to learn this other than by practice and experience.&lt;br /&gt;
&lt;br /&gt;
A good choice for performing early anti-air work is the [[Partisan|Partisan A]], as the LBX5s are very dangerous against aircraft without sacrificing a lot of damage potential against ground targets.&lt;br /&gt;
&lt;br /&gt;
Another way to force bombers or VTOLs off your team is to bring an aerospace fighter yourself. Choose one of the Fighter variants equipped with strong anti-air weaponry, such as the [[Air Weapons|Air UAC2]], [[Air Weapons|Air Thunderbolt]] or [[Air Weapons|Air Lasers]]. Be careful when pursuing your targets though, as they will often do one of two things: either they will fly back to base to the safety of the base defenses, or they will fly over their team, who will attempt to destroy you.&lt;br /&gt;
&lt;br /&gt;
==Arming, Externaling, and Winging==&lt;br /&gt;
By shooting and destroying a [[mech|mech's]] [[arm]]s or [[external]]s, some weapons can be permanently destroyed. This means that even if the mech is [[repair|repaired]], the destroyed component, and all the weapons it contained, will not be replaced. This is also true for weapons mounted on the [[wing]]s of a [[VTOL]] or [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
This tactic is most useful when shooting at an enemy that is going to be able to escape or an enemy that has a particularly dangerous destructible weapon (like the [[Thanatos#Thanatos A|Thanatos A]]'s [[Heavy Gauss]] in its left arm). This tactic can be risky against some enemy mechs as it leaves their torso untouched, and no closer to being defeated. Against aircraft, this tactic is very effective since a destroyed wing when shot again, will [[damage transfer|transfer damage]] to the [[body]] of the aircraft.&lt;br /&gt;
&lt;br /&gt;
==Back Capping==&lt;br /&gt;
The act of capturing enemy [[base]]s far from the front line in [[Terrain Control]] matches. Best done by dedicated [[Backcapper|back capping assets]]. Can cut off access to [[factories]], deny [[repair and rearm]], increase [[ticket bleed]], and distract enemies.&lt;br /&gt;
&lt;br /&gt;
==Ballooning==&lt;br /&gt;
&lt;br /&gt;
'''Ballooning''' is an [[Aerospace]] tactic, where weapons are fired from straight above the enemy's maximum [[pitch]] to avoid return fire. Only [[long range]] Aerospace weapons work well with balooning. Medium and short range weapons don't work for this tactic since the Aerospace has to fly fairly low before pulling up, giving the enemy an opportunity to shoot back. Balooning doesn't work very well against dedicated [[AA]] assets since many of them can aim straight up into the air. When [[VTOL]]s engage in Balooning, neither the VTOL, nor their enemies will be able to shoot at each other, making VTOL balooning a purely defensive tactic.&lt;br /&gt;
&lt;br /&gt;
==Cheating==&lt;br /&gt;
Using game exploits, or cheats, to gain unfair advantages that are otherwise unavailable to other players is frowned upon by the community and is grounds to be banned on nearly every server.&lt;br /&gt;
&lt;br /&gt;
==Circle Lock==&lt;br /&gt;
Circle Lock, popularly known as the &amp;quot;'''''Circle of Death'''''&amp;quot; is a maneuver that occurs when two opposing [[Mech]]s try to get behind one another in order to fire outside of their torso radius and thus risk no return fire. It often occurs at 200-50m as both Mechs run full speed while turning in the same direction while they have their torsos turned to face each other. This results in the two orbiting each other and firing trying to accurately fire, and ultimately trying to get behind the other mech for a free shot. &lt;br /&gt;
This happens at very fast speeds between [[Osiris]]es and [[Harasser]]s, and at very slow speeds even among Assault Mechs.&lt;br /&gt;
&lt;br /&gt;
The advantages of this maneuver are twofold:&lt;br /&gt;
*First, it forces the enemy to focus his movement and attention toward you, leaving teammates free to pick and choose when and what to fire at while keeping the enemy from running away towards his teammates, for if he does, he exposes his back to you. &lt;br /&gt;
*Secondly, it creates a situation where one can fire close range weapons but still be moving to avoid enemy fire who have difficult to lead weapons. This applies chiefly to the opponent you are engaged in the Circle with, as sprinting in a tight orbit can make leading ballistics projectiles, tracking accurately with lasers, and leading/tracking Short range missiles, all much more difficult than if standing still.&lt;br /&gt;
&lt;br /&gt;
However, it is worth noting here, that mechs with full torso rotation, such as [[Osiris]] or [[Thanatos]] have quite an advantage in such duels even against the most swiftly turning mechs such as the [[Argus]] or [[Thor]]. This is due to the fact that the angular speed of torso rotation is usually higher than the angular speed of an turning asset.&lt;br /&gt;
&lt;br /&gt;
Circle Lock can also occur when aircraft [[dogfight]].&lt;br /&gt;
&lt;br /&gt;
==Death Ball==&lt;br /&gt;
A Death Ball is the best way to prepare for a [[team fight]].&lt;br /&gt;
&lt;br /&gt;
By grouping all, or nearly all, allies from one team together in one place, even at the consequence of losing overall [[Terrain_Control_Guide|map control]], a team can substantially increase its ability to destroy its enemies.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* Team gains [[rank]] more quickly.&lt;br /&gt;
* Reduces [[ticket]] loss from lost assets.&lt;br /&gt;
* Good for [[Teamwork|team]] morale.&lt;br /&gt;
* [[Supporters]] can really support their team.&lt;br /&gt;
* [[Tanking]] becomes a viable tactic.&lt;br /&gt;
* Better [[AA]] coverage.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Higher [[ticket bleed]] from lost [[bases]].&lt;br /&gt;
* Reduced [[awareness]] and [[scouting]].&lt;br /&gt;
* Easier target for enemy [[artillery]] and [[bombs]].&lt;br /&gt;
* More at risk to be close to a [[Engines#Fusion_Engine_Explosions|Fusion Engine Explosion]].&lt;br /&gt;
&lt;br /&gt;
==Ejecting==&lt;br /&gt;
Ejecting, or leaving one's asset behind, is different depending on the asset and can be done for various reasons. In some game modes, such as [[Solaris Arena]], ejecting is disabled. When ejecting is disabled, the player must first power down their asset. Only then will they be allowed to leave the asset. Some assets, such as [[Mechs|Mech]], [[VTOLs|VTOL]], and [[Aerospace]] come equipped with an ejection seat. When the [[Controls|eject button]] is pressed twice within a few seconds the player will be rocket upwards some 150 meters. In the case of Mechs, the ejection seat and the mech's head armor are destroyed when the player ejects. If the player, or another player, gets back in the mech, the eject function will not work until the head armor has been repaired. In the case of VTOLs and Aerospace, the ejection seat will be permanently disabled. Repairing the asset will not restore ejection seat use. Aerospace and VTOL with disabled ejection seats must come to a complete stop in order to leave the asset.&lt;br /&gt;
&lt;br /&gt;
Tactically, ejection is often a poor decision. Since the player, once ejected from their asset, is a [[Battle Armor]], they will lose their team 2 tickets when they die. And their asset, even with no player driving it, will still lose their team tickets when destroyed. For example, if a player's [[Osiris]] is destroyed, while they are controlling it, their team will lose 2 tickets. If that same player decides to eject before the Osiris is destroyed and are then killed shortly after, their team will lose 4 tickets total. Dying in one's own asset, instead of ejecting, also means getting back to base to build a new asset sooner. Battle armor are slow, so running back to base in a Battle Armor can delay you by several minutes. Additionally, Battle Armor that have just ejected from their asset will only have 2 [[Battle_Armor_Weapons#SRM-2|SRMs]] and 1 [[Battle_Armor_Weapons#Claw_Machine_Gun|Machine Gun]], which are not enough to cause much damage.&lt;br /&gt;
&lt;br /&gt;
Good reasons to eject:&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.''' Your enemy is a few seconds of [[Claw Machine Gun]] fire away from being destroyed and your asset has no weapons left.&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.''' You are playing [[Terrain Control]] and you are certain that you can escape and there is a nearby post to capture.&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.''' You are in a part of the map where playing as a Battle Armor would be useful and there is a nearby [[APC]], [[Hephaestus]], [[Goblin]] or some other place to buy [[Battle_Armor_Weapons|BA Weapons]].&lt;br /&gt;
&amp;lt;li&amp;gt;'''4.''' There are nearby enemy Battle Armor, since that's one of the few things that SRMs and a Machine Gun are good against.&lt;br /&gt;
&amp;lt;li&amp;gt;'''5.''' You are playing a ticket-based game, like terrain control, and both teams are tied at zero tickets.&lt;br /&gt;
&lt;br /&gt;
==Flicking==&lt;br /&gt;
&lt;br /&gt;
Flicking is the act of firing [[LRM]]s, or any other [[missiles|missile weapon]] that require a [[lock on|lock]], at an angle away from the target. First, lock on to a target, then quickly aim the [[reticle]] up and/or rotate the [[yaw|torso/turret]] to one side. As the missiles fire, they will gain more elevation than normal before cruising toward their target and can maximize [[indirect damage]] potential. This is done to make it easier to hit targets behind cover similarly to the way [[Gameplay Tactics#Benefits of NARCed and TAGed Targets for LRM Campers|NARCs and TAGs]] allow for higher missile arcs. Unfortunately, for large missile salvos, like [[LRM20]]s, this can mean the first few missiles must be fired at a lower angle or else the player risks losing target lock before all of the salvo has been fired. Tanks with missiles mounted on the [[chassis]] instead of the [[turret]], like the [[Huit]], can gain this sort of firing arc by rotating their chassis 180 degrees away from the target. This gives these tanks the ability to make indirect fire without having to rely on NARC or TAG.&lt;br /&gt;
&lt;br /&gt;
In very specific situations, changing the firing arc for missiles can help to overwhelm enemy [[LAMS]] on NARCed and TAGed targets. This works especially well when using tanks with missile launchers fixed to the chassis instead of the turret. First, [[group fire]] all missiles with the launchers pointed 180 degrees away from the enemy. These missiles will take much longer to hit and have a much steeper arc. Quickly, rotate in order to fire a second salvo straight at the enemy and fire it as soon as possible. Depending on projectile speed and weapon reload speed, the missiles will impact the enemy closer together than normal missile volleys. This creates an effect similar to the [[Mobile_Long_Tom#Other Tactics|Multiple Round Simultaneous Impact]] technique that [[Mobile Long Tom|Long Toms]] are capable of.&lt;br /&gt;
&lt;br /&gt;
==Hiding and Taking Cover==&lt;br /&gt;
&lt;br /&gt;
Hiding and Taking Cover are two tactics that are often done at the same time.&lt;br /&gt;
&lt;br /&gt;
* Hiding can be moving to a place that is out of the enemy's line of sight. For example, behind a hill or trees or in a lake.&lt;br /&gt;
* Taking cover can be moving to where enemy weapons cannot hit. For example, moving underneath terrain, like a building or a cliff, to avoid [[missiles]].&lt;br /&gt;
* Hiding can be using obscuring terrain and/or [[camouflage]] to blend in.&lt;br /&gt;
* Hiding can be reducing one's [[radar signature]] using [[electronics]] or [[powering down]].&lt;br /&gt;
&lt;br /&gt;
These tactics are useful for [[Skirmishers]] so they can avoid enemy weapons fire while the skirmisher's high [[burst damage]] weapons [[recharge]]. Hiding, powering down, and abandoning an [[APC]] is an effective tactic to provide a backup [[spawn point]] or [[rearm|ammo supply]]. The [[Long Tom]] can also hide by using [[smoke launchers]].&lt;br /&gt;
&lt;br /&gt;
==Hit-and-Run==&lt;br /&gt;
&lt;br /&gt;
[[Assets]] with higher speed, or, in the correct kind of terrain, assets with [[jump jets]], can engage in Hit-and-Run tactics. When confronted with an enemy, many targets will move toward their allies or call for help. When pilots are operating solo, or with very little support, fighting a lone enemy (one that is separated from their team), can still be a risky move. By catching the target unawares or by out [[DPS|DPSing]] them, the pilot can destroy, disable, or at least harass the target before leaving. Even if the combat doesn't destroy the target, or even deal any [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|lasting damage]], it can cause the target to return to base for [[repair]] or [[rearm]]. Alternatively it can cause the target to leave an advantageous location for [[sniping]] or [[LRM Camping]]. Hit-and-run can also cause targets to return to their allies, ignoring important [[bases]] in [[terrain control]]. When [[back capping]] a fast asset can capture, or at least partially capture a [[base]] causing some enemies to leave the main group, getting out of position and weakening the enemies' [[death ball]]ing potential, even if the pilot never even comes into combat with the out of position enemy.&lt;br /&gt;
&lt;br /&gt;
==Legging==&lt;br /&gt;
'''Legging''' is the deliberate targeting of one or both legs of a Mech, with the intent of crippling and toppling it. Severe damage to a leg will reduce a Mech to a painfully slow limp and limit its turning ability, while destroying a leg will cause the Mech to fall over. Leg armor is stronger than center torso armor but tends to be a larger target, making this a potentially faster way to disable a Mech than chewing through the torso armor; however, once legged, the Mech can fall in such a way that it can still fire upon enemies. It may also be more difficult to guarantee a hit on a rapidly moving Light Mech leg with certain weapons such as [[Gauss|Gauss rifles]] that fires a fairly slowly reloading shot and provides no splash damage -- though a hit with such a weapon is extremely damaging to a Light Mech leg. Suddenly destroying the leg of a rapidly moving Mech can send it tumbling somewhat comically, and destroying the leg of a jumping mech will send it through a wild tumble to the ground.&lt;br /&gt;
&lt;br /&gt;
The pilot of a legged Mech may attempt to continue firing on enemies within his range of view. However, being unable to move, the pilot is often left unable to defend himself, and must choose between waiting for death in the crippled unit (which can make more sense from a [[CBills]] or time perspective), or ejecting in order to return to base or to continue fighting as a [[Battle Armor]]. If the legged mech mounts jump jets, it's possible to (clumsily) reorient your mech to have a good field of view of the enemy, or twist your mech into a position where it's almost impossible for enemy mechs to fire upon your torso.&lt;br /&gt;
&lt;br /&gt;
If a Mech pilot notices that the enemy is deliberately targeting legs, he can accelerate to make a shot on the legs more difficult. Terrain may also be used to shield legs, while still being able to fire upon the enemy -- in some situations, it may even be possible to fire on the enemy's legs without exposing your own legs to hostile fire.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Legging is often considered a cheap, dishonorable tactic, although its use tends to be forgiven when used in desperation or uncommonly. Chronically focusing primarily on enemies' legs, however, will draw ire and often result in other players going out of their way to leg you.&lt;br /&gt;
&lt;br /&gt;
===Points===&lt;br /&gt;
Legging a Mech will not immediately reward as many points as a traditional center-torso kill, but in many cases the legged Mech can be destroyed for points more or less at leisure.&lt;br /&gt;
&lt;br /&gt;
===Hitboxes===&lt;br /&gt;
A Mech that is legged and rolling around on the ground will often have [[hitboxes]] that are difficult to aim at, resulting is damage being spread around instead of focused. This effect is somewhat similar to being [[desynched]].&lt;br /&gt;
&lt;br /&gt;
==LRM Camping==&lt;br /&gt;
[[File:LRM camping.jpg|300px|right|thumb|[[Puma]] and [[Catapult]] camp on [[Clearcut]]]]&lt;br /&gt;
'''LRM Camping''', is a valid, but controversial tactic. It entails buying an asset with Long Range [[Missiles]] such as [[LRM]]s, [[ELRM]]s, [[ATM|ERATMs]], or [[ArrowIV]]s, picking an easily defensible spot on the map with good sight lines to targets within target lock range (typically at the very edge of the missile laucher's maximum range), and firing on any enemy targets.&lt;br /&gt;
&lt;br /&gt;
LRM campers enjoy the benefit of being able to wear down incoming enemies. By the time said enemies are in range to fire back, not only are they heavily damaged, but the LRM camper's teammates have usually moved to intercept and are ready to take out the enemy.&lt;br /&gt;
&lt;br /&gt;
The more players there are on a team, the easier it is to LRM camp effectively. For example, in a 1v1 game, the player that takes LRMs is more likely to lose since LRMs are often ineffective at the short ranges typical of 1 v 1 games. Alternatively, in a 10 v 10 game, having 1 or 2 players play as an LRM camper can be a very effective way to deal significant damage to slower targets. The later in the game it is, the better the LRM camping strategy gets. Later game assets are often slower moving giving an LRM camper more shots before the enemy can get in range with their own weapons. &lt;br /&gt;
&lt;br /&gt;
Note that LRM Campers aren't as effective at dealing damage to fast moving light and medium Mechs like [[Solitaire|Solitaires]] or [[Black Lanner|Black Lanners]], [[VTOL]]s, [[Aerospace]], or targets at close-range.&lt;br /&gt;
&lt;br /&gt;
LRM Camping is most effective when it's supported by other units utilizing [[NARC]]s or [[TAG]] lasers, as carried by many [[Light Mechs]], [[Battle Armor]], and [[VTOL]]s.&lt;br /&gt;
&lt;br /&gt;
===Benefits of NARCed and TAGed Targets for LRM Campers===&lt;br /&gt;
&lt;br /&gt;
* '''Improved Maximum Range''' – Weapons like  [[LRM]]s, [[ELRM]]s, and [[ArrowIV]]s are capable of dealing damage well past their maximum lock on range. Targets that are [[NARC|NARCed]] or [[TAG|TAGed]] will still attract missiles so long as the missiles were fired with active radar and so long as the missiles travel within 1000m of that target. &lt;br /&gt;
* '''Ability to Take Cover While Firing''' – LRM campers can hide behind terrain so long as their target is NARCed or TAGed.&lt;br /&gt;
&lt;br /&gt;
* '''Ability to Hit Targets That Are Hiding Behind Cover''' – Enemies not in line of site can still be hit with missiles if they are NARCed or TAGed. Additionally, so long as those targets are within 1000m, the LRM camper can fire their missiles away from the target causing the missiles to gain a higher arc and have a better chance of hitting a target behind cover, similar to [[flicking]].&lt;br /&gt;
&lt;br /&gt;
* '''Target Coordination''' – If there are multiple LRM campers working together, a NARC or TAG can mean massive damage against a single target.&lt;br /&gt;
&lt;br /&gt;
===Things That Counter LRM Campers===&lt;br /&gt;
&lt;br /&gt;
* '''Aerospace and VTOLs''' – [[Aerospace]] and VTOLs are merely forced to fly defensively when fired upon with most missiles and can easily fly behind enemy lines to attack LRM campers that would otherwise be safe.&lt;br /&gt;
&lt;br /&gt;
* '''Fast and/or Sneaky Brawlers''' –  Close range assets, like fast mechs with [[MASC]] or [[hovercraft]] and sneaky assets with [[radar|passive radar]] or better yet, [[GECM]], can often get in close to LRM campers, bypassing the rest of the team, forcing the LRM camper into a very disadvantageous brawl. Inner Sphere LRMs have a substantial [[minimum range]] at about 160m. Similarly ERATMs and ATMs have a [[minimum range]] of 140m. Clan LRMs have a [[minimum range]] of only 10m, but are suboptimal at short ranges.&lt;br /&gt;
&lt;br /&gt;
* '''Cover Shooters''' – By coming out of cover briefly, shooting, and returning behind cover, enemies can deal damage to LRM campers without taking any damage themselves. The brief exposure either prevents a lock on from occurring at all or allows terrain to intercept incoming missiles. This is especially easy for [[Poptarting|Poptarters]].&lt;br /&gt;
&lt;br /&gt;
* '''Being Outranged''' – Weapons like [[Long Tom Artillery|Long Tom]], [[Thumper Artillery|Thumper]], [[LtGauss]], [[HAG]], [[AC2]], [[UAC2]], and [[HVAC2]] outrange many of the long rage missiles in the game. [[ELRM]]s also have a longer lock on range than other missiles. LRM campers are forced to abandon camping when outranged. The camper has to run, hide, or move into closer range to attack.&lt;br /&gt;
&lt;br /&gt;
===The Effectiveness of LRM Camping Based On Game Mode===&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Control''' – LRM camping in most [[Terrain Control]] games is an ineffective strategy. Terrain Control typically requires players to remain mobile and capture bases. LRM camping is exactly the opposite of this and can cause a team to lose the game through loss of [[tickets]]. Occasionally LRM Camping is effective late in a game, in wider, more open maps like [[TC Tukayyid]] and in maps that have large capture zones like [[TC Lunacy]]. &lt;br /&gt;
&lt;br /&gt;
* '''Solaris Arena''' – LRM camping in [[Solaris Arena]] is very ineffective as the battlefields are small. Additionally, with no allies to support the player, as soon as an enemy gets too close, the LRM weapons on the LRM camper's asset become partially or completely useless causing the player to be at a disadvantage. &lt;br /&gt;
&lt;br /&gt;
* '''Team Solaris Arena''' – LRM camping is most effective in [[Team Solaris Arena]] games where holding territory isn't important. LRM camping can be a very effective strategy as it gives the player a lot of time to fire at the incoming enemy target before it can get in close and use its shorter range weapons. In Team Solaris Arena games were where points are the only way to win, LRM camping is very effective as it gives the player's team points without giving away points to the other team. In Team Solaris Arena games that use tickets, LRM camping is less effective as the threat of LRMs often make other players run away or hide. While they may take some damage, those players will typically survive, and their team won't lose any tickets. &lt;br /&gt;
&lt;br /&gt;
===Points of View on LRM Camping===&lt;br /&gt;
LRM Camping is a somewhat controversial tactic within the MWLL community. Many players who prefer &amp;quot;brawling&amp;quot; (ie close range combat) see LRM Camping as a low-risk and low-skill method of enemy engagement. Other players point out that LRM attacks have long been a part of Battletech canon, and that viable counter-measures exist to thwart LRM Campers. Newer players tend to gravitate towards LRM 'Mechs and will often partake in LRM camping due it being a lower-risk and low-intensity method of fighting.&lt;br /&gt;
&lt;br /&gt;
===History of LRM Camping===&lt;br /&gt;
As soon as the [[MWLL]] Beta became available to the public, LRM Camping with the support TAG Laser-equipped unit became a popular tactic.  Not only was it a low risk way for new players to score damage, but an error in score calculation awarded TAG-gers a disproportionately high number of C-Bills.&lt;br /&gt;
&lt;br /&gt;
With introduction of version 0.1.0, TAG-ing targets no longer awarded as many C-Bills, and the tactic became somewhat less popular.  &lt;br /&gt;
&lt;br /&gt;
In beta 0.2.0, maps were modified to introduce multiple terrain obstacles, so countering LRM camping become easier. Many units also gained [[AMS]] systems, which reduced somewhat the number of LRMs hitting them.  &lt;br /&gt;
&lt;br /&gt;
In beta 0.3, tweaks to weapon balance saw the damage dealt by LRMs reduced somewhat. LRM Camping is now a slow way to increase in rank, compared to other direct engagement strategies.&lt;br /&gt;
&lt;br /&gt;
==Poptarting==&lt;br /&gt;
&lt;br /&gt;
'''Poptarting''', a play on the popular breakfast pastry Poptarts, is a tactic in which a [[Mechs|Mech]] utilizes [[Jump Jets]] to rise up from behind cover, fire its weapons, and then sink back behind cover.  The term for players who utilize Poptarting is '''&amp;quot;Poptarters&amp;quot;'''.  Cover can be any particular part of the battlefield, or even another Mech, as long as it blocks line-of-sight from the Poptarter to the target. This is also known as 'jump-sniping' and is a form of [[MWLL_Players_Slang_Guide#Generic_Slang|poking]].&lt;br /&gt;
&lt;br /&gt;
This tactic allows the Poptarter the smallest window of vulnerability, while at the same time letting him unload his full arsenal on the target.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Several changes in [[Jump Jets]] mechanics in release 0.3.0 have severely changed Poptarting as a popular tactic.&lt;br /&gt;
* Mech HUD shake on ascent - Reduced the amount of time the pilot has to locate and fire at a target to the descending arc of a jump&lt;br /&gt;
* Slower Jump Jet energy recharge - Increased delay before JJ energy starts to recharge. This reduces the frequency the pilot may poptart.&lt;br /&gt;
* Jump Jets produce more heat - Another balance change to reduce the effectiveness of Alpha strike poptarters.&lt;br /&gt;
&lt;br /&gt;
==Powering Down==&lt;br /&gt;
To power down means to shut down a vehicle. This can be done by pressing the ['''p'''] key. This is useful to make [[repair|repairs]] or to leave a 'Mech, VTOL or Aerospace Fighter without ejecting and destroying the cockpit. A powered down unit is [[Radar|undetectable]], unless an enemy unit is fielding a [[BAP|Beagle]] or [[BHP|Bloodhound]] probe, which can detect shut-down units only at very close range.&lt;br /&gt;
&lt;br /&gt;
There are few tactics that use powering down, due to the risk in exposing a shut down unit to potential enemy fire. Still, using a spotter under the cloak of an [[GECM|ECM]] suite, or an asset with active radar as bait, and a few powered down comrades to set up an ambush can cause a great amount of surprise and confusion, if executed properly. If done wrong, it will lead to several dead comrades, and a chuckle from the enemy team.&lt;br /&gt;
&lt;br /&gt;
Powering down can also be used to manage [[heat]]. After firing many, high heat weapons, [[Jump Jets|jump jets]], or [[MASC]], an asset can pull into cover, and power down. This will allow it to cool faster, but is risky since nearby enemies can use the opportunity to position themselves better. Additionally, when fighting against enemies with many [[Flamers]], powering down may be the only way to prevent armor loss from overheating or even total asset destruction.&lt;br /&gt;
&lt;br /&gt;
Note: [[Assets]] will [[autoshutdown]] on their own when staying above the red line on the [[heat]] gauge for too long.&lt;br /&gt;
&lt;br /&gt;
==Ramming and Zero-Throttling==&lt;br /&gt;
By driving directly into enemies with a [[tank]] or [[Mech]], a player can cause the enemy to slow or even stop completely. This makes both the player and the enemy easier targets. It works best when the player's allies in the area outnumber the enemies in the area. Heavier tanks and mechs will often find this tactic somewhat more difficult when attempting to ram lighter, faster [[assets]].&lt;br /&gt;
&lt;br /&gt;
When ramming a tank with another tank, typically the one initiating the ram will be forced underneath the other tank. The tank on top usually tips over and will have a difficult time returning fire while the tank underneath will usually be able to continue firing. This tactic, although legitimate and highly entertaining, is often considered to be rude if the player does not release the other tank from being tipped over.&lt;br /&gt;
&lt;br /&gt;
When ramming a tank with a tall mech, if it doesn't flip the tank, it can sometimes deny the the tank the ability to shoot the mech's torso if the tank has a low maximum [[pitch]].&lt;br /&gt;
&lt;br /&gt;
When ramming an [[aircraft]] with another aircraft, typically both aircraft will be destroyed, although usually only one player dies. This is generally considered to be even ruder than ramming a tank. Check the rules of the server you are playing on, this tactic may be banned.&lt;br /&gt;
&lt;br /&gt;
When ramming a mech or tank with an aircraft, typically the aircraft will be destroyed and the mech or tank will take a small amount of damage. This damage is often not worth the loss of the aircraft. Tanks may move a distance when rammed in this way. Players are advised to attempt to escape with their aircraft instead of ramming. If the aircraft has lost too many weapons to be viable in future attack runs, the player can land the plane and [[suicide]] to respawn with new money or [[sell]] the aircraft in order to upgrade, downgrade, or rebuy the same [[asset]].&lt;br /&gt;
&lt;br /&gt;
==Pushing==&lt;br /&gt;
To charge into short [[range]] close combat against stationary enemies. Typically lead by a [[brawler|brawling asset]] that is good at [[tanking]]. It is important to coordinate with allies to attack at the same time, otherwise the charge will very likely fail. In [[terrain control]] it is especially important to charge quickly with as many allies as possible. Otherwise enemies might be able to [[repair]] or [[respawn]] before the [[objective]] can be captured.&lt;br /&gt;
&lt;br /&gt;
==Scouting==&lt;br /&gt;
Scouting is a kind of [[supporting]] that can be conducted in a few ways. One such way is with [[C3]], by sharing enemy contacts with allies automatically. Alternatively, contacts can be shared with allies via text chat ex. &amp;quot;Contact D5&amp;quot; or &amp;quot;Two contacts E6.&amp;quot; Voice over internet protocol such as [[TeamSpeak]] or [[Discord]] can also be utilized, but require prior organization to make sure all allied players are able to hear the information. While faster [[assets]] work best for scouting, heavier assets also work, especially those equipped with longer range radar suites like [[BAP]] and [[BHP]] or with maximized mobility though [[MASC]].&lt;br /&gt;
&lt;br /&gt;
==Self-[[NARC]]ing/[[TAG]]ing==&lt;br /&gt;
&lt;br /&gt;
Not to be confused with accidentally shooting one's self with a [[NARC]], self-NARCing and [[TAG]]ing is the act of acquiring one's own targets with NARC or TAG. This can be a very effective way of ignoring [[lock on|lock on time]] for larger missile launchers like the [[ArrowIV]] or the [[LRM20]]. This can also improve one's ability to [[flicking|flick]]. LRMs and Arrows with substantial [[minimum range]]s struggle to use standard NARCs for self-NARCing due to the standard NARC's 500m range. Many enemies will be able to close within the minimum range before a second volley of LRMs can be fired. For this reason, [[iNARC]] and [[cNARC]] are preferred for self-NARCing. One of the benefits of self-NARCing is getting within range, NARCing the target, then retreating at full speed while firing missiles the opposite direction. This gives a superior advantage when compared to usual flicking and gives the self-NARCing [[asset]] an opportunity to [[kite]] the enemy.&lt;br /&gt;
&lt;br /&gt;
Self-[[TAG]]ing functions somewhat differently in that the user generally needs to have line of sight with the target at the time of impact for the given missile system. This confers the advantage of being able to fire missiles without a lock of any kind. Simply fire in the correct direction, especially at a high angle, then use the TAG as the missiles get close for a surprise barrage from directly above. Unfortunately, self-TAGing only works marginally well for [[kite|kiting]].&lt;br /&gt;
&lt;br /&gt;
==Sniping==&lt;br /&gt;
For the Asset role, see [[Asset_Roles#Sniper|Asset Roles]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Artillery weapon, see [[Sniper_Artillery_Cannon|Sniper Artillery Cannon]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Gameplay Tactic, see here:&amp;lt;br&amp;gt;&lt;br /&gt;
To '''snipe''' is to shoot the enemy accurately, from a distance, usually 700m+. This does not include guided weapons like [[LRM]]s, [[ATM]]s, etc. The best weapons for doing this include [[ERPPC]], [[Gauss]], [[ERLL]], [[Long Tom]], [[HVAC]], etc. The main advantage of sniping is that enemies have a difficult time returning fire if their weapons are shorter range. On the other hand, snipers often have a difficult time maintaining a high [[DPS]], especially when not all of their weapons might be in range, because long range weapons typically deal less damage per second than short range weapons, and because enemies can get behind cover much more easily when they are at long range.&lt;br /&gt;
&lt;br /&gt;
==Spawn Camping==&lt;br /&gt;
Spawn Camping usually occurs when one team has a significant disadvantage in amount of players or skill. Sometimes it's an effect of [[Team Stacking]], or the surprise attack of a few units at an enemy base. In any case - it is defined by a prolonged attack of an enemy spawn base or the units within, often combined with destroying [[Structures|turret]]s, or sometimes even units entering enemy hangar and hunting [[Battle Armor]] in there. [[Bomb|Bombing]] the enemy base can also considered Spawn Camping due to very high amount of damage given by this weapon and very low chances of defense against it, particularly if the base in question does not have base LAMS turrets.&lt;br /&gt;
&lt;br /&gt;
Camping can often be prevalent on smaller maps with open areas around a capturable base, such as on TC_Harvest. In this case, one team can get hemmed into one of the middle spawn-capable bases by the other and is forced to constantly pour more players/assets into the battle to keep the attackers at bay, who will snipe at anything they can see inside the base. While this is technically spawn camping, the contested base is a capture point and as such is more or less fair game.&lt;br /&gt;
&lt;br /&gt;
''Note: Attacking assets in their main base—including the ASF runway area—is a bannable offense.''&lt;br /&gt;
&lt;br /&gt;
===Countering Spawn Camping===&lt;br /&gt;
The simplest way is simply to ask enemy team for more space using public chat (default key: [Y] ). &lt;br /&gt;
&lt;br /&gt;
Alternatively try to spawn in a different base if possible. Some maps without another base contain airfields, so spawning there is another possibility.&lt;br /&gt;
&lt;br /&gt;
It is also possible to simply push back the attackers - for this it is required to pick best possible brawlers and exit the hangar in largest group available, focusing fire on a single target at a time. &lt;br /&gt;
&lt;br /&gt;
Finally, on some servers, mostly these sponsored by [[:Category:Community Clans and Units|Clans or Units]], it's possible to ask for admin intervention or collect screenshots of players Spawn Camping and post them on forums of the Unit.&lt;br /&gt;
&lt;br /&gt;
==Staring==&lt;br /&gt;
&lt;br /&gt;
Unlike damage spreading, staring has the player look directly at the enemy and never break eye contact. Although this makes the player easy to destroy by allowing enemies free reign to shoot at whatever [[armor|component]] they like, it does have some advantages. Weapons with long [[lock on|lock on time]]s (like the [[LRM20]]), that have a long time before [[jam|overheating]] (like the [[UAC2]]), or that can be constantly fired (like [[XPL]]s) will function better when staring, resulting in a higher [[DPS]]. Staring is a good tactic particularly when surrounded by allies that are taking most of the enemy fire away from the player.&lt;br /&gt;
&lt;br /&gt;
Players can make their aim even more accurate, by bringing their [[asset]] to a complete stop by [[zero-throttling]] their enemy and themselves or by pressing '''[x]''' to drop their own [[throttle]] to zero. The downside, of course, is that the player becomes an even easier target.&lt;br /&gt;
&lt;br /&gt;
Although [[mechs]] can only rotate their [[leg]]s while staring, [[tanks]] can continue to twist their chassis to spread damage.&lt;br /&gt;
&lt;br /&gt;
==Suicide Run==&lt;br /&gt;
&lt;br /&gt;
Kamikaze, seek-and-destroy, whatever you want to call it, a suicide run is a particular kind of attack where the target is high-value, valuable enough that it is worth oneself being destroyed to eliminate them. This is common for heavily damaged heavy and assault Mechs that are returning to base for [[repair]] and [[rearm]] and especially true for [[artillery]] and larger [[aerospace]] like the [[Shiva]], [[Xerxes]], [[Rusalka]], and [[Visigoth]]. [[Long Tom]] and [[assets]] with [[Arrow IV]], on the right map with the right [[supporting|support]], pose substantial threats where they are capable of decimating the opposing team. Suicide runs are frequently the only options to [[assets]] that are too slow and/or too poorly maneuverable to make a proper [[hit and run]] attack. For the best suicide runs [[brawlers]], [[GECM|stealthy]] assets, speedy assets, and [[aircraft]] are most suitable.  &lt;br /&gt;
&lt;br /&gt;
==Supporting==&lt;br /&gt;
Some [[asset]]s in MechWarrior: Living Legends have special equipment that don't just help the user, they also help other friendly players. These assets can come equipped with only one or two of these special systems, but others come with many of them, like the [[Raven#Variant G|Raven G]] or the [[Loki#Variant Prime|Loki Prime]]. Examples of support equipment includes [[LAMS]], [[TAG]], [[NARC]], [[infantry bay]]s, [[C3]], [[AECM]], [[PDS]], and [[AutoFlamer]]s. Bringing an asset with support equipment can be vital to victory. If the enemy has many [[LRM]]s, bring LAMS. If the enemy is [[NARC]]ing targets, bring [[AECM]]. If friendly [[Artillery|artillery]] need targeting help, bring [[C3]]. If there are many enemy [[BA]], bring [[PDS]] or [[AutoFlamer]]s.&lt;br /&gt;
&lt;br /&gt;
==Tank Hunting==&lt;br /&gt;
One particular kind of [[asset]] is the 'Tank Hunter' which specializes in destroying non-mech assets thanks to [[damage multiplier]]s for weapons like [[AC2]], [[UAC2]], [[AC5]], [[Battle_Armor_Weapons#Recoilless_Rifle|BA Recoilless Rifle]], [[LBX]], [[Blazer]], [[RAC]], [[HMG]]s, and others.&lt;br /&gt;
&lt;br /&gt;
==Tanking==&lt;br /&gt;
Not to be confused with [[tanks]], '''tanking''' is a tactic where the player attempts to distract or draw enemy fire away from allies. Tanking can be done in two primary ways. The first way is to [[purchase]] an [[asset]] with a lot of [[armor]] and drive in close to enemies, potentially even shooting at multiple enemies to draw their attention. The player then relies on their heavy armor and [[damage spreading]] to soak up damage that would otherwise be directed at more poorly armored allies. The second way is to purchase a faster asset, preferably one that has [[MASC]] which it can pulse for extra evasion. Faster assets, in this way, can run through groups of enemies at high speed as a distraction then quickly circle around again or head for cover, relying on their speed to avoid damage instead of relying on their armor.&lt;br /&gt;
&lt;br /&gt;
==Threat Assessment==&lt;br /&gt;
Threat assessment is the act of analyzing radar information as well as local battlefield awareness to: Avoid groups of enemies that would overpower the player and their allies, intercept lone enemies before they can regroup with their team, target enemies that are easier to destroy, focus players with reputations for dominance, eliminate the enemy with the highest damage to armor ratio, harass enemies that are using [[aircraft]] or enemies that are actively painting allies with [[NARC]] or [[TAG]], [[shutdown]] or kill enemies providing [[AECM]] to their team, frighten away or disable enemies contesting an important [[Terrain Control|base]], and put a lower priority on highly [[armor|armored]] targets that have few weapons.&lt;br /&gt;
&lt;br /&gt;
==Twisting and Damage Spreading==&lt;br /&gt;
&lt;br /&gt;
Skilled enemies will often aim at the same component of an [[asset]] repeatedly. Three shots to the center torso is far more effective than one shot to the left, one to the right, and one to the center. To avoid having a single component destroyed quickly, players are advised to [[yaw|twist]] their torso (in the case of mechs) or twist their chassis (in the case of tanks). Most weapons take time to [[recycle|recharge, reload, or cool down]]. While a player's weapons are unusable, they should rotate their asset to display the side with the most remaining armor toward the enemy (yes, when close to the end of their armor, this means this means players will sometimes have to turn their back on the enemy).&lt;br /&gt;
&lt;br /&gt;
Twisting isn't always a viable tactic, some weapons require [[staring]], like [[XPL|XPLs]], [[RAC]]s, and [[Heavy Lasers]]. In those cases, twisting means dealing less damage and should only be done if one's asset is [[tanking]] for allies or desperately needs to contest an [[objective]]. [[LRM|LRMs]] require a long [[Radar#Lock_On|lock on]] time and in some situations, lock on time can be so long, that it isn't worth torso twisting because of losing the missile lock.&lt;br /&gt;
&lt;br /&gt;
For some assets, a single large weapon may be mounted in a single place, like the [[Hollander II]] or the [[Uller#Variant_B_-_&amp;quot;Badger&amp;quot;|Uller B]]. Enemies will often focus on these weapons and torso twisting becomes an essential tactic to stay alive and to preserve important weapons.&lt;br /&gt;
&lt;br /&gt;
[[Aerospace]] fighters and especially [[VTOLs|VTOL]] have limited ability to spread their damage, but there are two primary ways to spread damage. To avoid further damage to a damaged wing, keep nearby enemies on the opposite side and keep the aircraft's body perpendicular and flat relative to the enemy so that the damaged wing cannot be seen from their perspective. To avoid further damage to the engine at the back of an aerospace fighter, point the nose of the aircraft towards the enemy, or turn relative to the enemy to show the body of the plane instead of the engine.&lt;br /&gt;
&lt;br /&gt;
==Underbuying==&lt;br /&gt;
&lt;br /&gt;
By purchasing an [[asset]] that costs less than one's current [[rank]] or [[C-Bill]]s one can gain a few benefits.&lt;br /&gt;
&lt;br /&gt;
* Higher speed. Most cheaper assets are faster than expensive assets and work better at [[backcapping]].&lt;br /&gt;
* Better [[Electronics]]. Many [[Mechs#Heavy_Mechs|Heavy]] and [[Assault]] assets lack quality electronics.&lt;br /&gt;
* Lower [[tickets|ticket loss]] when the asset is destroyed.&lt;br /&gt;
* Higher [[points|multipliers]] for earning points and rank.&lt;br /&gt;
* Giving the enemy a chance. Sportsmanlike conduct can make the game more fun.&lt;br /&gt;
&lt;br /&gt;
==Upgrading==&lt;br /&gt;
&lt;br /&gt;
Instead of piloting an [[asset]] until it is destroyed, one can return to a [[build bay]] and [[sell]] the asset. Sometimes the resulting [[C-Bill]] total (the pilot's C-Bill earnings from this life plus the income from the sale of the asset), is too low to even repurchase the original asset. Pilots should avoid this and generally only sell their existing asset when a more expensive asset may be afforded through the sale or in case the original asset has received too much unrepairable damage (i.e. destroyed wing, destroyed externals, destroyed arms). When one chooses to upgrade, it can be a good idea to ask other players for [[donations]] while on the way back to the build bay. Keep in mind that not all build bays can build all assets and it may not be possible to upgrade an [[Orion]] or a [[Novacat]] to anything else at many [[forward bases]].&lt;br /&gt;
&lt;br /&gt;
If one's goal is to eventually upgrade their asset, there are a number of strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Sell]] - After earning enough C-Bills from dealing damage, [[post|capturing objectives]], or [[supporting|supporting the team]], sell the asset and [[buy]] a new one.&lt;br /&gt;
*[[Underbuying]] - Spending less on a starter asset can help give one a head start on an upgrade.&lt;br /&gt;
*Delay Upgrade - The longer one delays upgrading their asset, the more they can take advantage of extra C-Bills from [[tier]].&lt;br /&gt;
*[[Rank|Rank Up]] - After earning enough [[points]] and then dying, buy a new asset.&lt;br /&gt;
*[[Donate|Get a Donation]] - Ask for donations from teammates in order to buy a new asset.&lt;br /&gt;
*Avoid Killing Enemies with an [[Overheat]] - If an enemy dies to heat, no one will get credit for destroying them.&lt;br /&gt;
*[[Forward Spawn|Capture a Base Before Buying]] - On smaller maps at the beginning of the game, a BA can run and reach the first forward factory before their allies. Doing so grants the BA player extra C-Bills before their first purchase.&lt;br /&gt;
&lt;br /&gt;
==Uppercutting==&lt;br /&gt;
The act of body slamming [[ASF]] with a (mostly [[iJJ]] equipped) mech. There is also a chance to instantly destroy the [[ASF]] if you managed to step on it instead of body slamming it. When its successful, 3 things may happen to enemy [[ASF]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.)''' It will start spinning/stalling like crazy in the air&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.)''' It will tumble to the ground and crash-land there for your team to harvest the kill&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.)''' It will fall to the ground and explode on impact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15249</id>
		<title>JES-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=JES-I&amp;diff=15249"/>
				<updated>2025-06-11T15:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Commissioner Pravin Lal: Asset fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = 62 700&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;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 = 0.18.2&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 stable, with only slightly more armor tonnage than a [[Harasser]] and with poor speed for a hovercraft. 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 a gravely serious punch. For its pilots and its opponents alike, careful attention must be paid to engagement range and sightlines.&lt;br /&gt;
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Like its patch-mate the [[SM1]], its weapons have extremely limited traverse and so its pilot must turn the entire asset to engage targets. To compensate, its front panel and 'turret' have less damage transfer to the internals and its reversing speed is much closer to its forward speed than normal. In these assets, positioning and situational awareness is more important than ever to employ them effectively.&lt;br /&gt;
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==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
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===Variant A===&lt;br /&gt;
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===Variant B===&lt;br /&gt;
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===Variant C===&lt;br /&gt;
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==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 atract buyers.&lt;br /&gt;
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Date Introduced 3068 during the Era known as &amp;quot;Clan Invasion&amp;quot; (Jihad (3068 - 3080)) - Unit Role: Striker&lt;br /&gt;
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[http://www.sarna.net/wiki/JES_I_Tactical_Missile_Carrier Battletech Reference]&lt;br /&gt;
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{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Commissioner Pravin Lal</name></author>	</entry>

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