<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.mechlivinglegends.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eve+The+Dragon</id>
		<title>MechWarrior: Living Legends Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.mechlivinglegends.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eve+The+Dragon"/>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Special:Contributions/Eve_The_Dragon"/>
		<updated>2026-04-29T15:40:32Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=14023</id>
		<title>Uller</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=14023"/>
				<updated>2022-11-15T20:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: which which&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uller.png&lt;br /&gt;
| ImageGif = File:Uller_spin.gif&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 280&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +49°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 400&lt;br /&gt;
| ArmorT Prime = 29 853&lt;br /&gt;
| Engine Prime = Starfire 180 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&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 [[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 A = 43 500&lt;br /&gt;
| ArmorT A = 28 271&lt;br /&gt;
| Engine A = Starfire 180 XL&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;2x [[CERML]]&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;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 44 000&lt;br /&gt;
| ArmorT B = 29 853&lt;br /&gt;
| Engine B = Starfire 180 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 45 800&lt;br /&gt;
| ArmorT C = 29 853&lt;br /&gt;
| Engine C = Starfire 180 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 000&lt;br /&gt;
| ArmorT D = 28 271&lt;br /&gt;
| Engine D = Starfire 180 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&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;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 700&lt;br /&gt;
| ArmorT E = 29 853&lt;br /&gt;
| Engine E = Starfire 180 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 43 000&lt;br /&gt;
| ArmorT F = 28 271&lt;br /&gt;
| Engine F = Starfire 180 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM2]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 44 100&lt;br /&gt;
| ArmorT G = 28 271&lt;br /&gt;
| Engine G = Starfire 180 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&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;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;
| Armor H = 1880&lt;br /&gt;
| Armor LRT = 3071&lt;br /&gt;
| Armor CT = 4542&lt;br /&gt;
| Armor B = 2596&lt;br /&gt;
| Armor LA = 2535&lt;br /&gt;
| Armor RA = 2968&lt;br /&gt;
| Armor LRL = 3028 &lt;br /&gt;
| Armor INT = 1817&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Uller''' ('''Kit Fox''') is a [[Clan]] [[Light Mech]] which emphasizes firepower over mobility compared to other starting and second [[Rank]] choices. Defensive torso twisting and situational awareness are the keys to maximizing its effectiveness, due to the combination of comparatively lower speed and arm-mounted weapons. A skilled Uller pilot can wreak havoc on other lights, or punch well above their weight in larger battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Hints==&lt;br /&gt;
===Overview===&lt;br /&gt;
As a glass cannon, the Uller demands cautious play. An Uller pilot needs to quickly identify winning matchups and weakened targets that can be dispatched with its massive firepower. While it's less maneuverable than most of its competitors, it remains armored and agile enough to dive in on targets of opportunity and survive. Choose your engagements wisely, and always have an escape route planned before committing to a team fight. Above all, stay on the move, or else your arms won't be attached for very long. The Uller is a great choice if you're confident in your aim and awareness, offering pure performance over economy or flexibility.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Generalist capable of taking on almost any competitor. Alpha strike and twist to preserve your arms, use the SRM6 to disrupt your opponent's aim.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Powerful sniper, devastating if fielded early. Keep your sensors passive and reposition between salvos to avoid return fire.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Badger&amp;quot;''===&lt;br /&gt;
Unmatched short-range firepower with Guardian ECM to enable risky plays. Be patient and wait for a good target, be prepared to flee as soon as your arm starts taking damage.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Punishing DPS with MASC to facilitate hit-and-run tactics. Use your extra speed to attack vulnerable flanks and other targets of opportunity.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Anti-missile support with decent long-range weapons. Stay near high-value friendlies to protect them.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated brawler with excellent DPS. Effective counter-pick for vehicles and Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Burst damage build, thrives in urban environments. Treat the Streak SRMs as your main weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Missile support build, useful for indirect fire and defending rough terrain unsuited to an otherwise superior [[Ares]] Prime.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
[[Commando]] - Tougher and more agile, similar builds but with less weapon tonnage. Tricky but often favorable matchup.&lt;br /&gt;
&lt;br /&gt;
[[Anubis]], [[Owens]], [[Locust IIC]], [[Solitaire]] - Don't chase these, just shield your arms and return fire to ward them off. These pilots want to kite you forever, using their mobility to avoid return fire until your arms are removed.&lt;br /&gt;
&lt;br /&gt;
[[Osiris]], [[Raven]] - Favorable matchups, lacking distinct advantages to leverage in most cases. Beware of pilots with defensive torso twisting skills.&lt;br /&gt;
&lt;br /&gt;
[[Chevalier]] - Tougher and equally dangerous, bring [[Damage_Types|Light Kinetic]] weapons or wait for an opportunity to blast through its side armor.&lt;br /&gt;
&lt;br /&gt;
[[Harasser]], [[Hephaestus]] - Dangerous combination of weapons and speed, but even more fragile. Avoid their weapons until you can close in to guarantee a kill.&lt;br /&gt;
&lt;br /&gt;
[[Mithras]] - Equal or superior firepower, but also quite vulnerable. Approach with caution; corner it and rip through a side if possible.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Uller_old.jpg|Original design of the Uller (ca. 0.3.0)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Kit Fox is a light Clan OmniMech with long-range combat as a primary focus, earning it the Inner Sphere codename of Uller, after the Norse god of archery. The Kit Fox was another light OmniMech designed by Clan Cloud Cobra, and was first produced in 2890 with the aid of new resources coming from the Tanite Worlds. Rather than emphasize speed, the Kit Fox emphasizes armor and firepower, complementary to the role of the Fire Moth.&lt;br /&gt;
 &lt;br /&gt;
[http://www.sarna.net/wiki/Kit_Fox BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Rask666, Leeko, Rogue_One, ~SJ~ Crush_Libs, OptimusShr&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13167</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13167"/>
				<updated>2022-04-25T01:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uziel.png&lt;br /&gt;
| ImageGif = File:Uziel_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 62 400&lt;br /&gt;
| ArmorT Prime = 44 541&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 500&lt;br /&gt;
| ArmorT A = 39 721&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 58 800&lt;br /&gt;
| ArmorT B = 42 938&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 57 000&lt;br /&gt;
| ArmorT C = 44 541&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 200&lt;br /&gt;
| ArmorT D = 44 541&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 55 500&lt;br /&gt;
| ArmorT E = 44 541&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 54 000&lt;br /&gt;
| ArmorT F = 41 328&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 60 900&lt;br /&gt;
| ArmorT G = 41 328&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7330&lt;br /&gt;
| Armor LRT = 4630&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2797&lt;br /&gt;
| Armor INT = 2951&lt;br /&gt;
| Armor LRL = 4919&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Uziel''' is a nimble [[Medium Mech]] that fills the [[Inner Sphere|Inner Sphere's]] vehicle roster with a capable skirmisher. With a fast cruising speed for its weight class and commonly mounting [[Jump Jets]], the Uziel distinguishes itself as part of a vanguard force, brawling or sniping as loadout permits before fading behind the friendly battle line to continue the fight as a support unit. Compared to a [[Light Mech]] being used in the same capacity, the extra armor afforded by the Uziel's increased tonnage allows it to be used more aggressively before being forced to retreat, but not by a large margin - The unusual shape of the Mech, with its exaggerated side torso panels, makes the Uziel somewhat easier to hit. While the Uziel's armament is slightly better than the average Light Mech, it cannot significantly outgun or outrun one to dissuade their attacks, often dooming overconfident pilots to being overrun by fast brawlers. The Uziel shines best in a early-mid game situation as heavier assets take the field, against which the Uziel's speed, firepower and armor can be best leveraged against.&lt;br /&gt;
&lt;br /&gt;
The Uziel is unique in that it sports destructable side torsos. When the Uziel's side armor is destroyed, the armor plates will visibly detach which, while reducing the physical size of the side torso hitboxes, make it much easier for enemies to identify the destroyed component from afar.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Uziel Prime mounts as its main weapons a pair of [[PPC]]s, giving it impressive firepower at medium to long range, as well as allowing it to disorient enemy units with the PPC's effects.  [[iJJ|Improved Jumpjets]] give the Prime variant the mobility to engage enemies from unexpected angles, being able to [[Gameplay Tactics#poptrating|jumpsnipe]], as well as make use of shorter cover through its controlled upwards thrust. A single [[SRM6]] gives it extra firepower if it's forced to engage foes from close up, but it's better served by making use of its mobility to maintain skirmishing range.&amp;lt;br&amp;gt;&lt;br /&gt;
2 [[MG]]s can be used to fend of [[BA]] in tandem with its SRMs and harass [[ASF]] and [[VTOL]] at long ranges.  Used as a mobile harassment platform, the Uziel Prime can dash from or jump out of cover, fire its PPC's, and retreat, giving the enemy very little time or chance to line up a shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Relying on it 4 [[DHS]] some pilots find it smart to split it's two [[PPC]]'s to two separate groups, allowing to shoot from partial cover without wasting the obstructed weapon's shot. This however requires a fourth weapon group, or to, unwillingly, put the [[MG]]'s together with the [[SRM6]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;iPoke&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:iPoke.jpg|center|100px|The iPoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Nicknamed the &amp;quot;'''''iPoke'''''&amp;quot;, the A variant is an ultra long-range platform, capable of providing direct fire support from ranges beyond their target's radar.  Mounting 2 [[LtGauss]] Rifles, it can reach targets from 1250m out, and in combination with its [[JJ|Jumpjets]] is capable of [[Gameplay Tactics#Poptarting|Jump Sniping]] from ranges that make it extremely difficult to be spotted. The weapon's high velocity also makes it a viable anti-air choice. 2 [[free tons]] provide a bit of extra ammo for sustained fire, and a pair of machineguns give it further long-range harassment options, as well as providing some protection against [[Battle Armor]]. Unfortunately, this variant's ultimate weakness is its low damage output, making it more suitable for softening up incoming targets and finishing off stragglers, depending on its teammates to do direct engagements. This makes it a bad choice when heavier firepower is required to engage in or defend against pushes, although it can be a viable choice for a team employing a long-range [[kiting]] strategy in games without respawn. The lack of backup weapons suited to short range fighting and decreased armor compared to the rest of the Uziel variants mean that close range engagements will spell its certain doom.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uziel B is a swift, cheap, and powerful [[skirmisher]] and [[backcapper]] capable of complicated and diverse tactics. The B's impressive maneuverability is the result of its [[MASC]]-[[JJ|Jump Jet]] combination. Though both pieces of equipment compete for the B's modest three [[DHS|Dual Heat Sinks]], the B can sprint for some distance without overheating and can [[poptart]] at medium range.&lt;br /&gt;
&lt;br /&gt;
An impressive trio of [[MRM10]]s form the primary weapons of the Uziel B. These should be [[group fire|group fired]] most of the time, but can be [[chain fire|chain fired]] to better manage [[heat]] or to kill enemy [[Battle Armor]]. The B is backed up by a powerful, but hot array of four [[SPL]]s. MRMs have a 60m [[minimum range]] making them risky primary weapons. The B can use its MASC or JJs to gain some distance in order to fire the MRMs.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Uziel C is a [[stare|stare-down-style]] medium-range mech. A triad of [[RAC2|Rotary Auto-Cannon 2]]s are the C's only weapons. The [[DPS]] of these cannons is frightening. While not particularly useful for [[jump sniping]], the C's [[Improved Jump Jets]] greatly enhance the its survivability. The C can quickly jump behind cover while its RAC2s are cooling down. On normal temperature maps, the C's single [[DHS]] can more than keep up with the heat of three RAC2s. Players may find themselves using [[Coolant]] if they want to make regular jumps during combat. Besides its limited [[ammo|ammo supply]] which is mostly offset by the Uziel's speed, the C's only real weakness is losing [[arm]]s in combat since each arm accounts for a third of the C's firepower.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Uziel D is a competent brawler with some capacity to [[skirmish]] and function as [[AA|Anti Aircraft]] or as a tank-killer. The D's primary weapon is an [[LBX10]] in its left arm. This weapon works well against tanks, [[BA]], and [[Aircraft]]. [[Improved Jump Jets]] give the D the ability to deny line of sight for many tanks by jumping straight up. It can also dislodge any battle armor that tries to climb aboard. And most hilariously, the jump jets enable the D to [[uppercut]] enemy aircraft that stray too low. Providing a slight bump to the D's mid-range to short-range load out is a [[TBolt5|Thunderbolt 5]]. One might not expect a single TBolt5 to be a major help, but its useful for outlining enemies in maps with low visibility like [[TC_Dune|Dune]] during a sand storm or [[TC_Wildlands|Wildlands]] when the fog rolls in. The rest of the D's weaponry is spread out between a trio of [[ERSL]]s and two [[ERML]]s all of which provide some [[pinpoint]] damage to help balance the [[splash damage|splashy nature]] of the D's other weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A variant clearly meant for long range skirmishing and harassment. One of the cheaper variants, the Uziel E is armed with a pair of [[ERLL|Extended Range Large Lasers]] backed by a duo of [[AC5]], allowing it to engage enemies from 800m out. Lacking the mobility enhancing equipment common to the chassis, its user must remain aware of their positioning, not shying away from tactical retreats in order to maintain their range advantage, as it's easily overpowered by brawling assets, despite its weaponry not losing effectiveness at closer ranges. In order to take full advantage of its firepower, users must be aware of the different leading required for its two weapon types as long range autocannon shots are much harder to land than pinpoint laser fire. Even though it lacks the mobility, splash and screenshake of the Prime, the range of the A, or the jumpsniping capabilities of either, it makes up with a damage dealing potential that's superior to both. All of its weapons are suitable for defending against [[Battle Armor]] or air assets, although chain-firing should be employed against the former due to a relatively slow firing rate. Its 2 [[DHS]] are enough for the mech to be impossible to overheat in normal temperature maps.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
As an agile LRM boat, capable of operating even without spotter support, for the Uziel F's main weakness compete both its lack of enhanced optics and its somewhat mediocre staying power. The main armament being a trio of [[LRM10]] launchers, it's capable of a significant long range punch at a theoretically high re-fire rate, with the option of a long and sustainable chain fire when it's deemed strategically advantageous. Its mobility, with the land speed and agility already inherent to any of the Uziels, is furthered by the [[iJJ|Improved Jumpjets]]. This exactly, along with its backup duo of [[ML]] for short range defense, make it a competing rival to the other units of comparable role and price tag. The smaller nature of the launchers also means it will take more volleys before they need to reload, but for when they do the variant can only carry 2 [[free tons|spare tons]] of ammo, forcing it to carry on at only two thirds of its maximal firepower. A sole [[DHS]] will force pilots to either take some time to cool down or chain fire their missiles during painfully prolonged engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Still the units main selling points remain it's affordable price for the early game and its enhanced mobility.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The two mighty [[LXPL]]s on the Uziel G, while lacking any pronounced [[burst damage|punch]], still deal a steady stream of damage from point blank out to 750m. LXPLs also differentiate the G from other [[DPS]] medium mechs in that they don't [[jam]] or [[reload]] making them a reliable choice. The Uziel's relatively high speed allows the G to wreak havoc on any unit not swift enough to flee for cover in time. The [[SRM4]] is handy for some splash damage to finish off a damaged enemy who is [[damage spreading]]. Lacking any exotic equipment, this unit gambles it all on [[range|medium-range]] pulse power and heat dissipating capacity strong enough to sustain it. The 8 [[DHS]] are quite promising in this regard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;p&amp;gt;Initially the Uziel was an unpopular 'Mech because of it's light punch (especially at short range) combined with a large hit-box which made it feel more lightly armored than other medium BattleMechs.  To counter this a new [[DSSRM]] variant was introduced to provide a powerful short range version of the 'Mech and in version 0.5.4 the Uziel was resized to be in line with the other medium 'Mechs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In 0.6.0 the Uziel was further improved and had most outdated tech replaced with more expensive and better equipment (e.g. mounting [[DHS]] instead of [[HS]]), as well as having 2 variants replaced with new and significantly better ones.&lt;br /&gt;
Still, the stigma of being useless and weak clings to it even in the days of 0.6.0, even tough the new variants added and modified in that patch could hold their own against any target that is in their price category and some mechs that are above.&lt;br /&gt;
In the 0.8.0 community edition of the game, the Uziel is more viable than ever, with armor being redistributed to toughen up its huge central torso and new variants, it's the Inner Sphere's mobile skirmisher medium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Around 0.10.0 The Uziel got a further improvements most noticeable being a reduction in size - the torso was made narrower to make it more tough. Some variants had undergone redesign.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Uziel is a fast, [[JJ|jump capable]] Medium 'Mech armed with a variety of weapons: an LBX-2 for longer ranged shots, an [[ERML|ER Medium Laser]] and [[LPL|Large Pulse Laser]] for medium-range combat, and two [[ERSL|ER Small Lasers]] and a single [[SRM6]] for some short-range kick. However, the most well-known variant of the Uziel has a [[PPC]] on each arm, two [[MGun|Machine Guns]] and a single [[SRM6]] in the center. This type of Uziel was an iconic 'Mech in later Mechwarrior and MechAssault games, and made its first appearance in Mechwarrior 4: Vengeance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built at Defiance Industries' Furillo plant, the Uziel is an effective medium 'Mech that is looked down upon by the LAAF simply because it is produced on Furillo and not at the prestigious Hesperus facility. The Uziel is built on a Foundation E50 Endo Steel chassis that has a GM 300 XL engine that provides the 'Mech with a top speed of 97.2 km/h. The 'Mech's mobility is enhanced with six Rawlings 50 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Uziel is armored with eight tons of Maximillian 100 armor that gives the Uziel adequate protection from enemy fire. To dissipate the heat produced by the 'Mech's weapons, it carries eleven double heat sinks.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - Bear &amp;quot;OEM&amp;quot; - IS, _Recoil_ - CL, [12vr]Hammerzeitgeist - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3065 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13166</id>
		<title>Sunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13166"/>
				<updated>2022-04-25T01:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Sunder.png&lt;br /&gt;
| ImageGif = File:Sunder_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -20° to +35°&lt;br /&gt;
| PitchCrouch = -20° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 100 600&lt;br /&gt;
| ArmorT Prime = 83 360&lt;br /&gt;
| Engine Prime = Hermes 360 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 104 100&lt;br /&gt;
| ArmorT A = 84 718&lt;br /&gt;
| Engine A = Hermes 360 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 200&lt;br /&gt;
| ArmorT B = 81 503&lt;br /&gt;
| Engine B = Hermes 360 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 108 300&lt;br /&gt;
| ArmorT C = 84 718&lt;br /&gt;
| Engine C = Hermes 360 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM6]] &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 300&lt;br /&gt;
| ArmorT D = 83 360&lt;br /&gt;
| Engine D = Hermes 360 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 104 600&lt;br /&gt;
| ArmorT E = 81 503&lt;br /&gt;
| Engine E = Hermes 360 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 81 503&lt;br /&gt;
| Engine F = Hermes 360 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 500&lt;br /&gt;
| ArmorT G = 79 897&lt;br /&gt;
| Engine G = Hermes 360 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 12118&lt;br /&gt;
| Armor LRT = 7877&lt;br /&gt;
| Armor B = 7271&lt;br /&gt;
| Armor LRA = 6968&lt;br /&gt;
| Armor INT = 5562&lt;br /&gt;
| Armor LRL = 9270&lt;br /&gt;
&lt;br /&gt;
| Version144 = 0.14.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sunder''' is an [[Inner Sphere]] OmniMech [[Assault Mech]]. Don't be misled by it's boxy configuration as by using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056.&lt;br /&gt;
While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an [[LBX20]] with a brace of three [[SRM4|Short Range Missile Fours]]. Several lasers support this weaponry should ammunition run out, Two [[LL|Large Lasers]] and Two [[ERSL|Extended Range Small Lasers]] plus a [[B-Pod]] to disrupt [[Battle Armor]]. [[JJ|Improved Jump Jets]], [[EOptics]], a [[Free ton]] of ammo and 5 [[DHS]] round out the package. Thanks to the relatively low heat of standard Large Lasers, the Prime is able to run with only moderate [[heat]] buildup, sipping [[coolant]] anytime it needs to jump while in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Sunder A is the [[Inner Sphere]] counterpart to the [[Clan]] [[Novacat#Variant_E|Novacat E]]. The A's configuration mounts a devastating [[UAC20|Ultra 20 AutoCannon]] for close range, supported by two [[ERPPC|Extended Range PPCs]] for long-range barrages and six [[MG]]s to whittle away armor. For mobility, instead of [[MASC]] like the Novacat, the Sunder A is equipped with [[iJJ|Improved Jump Jets]] allowing it to [[poptart]] and get to hard to reach places. One [[Free_tons|Free ton]] to feed the hungry UAC20.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Ionized&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Long to mid range assult starting with [[LRM15]] to soften up incoming attackers.&lt;br /&gt;
The [[HPPC|Heavy class PPC]] will more than disrupt an unsuspecting victim from as much as 650m out, quite a lot for an brutal [[iJJ]] [[poptarting|pop-tarter]] even against a fresh assault, let alone any weaker opponent. The [[LPL|Large Pulse Laser]] duo will more than add insult to injury, while the [[HPPC]] recharges. [[EOptics]] helps keeping distance while 11 [[DHS]] work to control the heat.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Sunder C may have some medium range weapons, in the form of two [[UAC5]]s, but it functions much more effectively as a [[brawler]]. UAC5s require the user to stare at their target for a bit of time, to reduce return fire from one's enemy, the C's three [[SSRM6]]s should be [[chain fire|chain fired]] to maximize [[screen shake]]. [[GECM]] helps the C avoid being detected until it gets into close combat. Six [[SL]]s function as more than adequate backup weapons, their [[DPS]] is nothing to scoff at so long as they are fired repeatedly and often. The C can use its [[iJJ|Improved Jump Jets]] to retreat to cover whenever its UAC5s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three [[spare tons]] of ammo for either its UAC5s or SSRM6s (not both), but only 2 [[DHS]]. Players may find themselves drinking [[coolant]] if they use their jump jets in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Sunder D allows a player to bring [[AECM|Angel ECM]] onto the battlefield with the armor of an assault mech, without the low speed of an [[Atlas]]. The D is also one of only two mechs in the game with AECM and [[Jump Jets]]. A single [[LAMS]] gives further incentive to run the D in [[active radar|active radar mode]] and makes it an even better support mech. It's dual [[PPC]]s and its [[MRM30]] allow it to cause violent [[screenshake|screen shaking]], especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of [[Poptarting]]. If the D finds itself in closer combat, its two [[MPL|Medium Pulse Lasers]] and its two [[ERSL|Extended Range Small Lasers]] function as modest backup weapons. If the D gets in too close, it can avoid the [[minimum range]] of its MRM30 by jumping backwards with its [[JJ|Standard Jump Jets]]. The D is rounded out by one [[Free_ton|free ton]] of Ammo and a whopping seven [[DHS]] allowing for cool operation.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;El Diablo&amp;quot;''===&lt;br /&gt;
This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 450 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.&amp;lt;br&amp;gt;&lt;br /&gt;
Further attention is to be paid to plan for prolonged &amp;quot;ballet&amp;quot; during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.&amp;lt;br&amp;gt;&lt;br /&gt;
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Big-O&amp;quot;''===&lt;br /&gt;
Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Sunder G is a stealthy [[jump sniper]]. [[GECM]] helps keep the G hidden while it searches for targets. [[Standard Jump Jets]] let the G [[poke|out-poke]] extreme range snipers with its [[AC2| Three Auto Cannon Twos]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m, supported by an [[Free_ton|Extra Ton of Ammo]], followed by a pair of [[AC5|Auto Cannon Fives]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. Players are advised to [[torso twist]] or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The [[pinpoint damage]], damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against [[Vehicles]] and [[Aircraft]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder houses a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.&lt;br /&gt;
&lt;br /&gt;
Notable pilots include: TheSpaceJew - MERC, [12vr]Hammerzeitgeist - MERC, Warlord Kentax}12VR{ - MERC, firestorm - MERC and ouch &amp;quot;OEM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: OmniMech Assault &lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Sunder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13165</id>
		<title>Sunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13165"/>
				<updated>2022-04-25T01:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Sunder.png&lt;br /&gt;
| ImageGif = File:Sunder_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -20° to +35°&lt;br /&gt;
| PitchCrouch = -20° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 100 600&lt;br /&gt;
| ArmorT Prime = 83 360&lt;br /&gt;
| Engine Prime = Hermes 360 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 104 100&lt;br /&gt;
| ArmorT A = 84 718&lt;br /&gt;
| Engine A = Hermes 360 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 105 000&lt;br /&gt;
| ArmorT B = 81 503&lt;br /&gt;
| Engine B = Hermes 360 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 108 300&lt;br /&gt;
| ArmorT C = 84 718&lt;br /&gt;
| Engine C = Hermes 360 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM6]] &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 300&lt;br /&gt;
| ArmorT D = 83 360&lt;br /&gt;
| Engine D = Hermes 360 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 104 600&lt;br /&gt;
| ArmorT E = 81 503&lt;br /&gt;
| Engine E = Hermes 360 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 81 503&lt;br /&gt;
| Engine F = Hermes 360 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 500&lt;br /&gt;
| ArmorT G = 79 897&lt;br /&gt;
| Engine G = Hermes 360 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 12118&lt;br /&gt;
| Armor LRT = 7877&lt;br /&gt;
| Armor B = 7271&lt;br /&gt;
| Armor LRA = 6968&lt;br /&gt;
| Armor INT = 5562&lt;br /&gt;
| Armor LRL = 9270&lt;br /&gt;
&lt;br /&gt;
| Version144 = 0.14.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sunder''' is an [[Inner Sphere]] OmniMech [[Assault Mech]]. Don't be misled by it's boxy configuration as by using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056.&lt;br /&gt;
While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an [[LBX20]] with a brace of three [[SRM4|Short Range Missile Fours]]. Several lasers support this weaponry should ammunition run out, Two [[LL|Large Lasers]] and Two [[ERSL|Extended Range Small Lasers]] plus a [[B-Pod]] to disrupt [[Battle Armor]]. [[JJ|Improved Jump Jets]], [[EOptics]], a [[Free ton]] of ammo and 5 [[DHS]] round out the package. Thanks to the relatively low heat of standard Large Lasers, the Prime is able to run with only moderate [[heat]] buildup, sipping [[coolant]] anytime it needs to jump while in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Sunder A is the [[Inner Sphere]] counterpart to the [[Clan]] [[Novacat#Variant_E|Novacat E]]. The A's configuration mounts a devastating [[UAC20|Ultra 20 AutoCannon]] for close range, supported by two [[ERPPC|Extended Range PPCs]] for long-range barrages and six [[MG]]s to whittle away armor. For mobility, instead of [[MASC]] like the Novacat, the Sunder A is equipped with [[iJJ|Improved Jump Jets]] allowing it to [[poptart]] and get to hard to reach places. One [[Free_tons|Free ton]] to feed the hungry UAC20.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Ionized&amp;quot;''===&lt;br /&gt;
Long to mid range assult starting with [[LRM15]] to soften up incoming attackers.&lt;br /&gt;
The [[HPPC|Heavy class PPC]] will more than disrupt an unsuspecting victim from as much as 650m out, quite a lot for an brutal [[iJJ]] [[poptarting|pop-tarter]] even against a fresh assault, let alone any weaker opponent. The [[LPL|Large Pulse Laser]] duo will more than add insult to injury, while the [[HPPC]] recharges. [[EOptics]] helps keeping distance while 11 [[DHS]] work to control the heat.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Sunder C may have some medium range weapons, in the form of two [[UAC5]]s, but it functions much more effectively as a [[brawler]]. UAC5s require the user to stare at their target for a bit of time, to reduce return fire from one's enemy, the C's three [[SSRM6]]s should be [[chain fire|chain fired]] to maximize [[screen shake]]. [[GECM]] helps the C avoid being detected until it gets into close combat. Six [[SL]]s function as more than adequate backup weapons, their [[DPS]] is nothing to scoff at so long as they are fired repeatedly and often. The C can use its [[iJJ|Improved Jump Jets]] to retreat to cover whenever its UAC5s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three [[spare tons]] of ammo for either its UAC5s or SSRM6s (not both), but only 2 [[DHS]]. Players may find themselves drinking [[coolant]] if they use their jump jets in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Sunder D allows a player to bring [[AECM|Angel ECM]] onto the battlefield with the armor of an assault mech, without the low speed of an [[Atlas]]. The D is also one of only two mechs in the game with AECM and [[Jump Jets]]. A single [[LAMS]] gives further incentive to run the D in [[active radar|active radar mode]] and makes it an even better support mech. It's dual [[PPC]]s and its [[MRM30]] allow it to cause violent [[screenshake|screen shaking]], especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of [[Poptarting]]. If the D finds itself in closer combat, its two [[MPL|Medium Pulse Lasers]] and its two [[ERSL|Extended Range Small Lasers]] function as modest backup weapons. If the D gets in too close, it can avoid the [[minimum range]] of its MRM30 by jumping backwards with its [[JJ|Standard Jump Jets]]. The D is rounded out by one [[Free_ton|free ton]] of Ammo and a whopping seven [[DHS]] allowing for cool operation.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;El Diablo&amp;quot;''===&lt;br /&gt;
This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 450 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.&amp;lt;br&amp;gt;&lt;br /&gt;
Further attention is to be paid to plan for prolonged &amp;quot;ballet&amp;quot; during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.&amp;lt;br&amp;gt;&lt;br /&gt;
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Big-O&amp;quot;''===&lt;br /&gt;
Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Sunder G is a stealthy [[jump sniper]]. [[GECM]] helps keep the G hidden while it searches for targets. [[Standard Jump Jets]] let the G [[poke|out-poke]] extreme range snipers with its [[AC2| Three Auto Cannon Twos]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m, supported by an [[Free_ton|Extra Ton of Ammo]], followed by a pair of [[AC5|Auto Cannon Fives]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. Players are advised to [[torso twist]] or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The [[pinpoint damage]], damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against [[Vehicles]] and [[Aircraft]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder houses a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.&lt;br /&gt;
&lt;br /&gt;
Notable pilots include: TheSpaceJew - MERC, [12vr]Hammerzeitgeist - MERC, Warlord Kentax}12VR{ - MERC, firestorm - MERC and ouch &amp;quot;OEM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: OmniMech Assault &lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Sunder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=13164</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=13164"/>
				<updated>2022-04-25T01:34:01Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant G&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 = 31 400&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 [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price 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 LRA = 2349&lt;br /&gt;
| Armor LRL = 3677&lt;br /&gt;
| Armor INT = 2206 &lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps 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;
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four [[ERML]]s provide the main punch, reaching out and damaging the enemy at appreciable range, while an [[SRM6]] gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its [[iJJ|improved jump jets]], disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting [[Battle Armor]], allowing larger friendly Mechs to focus on juicier targets in relative safety.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant focuses on [[Energy Weapons]]. Its 3 [[MXPL]]s offer impressive firepower at medium-range, and its [[SSRM4]] pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Osiris B is a flexible and nimble [[brawler]] with limited [[skirmisher|skirmishing]] and [[jump sniper|jump sniping]] capabilities. The B's [[improved jump jets]] give it the ability to quickly escape or break line of sight while its [[LPPC]] and [[UAC5]] are charging up and cooling down respectively. While both of these weapons are capable close combat weapons, the B's ability to function as a brawler is mostly due to its 3 [[SPL]]s.  The B can run a bit hot, and players will often find themselves having to use [[coolant]] or avoid firing the LPPC.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The C variant mounts 1 standard IS [[PPC]], which gives it impressive striking power for a light Mech. This is backed by 3 [[SL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso [[yaw|twist]] and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to [[kiting]] enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of [[RAC2]] can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three [[MG|Machine Guns]] sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of [[ASF]] or [[VTOL]]; which [[RAC2]] and [[MG]] deal [[damage type|bonus damage]] to. Osiris D pilots need to exercise caution, in combination with good map awareness and [[radar]] discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
If fleeing from the enemy, remember to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|twist away]] the most ablated sections, possibly shooting back at him when navigation permits it.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Bear&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Osiris E carries a [[Light Gauss]], its signature weapon. Two [[ERML]]s give it some backup weaponry. This variant sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with [[EOptics]], its [[iJJ]]s and 1 [[Free tons|free tons]] for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and [[Gameplay Tactics#poptarting|jump sniping]] with relative ease. The Osiris E pilot should always be thinking of ways to use the [[iJJ|improved jumpjets]] to put a obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky [[Aerospace]] that you can send scurrying back to repair with carefully aimed shots of [[Light Gauss]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Rudolph&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Known as &amp;quot;Rudolph&amp;quot;, the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with [[MASC|Myomer Accelerator Signal Circuitry]], allows it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|Improved Jumpjets]] makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by an [[LRM5]] and a duo of [[AC2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of [[Gameplay Tactics#poptarting|jump sniping]], although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down [[Battle Armor]], especially when they're in mid-jump.&lt;br /&gt;
&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&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>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=13163</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=13163"/>
				<updated>2022-04-25T01:33:13Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant E&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 = 31 400&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 [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price 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 = 32 500&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;1x [[LRM5]]&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 LRA = 2349&lt;br /&gt;
| Armor LRL = 3677&lt;br /&gt;
| Armor INT = 2206 &lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps 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;
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four [[ERML]]s provide the main punch, reaching out and damaging the enemy at appreciable range, while an [[SRM6]] gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its [[iJJ|improved jump jets]], disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting [[Battle Armor]], allowing larger friendly Mechs to focus on juicier targets in relative safety.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant focuses on [[Energy Weapons]]. Its 3 [[MXPL]]s offer impressive firepower at medium-range, and its [[SSRM4]] pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Osiris B is a flexible and nimble [[brawler]] with limited [[skirmisher|skirmishing]] and [[jump sniper|jump sniping]] capabilities. The B's [[improved jump jets]] give it the ability to quickly escape or break line of sight while its [[LPPC]] and [[UAC5]] are charging up and cooling down respectively. While both of these weapons are capable close combat weapons, the B's ability to function as a brawler is mostly due to its 3 [[SPL]]s.  The B can run a bit hot, and players will often find themselves having to use [[coolant]] or avoid firing the LPPC.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The C variant mounts 1 standard IS [[PPC]], which gives it impressive striking power for a light Mech. This is backed by 3 [[SL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso [[yaw|twist]] and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to [[kiting]] enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of [[RAC2]] can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three [[MG|Machine Guns]] sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of [[ASF]] or [[VTOL]]; which [[RAC2]] and [[MG]] deal [[damage type|bonus damage]] to. Osiris D pilots need to exercise caution, in combination with good map awareness and [[radar]] discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
If fleeing from the enemy, remember to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|twist away]] the most ablated sections, possibly shooting back at him when navigation permits it.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Bear&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Osiris E carries a [[Light Gauss]], its signature weapon. Two [[ERML]]s give it some backup weaponry. This variant sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with [[EOptics]], its [[iJJ]]s and 1 [[Free tons|free tons]] for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and [[Gameplay Tactics#poptarting|jump sniping]] with relative ease. The Osiris E pilot should always be thinking of ways to use the [[iJJ|improved jumpjets]] to put a obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky [[Aerospace]] that you can send scurrying back to repair with carefully aimed shots of [[Light Gauss]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Rudolph&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Known as &amp;quot;Rudolph&amp;quot;, the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with [[MASC|Myomer Accelerator Signal Circuitry]], allows it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|Improved Jumpjets]] makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by an [[LRM5]] and a duo of [[AC2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of [[Gameplay Tactics#poptarting|jump sniping]], although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down [[Battle Armor]], especially when they're in mid-jump.&lt;br /&gt;
&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&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>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=13162</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=13162"/>
				<updated>2022-04-25T01:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.png&lt;br /&gt;
| ImageGif = File:Harasser_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| BoostSpeed = 163&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 41 000&lt;br /&gt;
| ArmorT C = 15 364&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 39 600&lt;br /&gt;
| ArmorT D = 19 506&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 37 500&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 36 200&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 205 Classic II I.C.E&lt;br /&gt;
| AltSpeed G = 144&lt;br /&gt;
| AltBoost G = 216&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
&lt;br /&gt;
| Version132 = 0.13.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily. Having the [[suspension kick]] ready to use is a must.&lt;br /&gt;
&lt;br /&gt;
''A unique feature of Harasser is it's extreme speed. It allows the Harasser to outrun many of the other [[assets]] in the game, get to very distant bases in [[terrain control]], and climb very steep terrain. However, because of this speed, it can be difficult to make controlled turns even when the 163km/h [[boost]] isn't engaged.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser C is a quality self-[[NARC]]ing [[asset]]. It doesn't have the range, [[DPS]], or ammo capacity of the Harasser A, but the C doesn't have to deal with [[minimum range]]. The C's trio of [[TBolt5]]s provide modest [[direct fire]] damage, but can be fired [[indirect fire|indirectly]] when tracking a NARC. Unfortunately it is just outside of starting [[rank|money]].&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The [[Harasser]] D &amp;quot;'''''Mr. Toast &amp;amp; Go'''''&amp;quot; comes with more high-risk than other variants because it mounts 4 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range if possible to get through their extra 1.5 tons of [[armor]]. The D's [[GECM]] often leaves precious little warning of its approach making them very difficult to defend against. Three [[SRM2]] helps to ensure a  Lethal Blow.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser E is a low-budget, early-game, high [[DPS]] medium to long-range [[hovercraft]]. The E, as with most high DPS [[variants]], works best when allies are nearby drawing enemy fire. DPS weapons are difficult to use on an unstable chassis like a hovercraft without slowing down, becoming relatively stationary, and [[staring]] at the enemy. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] assisted by [[EOptics|Enhanced Optics]] allows the E to [[poke]] foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continuous laser fire. Keeping the laser focused on one spot will surely inflict massive amounts of damage, but beware of your temperature as it is very easy to generate dangerous heat levels with sustained firing.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser F is an amazing burst damage energy boat. While it doesn't have enough [[heat sinks]] to continually fire it's 4 [[LPPC|Light PPC]]s, the F can quickly get behind cover to cool down and peek out only to lay down a hefty [[alpha strike]] by [[group firing]] it's weapons. [[Chain fire|Chain firing]] helps maximize [[screen shake]], but can often be hard to aim at anything moving quickly or out near the LPPC's [[maximum range]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Sacrificing [[armor]] and [[Electronic Warfare|electronics]] to become the ultimate non-mech ground-based [[back capper]], this variant features an upsized engine that allows it to outpace practically every other asset in game. The G clocks in at '''144 km/h''' (216 km/h while [[boosting]]). Its twin [[Short Range Missiles|SRM6 launchers]] may make it seem undergunned, but they pack an extremely painful punch capable of posing a moderate threat to starter assets and allow the G to get in some good damage in late game team fights where it is likely to be ignored.&lt;br /&gt;
&lt;br /&gt;
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential. It is advised to avoid using the boost when making sharp turns, entering water, and uneven terrain as the G is easily flipped upside down.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots -  BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC, Kell - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=13161</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=13161"/>
				<updated>2022-04-25T01:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant G (RIP slapchop :sadge: )&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 144 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 141 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 120 500&lt;br /&gt;
| ArmorT F = 90 569&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 121 500&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armor allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of [[Free tons | extra ammunition]] , allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 meters is not worth wasting precious ammunition on. The [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only five variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 meters, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability. An additional sacrifice for this damage is that this variant is less armored than it's brothers, and doesn't have the more-durable [[Engine|STD Engine]], and only has tonnage for one reload cycle's worth of ammunition. The Fafnir E also has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a [[engines|STD Engine]] to boot. A pair of [[RAC5]] can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the dual [[AC20]] can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Fafnir G &amp;quot;SLAPCHOP&amp;quot; A complete array of Particle Projection Cannons starting with two of the hardest hitting PPC Cannons, the [[HPPC|Heavy PPCs]]s. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two [[PPC|Standard PPCs]] release tremendous damage and the 2 [[LPPC|Light PPCs]] finish the job. 11 [[DHS]] to control the heat of contentious fire of the PPCs, though wise pilots will watch their temperature. [[EOptics]] allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs', the low speed 54 km/h and slow torso [[twist]] warrants that you travel in a group- and watch your flank.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - [FRR] Erazzmus -IS, Plotting-Raccoon -IS, ~SJ~Proxema -MERC, Spooky -MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Demolisher&amp;diff=13160</id>
		<title>Demolisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Demolisher&amp;diff=13160"/>
				<updated>2022-04-25T01:27:52Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Demolisher.png&lt;br /&gt;
| ImageGif = File:Demolisher_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 59&lt;br /&gt;
| BoostSpeed = 61&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -7° to +30°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 84 500&lt;br /&gt;
| ArmorT Prime = 48 720&lt;br /&gt;
| Engine Prime = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 78 300&lt;br /&gt;
| ArmorT A = 39 520&lt;br /&gt;
| Engine A = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 89 800&lt;br /&gt;
| ArmorT B = 48 720&lt;br /&gt;
| Engine B = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 000&lt;br /&gt;
| ArmorT C = 45 040&lt;br /&gt;
| Engine C = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 88 500&lt;br /&gt;
| ArmorT D = 48 720&lt;br /&gt;
| Engine D = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]] &lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]] &lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]] &lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 94 300&lt;br /&gt;
| ArmorT E = 45 040&lt;br /&gt;
| Engine E = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 82 300&lt;br /&gt;
| ArmorT F = 48 720&lt;br /&gt;
| Engine F = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 000&lt;br /&gt;
| ArmorT G = 52 400&lt;br /&gt;
| Engine G = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6400&lt;br /&gt;
| Armor T = 12267&lt;br /&gt;
| Armor F = 10222&lt;br /&gt;
| Armor S = 7364&lt;br /&gt;
| Armor B = 5111&lt;br /&gt;
&lt;br /&gt;
| Version145 = 0.14.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Demolisher''' is an [[Inner Sphere]] main battle [[tank]]. It is the most durable vehicle available, and all variants have plenty of [[free tons| free space]] for extra ammunition, giving it excellent staying power on the battlefield. All variants come with a duo hard-hitting weapons, allowing it to rip through the armor of any mech foolish enough to overlook it.&lt;br /&gt;
&lt;br /&gt;
The Demolisher is known to have some maneuverability problems, notably it's difficult to stay still on a slope without constantly holding the brakes ['''x'''] or turn quickly while accelerating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Demolisher Prime is potent frontline tank mixing high damage with lots of armor and nice pack of additional equipment. [[LAMS]] allows it to cover itself and nearby units from incoming enemy missiles, while [[GECM]] let it surprise the enemy, especially while performing the escort duty. Its dual [[AC20]]s are a force to be reckoned with, especially when set to chain fire as the heavy projectiles smash into opponents causing massive screenshake every second. As it can only reach out to 350m with its AC20s and moves at a slow 57 KPH, great care should be taken by using cover to close the distance to its prey. &lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is best used as a sniper. It can be very hard to detect if running with [[Radar#Passive Radar|Passive Radar]], because its low profile and dark color allow it to blend in nicely with its surroundings, especially on maps such as [[TSA Marshes]] and [[TC Inferno]]. [[Eoptics]] allow it to snipe targets at maximum possible range. On some maps, the Demolisher A can also be used for anti-air duty, notably on [[TSA Sandblasted]] where while standing on the dune edge it can very efficiently aim at [[ASF]] flying above. With 2 tons of [[armor]] less than prime, pilot should be warry of enemy fire.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant is quite similar to the prime, swapping out the AC20s for twin LBX20s which reach out to 450m, a hundred more than the prime. The rate of fire is less but does almost twice the damage in one volley and LBX modifiers against other tanks and unlucky [[ASF]]s. It also has [[GECM]] and [[LAMS]] for added surprise and missile protection. Tactics are similar to the prime, it is best used by following a brawler mech into battle, then crippling its opponent, which will more than likely choose the mech as the priority target. By staying out of the brawl, the Demolisher B can fire accurately at parts of the mech, making it more likely for teammate to survive. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Demolisher C comes equipped with 2 devastating [[HVAC10|Hyper-Velocity AutoCannons]] capable of punding anything that comes into it's range. Four [[Free tons|extra tons]] of ammo space, so load up before you head out hunting. [[EOptics|Enhanced Optics]] ensures you will spot your prey while the [[LAMS|Laser Anti-Missile System]] helps neutralize in coming missiles. [[PDS|Point Defense System]] deters enemy Battle Armor by automatically aiming and firing on them, delivering minor damage and a jarring screen shake until you can remove them with your HVAC10s.  Watch as your enemy tries to flee from you while their armor is being shredded away.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;BlueBeard&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The only Demolisher to equip [[AECM]], the D is a teammates favorable tank companion allowing a lance to approach the enemy under the guise of only one radar blip, deceiving the enemy of your true combined power. It also provides friendly cover from [[NARC]]s  . This variant isn't under-gunned either, for once it gets into range, the [[UAC20]] and [[MRM30]] can do a devastating amount of damage in just a few seconds.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Kraehenjaeger&amp;quot;''===&lt;br /&gt;
Mounting two of the heaviest weapons in the game being the [[IHGauss]] and the [[HPPC]], the Demolisher E can strike targets up to 800m and 650m away respectively. Its [[EOptics]] allows pin-point precision, ripping extremities off in just one combined volley. Both weapons suffer from long recycle times, thus Mechwarriors piloting the E should take the time to make every shot hit. 3 [[free tons]] of ammo keep it engaged in battle for a good amount of time before having to return to base for more ammo. Careful tactical positioning should be considered as this variant lacks any protective equipment and has less armor than the Prime variant.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Demolisher F is a splendid medium / close range Assault tank. The F's impressive [[DPS]] and [[screen shake]] comes from it's dual [[MRM40]]. [[Chainfiring]] will provide a continous Missile Barrage at a single target or while sweeping the gun barrel in a side to side motion when you encounter a cluster of enemies will ensure mutiple hits.  Its 11.5 tons of armor affords it staying power, and the missile-killing power of its double [[LAMS]], allow it to survive long enough to destroy its enemies. The F works best when it sticks close to its allies as the [[minimum range]] of MRMs can be crippling and the F comes equipped with two [[LAMS]] that make it an excellent [[support asset]]. Two [[Free tons]] means one reload for each launcher so be aware of your resupply locations.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant goes away from the Demolisher norm of having slow-firing weapons, and mounts a pair of high rate-of-fire [[RAC5]]s supported by twin [[SRM4]]s. The RAC5s will chew through ammo and overheat quickly, so care must be taken when firing them for sustained periods; however, they output a huge amount of damage if fired accurately and consistently. The high rate of fire also makes this tank strong against [[BA|Battle Armor]] and light vehicles, which will suffer significant damage from RAC5s. The Demolisher G's protective equipment is extensive, mounting twin [[LAMS]] which effortlessly swat out all but the biggest incoming missile volleys and an extra ton of [[armor]] over the already heavily armored prime variant. [[GECM]] keeps it hidden from radar till it can close the range to maximize damage from its RAC5s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Demolisher, also called the &amp;quot;''Mech Slayer''&amp;quot;, was designed as a unit powerful enough to destroy any Mech it'd face, and it successfully earn it's reputation since 2803. Through the Succession Wars Demolishes served in various duties, from front-line combat to defense of a worlds that could not invest in BattleMech forces. Being most effective in urban environment the Demolishers earn their fame in between many during the Rim Worlds Republic assault on Draconis Combine world of Kessel, when four Demos destroyed two Rampage Assault-class Mechs, and scare off rest of two BattleMech lances.&lt;br /&gt;
&lt;br /&gt;
80 ton Demolisher is armed only with two 185mm [[AC20]] giving it immense firepower against heavy targets, though leaving defenseless against any infantry or light vehicles. Still though 10 tons of armor provide enough protection for allies to come in time with support. Maximum speed of 54 km/h and 4 tons of spare ammunition make it more than capable for leading longer battles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2823 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Demolisher Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=13159</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=13159"/>
				<updated>2022-04-25T01:26:43Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variants P, B, and F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Commando.png&lt;br /&gt;
| ImageGif = File:Commando_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 300&lt;br /&gt;
| ArmorT Prime = 25 901&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 000&lt;br /&gt;
| ArmorT A = 25 901&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 36 000&lt;br /&gt;
| ArmorT B = 25 901&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 33 400&lt;br /&gt;
| ArmorT C = 25 901&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 35 800&lt;br /&gt;
| ArmorT D = 25 903&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 900&lt;br /&gt;
| ArmorT E = 25 901&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 30 500&lt;br /&gt;
| ArmorT F = 25 901&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 23 500&lt;br /&gt;
| ArmorT G = 25 901&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3538&lt;br /&gt;
| Armor LRT = 2229 &lt;br /&gt;
| Armor B = 2123&lt;br /&gt;
| Armor LRA = 2105&lt;br /&gt;
| Armor INT = 3185&lt;br /&gt;
| Armor LRL = 1911&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Commando a 600-year-old humanoid-type design, despite being the most lightweight [[IS]] mech, the '''Commando''' can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] by damaging higher tier assets. All Commando variants are available for the starting [[rank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make quick work of any component that rests under your reticle of an unaware target. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] can deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and its ample damage are always where your enemies want least.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Disruption. The [[LPPC]] will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The [[TBolt5]] will, again, shake the receiver, and that's two shakes and damage spilled all over many components. The 2 [[MG]]s, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night as it just lost its night vision too.&amp;lt;br&amp;gt;&lt;br /&gt;
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short business of arms and externals not shielded in time. The guided [[SSRM4]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two [[DHS]] to dissipate the excess [[SXPL]] heat buildup. Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.&amp;lt;br&amp;gt;&lt;br /&gt;
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable [[tier]] offset this unit's nature provides.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. At the 300 mark 2 [[SL|Small Lasers]] come into play. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.&lt;br /&gt;
Using The [[EOptics|Enhanced optics]] is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down being absent of any additional [[DHS]]. Use the [[JJ]] for jump snipping or getting out of the way.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Yet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's [[iJJ|Improved JumpJets]].&amp;lt;br&amp;gt; &lt;br /&gt;
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech pilot.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Commando F is an inexpensive [[support|support asset]]. While the F doesn't have any sort of enhanced [[radar|radar equipment]], it can easily designate targets with its [[NARC|NARC launcher]]. When it comes to weapons, the F sacrifices the medium to long range direct fire, that many other Commandos have, for a massive [[TBolt10| Thunderbolt 10 launcher]]. This launcher, as well as the NARC, are safely nestled within the F's torso, protecting them from being cut off. Because of the NARC and the F's [[JJ|Jump Jets]], it can more quickly acquire its own targets. They also give the F an increased, although still very limited, ability to [[flick]] its thunderbolt missiles. As backup weapons, the F only has 4 [[SL|Small Lasers]]. The F is not a front line [[brawler]] and is best used when allies are using missiles, typically in the mid- to late-game.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Commando G is a pinpoint accurate [[skirmisher]] and [[brawler]]. It is also capable of acting as a [[backcapper]] by using its [[MASC]] to quickly move from [[base]] to base. Players are advised to carefully watch their [[heat]] and to use [[coolant]] when necessary as the G's [[weapon loadout]] is exclusively [[energy weapons|energy-based]] and it's MASC competes with those weapons for heat capacity. Players can effectively utilize the G in combat through two main tactics. The first is to maximize [[DPS]], to do this, keep all weapons split between three [[weapon groups|groups]] and continually fire these weapons while [[staring]] at the enemy. The second, is to [[alpha strike]], then [[damage spread]] while the G's weapons are recharging. The downside to the second tactic is that the G will [[heat|cool]] less efficiently and have a lower DPS. For skirmishing, the G can [[poke]] out to 600m with its [[LL]] and 500m with its two [[ML]]s. In this capacity, mechs like the [[Owens#Variant G|Owens G]] often perform better. The Commando G makes up for this by being a better brawler, thanks to its two [[SL]]s, and by having a better [[tier]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.&lt;br /&gt;
&lt;br /&gt;
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture.&lt;br /&gt;
By the time of the [[Clans|Clan]] Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions &amp;amp; was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=13158</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=13158"/>
				<updated>2022-04-25T01:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Chimera.png&lt;br /&gt;
| ImageGif = File:Chimera_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 40&lt;br /&gt;
| Speed = 86&lt;br /&gt;
&amp;lt;!-- | SpeedWithMasc = 125 --&amp;gt;&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 46 600&lt;br /&gt;
| ArmorT Prime = 40 881&lt;br /&gt;
| Engine Prime = GM 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free 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 = 48 600&lt;br /&gt;
| ArmorT A = 39 294&lt;br /&gt;
| Engine A = 385 GM 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 53 200&lt;br /&gt;
| ArmorT B = 39 294&lt;br /&gt;
| Engine B = 385 GM 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 48 000&lt;br /&gt;
| ArmorT C = 40 881&lt;br /&gt;
| Engine C = 385 GM 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 750&lt;br /&gt;
| ArmorT D = 40 881&lt;br /&gt;
| Engine D = 385 GM 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 51 200&lt;br /&gt;
| ArmorT E = 40 881&lt;br /&gt;
| Engine E = 385 GM 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 46 600&lt;br /&gt;
| ArmorT F = 40 881&lt;br /&gt;
| Engine F = 385 GM 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 50 900&lt;br /&gt;
| ArmorT G = 39 294&lt;br /&gt;
| Engine G = 385 GM 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5671&lt;br /&gt;
| Armor LT = 3800&lt;br /&gt;
| Armor RT = 5671&lt;br /&gt;
| Armor B = 3403&lt;br /&gt;
| Armor LRA = 3119&lt;br /&gt;
| Armor INT = 2188&lt;br /&gt;
| Armor LRL = 4168&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Chimera A is a pretty straightforward long range fire support unit. The A's [[LRM15]] is capable of some [[indirect fire]] and comprises the majority of its [[DPS]]. This is fed by a two [[Free tons|free tons]] of ammo and backed up with [[direct fire]] in the form of a single [[ERPPC]]. The ERPPC is capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.&amp;lt;br&amp;gt;&lt;br /&gt;
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.&amp;lt;br&amp;gt;&lt;br /&gt;
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's &amp;quot;zero throttled&amp;quot; just to receive the ponderous [[MRM30]] volley to the face.&amp;lt;br&amp;gt;&lt;br /&gt;
A single [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.&amp;lt;br&amp;gt;&lt;br /&gt;
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''&amp;quot;missiles first&amp;quot;'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 [[medium laser|Medium Lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual [[Flamer|Flamers]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 4 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[Coolant]] in tight situations. An extra half ton of [[Armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The third higest priced Chimera, Armed with 2x [[LBX5]] aided by [[EOptics]] and [[JJ | JumpJets]] it can used as a long ranged sniper variant. When you feel the need to get close, 2 [[MPL | Medium Pluse Lasers]] can unlease a flurry of concentrated hurt at 34.1 shots a minute and are great for disposing [[Battle Armor]] or finishing off wounded opponents. The final blow for rocking your opponent comes from [[SRM4| SRM4 missles]] widing the hole made with your 2 MPLs. Don't forget the 2 [[ HMgun|Heavy Machine Guns]] for wacking off armor. With all of it's power and armor the &amp;quot;E&amp;quot; is still better used with a comrade.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.&amp;lt;br&amp;gt;&lt;br /&gt;
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moments all else fails, remember to fire the [[BPod]] at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 800m is no easy feat- but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it- is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Chimera02.jpg|thumb|175px|A Chimera Prime sporting desert camo (ca. 0.7.1)]]&lt;br /&gt;
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]&lt;br /&gt;
&lt;br /&gt;
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chimera BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=13157</id>
		<title>Chevalier</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=13157"/>
				<updated>2022-04-25T01:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Chevalier.png&lt;br /&gt;
| ImageGif = File:Chevalier_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 96&lt;br /&gt;
| BoostSpeed = 111&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -12° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 40 800&lt;br /&gt;
| ArmorT Prime = 30 400&lt;br /&gt;
| Engine Prime = RT 190 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 41 300&lt;br /&gt;
| ArmorT A = 26 720&lt;br /&gt;
| Engine A = RT 190&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 49 750&lt;br /&gt;
| ArmorT B = 26 720&lt;br /&gt;
| Engine B = RT 190&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 35 700&lt;br /&gt;
| ArmorT C = 26 720&lt;br /&gt;
| Engine C = RT 190&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free 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 D = 42 000&lt;br /&gt;
| ArmorT D = 26 720&lt;br /&gt;
| Engine D = RT 190&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free 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 = 41 100&lt;br /&gt;
| ArmorT E = 30 400&lt;br /&gt;
| Engine E = RT 190&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 400&lt;br /&gt;
| ArmorT F = 26 720&lt;br /&gt;
| Engine F = RT 190&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free 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 = 39 800&lt;br /&gt;
| ArmorT G = 28 560&lt;br /&gt;
| Engine G = RT 190&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2800&lt;br /&gt;
| Armor T = 5520&lt;br /&gt;
| Armor F = 5888&lt;br /&gt;
| Armor S = 6256&lt;br /&gt;
| Armor B = 3680&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Chevalier''' is an [[Inner Sphere]] tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a [[Harasser]] and an [[Osiris]].&lt;br /&gt;
&lt;br /&gt;
As it is a wheeled vehicle, it cannot turn on its own axis like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its [[LXPL|large X-pulse laser]] at medium range. The fast firing [[SSRM6]] does well at closer ranges, delivering screenshake to disrupt enemy's aim. The prime is one of the most armored Chevies, being able to win duels against most light mechs as long as the driver keeps the speed up and presents the non-damaged side to his opponent.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This is a rather powerful support unit for its price tag, bringing an [[AECM|Angel ECM]] suite onto the field to provide radar cover to it's teammates. It's main weapon is a [[PPC]], best used to find holes in already weakened enemy armor. Once the [[AECM]] has been use to spring the trap, it has 3 [[SXPL|Small X-Pulse lasers]] it can bring to bear as well. Sustained use of both the [[PPC]] and [[SXPL]] will put significant strain on its 4 [[HS|heat sinks]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Built from the ground up as a dedicated scout vehicle calling in friendly missile storms on the opposing team with its [[TAG]], the B variant excels in this roll. [[GECM]] keeps it hidden while [[BHP]] and [[C3]] gives it and any friendly unit detailed tactical information of enemy positions and movements. Its long range weapons - a single [[ERLL|ER Large Laser]] and two [[AC2|Class 2 AutoCannons]] - can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team in wreaking coordinated havoc on the enemy.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A long range support unit, the C excels at harassing heavier foes with it's [[LXPL|Large X Pulse laser]] and [[UAC5]]. Two [[HS|heat sinks]] allow for nearly a minute of uninterrupted fire from the [[LXPL]], and it's [[Free_tons|spare ton]] for the autocannon give it plenty of time in combat. While it is the least expensive variant, using it against agile fast assets is questionable as both the LXPL and UAC5 both take time to apply their damage.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
An ultra-long range harasser with [[EOptics]], the Chevalier D will out-range most opponents on the battlefield with it's [[LtGauss]] and do it comfortably while under the radar cover of [[GECM]]. The [[MRM10]] can dump a solid volley out to a maximum of 650 meters if aimed precisely as they are wire guided. The D comes with One [[Free tons | Free ton]] of ammo so load up before you head out.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A potent early game brawler, the E can punch units out to 600 meters using its [[AC10]]. Once it closes to within 250 meters, the 3 [[SPL|Small Pulse lasers]] provide additional pinpoint firepower to put holes in enemy armor. While it only houses 1 additional [[HS|heatsink]], it does carry a [[Free_tons|spare ton]] for autocannon ammo for combat longevity. [[GECM]] helps it get into range to use the [[SPL]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Another potent short range unit, the F trades the AC10 for an [[LBX10]]. It sheds a half ton of armor, and the ECM suite to mount an [[SRM6]] for even more close range firepower. That being said, it only has a single [[Free_tons|spare ton]] for reloads. Pilots who prepare for the wrong kind of combat will find themselves retreating with low LBX or SRM bins.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Another long range harasser, the G variant does respectable direct fire damage to its enemies over 1300m away with its triple [[LBX2]]s. Once within 900m, the [[ERPPC]] brings in a significant damage boost that any enemy would be foolish to ignore. This variant's weapons do not have any [[minimum range]], so it could deal with opponents at any range. Yet, why give your prey the chance to effectively retaliate? Just keep it at long range and laugh while you smash their armor to pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Type Modifiers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class= &amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 100px;&amp;quot; class=&amp;quot;unsortable&amp;quot; rowspan =&amp;quot;2&amp;quot; | &amp;lt;div class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Damage Type'''&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | '''Armor Type'''&lt;br /&gt;
|- style=&amp;quot;height:50px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Front'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Side'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Back'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Turret'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Hull'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Mgun'''&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Light&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Heavy&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic&amp;amp;#8209;air'''&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flak'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
| 1.6 (0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Missile'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Frag'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.5 (0.25)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy'''&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.5)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy&amp;amp;#8209;air'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''EMP'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 0.025 (0.25)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flame'''&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Collision'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Chevalier Light Tank was produced by and for the Star League. The Succession Wars devastated the stores of the Chevalier as the Successor States often cannibalized them for parts. Only Millennium Industries of Terra continued to produce the design, and that was snapped up by ComStar. Though the top speed is only 112 km/h, it is still respectable for a wheeled vehicle. It is protected by six and a half tons of armor.&lt;br /&gt;
Though the Chevalier's armament is weak compared to modern designs, it has an extremely ammunition-efficient design, allowing it to stay in the fight for longer than other vehicles from the same weight class. For long range, it mounts an ER Large Laser in its turret. A pair of front-mounted Streak SRM-2 allow it to exploit any holes it may have made in an opponent's armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2690 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Striker &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chevalier Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=13156</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=13156"/>
				<updated>2022-04-25T01:21:04Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas.png&lt;br /&gt;
| ImageGif = File:Atlas_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 106 100&lt;br /&gt;
| ArmorT Prime = 92 755&lt;br /&gt;
| Engine Prime = Vlar 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 359&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 700&lt;br /&gt;
| ArmorT B = 94 359&lt;br /&gt;
| Engine B = Vlar 300 STD&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&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;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 400&lt;br /&gt;
| ArmorT C = 94 359&lt;br /&gt;
| Engine C = Vlar 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 300&lt;br /&gt;
| ArmorT D = 92 755&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 114 300&lt;br /&gt;
| ArmorT E = 91 146&lt;br /&gt;
| Engine E = Vlar 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 106 000&lt;br /&gt;
| ArmorT F = 94 359&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 100&lt;br /&gt;
| ArmorT G = 94 359&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13849&lt;br /&gt;
| Armor RT = 11080&lt;br /&gt;
| Armor LT = 9002&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 6925&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. If an enemy approaches too close to use the [[LRM]]s, the [[ERML]]s come into the fight to keep the pressure on. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Mr. Bubbles&amp;quot;''===&lt;br /&gt;
The ''Atlas A'', dubbed '''''&amp;quot;Mr. Bubbles&amp;quot;''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.&lt;br /&gt;
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage beyond 500m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. With 4 [[DHS]], there will be no difficulty in continuously firing all weapons in close succession.&amp;lt;br&amp;gt;&lt;br /&gt;
However, its greatest weakness lays right in its greatest strength - Where both AC10 array and the formidable HPPC produce profound screenshake - it comes at the cost of damage. This designates this unit as an second line attacker, an excellent force magnifier rather than steamroller, like other Atlas variants. As such, the Atlas C is the perfect anchor for an attack lance consisting of shorter ranged units in need of medium range fire disruption.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Powerwalk&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A homage to the classic AS7-D Atlas, the Atlas D is an economy solution. Snubbing advanced weaponry and most electronics for older, cheaper tech, the Atlas D provides players with the chance to field the heavily-armored Atlas chassis relatively early compared to other [[Assault Mech]]s. Its firepower is primarily brought to bear at close range, with an [[AC20]] being the main damage-dealer. 3 [[ML|Medium Lasers]] provide some support fire at slightly further ranges, and a single [[LRM20]] allows this Atlas to reach out and hit enemies at long-range, allowing it to soften enemies up while moving into closer ranges and also giving it the ability to retaliate against long-range snipers that outrun it. 1 [[free tons]] of ammo allow the pilot to have 1 AC20 reload or 1 LRM reload. Lacking any electronics except for the [[GECM]] to speak of leaves this Atlas inferior in the electronics warfare department, though this also helps keep costs down. Being the only Atlas to house [[MASC]] enables it to excel up to 76 km/h. While the Atlas D may lack the raw firepower compared to some Atlas variants and the extensive electronics packages of others, the Atlas D is still a powerful asset in the right hands, and the low price tag allows it to get into more hands.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Master &amp;amp; Commander&amp;quot;''===&lt;br /&gt;
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for itself and friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and 2 [[ERML]] add a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. As the anchor that the team together, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E has [[Free tons|3 tons for extra ammo]] giving it modest staying power. Players are recommended to conserve ammo during prolonged sorties. The E is the least [[Armor|Armored]] Atlas and carries only 4 [[DHS]] players should watch their [[heat]] carefully and [[chain fire]] their weapons if needed. &lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the four heavy hitting [[Thunderbolt]] missile launchers as effectively as possible. Their lock on range is 750m but will still do damage to targets out to 1940m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to dumbfire the Thunderbolt missiles at brawling range is somewhat difficult but oh so rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon &amp;amp; heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, so know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s 60m [[minimum range]], so be wary of fast brawlers and take them down quickly!&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Atlas.jpg|thumb|175px|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0]]&lt;br /&gt;
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
{{Quote|&amp;quot;A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally.&amp;quot;|Aleksandr Kerensky}}&lt;br /&gt;
The Atlas, or &amp;quot;''Death's Head''&amp;quot; as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.&lt;br /&gt;
&lt;br /&gt;
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2755 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=13155</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=13155"/>
				<updated>2022-04-25T01:19:55Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas.png&lt;br /&gt;
| ImageGif = File:Atlas_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 106 100&lt;br /&gt;
| ArmorT Prime = 92 755&lt;br /&gt;
| Engine Prime = Vlar 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 359&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 700&lt;br /&gt;
| ArmorT B = 94 359&lt;br /&gt;
| Engine B = Vlar 300 STD&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&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;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 400&lt;br /&gt;
| ArmorT C = 94 359&lt;br /&gt;
| Engine C = Vlar 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 300&lt;br /&gt;
| ArmorT D = 92 755&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 114 300&lt;br /&gt;
| ArmorT E = 91 146&lt;br /&gt;
| Engine E = Vlar 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 111 000&lt;br /&gt;
| ArmorT F = 94 359&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 100&lt;br /&gt;
| ArmorT G = 94 359&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13849&lt;br /&gt;
| Armor RT = 11080&lt;br /&gt;
| Armor LT = 9002&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 6925&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. If an enemy approaches too close to use the [[LRM]]s, the [[ERML]]s come into the fight to keep the pressure on. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Mr. Bubbles&amp;quot;''===&lt;br /&gt;
The ''Atlas A'', dubbed '''''&amp;quot;Mr. Bubbles&amp;quot;''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.&lt;br /&gt;
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage beyond 500m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. With 4 [[DHS]], there will be no difficulty in continuously firing all weapons in close succession.&amp;lt;br&amp;gt;&lt;br /&gt;
However, its greatest weakness lays right in its greatest strength - Where both AC10 array and the formidable HPPC produce profound screenshake - it comes at the cost of damage. This designates this unit as an second line attacker, an excellent force magnifier rather than steamroller, like other Atlas variants. As such, the Atlas C is the perfect anchor for an attack lance consisting of shorter ranged units in need of medium range fire disruption.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Powerwalk&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A homage to the classic AS7-D Atlas, the Atlas D is an economy solution. Snubbing advanced weaponry and most electronics for older, cheaper tech, the Atlas D provides players with the chance to field the heavily-armored Atlas chassis relatively early compared to other [[Assault Mech]]s. Its firepower is primarily brought to bear at close range, with an [[AC20]] being the main damage-dealer. 3 [[ML|Medium Lasers]] provide some support fire at slightly further ranges, and a single [[LRM20]] allows this Atlas to reach out and hit enemies at long-range, allowing it to soften enemies up while moving into closer ranges and also giving it the ability to retaliate against long-range snipers that outrun it. 1 [[free tons]] of ammo allow the pilot to have 1 AC20 reload or 1 LRM reload. Lacking any electronics except for the [[GECM]] to speak of leaves this Atlas inferior in the electronics warfare department, though this also helps keep costs down. Being the only Atlas to house [[MASC]] enables it to excel up to 76 km/h. While the Atlas D may lack the raw firepower compared to some Atlas variants and the extensive electronics packages of others, the Atlas D is still a powerful asset in the right hands, and the low price tag allows it to get into more hands.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Master &amp;amp; Commander&amp;quot;''===&lt;br /&gt;
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for itself and friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and 2 [[ERML]] add a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. As the anchor that the team together, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E has [[Free tons|3 tons for extra ammo]] giving it modest staying power. Players are recommended to conserve ammo during prolonged sorties. The E is the least [[Armor|Armored]] Atlas and carries only 4 [[DHS]] players should watch their [[heat]] carefully and [[chain fire]] their weapons if needed. &lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the four heavy hitting [[Thunderbolt]] missile launchers as effectively as possible. Their lock on range is 750m but will still do damage to targets out to 1940m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to dumbfire the Thunderbolt missiles at brawling range is somewhat difficult but oh so rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon &amp;amp; heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, so know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s 60m [[minimum range]], so be wary of fast brawlers and take them down quickly!&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Atlas.jpg|thumb|175px|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0]]&lt;br /&gt;
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
{{Quote|&amp;quot;A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally.&amp;quot;|Aleksandr Kerensky}}&lt;br /&gt;
The Atlas, or &amp;quot;''Death's Head''&amp;quot; as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.&lt;br /&gt;
&lt;br /&gt;
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2755 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=13154</id>
		<title>Archangel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=13154"/>
				<updated>2022-04-25T01:18:39Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant B and Variant C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Archangel.png&lt;br /&gt;
| ImageGif = File:Archangel_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +40°&lt;br /&gt;
| PitchCrouch = -30° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 121 000&lt;br /&gt;
| ArmorT Prime = 94 360&lt;br /&gt;
| Engine Prime = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 118 900&lt;br /&gt;
| ArmorT A = 92 754&lt;br /&gt;
| Engine A = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 111 500&lt;br /&gt;
| ArmorT B = 94 360&lt;br /&gt;
| Engine B = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 112 700&lt;br /&gt;
| ArmorT C = 94 360&lt;br /&gt;
| Engine C = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 124 500&lt;br /&gt;
| ArmorT D = 94 360&lt;br /&gt;
| Engine D = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 127 100&lt;br /&gt;
| ArmorT E = 92 754&lt;br /&gt;
| Engine E = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 15234&lt;br /&gt;
| Armor RT = 8310&lt;br /&gt;
| Armor LT = 8310&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 7963&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
The '''Archangel''' is an unconventional 100t [[Inner Sphere]] [[Assault Mech]] that uses the latest in Inner Sphere technology to create the ultimate defense Mech. On the surface, with a typical armament similar to a Mech half its size, a slow max speed of 54 km/h, and an extremely wide profile, the Archangel looks to be a poor contender for its price and tonnage. However, the Archangel's secret lies within its unique technology to create an ultra-specialised &amp;quot;zombie&amp;quot; mech that refuses to be destroyed. A Compact Fusion Engine reduces damage transfer from destroyed side and back torso plates even more so than the Standard Engine used by the [[Atlas]]. Combined with carrying the maximum amount of armor for its tonnage, a pilot can use [[damage spreading]] to absorb a tremendous amount of punishment while suffering less penalties when taking hits on destroyed components. Typically mounting [[GECM]] or even [[Stealth Armor]], the Archangel has the potential to avoid damage entirely by remaining undetected on radar and frustrating attempts to lock on with [[Missile Weapons]]. Finally, for when a situation gets too dangerous even for such a tough Mech, the Archangel mounts [[IJJ|Improved Jump Jets]] allowing it to vault out of harm's way and into covered positions, greatly extending its survivability. With all of these elements in concert, the Archangel makes the ultimate base defender and contester, able to easily absorb or frustrate any attempt to damage it, making up for its poor weapons compliment simply by outlasting the competition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Archangel Prime is a solid medium range assault mech. A lack of adequate heat sinks, only 3 [[DHS]] in total, prevents the Prime from laying down continual fire, making it much more suited to shorter engagements. A single [[HPPC]] it the Prime's right arm encourages [[poking]] or [[damage spreading]] during its long recycle times. When out of coolant and forced into constant engagement, the Prime should focus on using its center torso-mounted [[UAC10]] and single [[ERSL]] as well as its left arm-mounted [[SRM6]] instead of the HPPC. However, due to the Prime's severely limited ammo, players will soon find themselves unable to deal continual damage, forcing them into the damage spreading tactic. Thankfully the Prime's inflexibility with heat is mostly offset by its generous electronics package. [[GECM]] allows it to run active radar to better control when and where it engages in a fight. So long as other allies are equipped with C3, the Prime's [[C3 Master|C3 Master Unit]] further improves its battlefield awareness and gives it a secondary [[scouting]] role that it can serve long after its weapons are disabled or run dry. With so much of its firepower mounted in the center torso, the Prime remains far more formidable than most assault mechs, even after [[tanking]] massive damage.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Archangel A is a [[jumpsniper]] through and through. Carrying the quintessential [[Gauss Rifle]] for pinpoint damage and an [[ERPPC]] for splash damage, the A can successfully [[trade]] with most other snipers in [[MWLL]], relying on its ridiculously thick [[armor]] to make up for a lack of weaponry. The A has substantial heat issues when trying to jump and use all of its weapons, but performs adequately when sticking to the ground. While jump sniping, players will have to choose between venting [[coolant]], or holding back with some of the A's weapons. [[GECM]] helps the A jump snipe by allowing it to find enemies in [[active radar|active radar mode]], without tipping them off before jumping. If heat becomes too much of an issue, players are advised to focus on the Gauss and 3 [[ERML]]s as they provide more damage for less heat than the ERPPC.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Even with an impressive 8 [[DHS]] the Archangel B can be a hotbox when [[Combat_Guide#Group_Fire|group firing]]. Thanks to the strange shape of the Archangel and its impressive [[armor]], the A can more afford to [[Gameplay_Tactics#Staring|stare]] compared to other assault mechs, this allows the B to [[chain fire]] its weapons to better handle heat. Chain firing the 2 [[LPPC]]s and [[PPC]] helps the B cause significant [[screen shake]]. One of the major disadvantages of other Archangels is limited [[ammo|ammo capacity]], the B avoids this completely by having exclusively [[energy weapons]]. One of the B's two [[LPL|Large Pulse Lasers]] is mounted next to the PPC in the center torso. This allows the B to continue laying down medium range firepower for its entire lifetime on the battlefield no matter how much damage it has taken.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The Archangel C has scarcely more firepower than a [[Catapult#Variant B|Catapult B]], but close to double the armor. Unlike the Catapult though, the Archangel C can peek around corners and fire just one of its two [[MRM30]]s while avoiding exposing most of its torso. The C's MRM30s are mounted low on its arms, so pilots are advised to fully clear hills and other vertical outcroppings before firing. [[Ammo]] is a major concern, the C has only two [[free tons|free tons of ammo]] and doesn't have the speed to make frequent trips to rearm. It may be helpful to coordinate with an ally to bring an [[APC]] closer to the battle in order to provide ammo. Against [[BA]] the C can use its powerful [[Improved Jump Jets]] to dislodge a stow away, or distance itself before dumping a spray of MRMs on the BA. The iJJs also help with the [[minimum range]] of the MRM30s. Jump backwards, then fire. Due to the streaming nature of MRM30s, they should often be chain fired to give a sustained [[screen shake]] against slower targets. Rounding out the C, [[GECM]] provides protection from enemy [[radar]] allowing the Archangel to avoid long range fire as it approaches and enabling it to catch the enemy unawares.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Deimos&amp;quot;''===&lt;br /&gt;
The Archangel D, like all Archangels, makes up for its lack of weaponry with substantial armor and [[Improved Jump Jets]]. But it doesn't stop there. The D is equipped with [[stealth armor]] allowing it to close in on unsuspecting enemies and hiding it from their [[c3|c3 network]]. This makes the D an excellent choice when dealing with enemy [[Artillery]] and [[aerospace]].&lt;br /&gt;
&lt;br /&gt;
The D's [[Improved Jump Jets]] allow it to quickly escape behind walls, over cliffs, and even straight up to avoid enemy fire while its UAC20 cools down or [[unjam|unjams]]. Players are advised to be careful when using the D's jump jets, since stealth armor disables coolant use. To avoid being defeated by a single [[Solitaire#Solitaire C|flamer Solitaire]] players should coordinate with their allies for protection. When dealing with enemy [[Flamers]], solo, sometimes it's better to hold fire on all weapons or even [[power down]] until the enemy's flamers are recharging.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Phobos&amp;quot;''===&lt;br /&gt;
The most expensive unit and for good reason - Phobos the god and personification of Fear and Panic able to produce a blinding laser light show with its three [[MXPL|Medium X-Pulse Lasers]] at 500 meters, all the time closing the range down to 400 meters where it can unleash the especially dangerous [[LBX20|Lubalin Ballistics-X AutoCannon20]] to blow a hole in whatever it strikes. Finishing off your opponent with a dual [[SRM2]]. [[EOptics]] for battlefield awareness, [[iJJ]] for enhanced mobility with 19 tons of [[stealth armor|Stealth Armor]] to move unabated.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 100-ton Archangel represents the pinnacle of Cortland/Vapula’s Celestial series, yet its design departs quite radically from others in the line. Intended as a command unit or an anchor for assault and defense formations, this beast sports a compact engine, gyro, and cockpit—sacrificing tonnage for sheer survivability. An endo-steel chassis helps alleviate the weight costs, but only slightly, leaving this machine with only 36 tons of pod space for weapons—a pittance compared to most OmniMechs in its tonnage. However, with this design approach, the Archangel becomes a virtual zombie on the battlefield, often standing through withering fire that would crush or &lt;br /&gt;
cripple any other assault ’Mech in production today.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - Juffos -Merc, Langhans -Merc, Rogue_One -Merc&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3069 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: OmniMech Assault&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Archangel BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=13153</id>
		<title>Archangel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Archangel&amp;diff=13153"/>
				<updated>2022-04-25T01:16:55Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Archangel.png&lt;br /&gt;
| ImageGif = File:Archangel_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +40°&lt;br /&gt;
| PitchCrouch = -30° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 121 000&lt;br /&gt;
| ArmorT Prime = 94 360&lt;br /&gt;
| Engine Prime = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 118 900&lt;br /&gt;
| ArmorT A = 92 754&lt;br /&gt;
| Engine A = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 116 500&lt;br /&gt;
| ArmorT B = 94 360&lt;br /&gt;
| Engine B = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&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;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 112 700&lt;br /&gt;
| ArmorT C = 94 360&lt;br /&gt;
| Engine C = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 124 500&lt;br /&gt;
| ArmorT D = 94 360&lt;br /&gt;
| Engine D = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 127 100&lt;br /&gt;
| ArmorT E = 92 754&lt;br /&gt;
| Engine E = Immortus 300 Compact Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 15234&lt;br /&gt;
| Armor RT = 8310&lt;br /&gt;
| Armor LT = 8310&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 7963&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
The '''Archangel''' is an unconventional 100t [[Inner Sphere]] [[Assault Mech]] that uses the latest in Inner Sphere technology to create the ultimate defense Mech. On the surface, with a typical armament similar to a Mech half its size, a slow max speed of 54 km/h, and an extremely wide profile, the Archangel looks to be a poor contender for its price and tonnage. However, the Archangel's secret lies within its unique technology to create an ultra-specialised &amp;quot;zombie&amp;quot; mech that refuses to be destroyed. A Compact Fusion Engine reduces damage transfer from destroyed side and back torso plates even more so than the Standard Engine used by the [[Atlas]]. Combined with carrying the maximum amount of armor for its tonnage, a pilot can use [[damage spreading]] to absorb a tremendous amount of punishment while suffering less penalties when taking hits on destroyed components. Typically mounting [[GECM]] or even [[Stealth Armor]], the Archangel has the potential to avoid damage entirely by remaining undetected on radar and frustrating attempts to lock on with [[Missile Weapons]]. Finally, for when a situation gets too dangerous even for such a tough Mech, the Archangel mounts [[IJJ|Improved Jump Jets]] allowing it to vault out of harm's way and into covered positions, greatly extending its survivability. With all of these elements in concert, the Archangel makes the ultimate base defender and contester, able to easily absorb or frustrate any attempt to damage it, making up for its poor weapons compliment simply by outlasting the competition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Archangel Prime is a solid medium range assault mech. A lack of adequate heat sinks, only 3 [[DHS]] in total, prevents the Prime from laying down continual fire, making it much more suited to shorter engagements. A single [[HPPC]] it the Prime's right arm encourages [[poking]] or [[damage spreading]] during its long recycle times. When out of coolant and forced into constant engagement, the Prime should focus on using its center torso-mounted [[UAC10]] and single [[ERSL]] as well as its left arm-mounted [[SRM6]] instead of the HPPC. However, due to the Prime's severely limited ammo, players will soon find themselves unable to deal continual damage, forcing them into the damage spreading tactic. Thankfully the Prime's inflexibility with heat is mostly offset by its generous electronics package. [[GECM]] allows it to run active radar to better control when and where it engages in a fight. So long as other allies are equipped with C3, the Prime's [[C3 Master|C3 Master Unit]] further improves its battlefield awareness and gives it a secondary [[scouting]] role that it can serve long after its weapons are disabled or run dry. With so much of its firepower mounted in the center torso, the Prime remains far more formidable than most assault mechs, even after [[tanking]] massive damage.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Archangel A is a [[jumpsniper]] through and through. Carrying the quintessential [[Gauss Rifle]] for pinpoint damage and an [[ERPPC]] for splash damage, the A can successfully [[trade]] with most other snipers in [[MWLL]], relying on its ridiculously thick [[armor]] to make up for a lack of weaponry. The A has substantial heat issues when trying to jump and use all of its weapons, but performs adequately when sticking to the ground. While jump sniping, players will have to choose between venting [[coolant]], or holding back with some of the A's weapons. [[GECM]] helps the A jump snipe by allowing it to find enemies in [[active radar|active radar mode]], without tipping them off before jumping. If heat becomes too much of an issue, players are advised to focus on the Gauss and 3 [[ERML]]s as they provide more damage for less heat than the ERPPC.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Even with an impressive 8 [[DHS]] the Archangel B can be a hotbox when [[Combat_Guide#Group_Fire|group firing]]. Thanks to the strange shape of the Archangel and its impressive [[armor]], the A can more afford to [[Gameplay_Tactics#Staring|stare]] compared to other assault mechs, this allows the B to [[chain fire]] its weapons to better handle heat. Chain firing the 2 [[LPPC]]s and [[PPC]] helps the B cause significant [[screen shake]]. One of the major disadvantages of other Archangels is limited [[ammo|ammo capacity]], the B avoids this completely by having exclusively [[energy weapons]]. One of the B's two [[LPL|Large Pulse Lasers]] is mounted next to the PPC in the center torso. This allows the B to continue laying down medium range firepower for its entire lifetime on the battlefield no matter how much damage it has taken.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Archangel C has scarcely more firepower than a [[Catapult#Variant B|Catapult B]], but close to double the armor. Unlike the Catapult though, the Archangel C can peek around corners and fire just one of its two [[MRM30]]s while avoiding exposing most of its torso. The C's MRM30s are mounted low on its arms, so pilots are advised to fully clear hills and other vertical outcroppings before firing. [[Ammo]] is a major concern, the C has only two [[free tons|free tons of ammo]] and doesn't have the speed to make frequent trips to rearm. It may be helpful to coordinate with an ally to bring an [[APC]] closer to the battle in order to provide ammo. Against [[BA]] the C can use its powerful [[Improved Jump Jets]] to dislodge a stow away, or distance itself before dumping a spray of MRMs on the BA. The iJJs also help with the [[minimum range]] of the MRM30s. Jump backwards, then fire. Due to the streaming nature of MRM30s, they should often be chain fired to give a sustained [[screen shake]] against slower targets. Rounding out the C, [[GECM]] provides protection from enemy [[radar]] allowing the Archangel to avoid long range fire as it approaches and enabling it to catch the enemy unawares.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Deimos&amp;quot;''===&lt;br /&gt;
The Archangel D, like all Archangels, makes up for its lack of weaponry with substantial armor and [[Improved Jump Jets]]. But it doesn't stop there. The D is equipped with [[stealth armor]] allowing it to close in on unsuspecting enemies and hiding it from their [[c3|c3 network]]. This makes the D an excellent choice when dealing with enemy [[Artillery]] and [[aerospace]].&lt;br /&gt;
&lt;br /&gt;
The D's [[Improved Jump Jets]] allow it to quickly escape behind walls, over cliffs, and even straight up to avoid enemy fire while its UAC20 cools down or [[unjam|unjams]]. Players are advised to be careful when using the D's jump jets, since stealth armor disables coolant use. To avoid being defeated by a single [[Solitaire#Solitaire C|flamer Solitaire]] players should coordinate with their allies for protection. When dealing with enemy [[Flamers]], solo, sometimes it's better to hold fire on all weapons or even [[power down]] until the enemy's flamers are recharging.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Phobos&amp;quot;''===&lt;br /&gt;
The most expensive unit and for good reason - Phobos the god and personification of Fear and Panic able to produce a blinding laser light show with its three [[MXPL|Medium X-Pulse Lasers]] at 500 meters, all the time closing the range down to 400 meters where it can unleash the especially dangerous [[LBX20|Lubalin Ballistics-X AutoCannon20]] to blow a hole in whatever it strikes. Finishing off your opponent with a dual [[SRM2]]. [[EOptics]] for battlefield awareness, [[iJJ]] for enhanced mobility with 19 tons of [[stealth armor|Stealth Armor]] to move unabated.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 100-ton Archangel represents the pinnacle of Cortland/Vapula’s Celestial series, yet its design departs quite radically from others in the line. Intended as a command unit or an anchor for assault and defense formations, this beast sports a compact engine, gyro, and cockpit—sacrificing tonnage for sheer survivability. An endo-steel chassis helps alleviate the weight costs, but only slightly, leaving this machine with only 36 tons of pod space for weapons—a pittance compared to most OmniMechs in its tonnage. However, with this design approach, the Archangel becomes a virtual zombie on the battlefield, often standing through withering fire that would crush or &lt;br /&gt;
cripple any other assault ’Mech in production today.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - Juffos -Merc, Langhans -Merc, Rogue_One -Merc&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3069 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: OmniMech Assault&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Archangel BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=13152</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=13152"/>
				<updated>2022-04-25T01:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant A nickname (thats its actual new in-game name go check if you dont believe me)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 661&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 400&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 81 450&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Virgin Supreme&amp;quot;''===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]], picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]; and with steady aim- it can quickly ground enemy [[Aerospace]]. Four free tons for ammo and an extra ton of [[Armor]] give it considerable longevity on the field, but its two [[cSRM2]]s aren't enough to sustain it in a brawl- as much as to blast a landed [[Battle Armor]] and disrupt foes aim in crucial moments with Chain Fire mode. It's the enemies mistake to focus this mech's side torsos, with it's destruction only comes a loss of one measly [[cSRM2]] launcher, and any destroyed torso can be easily [[Gameplay_Tactics#Twisting_and_Damage_Spreading|hidden]] with this variants protruding center torso and 360 torso [[twist]]. Pilots of this variant should watch for foes that focus on the the real threat of this mech; it's arms- and fast [[Light Mechs]] that can dodge between Gauss shells and shrug off SRM blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso [[twist]] makes this a particularly mean variant on wide open maps due to ease of [[kiting]] slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Almost a brawler's dream come true, the E variant has nearly everything you could ask for in a close range variant; only missing MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, but the 3 [[DHS]] will struggle to manage your whole arsenal's heat production for long, though. This variant is capable of standing against many other brawler 'Mechs in its weight class and price bracket with an extra 2 tons of [[Armor]] and weaponry, and it will effortlessly bulldoze anything smaller than it in mere seconds as long as there's coolant to spare.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single [[CLBX5]] and a single [[CERPPC]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso [[twist]] of this asset allows it to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread damage]] all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm. Notable Pilots - Floodinator - MERC, Nytmare - MERC, NekoWarrior - IS&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Morrigu&amp;diff=13151</id>
		<title>Morrigu</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Morrigu&amp;diff=13151"/>
				<updated>2022-04-25T01:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Morrigu.png&lt;br /&gt;
| ImageGif = File:Morrigu_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 60&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 92 000&lt;br /&gt;
| ArmorT Prime = 50 560&lt;br /&gt;
| Engine Prime = ICE 240&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;20 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 95 100&lt;br /&gt;
| ArmorT A = 54 241&lt;br /&gt;
| Engine A = ICE 240&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;22 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 109 800&lt;br /&gt;
| ArmorT B = 54 241&lt;br /&gt;
| Engine B = ICE 240&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 106 200&lt;br /&gt;
| ArmorT C = 50 560&lt;br /&gt;
| Engine C = ICE 240&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;20 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 91 500&lt;br /&gt;
| ArmorT D = 50 560&lt;br /&gt;
| Engine D = ICE 240&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High_Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 97 300&lt;br /&gt;
| ArmorT E = 54 241&lt;br /&gt;
| Engine E = ICE 240&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6400&lt;br /&gt;
| Armor F = 10667&lt;br /&gt;
| Armor S = 7680&lt;br /&gt;
| Armor B = 5333&lt;br /&gt;
| Armor T = 12800&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Morrigu''' is a [[Clan]] Main Battle [[tank]] released in version 0.4.0. It focuses primarily on heavy long-range energy weapons. It possesses a limited field of view and suffers from poor maneuverability, which can make piloting over rough terrain a challenge. Nonetheless, its potent armament and massive amounts of armor makes it a force to be reckoned with on the battlefield. All the Morrigus variants mount the same type of electronics package as well for plenty of protection against missiles and the ability to pick targets from range while remaining undetected thanks to its [[GECM]].&lt;br /&gt;
&lt;br /&gt;
The Morrigu carries dual [[LAMS]] which give it a much needed umbrella against enemy missile barrages. This protection will also extend out to friendly nearby teammates.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant of the Morrigu is a potent long-range fire support vehicle. 3 [[CERLL]]s and 2 [[LRM10]]s provide ample firepower against slower-moving targets while 2 [[LAMS]] units keep it and nearby friendlies safe from enemy missile barrages.&amp;lt;br&amp;gt;&lt;br /&gt;
It's key feature is to hit far &amp;amp; hard where it hurts the most - a selling point most other of its brethren revolve around as well.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Trading down for 3 [[CLPL]]s and 2 [[CSSRM2]]s, this variant has the fastest fire rate out of any other Morrigu and is very well suited to keeping constant barrage on all kinds of targets. Once its target is within 850m, the tank can unleash its rapid fire arsenal of 3 [[CLPL]]s which can make short work out of any lightly armored unit as long as the driver keeps the beam steady. Firing from complete radar concealment due to its [[GECM]], enemies are often surprised by the first pinpoint precise shots heavily damaging critical components. Follow up shots are literally continual as the 22 [[HS]] can easily deal with the generated heat. The backup [[CSRM2]] are at best a deterrent to [[BA|battlearmor]] and add some extra enemy screenshake. [[EOptics]] to search the battlefield and 2 [[LAMS]] to remove most missiles raining down on you.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Known as the &amp;quot;'''''Scalpel'''''&amp;quot; and mounting only 1 [[HLL]] and 2 [[HAG20]]s as armament, this variant packs an impressive punch at up to 600 meters &amp;amp; out to 1200m. While a Alpha strike at 600m is extremely powerful, more than once without a cooldown generally ill-advised due to sudden and extreme heat buildup. Even 13 [[HS]] are not fully able to keep heat at bay. Take advantage of your [[GECM]] and [[EOptics]] to select your target, then cover until you cool down, though if a passing Aero comes your way open up with your dual HAGS. Four [[Free tons]] should allow you to inflect ample damage.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Mjollnir&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Mjolnir'''''&amp;quot; variant definitely packs more burst damage with the triple [[CERPPC]]s than the prime but has downgraded missles to twin [[CSRM4]]s. This is the Morrigu only close range weaponry, so it heavily relies on teammates keeping it safe from being overwhelmed. Heat can be an issue on this variant even with 20 [[HS]] so [[Gameplay Tactics#Chainfire|Chainfiring]] is required, as firing all three cannons simultaneously will almost instantly damage the tank.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
This Morrigu is the cheapest of the bunch, and brings respectable firepower in the form of a Duo [[CLBX5]]s and a Single [[CLBX10]] backed by a pair of [[ATM9|ATM9 High Explosive]] launchers. It is quite capable of standing toe-to-toe with similarly-priced 'Mechs and beating them down with sheer brute force. Like all Morrigus, the D packs [[GECM]] to maintain concealment on the battlefield. It carries [[EOptics]] but lacks LAMS of its brethren. The D also burns through ammo quickly and being a slow asset, returning to base for reloads is a tedious process. With only 3 [[Free tons]] of ammo, one must be aware of the battlefield conditions as to reloads.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A more medium-ranged focused twist on the D, the Morrigu E's firepower is based around its dual [[ATM9]] array, with the three [[CUAC5]]s providing consistent damage over time. The E can suppress a hostile target by chainfiring the missiles and using the autocannons to carefully pick a hole in their armor. This version works best as a fire support, battering the most dangerous enemy in a fight while swatting hostile missiles with the dual [[LAMS]]. Five [[Free tons]] of extra space give it good staying power in extended conflicts.&lt;br /&gt;
&lt;br /&gt;
Although its loadout can be dangerous to aerospace fighters and VTOLs, the Morrigu's restricted field of view can make spotting air assets challenging, along with its maximum turret pitch of only 45 degrees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Morrígú was designed as an 80 ton fire support tank by Clan Blood Spirit after the Absorption War on the order of Khan Karianna Schmitt. Its main purpose is to deliver as much damage from as long a range as possible. Being in each Clan Blood Spirit Galaxy, Morrígú Tanks can be found in ranks of Fire Mandrill as well.&lt;br /&gt;
&lt;br /&gt;
The Morrígú is armed with 2 [[ERLL]]s and 2 [[LRM15]]s for long-range fire support, 2 [[SRM2]] for close-range defense, and a [[GECM]] for additional protection. An alternate variant has only 3 [[ERLL]]s, at the cost of all of its missile launchers, and 2 of its 13 tons of armor.&lt;br /&gt;
&lt;br /&gt;
Its namesake is a Celtic goddess of war.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3064 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Morrigu BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mars&amp;diff=13150</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mars&amp;diff=13150"/>
				<updated>2022-04-25T01:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Mars.png&lt;br /&gt;
| ImageGif = File:Mars_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 34&lt;br /&gt;
| BoostSpeed = 36&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -8° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 111 900&lt;br /&gt;
| ArmorT Prime = 67 116&lt;br /&gt;
| Engine Prime = Fusion 200&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cDSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 122 400&lt;br /&gt;
| ArmorT A = 67 116&lt;br /&gt;
| Engine A = Fusion 200&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM12 (Std)]]&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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 115 400&lt;br /&gt;
| ArmorT B = 67 116&lt;br /&gt;
| Engine B = Fusion 200&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM12 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 115 100&lt;br /&gt;
| ArmorT C = 63 436&lt;br /&gt;
| Engine C = Fusion 200&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ArrowIV|Clan Arrow IV]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 125 800&lt;br /&gt;
| ArmorT D = 67 116&lt;br /&gt;
| Engine D = Fusion 200&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 124 000&lt;br /&gt;
| ArmorT E = 67 116&lt;br /&gt;
| Engine E = Fusion 200&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;16 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 106 600&lt;br /&gt;
| ArmorT F = 67 116&lt;br /&gt;
| Engine F = Fusion 200&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 137 000&lt;br /&gt;
| ArmorT G = 67 116&lt;br /&gt;
| Engine G = Fusion 200&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Sniper Artillery]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 7500&lt;br /&gt;
| Armor F = 19440&lt;br /&gt;
| Armor S = 10368&lt;br /&gt;
| Armor B = 7200&lt;br /&gt;
| Armor T = 12240&lt;br /&gt;
&lt;br /&gt;
| Version145 = 0.14.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Clan]] &amp;quot;Assault Combat Vehicle&amp;quot; '''Mars''' [[tank]] is one of the premier combat vehicles that the Clans field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics &amp;amp;  Laser Anti-Missile System.  Defensively, they are protected by AutoFlamers &amp;amp; PDS. It can be a little sluggish in the turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime's use of long-range weapons constitutes the [[CGauss]] &amp;amp; [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|Clan Long Range Missles15]] add even more damage potential at range, though a ton of ammunition for each limits the amount of times they can be utilized. Defensively, it is protected by a [[CDSSRM4]], two [[AutoFlamer]]s and one [[PDS]]. 7 [[HS]] to help keep temps in check but an alpha strike is out of the question, 5 [[Free tons]] to ensure its stay in the field and [[GECM]] to mask your position.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|C3 Radar Sharing]] to allies. While the A has three [[free tons]] of ammo, they must all be dedicated to the A's ammo-hungry trio of [[ATM12]]s. This means that the A's [[cNARC]] must function without any extra ammo and will have to be used sparingly. The NARC allows the A to pound enemy targets with deadly barrages of [[indirect fire]]. Simply NARC the target, then fire ATMs straight up or even backwards in order to arc the missiles over hills and other intervening terrain. As backup weapons, the A comes with three [[cERML]]s, two [[cERSL]]s, and one [[cLBX10]]. Because of the A's pair of [[AutoFlamers]] and modest set of close combat weapons are insufficient to deter most mid- to late-game [[brawlers]], the A should focus on staying close to allies in case enemies come within the ATM's [[minimum range]]. The A's 9 [[heat sinks]] are hardly enough to keep it cool when firing all weapons. Players will have to choose between [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Tonberry&amp;quot;''===&lt;br /&gt;
The B &amp;quot;Tonberry&amp;quot; like it's namesake is a close-in formidable brawler. The main gun containing Dual blistering array of [[CMPL|Clan Medium Pulse Lasers]] and the powerful hole punching [[CLBX20|Lubalin Ballistics-X AutoCannon20]]. Backing them up for close quarters is a battery of Three [[ATM12|Advanced Tactical Missile Launchers12 {HE}]] (zero minimum range) which can reduce to waste almost anything in there path. Fourteen [[HS]] to try to maintain the heat load. One [[Free tons]] for the CLBX20, [[GECM]] to allow movement undetected. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C is all about enemy denial of their captured bases and demoralizing the opposing force. A battery of three [[Arrow IV|Clan ArrowIV Missiles]] are its main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|Enhanced Optics]] a skilled pilot can lay down devastating rain of terror. Its main guns house two [[CUAC2]] assisted by two [[CERML]] for those bold enough to charge your position.&lt;br /&gt;
Six [[Free tons]] for the Arrow IVs and eight [[HS]] to try to hold you heat in check, so be mindful of your temperature as the ArrowIV's can quickly raise it up. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Doomtrain&amp;quot;''===&lt;br /&gt;
The D is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. One [[HAG40|Hyper-Assault Gauss Rifle40]] and one [[HAG20|Hyper-Assault Gauss Rifle20]] are its main guns with a long reach of 1200m, solid kinetic damage DPS and low waste heat. A battery of three [[ATM9| Advanced Tactical Missiles9 (ER)]] can travel out to 1250m raining terror on your foe, while your own single [[LAMS]] protects you from incoming missiles.  Defensively, it is protected by a four [[MG]], one [[CERML]] and two [[AutoFlamer]]. 5 [[HS]] to help keep temps in check and 5 [[Free tons]] to ensure its stay in the field.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E unit can Harass foes with its long reaching [[CERPPC]] &amp;amp; [[CUAC5]] using [[EOptics]]. Where it really shines is at the 450m mark pounding/shaking the enemy with three [[CDSSRM6|Clan Dual Streak SRMs6]], Melting armor with four [[CERSL|Clan Extended Range Small Lasers]] and one [[HML|Heavy Medium Laser]]. If leaning on the Lasers too much the 16 [[HS]] will feel the strain. Six [[Free tons|Extra Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The F main guns are geared for Long Range housing three [[CLBX5|Clan Lubalin Ballistics-X AutoCannon5]] accompanied by two [[CLPL|Clan Large Pulse Lasers]] and [[EOptics]] for targeting. This quintet can lay rapid waste to what ever crosses its path. A [[CNARC]] for marking any enemy which crosses the 700m mark. Three [[CSRM4|Clan Short-Range Missiles4]] will deter those attempting to come with-in 350m. Ten [[HS]] will provide ample use of the CLPL but a cool down after a fire fight will be necessary. Three [[Free tons|Extra Reloads]]. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Knock Knock&amp;quot;''===&lt;br /&gt;
The Mars G, Close up and Deadly. A departure from its family of long range machines as this units main gun holds the terrifying [[Sniper Artillery|Sniper Artillery Cannon]]. Its reach may only be 700m but the devastation it brings is enormous, the same massive damage and area of effect that the [[Long_Tom_Artillery|Long Tom Artillery]] has. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain their charge, they'll be met with three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat &amp;amp; Five [[Free tons|Spare Tons of Ammo]]. A word of caution, just don't be caught out in the open where you are out ranged. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Pro Tip:===&lt;br /&gt;
As with most Tanks, Turret Pitch &amp;amp; the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in it's operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems under the guise of Series XXXII Multitrack IWS with Artemis IV FCS Targeting and Tracking System. Popular legend attributes the design of the tank to ilKhan Wilson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago. &lt;br /&gt;
Carrying more than eleven tons of advanced-composite armor (Compound Zeta Ferro-Fibrous), the Mars can sustain multiple hits with minimal risk of penetration. A general purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: firestorm - MERC, Spooky - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2842 during the Era known as &amp;quot;Early Succession War&amp;quot; - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Mars_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Huit&amp;diff=13149</id>
		<title>Huit</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Huit&amp;diff=13149"/>
				<updated>2022-04-25T01:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant F price hike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Huit.png&lt;br /&gt;
| ImageGif = File:Huit_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 40&lt;br /&gt;
| BoostSpeed = 47&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +90°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 95 800&lt;br /&gt;
| ArmorT Prime = 33 296&lt;br /&gt;
| Engine Prime = Engine 170 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|Clan Arrow IV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 92 700&lt;br /&gt;
| ArmorT A = 35 504&lt;br /&gt;
| Engine A = Engine 170 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|Clan Arrow IV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX2]]&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;12 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[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 = 89 700&lt;br /&gt;
| ArmorT B = 39 920&lt;br /&gt;
| Engine B = Engine 170 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;22 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 94 800&lt;br /&gt;
| ArmorT C = 35 504&lt;br /&gt;
| Engine C = Engine 170 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|Clan Arrow IV]]&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;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 800&lt;br /&gt;
| ArmorT D = 35 504&lt;br /&gt;
| Engine D = Engine 170 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|Clan Arrow IV]]&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;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 110 000&lt;br /&gt;
| ArmorT E = 48 759&lt;br /&gt;
| Engine E = Engine 170 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 100 600&lt;br /&gt;
| ArmorT F = 39 920&lt;br /&gt;
| Engine F = Engine 170 I.C.E.&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CUAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 99 300&lt;br /&gt;
| ArmorT G = 35 504&lt;br /&gt;
| Engine G = Engine 170 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|Clan Arrow IV]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[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;
| Hull = 6800&lt;br /&gt;
| Armor F = 7360&lt;br /&gt;
| Armor S = 5080&lt;br /&gt;
| Armor B = 3200&lt;br /&gt;
| Armor T = 5760&lt;br /&gt;
&lt;br /&gt;
| Version143 = 0.14.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Huit''' (short form of '''Huitzilopochtli''', also called '''Huey''') is a [[Clan]] fire support [[tank]]. It is one of 3 tanks capable of bearing the [[ArrowIV]] launchers along with additional heavy weaponry. &lt;br /&gt;
&lt;br /&gt;
A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of all the Huit is its low armor, comparable to the [[Partisan]] rather than other, more heavily armored tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The [[ArrowIV|Clan Arrow IV]] platform. [[GECM]] makes it difficult to locate Huit Prime. Its 2 [[PDS]]s, duo of [[MG]]s, duo of [[CMPL]]s and single [[cUAC5]] will help dealing with enemy [[BA|Battle Armor]] as well as some light scout, but its unable to defend itself from even light brawl specialists. Its main redeeming feature is [[GECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Another [[ArrowIV|Clan Arrow IV]] missile support with limited AA capability. Twin [[LBX2]] and twin [[cERLL]] give it some punch against airborn targets or any lighter vehicles that try to close in. 4 [[Free tons]] of aditional ammunition make it capable of moving further from supply lines while using its [[Arrow IV]] launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Anaconda&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Anaconda.jpg|center|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''''&amp;quot;Anaconda&amp;quot;''''', a famous [[CLPL]] variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and it also the 1 out of 3 huit variant that doesn't mount [[ArrowIV]]s. This variant mounts a impressive array of 3 [[CLPL]]s and single [[cGauss]] backed up by 33 [[SHS|Standard Heat Sinks]] makes this variant a deadly long range support unit, being able to lay down a deadly stream of laser fire onto a target. However being the slowest unit in [[MWLL]] and one of the more expensive assets leads to very few cases where this unit is seen and that issue is compounded by the light armor of the tank make it a high risk choice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Force of Nature&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:13px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Force of Nature.jpg|center|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''''&amp;quot;Force of Nature&amp;quot;''''', somewhat resembling the Puma C in its laser loadout of 6 [[CERML]], though with an additional pair of [[ArrowIV|Arrow IV launchers]]. Compared to the Anaconda, the C variant's firepower is much less heat-balanced, even compared to light Puma C) because of 13 [[HS|Single Heat Sinks]] and hot nature of Clan lasers &amp;amp; Arrows. It's 2 [[Free tons|Tons of spare ammunition]] make it somewhat base-independent. This variant best works using chainfire, where each trio of lasers is set to different group, allowing it to better control heat.&amp;lt;br&amp;gt;&lt;br /&gt;
Remember: ''you can always Dumb Fire the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Geared more towards direct fire support it provides a heavy long range punch with its two [[cERPPC]] that are backed up with two [[cUAC5]]s to try and scare off any plane that tries to do a fly by. This huit variant also still carries single [[arrowIV]] launcher to provide extreme long range fire power provided there is a narc up for it. This huit has to be careful with its heat as only 13 [[SHS|Heat Sinks]] struggle to keep the heat down from the arrows and [[cERPPC]]s. Its radar abilities are lacking combined with the low speed and high price you dont see many of these huits and they must take care so that they are not left behind if the front line gets pushed back towards it and with only 3 [[Free tons]] of ammo it can not stray too far from home before having to return to base or a [[APC]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Black Beard MK-VI&amp;quot;''===&lt;br /&gt;
Nicknamed the '''''&amp;quot;Black Beard MK-VI&amp;quot;'''''  the Huit E is a jack of all trades. A single [[HAG40]] and [[cERPPC]] provide long range firepower that are strangely also the Black Beard's only [[brawling]] weapons. The Black Beard's primary damage comes in the form of three [[ATM6]]s. Unfortunately,  with only 2 [[Free tons]] of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their [[minimum range]]. To offset this weakness, the Black Beard comes with [[GECM]], more [[armor]] than any other Huit, and has a [[TAG]] laser that gives it the ability to [[flick]] its missiles much more easily and the ability to fire its ATMs without first acquiring a [[lock on|missile lock]]. Unlike other Huits, that can rotate their [[chassis]] to make their missiles into an [[indirect fire]] weapon, the Black Beard has some of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to [[Anti Aircraft]] duties, the Black Beard is less effective than most other Huits. The [[HAG40|HAG]] is modestly effective, and the Black Beard's [[Point Defense System]] provides some deterrence to both [[aircraft]] and [[Battle Armor]]. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be somewhat more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;The Senate&amp;quot;''===&lt;br /&gt;
This Huit is designed to do one thing: shoot things that fly. To this end, it packs a full 8 [[CUAC2]]s to give it the power to steadily pick away at opposing air assets. As good as the F is on paper, it often falls short in practice -- the UAC2s require a lot of time to work their magic against larger bombers, while smaller aerospace assets can be difficult to properly lead and hit. 8 [[Free tons]] will keep huey on the field for a while.&lt;br /&gt;
&lt;br /&gt;
Despite these shortcomings, the F is highly potent against VTOLs as well as light 'Mechs and tanks; it will rapidly disintegrate them in short order. As an added bonus, this Huit has [[AECM]] and can be useful as a utility unit, especially when [[NARC]]s are being deployed by the [[Hawkmoth|'Evil Eye' Hawkmoth]]&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G with its duo of [[cGauss]] rifles and single [[Arrow IV]] is heavy firesupport with decent AA capabilities. 2 [[cMPL]]s helps with dealing with enemy [[BA|Battle Armor]], should allies let them get too close, but wont help against enemy brawler, as it dont have armor nor firepower to survive the engagement. Lack of any electronics wont help either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Huit B was found to be overpowered in the first beta version of MWLL, leading to an 11 page forum thread, &amp;quot;BALANCE: Huit tank far too powerful for cost&amp;quot;, along with several others. Some players decided to use Huit B in protest all the time, making them the most common tanks on some maps, most notably Marshes where it could keep constant fire for nearly a minute while standing in water. The problem was solved in Beta 0.1.0 by decreasing its heat efficiency and increasing price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Canon ==&lt;br /&gt;
The Huitzilopochtli Assault Tank is an 85 ton artillery platform. Better known as ''Huey'', this tank is too slow to move across distances on its own, instead being transported by Drop Ship, but the weapons it carries are most impressive. [[Arrow IV]] launchers can be packed with [[TAG]]-guided missiles, area-effect or FASCAM submunitions dropping mines on the battlefield. For close range defense it has turret-mounted [[MPL|Medium Pulse Lasers]] and [[ERSL|ER Small Laser]]s with additional side-mounted [[MGun]]s giving it overwhelming firepower against the troops or [[Battle Armor]]s. For defense against vehicles the Huey carries [[UAC5]]. An [[GECM|ECM suite]] makes it harder to engage a Huitzilopochtli, though it's not enough to hide it entirely from the enemy sensors. A low five and a half tons of armor force it however to stay behind the lines.&lt;br /&gt;
&lt;br /&gt;
Hueys were used first time by the Clan Jade Falcon during invasion on Coventry, though they are manufactured by other Clans as well.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2845 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Huitzilopochtli BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=13148</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=13148"/>
				<updated>2022-04-25T01:02:42Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65 500&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 76 800&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 846&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSSRM4]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 68 000&lt;br /&gt;
| ArmorT F = 49 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Compared to other clan mediums, speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums.&lt;br /&gt;
&lt;br /&gt;
The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and most are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid [[refire rate]] that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s [[refire rate|refire]] only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they [[refire rate|refire]] fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has improved [[Jump Jets]] for advanced vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm provide adequate backup weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A [[Free ton]] for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
You want to see this one as a firesupport not an solo mission taker: Find the enemy by the ample BHP and share it with the C3, it's especially treacherous to nearby enemy Battle Armor as it makes it shine across the radars of your nearby allies. After your team has applied the bulk of the damage, you may come in and finish off what's left and trying to run away of the enemy force. &lt;br /&gt;
&lt;br /&gt;
| Writer2= - fire-hound}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A duo of [[CERML|Clan Extended Range Medium Lasers]] serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a trio of [[CSSRM4|Clan Streak Missiles]] with there lock on capability ensuring they strike your target. You'll want to be spewing missiles at every opportunity, since that's where the lions share of this mech's damage lies. 2 [[DHS]] are enough to handle the weapons during combat, however; fighting ''and'' utilizing the iJJ will cost you a lot of coolant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[EOptics]], [[iJJ|Improved Jump Jets]], Four [[DHS]] and a [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[CERSL|Extended Range Small Lasers]] in the left arm serve as backup weapons, synergizing with an array of Four [[HMG]]s to provide extra damage in close quarters.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Lacking half a ton of armor and special equipment of any kind, this decisive striker variant is one of the few assets that mounts the [[Hyper Assault Gauss Rifle]], featured prominently in its right arm. It is capable of delivering precise streams of slugs to extreme ranges, yet remain just as relevant in brawls. Quadruple [[Heavy Small Laser]]s act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This is a fun variant that does very well with some teamwork. You could set up a firing line with some buddies and just plink at your targets until you feel that they're sufficiently softened up, then pretend that you're affixing bayonets to your rifle, and charge in to finish them off with the heavy small lasers. As all the weapons have a nearly 6 second recycle time, it may be wise to always be near cover, and practice lots of torso twisting between bursts. This variant may have half a ton less armor, but since it does not need to distribute armor to missile pods like the other Hellhounds, it's actually a bit more robust than the others.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)  Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Epona&amp;diff=13147</id>
		<title>Epona</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Epona&amp;diff=13147"/>
				<updated>2022-04-25T01:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Epona.png&lt;br /&gt;
| ImageGif = File:Epona_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 = 99&lt;br /&gt;
| BoostSpeed = 149&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 59 100&lt;br /&gt;
| ArmorT Prime = 22 997&lt;br /&gt;
| Engine Prime = Fusion 215&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 55 700&lt;br /&gt;
| ArmorT A = 22 997&lt;br /&gt;
| Engine A = Fusion 215&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 61 300&lt;br /&gt;
| ArmorT B = 22 997&lt;br /&gt;
| Engine B = Fusion 215&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM5]]&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;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 300&lt;br /&gt;
| ArmorT C = 22 997&lt;br /&gt;
| Engine C = Fusion 215&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free 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 = 61 300&lt;br /&gt;
| ArmorT D = 22 997&lt;br /&gt;
| Engine D = Fusion 215&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (STD)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 64 200&lt;br /&gt;
| ArmorT E = 22 997&lt;br /&gt;
| Engine E = Fusion 215&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 22 997&lt;br /&gt;
| Engine F = Fusion 215&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#High Explosive|ATM12 (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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 58 300&lt;br /&gt;
| ArmorT G = 22 997&lt;br /&gt;
| Engine G = Fusion 215&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3125&lt;br /&gt;
| Armor T = 4120&lt;br /&gt;
| Armor F = 4847&lt;br /&gt;
| Armor S = 3635&lt;br /&gt;
| Armor B = 3635&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Epona features extreme mobility, even more so then the other [[Hovercraft]], and relatively good armor for a vehicle of its size, giving a good pilot immense staying power. All variants have a high damage output, usually consisting of many small sized weapons combined. As the name &amp;quot;pursuit tank&amp;quot; suggests, it is near impossible to flee from an Epona that is set to destroy a wounded target. By the same token, this unit can easily flee a target if the battle seems to be turning south in favor of the enemy being attacked. Care must be taken when driving over uneven hilly ground to ensure that the craft stay upright. Unlike the [[Hephaestus|Hephaestus]], its turret is largely compact, without any of the weapons sticking significantly far enough out of it to provide a good tool for flipping oneself upright.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Its main disadvantages include the rather weak turret armor that gives a good marksman the possibility to destroy the Epona through a component that it can't really protect or hide, and the bad performance in a direct stand-up firefight with similar priced assets, where it lacks the raw burst damage most other assets have. The Epona thrives in being able to circle around an enemy, disallowing any return fire unless the unit can get turned around to face the unit; because of this, this can be exploited by destroying the turret, hampering the typical tactic used.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Epona prime is a classic hit and run hover craft that mounts enough firepower and ammo to the already well armored chassis to allow it hunt down and kill any already wounded enemy or inflict enough damage before it has to retreat that the enemy unit can be killed easily or force them to go back to base. In order to do its job as a hunter the Epona mounts 4 [[CMPL]]s backed up by a [[CSSRM4]] as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Epona A is a mobile [[LRM]] platform allowing it to easily sit on a hill, fire a volley, and slip behind cover before an enemy barrage hits it. Two [[free tons]] for ammo allow this variant field longevity, provided the pilot is careful and maintains distance to the target. While equipped with the normal Epona speed, this variant especially must be careful that it doesn't flip as the smaller LRM box turret leaves it nearly impossible to right itself. As with all vehicle-mounted LRMs, the Epona A's LRMs arc upward rather than immediately and only forward like those models mounted on Clan mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Epona B is a bit of a odd load out. Mainly meant for long range it mounts a [[CERPPC]] and [[LRM5]].. Using its [[CERPPC]] to strike at long range and dashing behind cover to cool down or hide from return fire is able to strike quickly. Its four [[CERSL]] spell death for any battle armor that chooses to pick on this variant, and give it some self defense from other assets.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Epona C sports a single [[CLBX10]] and [[Extended Range Lasers|CERMBL]], both with max ranges of 700m. This variant is a solid middle-range asset with reasonable anti-air capabilities. The CLBX10 and its high speed are useful in this regard. The [[EOptics|Enhanced Optics]] for zeroing in on your prey along with one [[Free tons|Free Ton]] of ammo for the CLBX10 helps to make it a formidable foe on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Epona D appears to be a hover equivalent to the former [[Puma]] D, sporting 4 [[Heavy Lasers|Heavy Medium Laser]]. When combining the maneuverability with the 360° turret rotation, the job of landing a Heavy Laser on the same spot repeatedly is made that much easier. The usual problem surrounding the short range of the lasers is somewhat dampened due to the speed of the Epona chassis that they are mounted to.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A long to extreme range variant, the E's main weapon is a [[HAG20]]. Four [[MG]] give it harassment potential against air units and enemy hovercraft, as well as [[BA]] repellent. The HAG is backed up by a [[LRM10]], providing harassment against anything in range. While it packs an [[free tons|additional ton of ammo]] bin space, it has to rely on it's speed if anything gets close.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Stinger&amp;quot;''===&lt;br /&gt;
The Epona F is a in your face, short ranged, powerful machine, that can really bring on the hurt. It's speed, [[GECM]] and [[EOptics]] see to that. Four [[CSPL]] and One [[ATM12 | ATM12(HE)]] give it precision and substantial firepower to anything that gets in it's way. Remember after 9 salvos your missiles run dry. Working in a Lance or Back Capping is idea for this unit.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G main armarment is the powerful [[CUAC10|Clan Ultra Cannon 10]] that can not only pound holes but inflict both high burst damage and has a impressive DPS. The Four [[HMG|Heavy machine Guns]] can whittle away armor at a alarming rate but only within close proximity of your target. [[GECM]] and the Epona's speed should make it easy to dart in, do your damage and flee to safety, only to repeat again and again.&lt;br /&gt;
Make sure to fill the [[Free ton|2 tons]] of storage with extra ammunition to feed the hungry UAC10; while the Epona is fast and nimble, its speed is wasted having to return base to buy forgotten ammo. The G is the least expensive unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Epona''' is a [[Clan]] [[Hovercraft]] released with the [[Mechwarrior: Living Legends/Versions#0.5.6|Beta 0.5.6]] update. It is a very agile hovercraft that sports heavy weaponry and good armor for a vehicle of its size. Like the other hovercraft it has a '6th gear' that raises its maximum speed to impressive 150km/h, sacrificing the turning rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Epona Pursuit Tank is a 50 ton Omni Hovercraft very unique to Clans, build on heaviest chassis possible for combat hover. It's prime configuration is build around very strong attack potential - 4 [[CMPL|Medium Pulse Lasers]] supported by [[SSRM4]] launcher and 6 heat sinks give it massive hitting power for it's weight, though the armor is relatively weak for a 50 ton vehicle - barely 5 tons of protection. Still though as an hovercraft Epona rarely has to relay on every single ton of it's armor - cursing speed of 97km/h with flanking speed of 150km/h allow it to outrun almost any opponent. Epona was used by most elite warriors as a frontline unit deployed exclusively by the Clan Hell's Horses.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  BloodRaven - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2884 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Epona Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cougar&amp;diff=13146</id>
		<title>Cougar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cougar&amp;diff=13146"/>
				<updated>2022-04-25T00:56:21Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Cougar.png&lt;br /&gt;
| ImageGif = File:Cougar_spin.gif&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 280&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 49 900&lt;br /&gt;
| ArmorT Prime = 34 335&lt;br /&gt;
| Engine Prime = 175 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 52 300&lt;br /&gt;
| ArmorT A = 34 335&lt;br /&gt;
| Engine A = 175 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 51 200&lt;br /&gt;
| ArmorT B = 32 400&lt;br /&gt;
| Engine B = 175 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 51 800&lt;br /&gt;
| ArmorT C = 32 400&lt;br /&gt;
| Engine C = 175 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 58 000&lt;br /&gt;
| ArmorT D = 34 335&lt;br /&gt;
| Engine D = 175 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 49 300&lt;br /&gt;
| ArmorT E = 32 400&lt;br /&gt;
| Engine E = 175 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 F = 55 350&lt;br /&gt;
| ArmorT F = 34 335&lt;br /&gt;
| Engine F = 175 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSRM4]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 51 300&lt;br /&gt;
| ArmorT G = 32 400&lt;br /&gt;
| Engine G = 175 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Extended Range ATM|ATM6 ER]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3213&lt;br /&gt;
| Armor CT = 5561&lt;br /&gt;
| Armor B = 2966&lt;br /&gt;
| Armor LRA = 2595&lt;br /&gt;
| Armor LRL = 4004 &lt;br /&gt;
| Armor INT = 2402 &lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cougar''' is a [[Clan]] [[Light Mech]] focused on long-range damage and intelligence support. The Cougar is generally equipped with high-damage, long-range weapons, making it an effective early-game sniper against other Light and [[Medium Mechs]].  Cougars can carry a wide variety of equipment, making it an extremely adaptable chassis suitable for many roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Cougar Prime is equipped with two [[cLPL]]s a pair of [[cLRM5]], giving it powerful long-range damage dealing capabilities that don't diminish until the enemy is practically hugging the unit.  Equipped with [[B-Pod]] to help deal with [[Battle Armor]], the Prime Variant is quite deadly, capable of dealing out respectable damage for a low price tag.  3 [[DHS]] don't stand a single chance of keeping the Cougar Prime running cool with all guns constantly firing, so care must be taken to not overheat. Chain-firing its weapons will keep the heat build up under control on most planets. On hotter planets you're better off just using either the [[LPL]]s or [[LRM]]s depending on your range, or just picking a different unit altogether.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is a very capable short to mid range unit. The Cougar A is armed with a [[cLRM15]], a [[cDSSRM6]] and two [[cMPL]]s allowing it to handle threats at any range. It's best engagement range is one where it can bring all its weapons to bear, which is right at 350m and below, the [[minimum range|minimum arming range]] 20m of [[cLRM]]s, and 350m the maximum range of the [[cSSRM]]s its two CMPL good out to 500m. Fitted with [[iJJ|Improved Jump Jets]], enables it to move around the battlefield quickly, either to bring its shorter-ranged weapons to bear or to kite a slower enemy. Its [[LAMS]] provides useful team support and provides protection against enemy missile volleys. This mech can start to run hot in combat with just 1 [[DHS]] so watch your temperature and use coolant when required. One [[Free tons | free ton]] is available so load up before you head out.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Cougar B is a sniper scout variant. Armed with a [[CERPPC]] and two [[CLBX5]]s, capable of a very effective mid- to long-range punch. [[Enhanced Optics]] to survey the battlefield, while it's [[JJ|Jump Jets]] allow it both to reach vantage points for its role as a spotter / sniper, as well as giving it the capability to jump snipe. When not running passive near the edge of its effective range a [[C3]] suite allows it to relay radar information to the rest of its team, but makes it even harder to hide from approaching enemies. With only 1 [[DHS]] keeping an eye on your temps is a must.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Cougar C is an aggressive NARC asset. Mounting a [[CNARC]], this variant is capable of jumping out of cover with its [[JJ|Jump Jets]], sticking a beacon on a prey of its choice while leaving only a small window of retaliation, and exploiting it along with the rest of its team using its pair of [[CLRM15]] launchers. Carrying its own NARC allows it to bypass the clan LRM limitation of not arcing over nearby obstacles by firing away from its designated target. Unfortunately, without any reloads the LRM racks will soon run out, but pilots are bound to stay until they run out of NARCs as its own [[indirect fire]] ability is a bonus and not enough to warrant taking the asset without dedicated friendly units to support. Providing some backup direct fire are 2 [[CERML]], not dealing any insane damage, but capable of harassing targets at mid, as well as deterring [[BA]] with pinpoint strikes. Its two [[DHS]] usually don't have to work too hard to manage heat, as situations where it has to deploy all of its weapons and equipment usually mean it's in a bad spot and will soon either reposition or perish.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Cougar D comes as a very powerful brawler. Strictly a close range, twin [[CHML]]s and one [[CHSL]] allow for high damage while two [[CDSSRM4]] add punch cockpit shake. The smart mech pilot must take into account the high heat output. Pacing the damage output will give it a chance to pack such a wallop, especially with only 4 [[DHS|Double Heatsink]]s.  Its no doubt that D Variant will become a favorite to Mech pilots wanting to hunt down Battle Armors using its [[B-Pod]], and Vehicles, which should give some a means to pausing and thinking twice facing this variant. On the equipment side, [[GECM]] helps it reach its desired engagement, with an 2 [[Free tons]] ammo and extra tons of armor gives staying power, similar to medium mechs. It has 800 more armor on side torsos, 1200 extra armor on center torso, as well as 1000 more armor on legs. Arms, back torso and internals gaining only 500 more armor.&lt;br /&gt;
&lt;br /&gt;
===Variant E=== &lt;br /&gt;
The Cougar E is a powerhouse at medium range. Twin [[ATM6]]s with 2 extra tons of ammo give it range and endurance. Its three [[cERML]]s back these up, doubling as point defence within their [[minimum range]]. Its [[JJ|Standard Jumpjets]] afford it a degree of jump-sniping ability, the ATMs often managing to lock and fire against active radar enemies before you drop back behind cover. With only a pair of [[DHS]] this is an attack pattern that is impossible to sustain, requiring breaking off to cool down and judicious use of chain fire during prolonged engagements even without using the jets, controlling laser use to leave enough heat capacity for missile volleys.&lt;br /&gt;
&lt;br /&gt;
===Variant F=== &lt;br /&gt;
Sporting 5 [[cSPL]]s and 2 [[cDSRM4]]s and an extra ton of armor, the F variant is a very short range focused brawler with an effective range of 350m. Thankfully, [[iJJ|Improved Jump Jets]] give it an easier time approaching enemies and a [[BAP]] gives it greater awareness of the battlefield, despite users usually switching to passive as they begin their approach. Its four [[DHS]] add much needed cooling support, as care must be taken to not overheat if mixing combat jumping with alpha strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant G=== &lt;br /&gt;
A variant intended for extreme range fire or anti-air duty. The Cougar G mounts two [[ATM|ATM6 ER]] launchers capable of locking onto targets 1250m away, as well as two [[cERLL]] providing pinpoint damage at 900m out and, of course, [[EOptics|Enhanced Optics]] to more accurately use them. [[JJ|Jump Jets]] enhance the unit's manoeuvrability, allowing it to reach a vantage point with clear line of sight to the enemy beyond their weapon's reach, as well as enabling swift escapes from approaching units. Being afforded no extra tons of ammo, the unit is dependent upon supply lines, and even then its damage dealing potential is somewhat low due to the underpowered nature of extended range ATM munitions. 2 [[DHS]] don't provide enough heat dissipation for constant alpha strikes due to the poisonous heat generated by clan large lasers, but operating at extreme ranges using just the ATMs is a cooler if somewhat underpowered proposition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
After the Refusal War with Clan Wolf, Falcon Khan Marthe Pryde decided to upgrade the 'Mechs her Clan fielded as they rebuilt. Rather than waste precious resources designing a new OmniMech from the ground up, she instructed her scientists to improve upon existing designs. The design the scientists chose to modify was the Adder. Though the two 'Mechs are visually similar and share the same weight, the Falcon Cougar is slower and better armed, though it only has six and a half tons of Ferro-Fibrous armor. This process enabled the Falcon scientists to produce a new design in roughly half the time it would have taken them otherwise.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3058 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Cougar BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13145</id>
		<title>Cauldron-Born</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13145"/>
				<updated>2022-04-25T00:52:30Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Cauldron-Born.png&lt;br /&gt;
| ImageGif = File:Cauldron_Born_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -30° to +35°&lt;br /&gt;
| PitchCrouch = -30° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 800&lt;br /&gt;
| ArmorT Prime = 60 835&lt;br /&gt;
| Engine Prime = 325 XL Fusion&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[BPod]]&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; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 89 700&lt;br /&gt;
| ArmorT A = 60 835&lt;br /&gt;
| Engine A = 325 XL Fusion&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 92 000&lt;br /&gt;
| ArmorT B = 58 951&lt;br /&gt;
| Engine B = 325 XL Fusion&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 91 100&lt;br /&gt;
| ArmorT C = 60 835&lt;br /&gt;
| Engine C = 325 XL Fusion&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 60 835&lt;br /&gt;
| Engine D = 325 XL Fusion&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CERSL]]&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; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 90 900&lt;br /&gt;
| ArmorT E = 60 835&lt;br /&gt;
| Engine E = 325 XL Fusion&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 900&lt;br /&gt;
| ArmorT F = 60 835&lt;br /&gt;
| Engine F = 325 XL Fusion&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERSL]]&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; 4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 600&lt;br /&gt;
| ArmorT G = 60 835&lt;br /&gt;
| Engine G = 325 XL Fusion&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8118&lt;br /&gt;
| Armor LT = 6291&lt;br /&gt;
| Armor RT = 6291&lt;br /&gt;
| Armor B = 4871&lt;br /&gt;
| Armor LRA = 3978&lt;br /&gt;
| Armor INT = 3507&lt;br /&gt;
| Armor LRL = 5845&lt;br /&gt;
| Armor RE = 2922&lt;br /&gt;
| Armor LE = 2922&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
By Operation BULLDOG the Cauldron-Born (Clan designation ''Ebon Jaguar'') made up a large proportion of the heavy 'Mechs of the rebuilding Smoke Jaguars, and following their Annihilation the design proliferated the remaining Clans, save the Jade Falcons Wolves and Coyotes who continued to favour the Hellbringer.  Following the Wars of Reaving the Ebon Jaguar had finally supplanted the Hellbringer in most Homeworld Clans save the Coyotes who remained loyal to redeeming the honor of their design&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
From the far reaching [[cLRM10]], dependable [[cGauss]], the trusty [[LBX5|Lubalin auto cannon]], over the [[ERML]] duo down to the (only) 350 meter far reaching [[cSRM4]] missile launcher, this unit's firing solution has ever more weapons at disposal as the enemy draws near. Of all that arsenal only the [[cLRM]] mandates the use of active radar on the longer range, this might designate this unit stealth capable to a high degree. The main problem might be to most efficiently group the various weapons on the usual three weapon groups.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main selling point is the versatile arsenal, not heavily taxing the heat sinks while offering quite some punch from long to close range.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main drawback is the riddle of grouping its versatile weapons arsenal to least possible weapon groups. Combining the identically ranged [[LBX5]] with the [[CGauss]] on the 1st group, while the twin [[cERML]] falls on the 2nd, the [[cLRM10]] on the 3rd while the [[cSRM4]] occupies the last group will help maximize the Prime's potential. [[B-Pod]] helps with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Cauldron-Born's A variant is a powerful [[brawler]] with excellent [[skirmisher|skirmishing]] abilities. A [[cUAC20]] in the right arm and [[cSRM6]] in the right external are a devastating combination of raw damage and [[screenshake]] within 350m. Twin [[HMG]]s in the left arm serve as heatless auxiliary weapons with [[DPS]] maximized within 350m. A pair of [[cERLL]]s - one in the left arm and one in the left [[external]] - provide reliable, low-exposure pinpoint damage out to 900m, enabling the [[asset]] to safely contribute to long-range engagements and chip down slower or shorter-ranged enemies before closing in for the kill. The ERLLs' long cycle time makes them suboptimal in extended brawls, but their [[burst damage]] is considerable, and six [[DHS]] allows them to be [[alpha strike|alpha struck]] or [[chain fire|chained]] quickly even when used in tandem with the UAC20 and SRMs. Ammunition can become an issue for the asset in extended close-quarters fights, however. The UAC20 will chew through the A's [[free tons|extra ton]] of ammo quickly, and the SRM6 can also run dry in just over a minute if used continuously.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The asset worthy of an true lance commander - two [[CERLL]] that punish up to 900m afar - with pinpoint and hit-scan accuracy. Even further the two [[CLRM15 ]] Locks On out to 1000m and travel 1470 meters, combined with [[CNARC]] up to 700 meters, provides for control for who's NARC-ed and who's not. However, the [[TAG]] with a reach of 1300 meters facilitates prolonged target designation even in events of NARC disruption. [[EOptics]] and [[BHP]] ensure hunting will be a pleasure while the five [[DHS]] help to keep things cool. Three [[Free tons | Free Ton]], one additional ton for the [[CNARC]]s and two for the CLAM15s.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Focusing on precision medium range skirmishing, the C variant packs a [[HAG30]] for long range deterrence or shorter range component removal. Two [[ATM6]] bring splash damage and cockpit shake inside 750 meters. Once shorter distances have been achieved, a duo of [[CMPL]] &amp;amp; 2x [[ERSL|Extended Range Small Lasers]] rapidly exploit the holes punched by the HAG and ATMS. This variant shines at the 400-600 meter range, preferably using cover to approach to bring all it's weapon types to bear. The single spare ton of ammo rack space should always be dedicated to the HAG as it is deadly at any distance.&lt;br /&gt;
&lt;br /&gt;
Care must be taken that opponents do not get inside the ATM-6's 125 meter arming range, though careful pilots can use the HAG to devastating effect at short distances.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Cauldron-Born D is a volatile [[brawler]] with supplemental long-range flexibility. The D's most powerful weapons are a [[cLBX20]] in the right arm and a [[cERPPC]] in the left [[external]]. A [[spare ton]] of ammunition for the LBX20 extends the asset's battlefield longevity. Four [[cERSL]]s in the left arm provide rapid-cycling pinpoint damage within 450m, complementing the LBX20's [[burst damage]] in that range bracket. Two [[cLRM10]]s in the right external can effectively deter or suppress longer-ranged opponents while on approach, especially when paired with ERPPC shots timed to disrupt the aim of [[alpha strike|high-alpha]] [[skirmisher|skirmishers]]. In closer quarters, the two missile launchers offer modest [[screenshake]] when [[chainfire|chainfired]]. Five [[DHS]] struggle to keep the mech cool while in optimal weapons range, so in order to keep [[heat]] under control in sustained combat, it's necessary to fire the hottest weapons (namely the LRMs and ERPPC) more sparingly than their cycle time allows. A quick flush of coolant allows for instantaneous bursts of damage and screenshake as necessary in a pinch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Managing heat is essential to getting the most out of the Cauldy D. The cLBX20 and a single cLRM10 each produce approximately 75 heat when fired, all four cERSLs produce 112 heat, and the cERPPC produces 265 heat. When modulating weapons fire in sustained close-quarters combat, always prioritize the cLBX20 over everything else - it's the most damaging and most heat efficient weapon in the variant’s arsenal. The cERPPC's fire priority is highly situational, but in short it’s best used to soften up targets during opening volleys, then kept in reserve to deliver instantaneous screenshake against high-alpha enemies lining up their shots, for opportune angles to hit multiple components with splash, or to deliver killing blows against targets with a destroyed side torso or shielding a critically damaged center torso. Quad cERSLs have much higher pinpoint DPS than the cERPPC or cLRMs and should be prioritized when specific components need to be drilled. On paper, the cLRM10s are the coolest weapon in the variant's loadout, but the heat buildup from missile weapons takes longer to dissipate since heat is added as each missile leaves the launcher, instead of all at once like energy weapons. In optimal weapons range where rapid dissipation and focused damage is paramount, cLRMs should thus be prioritized last unless sustained screenshake is necessary, e.g. against a dangerous high-alpha asset while the cERPPC is on cooldown, or against an extreme DPS asset like a RAC Partisan (assuming there are no ways to quickly break contact and exploit your high alpha with hit-and-runs).&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The E fields a wide array of short to medium range weaponry. Two [[ERML]]s don't make the E able to [[poke]] with much effectiveness, nor does the [[UAC10]] support this strategy at 650m. But once the E is within 600m, the combination of these two weapons with a [[CHLL]] make it a vicious medium-range mech. Due to the lead time on the UAC10, the E becomes easier and easier to aim as targets come in closer. To improve the accuracy of the UAC10 at medium-range, fire it after the HLL is finished firing, then fire the HLL again while the UAC10 is [[Ballistic_Weapons#Weaknesses|cooling down]]. The ERMLs can be fired whenever there is enough [[heat|heat capacity]] to do so.&lt;br /&gt;
&lt;br /&gt;
Opponents that come in too close will face four [[CSRM2]]s. And at that range the E can better focus its UAC10 on individual [[armor|components]] making it much more formidable at close ranges. The four SRM2s can be group fired to help with [[damage spreading]] between volleys or can be chain fired for maximum [[cockpit shake]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Saito&amp;quot;''===&lt;br /&gt;
Nicknamed '''''&amp;quot;Saito&amp;quot;''''', a sibling to the [[Vulture#Variant E|Vulture E]], this 'Mech is also an [[SSRM]]-boat. It trades the two [[DSSRM6]] racks of the Vulture for a trio of [[CSSRM4]]s, giving slightly more shots before requiring a reload, while trading the [[MPL]]s for a [[HAG20]]. The two [[ERSL]]s are retained on this 'Mech and are useful for delivering the last couple points of damage to score a kill. Generally, this Cauldron Born will perform slightly better in a brawl due to the additional screenshake and burst capability of the HAG. It pays for that in having inferior mobility in comparison, slightly less ammo and being more expensive.&lt;br /&gt;
&lt;br /&gt;
Overall, the F will give you slightly more durability and greater punch for a similar heat profile to the Vulture E, provided you can afford it.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;ChiliDog&amp;quot;''===&lt;br /&gt;
The '''''&amp;quot;ChiliDog&amp;quot;''''' is unique among heavy 'Mechs -- it carries an impressive array of close combat weapons, starts at an unaided 86 km/h top speed, maxes out at 120 km/h  aided top speed using [[MASC]], and [[GECM]], giving it incredible, stealthy, mobility. The G fills a role that [[Loki]]s and [[Novacat]]s with MASC cannot fill. It is an excellent [[backcapper]] and an amazing choice when a [[Black Lanner]] isn't enough firepower in the late game. The G's short-ranged loadout, featuring two [[MPL]]s, two [[HML]]s, a pair of [[SRM4]]s and a shoulder-mounted [[ATM9]] with HE rounds, provide a massive short-range punch. Its eight impressive [[DHS]] allow it to backcap with amazing speed, rapidly flank opponents, run down fleeing targets, charge into a battle from unexpected angles, or maintain nearly continuous fire while sipping [[coolant]]. Just be careful about getting into a turning circle battle where the Cauldron-Born's poor turn rate will often force you to slow down to keep your target in your HUD, sacrificing your mobility and making you an easier target. Instead, try breaking line of sight with MASC while using its 200* torso rotation to spread damage, turn around under cover or amongst allies and run back into the battle guns blazing. &lt;br /&gt;
&lt;br /&gt;
Although not capable of as much [[DPS]], the G can still bring substantial firepower on hot maps and other maps where cooling is slow like [[TC Inferno|Inferno]] and [[TC SiriusV|Sirus V]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3049 to address flaws in the venerable Hellbringer, by Operation REVIVAL the Ebon Jaguar had only just started to spread through the Jaguar's touman with the Inner Sphere first encountering the design during the Battle of Luthien. Facing it for the first time when engaging the First Jaguar Guards Cluster in the Kado-Guchi Valley, the 'Mech's ability to take damage and remain operational led the Inner Sphere warriors who fought it to call it the Cauldron-Born after the unstoppable zombies of Irish myth. Paradoxically many of the other Clans also used the Inner Sphere Cauldron-Born reporting name, having first learned detailed information of the design from Inner Sphere sources.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3049 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ebon_Jaguar_(Cauldron-Born) Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13144</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13144"/>
				<updated>2022-04-25T00:48:43Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: G SSRM to SRM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 200&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 700&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 83 050&lt;br /&gt;
| ArmorT G = 49 943&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
The fastest AECM unit in the game! Perfect for rapid flanks and for bringing popup ambush capability to any point on the map, no matter how slow or heavy your teammates may be. A cool AECM tactic that your mobility plays to is initiating a brawl while slightly apart from your teammates in the AECM bubble - keep your teammates in the bubble as your group approaches, but towards the edge relative to you. The enemy may start tracking you instead of the real firepower, leaving them open to a flank. You'll be fast enough to run to your allies for safety when the shooting starts, but you're not just a radar bubble. Your AECM cover is your most important contribution to a fight and staying alive should be your top priority, but your kit does a significant amount of damage over time and you should leverage it whenever possible. The Charlie's DSSRM4 does a lot of damage and splash but chews through ammo exceptionally quickly, so it's usually worth spending both of your spare tons on it if you're planning on running in with your team (which you should!). Don't neglect the four CERSLs, too - each does about equivalent DPS to an IS medium laser, and the four together deal considerably more DPS than your UAC5! &lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech housing [[EOptics]] &amp;amp; 5 [[DHS]]. The tip of the spear is the [[NARC|CNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[CLRM10]], 2 [[CMPL]]s, and a single [[CLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is helping a teammate in close quarters utilizing it's dual [[CSRM6]] while roasting dire souls with 3 [[Flamer|Flamers]]. Long to short range enemy harassment is done by its [[LBX5|Lubalin Ballistics-X AutoCannon 5]]. Four [[DHS]] can handle the heat load.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Mechthild - CL, Mechwarrior - MERC, ~SJ~ Red - CL&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13143</id>
		<title>Cauldron-Born</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13143"/>
				<updated>2022-04-25T00:47:12Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Cauldron-Born.png&lt;br /&gt;
| ImageGif = File:Cauldron_Born_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -30° to +35°&lt;br /&gt;
| PitchCrouch = -30° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 800&lt;br /&gt;
| ArmorT Prime = 60 835&lt;br /&gt;
| Engine Prime = 325 XL Fusion&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[BPod]]&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; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 89 700&lt;br /&gt;
| ArmorT A = 60 835&lt;br /&gt;
| Engine A = 325 XL Fusion&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 92 000&lt;br /&gt;
| ArmorT B = 58 951&lt;br /&gt;
| Engine B = 325 XL Fusion&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 91 100&lt;br /&gt;
| ArmorT C = 60 835&lt;br /&gt;
| Engine C = 325 XL Fusion&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 60 835&lt;br /&gt;
| Engine D = 325 XL Fusion&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CERSL]]&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; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 90 700&lt;br /&gt;
| ArmorT E = 60 835&lt;br /&gt;
| Engine E = 325 XL Fusion&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CSRM2]]&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; 7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 900&lt;br /&gt;
| ArmorT F = 60 835&lt;br /&gt;
| Engine F = 325 XL Fusion&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERSL]]&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; 4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 600&lt;br /&gt;
| ArmorT G = 60 835&lt;br /&gt;
| Engine G = 325 XL Fusion&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8118&lt;br /&gt;
| Armor LT = 6291&lt;br /&gt;
| Armor RT = 6291&lt;br /&gt;
| Armor B = 4871&lt;br /&gt;
| Armor LRA = 3978&lt;br /&gt;
| Armor INT = 3507&lt;br /&gt;
| Armor LRL = 5845&lt;br /&gt;
| Armor RE = 2922&lt;br /&gt;
| Armor LE = 2922&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
By Operation BULLDOG the Cauldron-Born (Clan designation ''Ebon Jaguar'') made up a large proportion of the heavy 'Mechs of the rebuilding Smoke Jaguars, and following their Annihilation the design proliferated the remaining Clans, save the Jade Falcons Wolves and Coyotes who continued to favour the Hellbringer.  Following the Wars of Reaving the Ebon Jaguar had finally supplanted the Hellbringer in most Homeworld Clans save the Coyotes who remained loyal to redeeming the honor of their design&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
From the far reaching [[cLRM10]], dependable [[cGauss]], the trusty [[LBX5|Lubalin auto cannon]], over the [[ERML]] duo down to the (only) 350 meter far reaching [[cSRM4]] missile launcher, this unit's firing solution has ever more weapons at disposal as the enemy draws near. Of all that arsenal only the [[cLRM]] mandates the use of active radar on the longer range, this might designate this unit stealth capable to a high degree. The main problem might be to most efficiently group the various weapons on the usual three weapon groups.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main selling point is the versatile arsenal, not heavily taxing the heat sinks while offering quite some punch from long to close range.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main drawback is the riddle of grouping its versatile weapons arsenal to least possible weapon groups. Combining the identically ranged [[LBX5]] with the [[CGauss]] on the 1st group, while the twin [[cERML]] falls on the 2nd, the [[cLRM10]] on the 3rd while the [[cSRM4]] occupies the last group will help maximize the Prime's potential. [[B-Pod]] helps with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Cauldron-Born's A variant is a powerful [[brawler]] with excellent [[skirmisher|skirmishing]] abilities. A [[cUAC20]] in the right arm and [[cSRM6]] in the right external are a devastating combination of raw damage and [[screenshake]] within 350m. Twin [[HMG]]s in the left arm serve as heatless auxiliary weapons with [[DPS]] maximized within 350m. A pair of [[cERLL]]s - one in the left arm and one in the left [[external]] - provide reliable, low-exposure pinpoint damage out to 900m, enabling the [[asset]] to safely contribute to long-range engagements and chip down slower or shorter-ranged enemies before closing in for the kill. The ERLLs' long cycle time makes them suboptimal in extended brawls, but their [[burst damage]] is considerable, and six [[DHS]] allows them to be [[alpha strike|alpha struck]] or [[chain fire|chained]] quickly even when used in tandem with the UAC20 and SRMs. Ammunition can become an issue for the asset in extended close-quarters fights, however. The UAC20 will chew through the A's [[free tons|extra ton]] of ammo quickly, and the SRM6 can also run dry in just over a minute if used continuously.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The asset worthy of an true lance commander - two [[CERLL]] that punish up to 900m afar - with pinpoint and hit-scan accuracy. Even further the two [[CLRM15 ]] Locks On out to 1000m and travel 1470 meters, combined with [[CNARC]] up to 700 meters, provides for control for who's NARC-ed and who's not. However, the [[TAG]] with a reach of 1300 meters facilitates prolonged target designation even in events of NARC disruption. [[EOptics]] and [[BHP]] ensure hunting will be a pleasure while the five [[DHS]] help to keep things cool. Three [[Free tons | Free Ton]], one additional ton for the [[CNARC]]s and two for the CLAM15s.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Focusing on precision medium range skirmishing, the C variant packs a [[HAG30]] for long range deterrence or shorter range component removal. Two [[ATM6]] bring splash damage and cockpit shake inside 750 meters. Once shorter distances have been achieved, a duo of [[CMPL]] &amp;amp; 2x [[ERSL|Extended Range Small Lasers]] rapidly exploit the holes punched by the HAG and ATMS. This variant shines at the 400-600 meter range, preferably using cover to approach to bring all it's weapon types to bear. The single spare ton of ammo rack space should always be dedicated to the HAG as it is deadly at any distance.&lt;br /&gt;
&lt;br /&gt;
Care must be taken that opponents do not get inside the ATM-6's 125 meter arming range, though careful pilots can use the HAG to devastating effect at short distances.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Cauldron-Born D is a volatile [[brawler]] with supplemental long-range flexibility. The D's most powerful weapons are a [[cLBX20]] in the right arm and a [[cERPPC]] in the left [[external]]. A [[spare ton]] of ammunition for the LBX20 extends the asset's battlefield longevity. Four [[cERSL]]s in the left arm provide rapid-cycling pinpoint damage within 450m, complementing the LBX20's [[burst damage]] in that range bracket. Two [[cLRM10]]s in the right external can effectively deter or suppress longer-ranged opponents while on approach, especially when paired with ERPPC shots timed to disrupt the aim of [[alpha strike|high-alpha]] [[skirmisher|skirmishers]]. In closer quarters, the two missile launchers offer modest [[screenshake]] when [[chainfire|chainfired]]. Five [[DHS]] struggle to keep the mech cool while in optimal weapons range, so in order to keep [[heat]] under control in sustained combat, it's necessary to fire the hottest weapons (namely the LRMs and ERPPC) more sparingly than their cycle time allows. A quick flush of coolant allows for instantaneous bursts of damage and screenshake as necessary in a pinch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Managing heat is essential to getting the most out of the Cauldy D. The cLBX20 and a single cLRM10 each produce approximately 75 heat when fired, all four cERSLs produce 112 heat, and the cERPPC produces 265 heat. When modulating weapons fire in sustained close-quarters combat, always prioritize the cLBX20 over everything else - it's the most damaging and most heat efficient weapon in the variant’s arsenal. The cERPPC's fire priority is highly situational, but in short it’s best used to soften up targets during opening volleys, then kept in reserve to deliver instantaneous screenshake against high-alpha enemies lining up their shots, for opportune angles to hit multiple components with splash, or to deliver killing blows against targets with a destroyed side torso or shielding a critically damaged center torso. Quad cERSLs have much higher pinpoint DPS than the cERPPC or cLRMs and should be prioritized when specific components need to be drilled. On paper, the cLRM10s are the coolest weapon in the variant's loadout, but the heat buildup from missile weapons takes longer to dissipate since heat is added as each missile leaves the launcher, instead of all at once like energy weapons. In optimal weapons range where rapid dissipation and focused damage is paramount, cLRMs should thus be prioritized last unless sustained screenshake is necessary, e.g. against a dangerous high-alpha asset while the cERPPC is on cooldown, or against an extreme DPS asset like a RAC Partisan (assuming there are no ways to quickly break contact and exploit your high alpha with hit-and-runs).&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E fields a wide array of short to medium range weaponry. Two [[ERML]]s don't make the E able to [[poke]] with much effectiveness, nor does the [[UAC10]] support this strategy at 650m. But once the E is within 600m, the combination of these two weapons with a [[CHLL]] make it a vicious medium-range mech. Due to the lead time on the UAC10, the E becomes easier and easier to aim as targets come in closer. To improve the accuracy of the UAC10 at medium-range, fire it after the HLL is finished firing, then fire the HLL again while the UAC10 is [[Ballistic_Weapons#Weaknesses|cooling down]]. The ERMLs can be fired whenever there is enough [[heat|heat capacity]] to do so.&lt;br /&gt;
&lt;br /&gt;
Opponents that come in too close will face four [[CSRM2]]s. And at that range the E can better focus its UAC10 on individual [[armor|components]] making it much more formidable at close ranges. The four SRM2s can be group fired to help with [[damage spreading]] between volleys or can be chain fired for maximum [[cockpit shake]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Saito&amp;quot;''===&lt;br /&gt;
Nicknamed '''''&amp;quot;Saito&amp;quot;''''', a sibling to the [[Vulture#Variant E|Vulture E]], this 'Mech is also an [[SSRM]]-boat. It trades the two [[DSSRM6]] racks of the Vulture for a trio of [[CSSRM4]]s, giving slightly more shots before requiring a reload, while trading the [[MPL]]s for a [[HAG20]]. The two [[ERSL]]s are retained on this 'Mech and are useful for delivering the last couple points of damage to score a kill. Generally, this Cauldron Born will perform slightly better in a brawl due to the additional screenshake and burst capability of the HAG. It pays for that in having inferior mobility in comparison, slightly less ammo and being more expensive.&lt;br /&gt;
&lt;br /&gt;
Overall, the F will give you slightly more durability and greater punch for a similar heat profile to the Vulture E, provided you can afford it.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;ChiliDog&amp;quot;''===&lt;br /&gt;
The '''''&amp;quot;ChiliDog&amp;quot;''''' is unique among heavy 'Mechs -- it carries an impressive array of close combat weapons, starts at an unaided 86 km/h top speed, maxes out at 120 km/h  aided top speed using [[MASC]], and [[GECM]], giving it incredible, stealthy, mobility. The G fills a role that [[Loki]]s and [[Novacat]]s with MASC cannot fill. It is an excellent [[backcapper]] and an amazing choice when a [[Black Lanner]] isn't enough firepower in the late game. The G's short-ranged loadout, featuring two [[MPL]]s, two [[HML]]s, a pair of [[SRM4]]s and a shoulder-mounted [[ATM9]] with HE rounds, provide a massive short-range punch. Its eight impressive [[DHS]] allow it to backcap with amazing speed, rapidly flank opponents, run down fleeing targets, charge into a battle from unexpected angles, or maintain nearly continuous fire while sipping [[coolant]]. Just be careful about getting into a turning circle battle where the Cauldron-Born's poor turn rate will often force you to slow down to keep your target in your HUD, sacrificing your mobility and making you an easier target. Instead, try breaking line of sight with MASC while using its 200* torso rotation to spread damage, turn around under cover or amongst allies and run back into the battle guns blazing. &lt;br /&gt;
&lt;br /&gt;
Although not capable of as much [[DPS]], the G can still bring substantial firepower on hot maps and other maps where cooling is slow like [[TC Inferno|Inferno]] and [[TC SiriusV|Sirus V]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3049 to address flaws in the venerable Hellbringer, by Operation REVIVAL the Ebon Jaguar had only just started to spread through the Jaguar's touman with the Inner Sphere first encountering the design during the Battle of Luthien. Facing it for the first time when engaging the First Jaguar Guards Cluster in the Kado-Guchi Valley, the 'Mech's ability to take damage and remain operational led the Inner Sphere warriors who fought it to call it the Cauldron-Born after the unstoppable zombies of Irish myth. Paradoxically many of the other Clans also used the Inner Sphere Cauldron-Born reporting name, having first learned detailed information of the design from Inner Sphere sources.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3049 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ebon_Jaguar_(Cauldron-Born) Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=13142</id>
		<title>Blood Asp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=13142"/>
				<updated>2022-04-25T00:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Blood_Asp.png&lt;br /&gt;
| ImageGif = File:Blood_Asp_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 129 500&lt;br /&gt;
| ArmorT Prime = 79 342&lt;br /&gt;
| Engine Prime = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 121 500&lt;br /&gt;
| ArmorT A = 77 745&lt;br /&gt;
| Engine A = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 120 100&lt;br /&gt;
| ArmorT B = 79 342&lt;br /&gt;
| Engine B = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 117 100&lt;br /&gt;
| ArmorT C = 79 342&lt;br /&gt;
| Engine C = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 135 100&lt;br /&gt;
| ArmorT D = 80 934&lt;br /&gt;
| Engine D = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;19 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 128 500&lt;br /&gt;
| ArmorT E = 79 342&lt;br /&gt;
| Engine E = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 121 100&lt;br /&gt;
| ArmorT F = 82 532&lt;br /&gt;
| Engine F = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 116 600&lt;br /&gt;
| ArmorT G = 79 342&lt;br /&gt;
| Engine G = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9012&lt;br /&gt;
| Armor CT = 11265&lt;br /&gt;
| Armor B = 6759&lt;br /&gt;
| Armor LRA = 6478&lt;br /&gt;
| Armor INT = 5171&lt;br /&gt;
| Armor LRL = 8618&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Blood Asp is very agile, helping to negate the weak points of what is usually characteristic of assault mechs. The frame of the Blood Asp is slim, making it difficult to concentrate fire on one body part. Even if fire is concentrated, the Blood Asp mounts weapons in a large number of spots, making the loss of an appendage lessened. Back attacks, which are usually powerful against large mechs, are weakened thanks to full torso [[yaw|twist]]. The Asp also has a significant advantage while sniping from behind partial cover; its main weapons array is physically located high on the mech, allowing long range assaults while only exposing a small percentage of its body, greatly reducing effective counter-fire. &lt;br /&gt;
&lt;br /&gt;
The Blood Asp is not invulnerable, however.  All variants are very high in price and the mech, though quite armored, does not sport the highest in its class.  The majority of the money goes into the weaponry, making the electronics package on each variant minimal.  In addition, the large variety of weaponry on each Blood Asp presents a high skill ceiling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Blood Asp Prime is a menacing Clan Assault Mech with an arsenal of weapons that effectively cover both long and short range engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Two  [[CGauss|Clan Gauss Rifles]] can snipe enemies at 900m with a devastating 2460 Heavy Kinetic Damage. With [[EOptics]] and 2 [[free tons|Free Tons]] of ammo stores, the hurt will just keep coming. If roasting your opponents is your pleasure at the 400m mark, unleash an Alpha Strike with the 4 [[CHML]] for a blistering 2991 of Energy Damage, but be careful as this unit only contains 6 [[DHS]]. At 500m mark commence firing the 2 [[CMPL]] at 415 Damage every 2 seconds. Finish off your prey at 350m with 1 [[CSRM4]] or use it to dispatch those pesky little [[Battle Armor|BAs]]. May the Gods of War help the fool who wanders into your sights.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Needles&amp;quot;''===&lt;br /&gt;
The 2nd variant of the Blood Asp highly equipped, [[EOptics]],  [[BHP]],  [[GECM]],  [[LAMS]],  16 tons of [[Armor]], Blood Asp A is a Pilot's Dream.  Armed with, count them, 6x[[CUAC2]]s reaching out to touch someone at 1250m along with one [[ATM9 | ATM9 (ER)]], you will be knocking off their [[Armor]] long before you come into sight. Add a 2x[[CERLL]]s, strike at 900m pounding out 3416.24 Damage just be mindful of the slow recharge times. Housing only 3 [[DHS]] the Blood Asp A is capable of generating heat very fast, a keen sense of your firing patten and coolant is important. The [[EOptics]] and [[BHP]] ensure you never loose sight of your target. Additionally, the ammo dependence gives this variant fantastic hammering power, but still  be mindful of your reload locations. [[GECM]] will allow you to move around mostly unseen while the [[LAMS]] will take care of incoming missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
An all round medium to long range damage dealer, this relatively inexpensive Blood Asp variant will comfortably deal suppressing fire at both land and air assets. With a pair of [[LBX10]]s, a large twin array of [[LPL|clan large pulse lasers]] and an [[ATM9]] launcher, combined with the 360 torso [[yaw|twist]] and high torso [[pitch]], the B variant poses a high threat to anything in its sight. The large pulses can strip armor off of components with precision, the pair of LBX10 can exploit weakness in armor while being able to deal heavy hits to any air units in its effective range, providing you have a steady aim. Finally, the [[ATM9]] can deal screen shake to opponents and have the speed and maneuverability to hit fast moving air units. Mechwarriors piloting this Asp should approach under the cover of [[GECM]] and terrain, often permitting alpha-strikes on unsuspecting prey. Once engaged, keep the range open, utilizing this Asp's superior mobility to your advantage while constantly chipping away at your opponents. Its outright damage output is lower than the other variants, so use caution when engaging other higher powered opponents.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Mechwarriors, get ready to saddle up in the least expensive but brutally effective Blood Asp C and unleash some serious hurt at medium range engagements! While pounding your opponents with rapid fire from the twin [[UAC10]]s, fire the massive [[ATM12]] launcher to fill the air with a stream of high speed, accurately tracking missiles. Your enemy's confidence will quickly falter as you continue your assault with twin [[CERML|Clan ER medium lasers]] and 4 [[CERSL|Clan ER small lasers]], dealing a massive amount of damage in a blink of an eye. Watch your heat though as the 6 [[DHS]] struggle with repeated alpha-strikes. Don't get overzealous and let the range drop below 120m as your heavy hitter ATM does no damage.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Vomit&amp;quot;''===&lt;br /&gt;
Named '''''&amp;quot;Vomit&amp;quot;''''', boasting the highest price tag, this Blood Asp hits hardest at close  to medium range. Once you bring your target within 700m, a devastating combination of 6 [[CERML|Clan ER medium lasers]] will make everyone reconsider the engagement. Adding two [[HLL|Heavy Large Lasers]] at 600m range into the mix, mechwarrior can form a deathray, precise and powerful, allowing you to accurately rip off limbs.  Add some screenshake from its [[ATM6#High Explosive|ATM6 (HE)]] to the mix to give it an additional edge in short range combat. Mechwarriors can keep a very high volume of fire going on this variant, because its 19 [[DHS]] have incredible cooling capacity. &lt;br /&gt;
'''BUT BEWARE''', not even its impresive array of heatsinks can save you from taking some [[heat|heat sink damage]] if you [[Gameplay Tactics|Alpha Strike]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is similar to the prime but emphasizes a longer range weapon load out. Twin [[CGauss]] canons flail armor off enemies at long range while dual [[HLL|heavy large lasers]] punishes anyone that's foolish enough to get within 600 meters. 9 [[DHS|double heat sinks]] provide decent heat dissipation but cannot sustain constant alpha striking. Four [[MG|machine guns]] harass targets at range and make quick work of [[Battle Armor]]. This Blasp is a serious threat to air and land assets, being able to bring all of its direct-fire weapons to bear via pin-point accuracy. Use your maneuverability to stay at medium to long ranges and you'll be a distinguishable opponent on the battle-field for a substantial time.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
An assault at 91kph? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Twin LB-20-X wielder? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Powerful energy weapon backup array? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Look no further, this one has it all ''in check''.&lt;br /&gt;
An brawler by the heart, sports two powerful [[LBX20|LB-20-X]] auto cannons that deliver plenty of hurt and little of heat. The spare screen-shake is provided by the trusty [[cSRM4]] launcher and while they reload, the [[cSPL|laser array]] keeps the enemy in check at a sea of hurt.&amp;lt;br&amp;gt;&lt;br /&gt;
The main selling point is still to get its 17 tons of armor in and out at incredible 91kph - second to none. While doing so, keep an eye of the heat - you certainly don't want to burst into fire while opening the fight.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Blood Asp G carries 1 [[CLRM5]] putting out 15 shots/min of 871.7 damage locking on to your enemy at 1000m&lt;br /&gt;
followed by 2x[[CERPPC]] with 2648 of Damage at 900m but aware of the slow recharge time giving only 7.5 Shots/min. Now the fun part 4x[[CUAC5]] will produce 1386 Damage at 800m and if the pilot keeps his shots down to around 1.4 seconds/shot it can fire continuously, anything over that with cause it to overheat needing a 4 second cool down. The 4 [[DHS]] should be able to keep up with your heat but do keep an eye on your gauge in a prolonged fight. 4 [[free ton]]s are best used for the Ultra AutoCannons and the [[EOptics]] ensure you can clearly see the enemy from the max range of your guns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Blood Asp is a Clan Assault Mech released in 0.5.4. Featuring a 64.8 km/h top speed, unlimited torso [[twist]] range, and more armor than the Madcat MKII, the Blood Asp is a uniquely agile and powerful Assault Mech - the pinnacle of Clan Mech technology and priced accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Based on the Kingfisher, the Blood Asp adds an XL Engine, but space constraints forced the replacement of the Kingfisher's Ferro-Fibrous armor with standard plate. The Blood Asp incorporates sixteen tons of this armor and numerous double heat sinks in the base chassis. One of the first 'Mechs to field the breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Blood_Asp BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13141</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13141"/>
				<updated>2022-04-25T00:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Variant G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 200&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 700&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 83 050&lt;br /&gt;
| ArmorT G = 49 943&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
The fastest AECM unit in the game! Perfect for rapid flanks and for bringing popup ambush capability to any point on the map, no matter how slow or heavy your teammates may be. A cool AECM tactic that your mobility plays to is initiating a brawl while slightly apart from your teammates in the AECM bubble - keep your teammates in the bubble as your group approaches, but towards the edge relative to you. The enemy may start tracking you instead of the real firepower, leaving them open to a flank. You'll be fast enough to run to your allies for safety when the shooting starts, but you're not just a radar bubble. Your AECM cover is your most important contribution to a fight and staying alive should be your top priority, but your kit does a significant amount of damage over time and you should leverage it whenever possible. The Charlie's DSSRM4 does a lot of damage and splash but chews through ammo exceptionally quickly, so it's usually worth spending both of your spare tons on it if you're planning on running in with your team (which you should!). Don't neglect the four CERSLs, too - each does about equivalent DPS to an IS medium laser, and the four together deal considerably more DPS than your UAC5! &lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech housing [[EOptics]] &amp;amp; 5 [[DHS]]. The tip of the spear is the [[NARC|CNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[CLRM10]], 2 [[CMPL]]s, and a single [[CLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is helping a teammate in close quarters utilizing it's dual [[CSRM6]] while roasting dire souls with 3 [[Flamer|Flamers]]. Long to short range enemy harassment is done by its [[LBX5|Lubalin Ballistics-X AutoCannon 5]]. Four [[DHS]] can handle the heat load.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Mechthild - CL, Mechwarrior - MERC, ~SJ~ Red - CL&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=GECM&amp;diff=13125</id>
		<title>GECM</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=GECM&amp;diff=13125"/>
				<updated>2022-04-11T20:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: Vtol GECM effect updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview &amp;amp; Gameplay==&lt;br /&gt;
&lt;br /&gt;
The '''Guardian Electronic Countermeasures (GECM)''' is notable for its discriminatory nature, able to scramble hostile electronics to reduce the [[Radar]] 'footprint' or [[Radar#Detection range|signature]] of whatever its mounted to by 500m; while leaving friendly communications and targeting enhancers unaffected. If utilized by a pilot clever to respect their new, smaller radar footprint; it can enable them to push further into contested territory, relay detailed radar information to their team while being undetectable to the enemy.&lt;br /&gt;
&lt;br /&gt;
[[GECM]] is found mounted on a variety of [[Mechs]], [[Aerospace]] and [[Vehicles]], typically to flesh out the units role as a scout, except in the case of the [[Thanatos]] mech'- which has GECM hardmounted on all variants.&lt;br /&gt;
&lt;br /&gt;
* The -500m reduction of a unit's [[radar signature]] is only while running [[Radar#Active_Radar|Active Radar]]. It is still less effective than the -750m benefit of [[Passive Radar]], but allows you to continue using your full compliment of active radar and other electronics. &lt;br /&gt;
* GECM increases the time it takes for an enemy to achieve target lock.&lt;br /&gt;
* Overheating will not be masked by GECM.&lt;br /&gt;
* Air GECM on [[Aerospace]] increases enemy [[Radar#Lock On|lock on]] time (the best lock on protection of anything in [[MWLL]]), but does not change the user's [[radar signature]]. This means there is no reason to for Aerospace with GECM to use [[Passive Radar]].&lt;br /&gt;
* VTOL GECM reduces the user's radar signature by 300m and increases enemy [[lock on|lock on time]].&lt;br /&gt;
* Radar detection ranges for all assets can be found here [[Radar#Detection_range|Detection Range]]&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
GECM&lt;br /&gt;
The Guardian ECM Suite, originally introduced in 2597, is a powerful electronic warfare device able to disrupt a wide variety of sensors and detection equipment while leaving friendly units unaffected. Unfortunately the complex system was too difficult for the Great Houses to maintain during the Succession Wars, and it went extinct in the Inner Sphere in the year 2845, until it was eventually recovered by the Capellan Confederation in 3045.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/ECM_Suite BattleTech reference ECM Suite]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip GECM:&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:510px&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: 160px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:100px&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:100px&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: 70px;&amp;quot; |'''Tons'''&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis Prime ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis A ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis B ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis C ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis D ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis E ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis F ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis G ]]&lt;br /&gt;
||Mech||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Uller|Uller B ]]&lt;br /&gt;
||Mech||CL||30&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar D ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma Prime ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma B ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma C ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma D ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma E ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma G ]]&lt;br /&gt;
||Mech||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven Prime ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven A ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven B ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven C ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven D ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven E ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven F ]]&lt;br /&gt;
||Mech||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII G ]]&lt;br /&gt;
||Mech||IS||45&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner Prime ]]&lt;br /&gt;
||Mech||CL||55&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker Prime ]]&lt;br /&gt;
||Mech||IS||55&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow A ]]&lt;br /&gt;
||Mech||CL||55&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus F ]]&lt;br /&gt;
||Mech||IS||60&lt;br /&gt;
|-&lt;br /&gt;
![[Rifleman|Rifleman A ]]&lt;br /&gt;
||Mech||IS||60&lt;br /&gt;
|-&lt;br /&gt;
![[Rifleman|Rifleman G ]]&lt;br /&gt;
||Mech||IS||60&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture D ]]&lt;br /&gt;
||Mech||CL||60&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult Prime ]]&lt;br /&gt;
||Mech||IS||65&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn G ]]&lt;br /&gt;
||Mech||CL||65&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki Prime ]]&lt;br /&gt;
||Mech||CL||65&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki E ]]&lt;br /&gt;
||Mech||CL||65&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki F ]]&lt;br /&gt;
||Mech||CL||65&lt;br /&gt;
|-&lt;br /&gt;
![[Novacat|Novacat D ]]&lt;br /&gt;
||Mech||CL||70&lt;br /&gt;
|-&lt;br /&gt;
![[Novacat|Novacat E ]]&lt;br /&gt;
||Mech||CL||70&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor Prime ]]&lt;br /&gt;
||Mech||CL||70&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor D ]]&lt;br /&gt;
||Mech||CL||70&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer A ]]&lt;br /&gt;
||Mech||IS||70&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer C ]]&lt;br /&gt;
||Mech||IS||70&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat C ]]&lt;br /&gt;
||Mech||CL||75&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat E ]]&lt;br /&gt;
||Mech||CL||75&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat F ]]&lt;br /&gt;
||Mech||CL||75&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder E ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder F ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder G ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos Prime ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos A ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos B ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos C ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos D ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos E ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos F ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos G ]]&lt;br /&gt;
||Mech||IS||75&lt;br /&gt;
|-&lt;br /&gt;
![[Awesome|Awesome B ]]&lt;br /&gt;
||Mech||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Awesome|Awesome C ]]&lt;br /&gt;
||Mech||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Awesome|Awesome F ]]&lt;br /&gt;
||Mech||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari A ]]&lt;br /&gt;
||Mech||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari C ]]&lt;br /&gt;
||Mech||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari E ]]&lt;br /&gt;
||Mech||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp A ]]&lt;br /&gt;
||Mech||CL||90&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp B ]]&lt;br /&gt;
||Mech||CL||90&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII F ]]&lt;br /&gt;
||Mech||CL||90&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler A ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler E ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler F ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder C ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder F ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder G ]]&lt;br /&gt;
||Mech||IS||90&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel Prime]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel A]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel C]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel D]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel E]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas A ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas D ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas E ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi A ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi C ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi D ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi E ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi F ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir Prime ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir C ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir D ]]&lt;br /&gt;
||Mech||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak A ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak D ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak E ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak F ]]&lt;br /&gt;
||Mech||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser Prime ]]&lt;br /&gt;
||Vehicle||IS||25&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser A ]]&lt;br /&gt;
||Vehicle||IS||25&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser D ]]&lt;br /&gt;
||Vehicle||IS||25&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras C ]]&lt;br /&gt;
||Vehicle||CL||25&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus B ]]&lt;br /&gt;
||Vehicle||CL||30&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus E ]]&lt;br /&gt;
||Vehicle||CL||30&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus G ]]&lt;br /&gt;
||Vehicle||CL||30&lt;br /&gt;
|-&lt;br /&gt;
![[Chevalier|Chevalier B ]]&lt;br /&gt;
||Vehicle||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Chevalier|Chevalier D ]]&lt;br /&gt;
||Vehicle||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Chevalier|Chevalier E ]]&lt;br /&gt;
||Vehicle||IS||35&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares E ]]&lt;br /&gt;
||Vehicle||CL||40&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona D ]]&lt;br /&gt;
||Vehicle||CL||50&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona F ]]&lt;br /&gt;
||Vehicle||CL||50&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona G ]]&lt;br /&gt;
||Vehicle||CL||50&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel D ]]&lt;br /&gt;
||Vehicle||IS||65&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel G ]]&lt;br /&gt;
||Vehicle||IS||65&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden C]]&lt;br /&gt;
||Vehicle||CL||70&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher Prime ]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher B ]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher G ]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu Prime ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu A ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu B ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu C ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu D ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu E ]]&lt;br /&gt;
||Vehicle||CL||80&lt;br /&gt;
|-&lt;br /&gt;
![[Partisan|Partisan Prime ]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Partisan|Partisan A ]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Schrek|Schrek A]]&lt;br /&gt;
||Vehicle||IS||80&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli Prime ]]&lt;br /&gt;
||Vehicle||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli E ]]&lt;br /&gt;
||Vehicle||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[LongTomTank|LongTomTank Prime ]]&lt;br /&gt;
||Vehicle||IS||95&lt;br /&gt;
|-&lt;br /&gt;
![[LongTomTank|LongTomTank A ]]&lt;br /&gt;
||Vehicle||IS||95&lt;br /&gt;
|-&lt;br /&gt;
![[LongTomTank|LongTomTank B ]]&lt;br /&gt;
||Vehicle||IS||95&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth Prime ]]&lt;br /&gt;
||Vehicle||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth A ]]&lt;br /&gt;
||Vehicle||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth D ]]&lt;br /&gt;
||Vehicle||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth E ]]&lt;br /&gt;
||Vehicle||IS||100&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars Prime ]]&lt;br /&gt;
||Vehicle||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars A ]]&lt;br /&gt;
||Vehicle||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars B ]]&lt;br /&gt;
||Vehicle||CL||100&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar C ]]&lt;br /&gt;
||VTOL||CL||25&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar D ]]&lt;br /&gt;
||VTOL||CL||25&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth F ]]&lt;br /&gt;
||VTOL||IS||25&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk B ]]&lt;br /&gt;
||ASF||IS||30&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar Prime ]]&lt;br /&gt;
||ASF||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar B ]]&lt;br /&gt;
||ASF||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar D ]]&lt;br /&gt;
||ASF||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar G ]]&lt;br /&gt;
||ASF||CL||35&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla A ]]&lt;br /&gt;
||ASF||CL||45&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla E ]]&lt;br /&gt;
||ASF||CL||45&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair Prime ]]&lt;br /&gt;
||ASF||IS||50&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair D ]]&lt;br /&gt;
||ASF||IS||50&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair H ]]&lt;br /&gt;
||ASF||IS||50&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth A ]]&lt;br /&gt;
||ASF||CL||60&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth F ]]&lt;br /&gt;
||ASF||CL||60&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva G ]]&lt;br /&gt;
||ASF||IS||85&lt;br /&gt;
|-&lt;br /&gt;
![[Xerxes|Xerxes E ]]&lt;br /&gt;
||ASF||CL||85&lt;br /&gt;
|-&lt;br /&gt;
![[Xerxes|Xerxes G ]]&lt;br /&gt;
||ASF||CL||85&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 500px | Version1410=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
{{Template:Navbox Equipment}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=13124</id>
		<title>Madcat MKII</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=13124"/>
				<updated>2022-04-09T16:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:MKII.png&lt;br /&gt;
| ImageGif = File:Madcat_MKII_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand = -25° to +40°&lt;br /&gt;
| PitchCrouch = -25° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 900&lt;br /&gt;
| ArmorT Prime = 76 984&lt;br /&gt;
| Engine Prime = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 117 600&lt;br /&gt;
| ArmorT A = 76 984&lt;br /&gt;
| Engine A = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#High Explosive|ATM6 (HE)]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 800&lt;br /&gt;
| ArmorT B = 76 984&lt;br /&gt;
| Engine B = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 115 000&lt;br /&gt;
| ArmorT C = 76 984&lt;br /&gt;
| Engine C = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|cArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 117 700&lt;br /&gt;
| ArmorT D = 76 984&lt;br /&gt;
| Engine D = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Standard|ATM12 (Std)]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 105 900&lt;br /&gt;
| ArmorT E = 76 984&lt;br /&gt;
| Engine E = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 130 900&lt;br /&gt;
| ArmorT F = 82 643&lt;br /&gt;
| Engine F = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 120 100&lt;br /&gt;
| ArmorT G = 76 984&lt;br /&gt;
| Engine G = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6434&lt;br /&gt;
| Armor CT = 11879&lt;br /&gt;
| Armor B = 5939&lt;br /&gt;
| Armor LE = 3960&lt;br /&gt;
| Armor RE = 3960&lt;br /&gt;
| Armor LRA = 5692&lt;br /&gt;
| Armor INT = 4544&lt;br /&gt;
| Armor LRL = 7573&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso [[twist]] angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and is one of two Clan Assault Class Mechs with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERML]] and two [[CERSL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and [[Jump Jets]] to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Beat Stick&amp;quot;''===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The famous '''''&amp;quot;Beat Stick&amp;quot;''''' is one of best close-range units available. Mounting, among other weapons, a pair of [[CLBX20]]s, it has enough firepower to heavily damage nearly any unit below 300 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four ER Small Lasers, and two HE ATM-6s. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved [[Jump Jets]], however, significantly enhances mobility, especially in urban environments.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant's simple loadout of two [[UAC20]] and two [[SRM6]] can unleash ''terrifying'' amounts of damage, obliterating anything that falls within 350m of your menacing presence. The (relatively) high mobility of the MKII chassis shines especially bright in this loadout, where you can always position yourself to be right where your enemies want you least- and have a fighting chance to slip away if you're caught out of position. Where its cousin ''&amp;quot;The Beatstick&amp;quot;'' boasts slightly higher damage numbers than the MKII B; the MKII B can operate without ever having to go [[radar|radar active]], and has all of its damage packed into two weapons, instead of having to manage three different ranges and reload times. The MKII B will suffer more if caught out of position, though- with an effective range of ~350m, and movespeed of 64kph; ''everything'' you face will have either a range or movespeed advantage over you- and ''will'' move to capitalize on it. Its up to a skilled pilot to use its [[Jump Jets|iJJ]] to trap your enemies within an 'event horizon' of this monster, and if successful- erase that sorry 'mech from the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from [[Battle Armor]] or etching away at armor. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long [[refire rate|refire rates]], making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of [[CLPL|Clan ER Large Lasers]], somewhat lessening the Mech's ammo-dependence. Though the two ER Large Lasers are excellent for long-range poking, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra [[free tons|2 tons of ammunition]], giving the MkII D a little more battlefield endurance. Equipt with [[BHP|Bloodhound Active Probe]] which increases standard Radar detection range by 400m, [[iJJ|Improved Jump Jets]] and 8 [[DHS]], makes the D a very formidable foe on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Siege Engine&amp;quot;''===&lt;br /&gt;
Known as the '''''&amp;quot;Siege Engine&amp;quot;''''', this behemoth can inflict heavy damage from around 800 meters. The four [[CUAC5]]s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the [[minimum range]] of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from [[Battle Armor]], along with its [[B-Pod]], or to finish off your opponent, putting them out of their misery. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. At 1250m lock on to your victim, release a barrage of missiles to rain down on them. As they cross into 900 meter range open up with two [[CERPPC]] and at anytime let loose the four [[MG]],s.&lt;br /&gt;
Twelve [[DHS]] for heat dissipation, Two [[Free tons | Free tons]] supply the ATM9(ER) and 1 extra ton of Armor for staying power. Don't be bashful about letting your opponent know who's in charge.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Geared for long-range strikes, the MkII G can be a heavy hitter when its guns come into play. These guns include a twin [[HAG20 | Hyper-Assault Gauss 20]], and a pair of [[CLRM10|Clan LRM10]]s. The twin [[HAG20]]s are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light  and medium assets. The two LRM10s offer long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no [[minimum range]]. &lt;br /&gt;
The inclusion of [[JJ | Jump Jets]] and an 4 [[Free tons | extra tons]] for ammunition - idealy for the [[HAG20]] - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is the insufficient amount of [[DHS]] when G gets into a brawl, since 2 [[cHML]]s and 2 [[cHSL]]s generates a lot of heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans - and later sold to the Inner Sphere - this rebuild of the iconic Timber Wolf OmniMech carries thirteen tons of Ferro-Fibrous armor while being one of most nimble BattleMechs of its class, and still packs serious weaponry. The standard variant sports two Gauss Rifles and two LRM10s, which make for devastating long-range assaults, while four ER Medium Lasers provide adequate support at medium to short ranges. Other variants range from simple, unified long-range configurations, to more radical intermediate range monstrosities. On a limited basis, Clan Diamond Shark sold unmodified Mad Cat Mk IIs to a few Inner Sphere factions - most notably the Draconis Combine and Federated Commonwealth, and the Lyran Alliance would also buy an unknown amount.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=13123</id>
		<title>Blood Asp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=13123"/>
				<updated>2022-04-09T16:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Blood_Asp.png&lt;br /&gt;
| ImageGif = File:Blood_Asp_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 129 500&lt;br /&gt;
| ArmorT Prime = 79 342&lt;br /&gt;
| Engine Prime = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 121 500&lt;br /&gt;
| ArmorT A = 77 745&lt;br /&gt;
| Engine A = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 700&lt;br /&gt;
| ArmorT B = 79 342&lt;br /&gt;
| Engine B = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 117 100&lt;br /&gt;
| ArmorT C = 79 342&lt;br /&gt;
| Engine C = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 135 100&lt;br /&gt;
| ArmorT D = 80 934&lt;br /&gt;
| Engine D = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;19 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 128 500&lt;br /&gt;
| ArmorT E = 79 342&lt;br /&gt;
| Engine E = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 121 100&lt;br /&gt;
| ArmorT F = 82 532&lt;br /&gt;
| Engine F = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 116 600&lt;br /&gt;
| ArmorT G = 79 342&lt;br /&gt;
| Engine G = Consolidated 360 XL Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9012&lt;br /&gt;
| Armor CT = 11265&lt;br /&gt;
| Armor B = 6759&lt;br /&gt;
| Armor LRA = 6478&lt;br /&gt;
| Armor INT = 5171&lt;br /&gt;
| Armor LRL = 8618&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Blood Asp is very agile, helping to negate the weak points of what is usually characteristic of assault mechs. The frame of the Blood Asp is slim, making it difficult to concentrate fire on one body part. Even if fire is concentrated, the Blood Asp mounts weapons in a large number of spots, making the loss of an appendage lessened. Back attacks, which are usually powerful against large mechs, are weakened thanks to full torso [[yaw|twist]]. The Asp also has a significant advantage while sniping from behind partial cover; its main weapons array is physically located high on the mech, allowing long range assaults while only exposing a small percentage of its body, greatly reducing effective counter-fire. &lt;br /&gt;
&lt;br /&gt;
The Blood Asp is not invulnerable, however.  All variants are very high in price and the mech, though quite armored, does not sport the highest in its class.  The majority of the money goes into the weaponry, making the electronics package on each variant minimal.  In addition, the large variety of weaponry on each Blood Asp presents a high skill ceiling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Blood Asp Prime is a menacing Clan Assault Mech with an arsenal of weapons that effectively cover both long and short range engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Two  [[CGauss|Clan Gauss Rifles]] can snipe enemies at 900m with a devastating 2460 Heavy Kinetic Damage. With [[EOptics]] and 2 [[free tons|Free Tons]] of ammo stores, the hurt will just keep coming. If roasting your opponents is your pleasure at the 400m mark, unleash an Alpha Strike with the 4 [[CHML]] for a blistering 2991 of Energy Damage, but be careful as this unit only contains 6 [[DHS]]. At 500m mark commence firing the 2 [[CMPL]] at 415 Damage every 2 seconds. Finish off your prey at 350m with 1 [[CSRM4]] or use it to dispatch those pesky little [[Battle Armor|BAs]]. May the Gods of War help the fool who wanders into your sights.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Needles&amp;quot;''===&lt;br /&gt;
The 2nd variant of the Blood Asp highly equipped, [[EOptics]],  [[BHP]],  [[GECM]],  [[LAMS]],  16 tons of [[Armor]], Blood Asp A is a Pilot's Dream.  Armed with, count them, 6x[[CUAC2]]s reaching out to touch someone at 1250m along with one [[ATM9 | ATM9 (ER)]], you will be knocking off their [[Armor]] long before you come into sight. Add a 2x[[CERLL]]s, strike at 900m pounding out 3416.24 Damage just be mindful of the slow recharge times. Housing only 3 [[DHS]] the Blood Asp A is capable of generating heat very fast, a keen sense of your firing patten and coolant is important. The [[EOptics]] and [[BHP]] ensure you never loose sight of your target. Additionally, the ammo dependence gives this variant fantastic hammering power, but still  be mindful of your reload locations. [[GECM]] will allow you to move around mostly unseen while the [[LAMS]] will take care of incoming missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
An all round medium to long range damage dealer, this relatively inexpensive Blood Asp variant will comfortably deal suppressing fire at both land and air assets. With a pair of [[LBX10]]s, a large twin array of [[LPL|clan large pulse lasers]] and an [[ATM9]] launcher, combined with the 360 torso [[yaw|twist]] and high torso [[pitch]], the B variant poses a high threat to anything in its sight. The large pulses can strip armor off of components with precision, the pair of LBX10 can exploit weakness in armor while being able to deal heavy hits to any air units in its effective range, providing you have a steady aim. Finally, the [[ATM9]] can deal screen shake to opponents and have the speed and maneuverability to hit fast moving air units. Mechwarriors piloting this Asp should approach under the cover of [[GECM]] and terrain, often permitting alpha-strikes on unsuspecting prey. Once engaged, keep the range open, utilizing this Asp's superior mobility to your advantage while constantly chipping away at your opponents. Its outright damage output is lower than the other variants, so use caution when engaging other higher powered opponents.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Mechwarriors, get ready to saddle up in the least expensive but brutally effective Blood Asp C and unleash some serious hurt at medium range engagements! While pounding your opponents with rapid fire from the twin [[UAC10]]s, fire the massive [[ATM12]] launcher to fill the air with a stream of high speed, accurately tracking missiles. Your enemy's confidence will quickly falter as you continue your assault with twin [[CERML|Clan ER medium lasers]] and 4 [[CERSL|Clan ER small lasers]], dealing a massive amount of damage in a blink of an eye. Watch your heat though as the 6 [[DHS]] struggle with repeated alpha-strikes. Don't get overzealous and let the range drop below 120m as your heavy hitter ATM does no damage.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Vomit&amp;quot;''===&lt;br /&gt;
Named '''''&amp;quot;Vomit&amp;quot;''''', boasting the highest price tag, this Blood Asp hits hardest at close  to medium range. Once you bring your target within 700m, a devastating combination of 6 [[CERML|Clan ER medium lasers]] will make everyone reconsider the engagement. Adding two [[HLL|Heavy Large Lasers]] at 600m range into the mix, mechwarrior can form a deathray, precise and powerful, allowing you to accurately rip off limbs.  Add some screenshake from its [[ATM6#High Explosive|ATM6 (HE)]] to the mix to give it an additional edge in short range combat. Mechwarriors can keep a very high volume of fire going on this variant, because its 19 [[DHS]] have incredible cooling capacity. &lt;br /&gt;
'''BUT BEWARE''', not even its impresive array of heatsinks can save you from taking some [[heat|heat sink damage]] if you [[Gameplay Tactics|Alpha Strike]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is similar to the prime but emphasizes a longer range weapon load out. Twin [[CGauss]] canons flail armor off enemies at long range while dual [[HLL|heavy large lasers]] punishes anyone that's foolish enough to get within 600 meters. 9 [[DHS|double heat sinks]] provide decent heat dissipation but cannot sustain constant alpha striking. Four [[MG|machine guns]] harass targets at range and make quick work of [[Battle Armor]]. This Blasp is a serious threat to air and land assets, being able to bring all of its direct-fire weapons to bear via pin-point accuracy. Use your maneuverability to stay at medium to long ranges and you'll be a distinguishable opponent on the battle-field for a substantial time.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
An assault at 91kph? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Twin LB-20-X wielder? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Powerful energy weapon backup array? Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Look no further, this one has it all ''in check''.&lt;br /&gt;
An brawler by the heart, sports two powerful [[LBX20|LB-20-X]] auto cannons that deliver plenty of hurt and little of heat. The spare screen-shake is provided by the trusty [[cSRM4]] launcher and while they reload, the [[cSPL|laser array]] keeps the enemy in check at a sea of hurt.&amp;lt;br&amp;gt;&lt;br /&gt;
The main selling point is still to get its 17 tons of armor in and out at incredible 91kph - second to none. While doing so, keep an eye of the heat - you certainly don't want to burst into fire while opening the fight.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Blood Asp G carries 1 [[CLRM5]] putting out 15 shots/min of 871.7 damage locking on to your enemy at 1000m&lt;br /&gt;
followed by 2x[[CERPPC]] with 2648 of Damage at 900m but aware of the slow recharge time giving only 7.5 Shots/min. Now the fun part 4x[[CUAC5]] will produce 1386 Damage at 800m and if the pilot keeps his shots down to around 1.4 seconds/shot it can fire continuously, anything over that with cause it to overheat needing a 4 second cool down. The 4 [[DHS]] should be able to keep up with your heat but do keep an eye on your gauge in a prolonged fight. 4 [[free ton]]s are best used for the Ultra AutoCannons and the [[EOptics]] ensure you can clearly see the enemy from the max range of your guns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Blood Asp is a Clan Assault Mech released in 0.5.4. Featuring a 64.8 km/h top speed, unlimited torso [[twist]] range, and more armor than the Madcat MKII, the Blood Asp is a uniquely agile and powerful Assault Mech - the pinnacle of Clan Mech technology and priced accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Based on the Kingfisher, the Blood Asp adds an XL Engine, but space constraints forced the replacement of the Kingfisher's Ferro-Fibrous armor with standard plate. The Blood Asp incorporates sixteen tons of this armor and numerous double heat sinks in the base chassis. One of the first 'Mechs to field the breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Blood_Asp BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=13122</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=13122"/>
				<updated>2022-04-09T16:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 144 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 141 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 120 500&lt;br /&gt;
| ArmorT F = 90 569&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 131 500&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armor allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of [[Free tons | extra ammunition]] , allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 meters is not worth wasting precious ammunition on. The [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only five variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 meters, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability. An additional sacrifice for this damage is that this variant is less armored than it's brothers, and doesn't have the more-durable [[Engine|STD Engine]], and only has tonnage for one reload cycle's worth of ammunition. The Fafnir E also has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a [[engines|STD Engine]] to boot. A pair of [[RAC5]] can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the dual [[AC20]] can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;SLAPCHOP&amp;quot;''===&lt;br /&gt;
The Fafnir G &amp;quot;SLAPCHOP&amp;quot; A complete array of Particle Projection Cannons starting with two of the hardest hitting PPC Cannons, the [[HPPC|Heavy PPCs]]s. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two [[PPC|Standard PPCs]] release tremendous damage and the 2 [[LPPC|Light PPCs]] finish the job. 11 [[DHS]] to control the heat of contentious fire of the PPCs, though wise pilots will watch their temperature. [[EOptics]] allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs', the low speed 54 km/h and slow torso [[twist]] warrants that you travel in a group- and watch your flank.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - [FRR] Erazzmus -IS, Plotting-Raccoon -IS, ~SJ~Proxema -MERC, Spooky -MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13121</id>
		<title>Sunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sunder&amp;diff=13121"/>
				<updated>2022-04-09T16:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Sunder.png&lt;br /&gt;
| ImageGif = File:Sunder_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -20° to +35°&lt;br /&gt;
| PitchCrouch = -20° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 103 600&lt;br /&gt;
| ArmorT Prime = 83 360&lt;br /&gt;
| Engine Prime = Hermes 360 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 104 100&lt;br /&gt;
| ArmorT A = 84 718&lt;br /&gt;
| Engine A = Hermes 360 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 105 000&lt;br /&gt;
| ArmorT B = 81 503&lt;br /&gt;
| Engine B = Hermes 360 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 108 300&lt;br /&gt;
| ArmorT C = 84 718&lt;br /&gt;
| Engine C = Hermes 360 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM6]] &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 300&lt;br /&gt;
| ArmorT D = 83 360&lt;br /&gt;
| Engine D = Hermes 360 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 104 600&lt;br /&gt;
| ArmorT E = 81 503&lt;br /&gt;
| Engine E = Hermes 360 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 81 503&lt;br /&gt;
| Engine F = Hermes 360 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 500&lt;br /&gt;
| ArmorT G = 79 897&lt;br /&gt;
| Engine G = Hermes 360 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 12118&lt;br /&gt;
| Armor LRT = 7877&lt;br /&gt;
| Armor B = 7271&lt;br /&gt;
| Armor LRA = 6968&lt;br /&gt;
| Armor INT = 5562&lt;br /&gt;
| Armor LRL = 9270&lt;br /&gt;
&lt;br /&gt;
| Version144 = 0.14.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sunder''' is an [[Inner Sphere]] OmniMech [[Assault Mech]]. Don't be misled by it's boxy configuration as by using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056.&lt;br /&gt;
While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an [[LBX20]] with a brace of three [[SRM4|Short Range Missile Fours]]. Several lasers support this weaponry should ammunition run out, Two [[LL|Large Lasers]] and Two [[ERSL|Extended Range Small Lasers]] plus a [[B-Pod]] to disrupt [[Battle Armor]]. [[JJ|Improved Jump Jets]], [[EOptics]], a [[Free ton]] of ammo and 5 [[DHS]] round out the package. Thanks to the relatively low heat of standard Large Lasers, the Prime is able to run with only moderate [[heat]] buildup, sipping [[coolant]] anytime it needs to jump while in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Sunder A is the [[Inner Sphere]] counterpart to the [[Clan]] [[Novacat#Variant_E|Novacat E]]. The A's configuration mounts a devastating [[UAC20|Ultra 20 AutoCannon]] for close range, supported by two [[ERPPC|Extended Range PPCs]] for long-range barrages and six [[MG]]s to whittle away armor. For mobility, instead of [[MASC]] like the Novacat, the Sunder A is equipped with [[iJJ|Improved Jump Jets]] allowing it to [[poptart]] and get to hard to reach places. One [[Free_tons|Free ton]] to feed the hungry UAC20.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Ionized&amp;quot;''===&lt;br /&gt;
Long to mid range assult starting with [[LRM15]] to soften up incoming attackers.&lt;br /&gt;
The [[HPPC|Heavy class PPC]] will more than disrupt an unsuspecting victim from as much as 650m out, quite a lot for an brutal [[iJJ]] [[poptarting|pop-tarter]] even against a fresh assault, let alone any weaker opponent. The [[LPL|Large Pulse Laser]] duo will more than add insult to injury, while the [[HPPC]] recharges. [[EOptics]] helps keeping distance while 11 [[DHS]] work to control the heat.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Sunder C may have some medium range weapons, in the form of two [[UAC5]]s, but it functions much more effectively as a [[brawler]]. UAC5s require the user to stare at their target for a bit of time, to reduce return fire from one's enemy, the C's three [[SSRM6]]s should be [[chain fire|chain fired]] to maximize [[screen shake]]. [[GECM]] helps the C avoid being detected until it gets into close combat. Six [[SL]]s function as more than adequate backup weapons, their [[DPS]] is nothing to scoff at so long as they are fired repeatedly and often. The C can use its [[iJJ|Improved Jump Jets]] to retreat to cover whenever its UAC5s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three [[spare tons]] of ammo for either its UAC5s or SSRM6s (not both), but only 2 [[DHS]]. Players may find themselves drinking [[coolant]] if they use their jump jets in combat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Sunder D allows a player to bring [[AECM|Angel ECM]] onto the battlefield with the armor of an assault mech, without the low speed of an [[Atlas]]. The D is also one of only two mechs in the game with AECM and [[Jump Jets]]. A single [[LAMS]] gives further incentive to run the D in [[active radar|active radar mode]] and makes it an even better support mech. It's dual [[PPC]]s and its [[MRM30]] allow it to cause violent [[screenshake|screen shaking]], especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of [[Poptarting]]. If the D finds itself in closer combat, its two [[MPL|Medium Pulse Lasers]] and its two [[ERSL|Extended Range Small Lasers]] function as modest backup weapons. If the D gets in too close, it can avoid the [[minimum range]] of its MRM30 by jumping backwards with its [[JJ|Standard Jump Jets]]. The D is rounded out by one [[Free_ton|free ton]] of Ammo and a whopping seven [[DHS]] allowing for cool operation.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;El Diablo&amp;quot;''===&lt;br /&gt;
This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 450 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.&amp;lt;br&amp;gt;&lt;br /&gt;
Further attention is to be paid to plan for prolonged &amp;quot;ballet&amp;quot; during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.&amp;lt;br&amp;gt;&lt;br /&gt;
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Big-O&amp;quot;''===&lt;br /&gt;
Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Sunder G is a stealthy [[jump sniper]]. [[GECM]] helps keep the G hidden while it searches for targets. [[Standard Jump Jets]] let the G [[poke|out-poke]] extreme range snipers with its [[AC2| Three Auto Cannon Twos]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m, supported by an [[Free_ton|Extra Ton of Ammo]], followed by a pair of [[AC5|Auto Cannon Fives]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. Players are advised to [[torso twist]] or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The [[pinpoint damage]], damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against [[Vehicles]] and [[Aircraft]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder houses a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.&lt;br /&gt;
&lt;br /&gt;
Notable pilots include: TheSpaceJew - MERC, [12vr]Hammerzeitgeist - MERC, Warlord Kentax}12VR{ - MERC, firestorm - MERC and ouch &amp;quot;OEM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: OmniMech Assault &lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Sunder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=13120</id>
		<title>Mauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=13120"/>
				<updated>2022-04-09T16:14:44Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Mauler.png&lt;br /&gt;
| ImageGif = File:Mauler_spinning_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 270&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 94 900&lt;br /&gt;
| ArmorT Prime = 76 729&lt;br /&gt;
| Engine Prime = Hermes 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 300&lt;br /&gt;
| ArmorT A = 73 145&lt;br /&gt;
| Engine A = Hermes 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 102 500&lt;br /&gt;
| ArmorT B = 73 145&lt;br /&gt;
| Engine B = Hermes 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 104 100&lt;br /&gt;
| ArmorT C = 73 145&lt;br /&gt;
| Engine C = Hermes 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]] &lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 500&lt;br /&gt;
| ArmorT D = 80 311&lt;br /&gt;
| Engine D = Hermes 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 73 145&lt;br /&gt;
| Engine E = Hermes 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 73 145&lt;br /&gt;
| Engine F = Hermes 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 700&lt;br /&gt;
| ArmorT G = 69 562&lt;br /&gt;
| Engine G = Hermes 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11248&lt;br /&gt;
| Armor LRT = 9466&lt;br /&gt;
| Armor B = 6125&lt;br /&gt;
| Armor LRA = 5290&lt;br /&gt;
| Armor INT = 5078&lt;br /&gt;
| Armor LRL = 8464&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Mauler''' is an [[Inner Sphere]] [[Assault Mech]], normally specialized as a long-range fire support. While having least [[armor]] in its class and being one of the slowest Mechs, the Mauler is relatively cheap and packs tremendous firepower, allowing it to quickly disable or destroy almost any opponent. Like other Assault Mechs, the Mauler suffers from extremely slow speed and poor maneuverability, leaving it vulnerable to attacks by more agile foes, so it should rarely be deployed on the front lines, but if it must be, wise pilots would do so with an escort of lighter Mechs to provide support against speedier assets as well as to distract foes so the Mauler can unleash its firepower without being destroyed first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mauler Prime is the cheapest Mauler variant, but is no less of a threat.  Armed with 2 [[LRM15]]'s and 2 [[ERLL]]'s, the Prime variant packs a powerful and accurate long-range attack capable of disabling or destroying any targets it can find.  4 [[UAC2]]'s give it a fearsome backup array of weapons, capable of shredding lighter Mechs and [[Vehicles]], as well as giving the Mauler Prime limited anti aircraft capabilities. [[Eoptics]] allows it to accurately target and engage long range foes. 4 [[free tons]] of ammo are best used for the long range missile launchers as they will run out far more quickly than the UAC2s. Though packing quite a long range punch, the Mauler Prime only has average heat management - four [[DHS|double heat sinks]] can somewhat manage the combined heat from the ERLL and ultra autocannons.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Yamato&amp;quot;''===&lt;br /&gt;
Emphasized for longer range assault with somewhat meager close range defense, the Mauler A carries an array of very powerful weapons. Under the radar concealment of [[GECM]], the Yamato will initially surprise many foes with a massive opening volley of 40 missiles from its two [[LRM20]]s while also being hit by accurately fired high speed [[Gauss]] slugs aided by [[eoptics]]. Enemy mechs that try to close the distance under 650m will only get hit by staggering blasts from the rare [[HPPC|Heavy PPC]] that does twice the damage of a regular PPC. Backup weapons are dual [[SXPL|small X-pulse lasers]] and twin [[ERSL|ER small lasers]] that will give some protection against [[Battle Armor]], along with its [[B-Pod]]. 3 [[free tons]] of ammo give each ammo dependent weapon a reload, ensuring longer time on the contested battlefield. The 4 [[DHS|double heat sinks]] are not enough for continuous weaponry firing, so mechwarriors will have to keep a careful eye on the heat levels. The Mauler A's fearsome long range alphastrike can heavily damage even the toughest assaults in only two volleys while being able to core anything lighter.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In order to conserve heat, the Mauler B forgoes the usual [[ERLL]]s in favor of 4 [[LL]]s which, combined with two [[PPC]], places the grand majority of the Mauler B's firepower solidly focused at 700m. It can still can reach targets up to 1000m with a pair of [[LRM10]]s. The damage dealt at that range will antagonize enemies into coming in closer. Once they do, the B's dual PPCs can be brought to bear on them, blasting them with screen shake making it more difficult for them to return fire. During that time, unleash a barrage of pinpoint laser strikes from the four [[LL|Long Range Lasers]].&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Broadside&amp;quot;''===&lt;br /&gt;
The C variant, popularly known as ''Broadside'', deviates from the standard long-range fire support role emphasized in the other variants and focuses on close-range fire with a multitude of ammo dependent weaponry. Armed with a rapid firing [[UAC20]], a shotgun [[LBX20]], a heavy hitting [[MRM30]] and backed up by no less than 5 short range missile launchers (4 [[SRM2]]s, 1 [[SRM6]]) the Mauler C has incredible firepower, on par with that of much more expensive Assault Mechs, making it capable of quickly and easily destroying [[Light Mechs]], and will cause severe damage to anything that survives the the initial barrage. Unfortunately, this dizzying array of different weaponry all require different target leading due to distinct shell speeds, making it difficult to successfully alphastrike all but the slowest mechs. Also, the two free tons of ammo provide insufficient ammo for all of the ''Broadside's'' weapons, causing some of its weapons to run dry earlier than expected. As it lacks any long range weapons, defensive equipment and moves at a slow pace, mechwarriors should never find themselves on the open battlefield alone. Going into battle with a teammate that can provide electronic warfare will help its survivability.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D variant is a hard hitting close to mid-ranged mech. The dual [[PPC]]s allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad [[X-Pulse_Lasers|small x-pulse lasers]] protect it from [[Battle Armor]] and fast mechs. The mech's 7 [[DHS]] struggle to handle the combined heat for its weapons load, making it overheat if the mechwarrior doesn't watch it. Its been blessed with an extra  armor, making it considerably tougher than the other variants which can catch opponents off guard. 2 [[free tons]] of ammo help this slow mech stay in the midst of battle for a while.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rain Rain&amp;quot;''===&lt;br /&gt;
An extreme range combatant, the Mauler E sacrifices all close range firepower for maximum poking potential. A [[Light Gauss]] and 4 [[AC2]] allow it to continuously annoy targets from beyond traditional weapon range, while its [[ERPPC]] and twin [[ELRM15]] allow it to inflict real damage. It'll do all this under the radar cover of [[GECM]], immensely frustrating enemies as they get hit by shots they can't even acquire visually or electronically. 5 [[free tons]] are available for spare ammo; pilots are recommended to dedicate most of it to the hungry ELRM launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Great Fox&amp;quot;''===&lt;br /&gt;
The Mauler F is the bigger, meaner, and uglier brother to the [[Rifleman#Variant A|Rifleman A]], carrying four [[UAC5]] as its primary armament. Two [[ERLL]] give it precision long-range damage, and twin [[Tbolt5]] give it some minor screen-shake power. It carries both [[BAP]] and [[GECM]] allow it to slink about, and 4 [[free tons]] are available for ammo. As with the Rifleman, it is best suited to sitting at its max range, stripping off enemy limbs.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Inner Sphere's ultimate open-range combatant, the Mauler G carries withering [[direct fire|direct]] and [[indirect fire|indirect]] firepower at an exceptionally cheap price. Its primary armaments are a pair of arm-mounted long-ranged (950m) [[HVAC10]] and two shoulder-mounted [[LRM15]] launchers. Four torso-mounted [[ERML]] provide close to mid-range point defense. Four [[free tons]] are available for spare ammo. The Mauler G shines in open terrain, where it can endlessly pour screen-shaking high velocity autocannon shells and missile fire downrange. Mauler pilots should strive to keep the enemy at least 900 meters away, where they can unleash most of its weapons and keep their distance, since G carries only 14.5t of armor. Pilots that find themselves in mid-range engagements, will quickly overheat when using the G's lasers alongside its other weapons.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Luthien Armor Works in the Draconis Combine, the ''Mauler'' was first seen in 3050. It is actually a complete overhaul of an earlier design, the ''Daboku'', itself adapted from a House Liao design called the ''Linesman'', which was plagued by flaws in every major component. After improving every aspect of the older design, they renamed it with the designation given to it by Davion units during the War of 3039 to avoid the stigma around the ''Daboku''. Everything about the ''Mauler'' is geared towards long range battle; the AC/2s allow for a constant barrage of AutoCannon fire in addition to the long-range reach of it's two LRM launchers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3048 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mauler BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=13119</id>
		<title>Awesome</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=13119"/>
				<updated>2022-04-09T16:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Awesome.png&lt;br /&gt;
| ImageGif = File:Awesome_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 103 650&lt;br /&gt;
| ArmorT Prime = 75 076&lt;br /&gt;
| Engine Prime = Pitban XL 240&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 94 000&lt;br /&gt;
| ArmorT A = 73 471&lt;br /&gt;
| Engine A = Pitban XL 240&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 98 500&lt;br /&gt;
| ArmorT B = 75 076&lt;br /&gt;
| Engine B = Pitban XL 240&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 96 900&lt;br /&gt;
| ArmorT C = 75 076&lt;br /&gt;
| Engine C = Pitban XL 240&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[PPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 99 500&lt;br /&gt;
| ArmorT D = 78 920&lt;br /&gt;
| Engine D = Pitban XL 240&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 99 750&lt;br /&gt;
| ArmorT E = 73 471&lt;br /&gt;
| Engine E = Pitban XL 240&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 97 500&lt;br /&gt;
| ArmorT F = 73 471&lt;br /&gt;
| Engine F = Pitban XL 240&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 200&lt;br /&gt;
| ArmorT G = 75 076&lt;br /&gt;
| Engine G = Pitban XL 240&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11129&lt;br /&gt;
| Armor LRT = 7234&lt;br /&gt;
| Armor B = 6677&lt;br /&gt;
| Armor LRA = 6399&lt;br /&gt;
| Armor LRL = 8514&lt;br /&gt;
| Armor INT = 5108&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Awesome''' is a fast [[Inner Sphere]] [[Assault Mech]] with a focus on medium to long range combat. The characteristics of the Awesome, with a lower price point and good speed for its weight class, may be better compared those of a [[Heavy Mech]]. However, it distinguishes itself with exceptional armor coverage, featuring a smaller than average profile for it's weight class and more armor than even some [[Clan]] Assault Mechs. The Awesome's firepower is usually based on a heavy reliance on [[Energy Weapons]], backed up by large arrays of [[Heat Sinks]] to enable it to lay down continuous barrages with little worry for ammo depletion or heat buildup. Combined with specialized [[Ballistic Weapons|Ballistics]] or [[Missile Weapons|Missiles]], and its good speed and armor, the Awesome makes for a rugged and adaptable Mech. However, this is not without some weaknesses. The Awesome has a limited torso [[twist]] and somewhat poor maneuverability, leaving the Mech open to being easily flanked by fast vehicles. Combined with a substandard weapon array compared to it's Assault class cousins, an over-confident Awesome pilot may find themselves hopelessly swarmed if caught flat-footed. To be most effective and mitigate these problems, the Awesome should be piloted with cunning, maintaining maximum range when possible and utilising [[GECM|Guardian ECM]] and [[Passive Radar]] to remain hidden while punishing enemies from afar with sustained barrages, and treating it's superior armor as a tool to outlast counter-fire rather than as a battle-line juggernaut. It should be noted that the Awesome's weapons are mounted in a horizontal line spread across arms and side torsos making it more difficult to render an Awesome combat-ineffective, but this also means that the Awesome can be vulnerable to enemy fire before it can fire back due to the relatively low placement of its weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Awesome Prime carries a trio of [[ERPPC]]s as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twist away]] from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 10 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. Furthermore, [[Eoptics|enhanced optics]] allows easier sniping. At short range, the Prime can bring a [[MPL|Medium Pulse Laser]] and a [[SSRM4|Streak SRM4]] to bear. While only a small deterrence to most vehicles, these weapons, along with [[B-Pod]], help protect the Awesome against [[Battle Armor]] - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
One of the cheaper Awesomes, this variant is geared towards long range combat aided by its [[EOptics | Enhanced Optics]] and is particularly effective against faster targets and aircraft. Three [[ERLBL | ER Large Lasers]] forms the bulk of this Awesome's equipment, and can deliver highly accurate damage at a maximum range of 800m. This is backed up with a single [[LRM15]], which can lock on to moving targets. These weapon systems combined allows this Awesome to easily deal considerable damage to lights and mediums, though requires some additional battlefield awareness on the behalf of the pilot - LRMs require time to lock on and travel to their target, who may enter cover before they arrive, and lasers require time on target to discharge their full damage potential. Thus, pilots should deploy this Awesome in open areas to make best use of its weapons systems. The load-out is rounded out by a single [[LtGauss|Light Gauss Rifle]], enabling it to gain first strike against most other enemies and punish those trying to escape it's most effective range.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a capable short and medium range brawler that breaks from the Awesome's typical support role profile. The mech's primary armament is a pair of [[UAC10|Ultra AC10s]]. While lacking the sheer stopping power of true brawler autocannons like the [[UAC20|Ultra AC20]], it makes up for the lost damage output with greater range, fire rate and shell velocity, allowing it to place the first strike before entering short range combat and making it able to better engage fast moving targets like Light Mechs and aircraft. After blowing holes in the enemy armor from afar, the Awesome B can close and engage with four accurate [[MPL|Medium Pulse Lasers]] that can sear off components with ease. A Guardian ECM suite allows this Awesome to remain hidden until just before it reaches firing range, and protects the ungainly Mech against LRM assets. Five double heat sinks are adequate under most circumstances, though desperate firefights will require pilots to use small amounts of [[Coolant]] to stay below critical levels.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This variant uses low-tech equipment and carries a simple but deadly loadout of four [[PPC|PPCs]] and an array of 14 [[Heat Sink|Single Heat Sinks]], making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to an occaisional alpha strike. Pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their undamaged torso sides to the enemy while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults, the Awesome C should make use of its Guardian ECM suite or Passive Radar and attack stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Awesome D is a mid-range attacker that exemplifies the Awesome's role as an energy-heavy, sustained-damage support asset. This Mech's primary armament is a trio of [[LXPL|Large X-Pulse Lasers]] that can shear off significant armor over time at a decent range. To enable sustained firing of these massive heat generators, a staggering array of 15 Double Heat Sinks can dissipate tremendous amounts of heat, massively reducing the time spent between bursts and even enabling continuous fire in cold environments. Rounding out the armament is a single [[MRM20| Medium Range Missile Launcher 20]], capable of sandpapering off decent amounts of armor at a time and exposing weaknesses in armor to focus upon with laser fire. The key to using this asset is to take the flank of the main firefight under Passive Radar and exploit weak, distracted or stationary enemies, sapping their armor and assisting friendly brawlers. Do not try to take the brunt of the fight yourself - while this variant sports an extra ton of armor over most other Awesomes, this is not sufficient to counter its inability to spread damage while staring with X-Pulse fire. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Awesome E is configured for extremely long range combat, boasting a pair of [[Gauss|Light Gauss Rifles]] mounted in each arm and a pair of torso mounted [[ERPPC]]s. This Mech's Light Gauss Rifles enable it to strike targets from 1250m, out-ranging many other assets in the game, and a [[Beagle Active Probe]] enables pilots to identify potential targets at this extreme distance. Two additional tons of Gauss ammo allow the Awesome E to lay down a decently long barrage upon the enemy. At slightly shorter ranges the ERPPCs can provide powerful punch, useful for closing and knocking out targets after whittling them down with Light Gauss Rifle fire. Pilots should be careful using the ERPPCs too often though, with only 4 [[Double Heat Sinks]] to help dissipate the immense heat these weapons generate. This variant fares poorly at short range, as the long recharge time for its two weapon systems and its lesser armor can be exploited by assets carrying short range and fast firing weaponry. While its burst firepower is enough to dissuade most light vehicles, pilots should always opt to use this Mech at maximum range to avoid being jumped upon by larger assets, and use the Awesome's decent speed for its size to retreat into friendly formations once within 800m of the enemy.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This Awesome is another permutation of the A variant, downgrading it's energy weapon compliment to add tonnage to its ballistic and missile armaments. Replacing the EPPCs with a quad [[RAC2]] &amp;amp; triple [[LRM|LRM5]] provides a comparable damage output while trading range for better heat management. With a more heat and ammo efficient build, more tonnage is devoted to defensive capabilities, bringing the variant up to the standard 15 tons of armor and fitting a GECM unit. These refits bring some unique benefits to the Mech to help it excel in its support role. The LRM trio can be chainfired to frustrate attackers with screenshake while the [[GECM]] suite protects against counter-LRM fire. Four [[Free tons]] will keep it well-fed.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Nutcracker&amp;quot;''===&lt;br /&gt;
The aptly named '''&amp;quot;Nutcracker&amp;quot;''' is a medium to short-ranged Awesome variant that sustains high damage output over time. At 700m the Awesome G is able to open up with a pair of torso mounted [[PPC]]s, useful for softening up damaged targets before closing to unleash a pair of deadly [[RAC5|Rotary AC5s]], which do the brunt of the high DPS shredding. This combination of weaponry is extremely potent, as the [[RAC5|Rotary ACs]] can burn through torso sides with focused fire, while the splash damage of a follow-up [[PPC]] blast can still hit destroyed torso sides even if the enemy attempts to hide their damaged components. Against heavier targets, pilots can exploit the screen shake caused by [[PPC]]s by chain-firing them with the Autocannons, maximizing damage output while reducing the enemy's ability to return it. 4 [[free tons]] for Autocannon ammo allows the Mech to fire with impunity, though with only 7 additional low-tech [[Heat Sink|Single Heat Sinks]], firing the PPCs too readily will lead to dangerous heat buildup. Lacking any other electronics, the Awesome G is unsuited to flanking maneuvers. Instead, it should form part of a main battle line during base assaults, using its heavy armor and significant DPS to overwhelm and destroy defenders. [[B-Pod]] helps finishing off hurt [[Battle Armor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry.&lt;br /&gt;
&lt;br /&gt;
The Awesome as represented in MWLL is based off of the AWS-9M model introduced in 3049, just prior to the Clan Invasion. Featuring an upgraded XL engine and double heat sinks, the 9M was faster than the original 8Q model and replaced the original armament with three ERPPCs, two Streak SRM2s, a Medium Pulse Laser and a Small Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2665 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Awesome BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=13075</id>
		<title>Thor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=13075"/>
				<updated>2022-03-11T23:33:12Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thor.png&lt;br /&gt;
| ImageGif = File:Thor_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -24° to +40°&lt;br /&gt;
| PitchCrouch = -24° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 96 550&lt;br /&gt;
| ArmorT Prime = 64 240&lt;br /&gt;
| Engine Prime = Redline 350 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 96 200&lt;br /&gt;
| ArmorT A = 64 240&lt;br /&gt;
| Engine A = Redline 350 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 96 700&lt;br /&gt;
| ArmorT B = 61 403&lt;br /&gt;
| Engine B = Redline 350 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 99 700&lt;br /&gt;
| ArmorT C = 64 240&lt;br /&gt;
| Engine C = Redline 350 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 64 240&lt;br /&gt;
| Engine D = Redline 350 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 101 500&lt;br /&gt;
| ArmorT E = 57 620&lt;br /&gt;
| Engine E = Redline 350 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;/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;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 91 600&lt;br /&gt;
| ArmorT F = 61 403&lt;br /&gt;
| Engine F = Redline 350 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Extended Range|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 96 000&lt;br /&gt;
| ArmorT G = 57 620&lt;br /&gt;
| Engine G = Redline 350 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5852&lt;br /&gt;
| Armor CT = 9003&lt;br /&gt;
| Armor B = 5402&lt;br /&gt;
| Armor LA = 5897&lt;br /&gt;
| Armor RA = 5177&lt;br /&gt;
| Armor LE = 4501&lt;br /&gt;
| Armor INT = 3889&lt;br /&gt;
| Armor LRL = 6482&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Thor''' (Clan designation '''Summoner''') is a low-cost [[Clan]] [[Heavy Mech]] designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated [[iJJ|Improved Jump Jets]], the Thor's various configurations are well suited for a variety of engagements. While it may mount less overall firepower compared to other heavy Clan Mechs, the Thor is still a significant threat, and a pilot can compensate for any lowered firepower by using the Thor's exceptional maneuverability to his advantage. Thor variants tend to have their strongest weapon mounted on their left arm, and have more armor on this arm than on the right one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thor Prime maintains a simple and versatile load-out designed to engage targets at long to mid range, without choking when approaching shorter ranges. A [[cERPPC]] is capable of hitting targets up to 900m away, a [[cLBX10]] delivers solid hits when targets get closer to mid ranges and the versatile [[cLRM5]]s offer decent performance on almost any range. [[GECM]] gives the Prime advantage of operating on its optimal ranges without drawing too much attention. Its 1 [[free tons|Free Ton]] can keep the Prime combat effective for a good while, and 6 [[DHS]] keeps the [[heat]] buildup well in check, unless constant jumpsniping with the cERPPC is practiced.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1= Using chainfired cLRMs to keep constant pressure on the target can make returning fire more difficult.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Variant A - ''&amp;quot;Karate&amp;quot;'' ===&lt;br /&gt;
This Summoner is an skirmisher with a firing solution for any range 450m out to 900m, the main hitting fist being the overwhelming [[CDSSRM6]], in the shortest range. Most of it's weapons come to bear at 600m, so it can be used for jump sniping in the medium range, saving it's main blow for the unlucky opponents who try deal with is toe to toe. It's only 5 [[DHS]] might be heavily taxed by the extended range lasers and the hot ultra auto cannon if used in accord with the [[iJJ| Improved Jumpjets]].&amp;lt;br&amp;gt;&lt;br /&gt;
Despite sporting extended optics, and lacking any ECM, this unit is can tap into it's full potential only with active radar and in close range. Use with utmost care.&lt;br /&gt;
&lt;br /&gt;
=== Variant B ===&lt;br /&gt;
Focused on providing long- and medium-range fire support, the B variant employs a single [[HAG30|Hyper Assault Gauss/30]] - which can reach out to 1200 meters - as its main gun, whose effectiveness is augmented by the inclusion of [[EOptics]]. For anything that gets closer, the B can unleash a punishing combination of an [[HLL|Heavy Large Laser]] and a [[ATM#Standard|Standard Advanced Tactical Missile-9]]. Two free tons for ammunition allow this variant some battlefield longevity. Despite the rather large potential damage output this variant possesses, it is not without flaws. While considerably shorter ranged than the LRM5s of the Prime, the Standard ATM9 also has a minimum effective range, which pilots must keep in mind. Additionally, the HLL builds a lot of heat when used in conjunction with the other weapons, and repeated use is not recommended. Fortunately, the [[JJ#Improved Jump Jets|Improved Jump Jets]] help to maintain distance from enemies as well as traverse difficult terrain, since ideal engagement range is at ~500m. While 5 [[Double Heat Sinks]] keep heat levels fairly manageable.&lt;br /&gt;
&lt;br /&gt;
=== Variant C ===&lt;br /&gt;
While this variant can potentially outperform even the more brawl-focused Thors in close quarters, the explosive [[Gauss]] arm is a liability in such cases. Against dedicated brawlers, take advantage of your overwhelming pinpoint firepower with the [[cLPL]] to remove weapons or drill torsos. Exploit your mobility and [[iJJ]] during weapon recycle times to dance at the edge of your [[SRM]] range - that way, you can put out as much damage as possible and maximize the impact of your screenshake. This also lets you effectively kite enemies with dangerous short-range weapons like [[HSL]]s, [[UAC20]]s, [[ATM|HEATM]]s, and massed [[SRM]]s. Chaining the two SRM racks is helpful for maximizing screenshake and keeping heatspikes manageable, which enables more aggressive use of iJJ.&lt;br /&gt;
&lt;br /&gt;
=== Variant D ===&lt;br /&gt;
A brawler similar to the A, Thor D trades longer ranged weapon options for stealth.  Sporting a [[cLBX20]], 2 [[HML]]s and a shoulder mounted [[ATM#High Explossive|ATM(HE)9]], it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its [[iJJ|Improved Jumpjets]], it mounts a [[GECM]] suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 [[DHS]] are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some [[coolant]] usage. [[B-Pod]] helps deal with overconfident [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Variant E - ''&amp;quot;Xolotl&amp;quot;'' ===&lt;br /&gt;
A new take on the popular long-range fire support role, the E variant has a straight forward and simple design.  As usual, the primary weapon is mounted in the well protected left arm, in this case a [[cGauss|Clan Gauss Rifle]].  Two [[cERPPC]]s round the unit out nicely, the shoulder mounted one is great for just peaking over a rise and fading back below, or using its [[iJJ|improved jump jets]] to [[Gameplay Tactics#Poptarting|poptart]], however a total of 8 [[DHS|heat sinks]] will be main limiting factor of the fire rate.&lt;br /&gt;
&lt;br /&gt;
=== Variant F - ''&amp;quot;Tlaloc&amp;quot;'' ===&lt;br /&gt;
A straightforward long range mech, the Thor F sports three [[cERLL]] and a shoulder mounted [[ATM#Extender Range|ATM12(ER)]]. Assisted by [[EOptics]] the unit is perfectly happy standing all the way back at the edge of 900m and blasting targets with its full firepower. Extra 3 tons of ammo keeps the missile launcher fed for a long time. But even with 8 [[DHS]], pilots will often need to control the lasers' heat spikes with chain fire or smaller fire groups, especially when using the [[Jump Jets]] at the same time.&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1=Aside from being a great skirmisher, the Fox is an excellent anti-air platform. Hitting all 3 CERLL on wings will hurt even the heaviest ASF, and the ability to snap off shots without lead means you'll be able to put out that damage consistently. ERATMS fly quickly and for long distances, and thus make great finishers for fleeing ASF. Like all missiles, ERATMs hit ASF most often if you fire just as they exit their run, as they're ascending away from you. The mech's [[pitch]] isn't exceptional but the its handling characteristics combined with bursts of iJJ can usually get you a decent firing angle on ASF, or at least help you avoid the brunt of their attack run if they're focusing you. The Thor is also an exceptionally good mech for uppercutting (i.e. colliding with ASF by jumping up as they finish their dive at close range) thanks to its combination of strong jumpjets and tall frame.&lt;br /&gt;
|Writer1= - [CJF]DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
=== Variant G ===&lt;br /&gt;
A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two [[HLL]] to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its [[UAC20]], arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with [[iJJ|Improved Jump Jets]], it can be argued that it wouldn't handle the added heat. 9 [[DHS]] bring heat levels down fast enough, to the point that especially maniacal pilots could even try jumpsniping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
A heavy OmniMech with good mobility, the ''Summoner'', dubbed the ''Thor'' in the Inner Sphere, has often been unfairly compared to the ''Timber Wolf'' (Mad Cat). The ''Summoner'' handles cleanly and conversely better than its seventy-five ton counterpart, while carrying less firepower. Its main weapons load out (LB-10X AC, ER PPC and LRM 15) gives it hitting power at all ranges, but little staying power once the ammunition runs out, a common trait to most of its base configurations. The 'Mech originated with the Jade Falcons, and remains a popular design in the heavy and assault clusters of the Falcon ''touman''.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2872 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Summoner_%28Thor%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=13074</id>
		<title>Novacat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=13074"/>
				<updated>2022-03-11T23:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Novacat.png&lt;br /&gt;
| ImageGif = File:Novacat_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 105 000&lt;br /&gt;
| ArmorT Prime = 64 800&lt;br /&gt;
| Engine Prime = 280 XL Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&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;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 98 000&lt;br /&gt;
| ArmorT A = 64 800&lt;br /&gt;
| Engine A = 280 XL Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&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;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 100 500&lt;br /&gt;
| ArmorT B = 64 800&lt;br /&gt;
| Engine B = 280 XL Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 86 500&lt;br /&gt;
| ArmorT C = 64 800&lt;br /&gt;
| Engine C = 280 XL Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 103 300&lt;br /&gt;
| ArmorT D = 64 800&lt;br /&gt;
| Engine D = 280 XL Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM12 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 106 500&lt;br /&gt;
| ArmorT E = 64 800&lt;br /&gt;
| Engine E = 280 XL Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 650&lt;br /&gt;
| ArmorT F = 64 800&lt;br /&gt;
| Engine F = 280 XL Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 000&lt;br /&gt;
| ArmorT G = 64 800&lt;br /&gt;
| Engine G = 280 XL Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLBX5]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6361&lt;br /&gt;
| Armor CT = 9785&lt;br /&gt;
| Armor B = 5871&lt;br /&gt;
| Armor LRA = 5871&lt;br /&gt;
| Armor INT = 4110&lt;br /&gt;
| Armor LRL = 6850&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Novacat''' is a [[Clan]] [[Heavy Mech]] focused mainly on [[Energy Weapons]], making it one of the few [[Mechs]] that rarely requires ammo.  The Novacat is quite slow, but carries respectable [[Armor]] and devastating mid- to long-range [[Weapons]], making it an excellent fire-support Mech. The massive [[heat]] generated by the full arsenal of Energy Weapons is efficiently dealt with by a gigantic array of [[Double Heat Sinks]]; most Novacat variants come equipped with sufficient DHS's, giving it some of the most incredible heat dissipation abilities of any unit. All but one Novacat variants also come equipped with [[Eoptics]] allowing them to spot and engage targets at long-range effectively.  While more than capable of dealing with any Mech at nearly any range, the Novacat has a notable weakness: all its firepower is carried on its arms, meaning that a few well-aimed shots can rob the Novacat of its offensive power, rendering it a very expensive walking target.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Novacat Prime carries an impressive mixed array of long-range Energy Weapons.  On its [[Armor|Right Arm]] are mounted 2 [[CERPPC]]'s, and on the [[Armor|Left Arm]] are 3 [[CERLL]]'s, giving it fearsome long-range firepower.  By carefully managing its rate of fire, the Prime Variant can output a non-stop barrage at any target in range, using the CERPPC's to disorient pilots and deal heavy damage while the CERLL's dissect enemy units with pin-point accuracy.  It should also be noted that when the 3 CERLL's are fired as a group, even a glancing hit will kill enemy [[Battle Armor|Battle Armors]] outright, making the Novacat Prime a deadly BA sniper. As all these weapons generate extreme amounts of heat, careful fire disciplined must be maintained despite the large amounts of Double Heat Sinks; [[Coolant]] should be used when appropriate to rapidly dissipate waste heat and minimize heat damage.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Novacat A's weaponry consists of 3 [[CERLL]] and one [[cGauss]] giving it extremely precise firepower put to 900 meters. When carefully [[Combat Guide#Chainfire|Chainfired]], the heat generated by all 3 [[Lasers]] can be managed by the Novacat DHSs. Alpha-striking without cooldowns will require frequent coolant flushes though. Coupled with the inherent accuracy of the Lasers and fast projectile speed of the gauss round, this allows the A variant to strip the limbs off of enemy Mechs in rapid order. It should be noted that when positioned properly, and when running in [[Passive Radar]], the Novacat A can deal relatively stealthy damage, as the heads-up damage indicator for Lasers can be hard to notice in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Perhaps the most extraordinary Novacat variant, this configuration utilizes [[MASC]] to dart relatively quickly in and out of engagements against slower opponents. The Novacat B cuts down on firepower and range by mounting only 2 [[CLPL|Large Pulse Lasers]]. The Novacat B rarely has heat issues due to both the reduced heat generated by [[CLPL|Large Pulse Lasers]] and 9 Double Heatsinks; this makes the B variant much better for hot maps like [[Maps#Inferno|Inferno]] and day-time maps like [[Maps#Extremity|Extremity]] than other energy-heavy units. This Cat preferred tactic is to keep its distance from enemies while unloading a full burst with it's HAG30 backed by 2 [[free tons]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Novacat fills the role of the least expensive, long range and cool running variants well. Repeated alpha-strikes from the Novacat C are possible and synergize decently as both the overheat warning on the [[UAC5]]s and heat warning of the group fired [[ERLL]]s are reached at roughly the same time. Pilots should keep the range open as the overall damage output is not as high as the other 'cats.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A mix of [[ATM|ATM12 (HE)]] Missiles and [[Heavy_Lasers|heavy lasers]] with various ranges and recharge times can make this variant look at first glance a complete mess... until you get into it and realize the almost continual alpha-striking capability it has due to its 15 [[DHS]]!  The damage output is staggering! Unfortunately, this variant requires quite a bit of face time, so a wise opponent will aim for its heavy laser right arm. Protecting it with timed torso twists away from the enemy is key for victory on the battlefield. [[BHP]], [[GECM]] &amp;amp; [[EOptics]] assist in getting close to the battle.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Running Mack Smash&amp;quot;''===&lt;br /&gt;
Similar to the B in both range and tactics, the Novacat E, nicknamed '''''&amp;quot;Running Mack Smash&amp;quot;''''', is a long range twin [[ERPPC]] sniper which can quickly close the distance to its prey under the cover of [[GECM]] and unleash the devastating [[UAC20]] blasts. Mechwarriors should watch their heat output as its 7 [[DHS]] are inadequate to keep the mech cool when using [[MASC]] and even chain-fired ERPPC shots. [[B-Pod]] helps with pesky [[Battle Armor]] that dare get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Figgis&amp;quot;''===&lt;br /&gt;
Figgis, is one of two Novacat variants to use long range missiles. Pilots should enable chain fire for both weapon groups and keep their prey at long range under constant barrage from its four [[LRM5]]s, while blasting them with its two [[ERPPC]]s. The screen shake caused by all of the F's weapons can easily throw off any long range sniper's shots. This variant is also quite cool-running as it has 12 [[DHS]].[[B-Pod]] helps with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant G- ''&amp;quot;G-sus&amp;quot;''===&lt;br /&gt;
Mixing twin [[cERPPC|clan extended range PPCs]] with triple [[cLBX5]]s may seem strange to some till they note the identical 900m range for both energy and ballistic weapons.  The Novacat G still fulfills its roll as a multi-role sniper which excels in screenshake and eats away at tank's and ASF's armor with its LBXs.  Strict heat management by chain firing the [[cERPPC]]s is absolutely required while staying at long range to maximize this variants potential.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created after the battle of Tukayyid in 3052 by its namesake, Clan Nova Cat. It's based loosely on the Night Gyr, a Jade Falcon design. The basic components of the design along with the fact that it's an OmniMech gives it large amount of room for a large amount of heat sinks it uses in most variants. Clan Nova Cat is known for its sharpshooters, and this mech is no different. Built for long-range combat, the Primary variant fields exclusively long ranged energy weapons.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3059 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Nova_Cat_(OmniMech)  BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Loki&amp;diff=13073</id>
		<title>Loki</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Loki&amp;diff=13073"/>
				<updated>2022-03-11T23:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Loki.png&lt;br /&gt;
| ImageGif = File:Loki_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 10&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 98 225&lt;br /&gt;
| ArmorT Prime = 50 551&lt;br /&gt;
| Engine Prime = Fusion 325 XL &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 88 750&lt;br /&gt;
| ArmorT A = 56 247&lt;br /&gt;
| Engine A = Fusion 325 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 85 800&lt;br /&gt;
| ArmorT B = 50 551&lt;br /&gt;
| Engine B = Fusion 325 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Standard|ATM3 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 81 300&lt;br /&gt;
| ArmorT C = 50 551&lt;br /&gt;
| Engine C = Fusion 325 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 95 600&lt;br /&gt;
| ArmorT D = 56 247&lt;br /&gt;
| Engine D = Fusion 325 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 87 100&lt;br /&gt;
| ArmorT E = 50 551&lt;br /&gt;
| Engine E = Fusion 325 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 84 400&lt;br /&gt;
| ArmorT F = 52 448&lt;br /&gt;
| Engine F = Fusion 325 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 78 300&lt;br /&gt;
| ArmorT G = 52 448&lt;br /&gt;
| Engine G = Fusion 325 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Extended Range|ATM6 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4599&lt;br /&gt;
| Armor CT = 7076&lt;br /&gt;
| Armor B = 4245&lt;br /&gt;
| Armor LRA = 4069&lt;br /&gt;
| Armor RE = 2830&lt;br /&gt;
| Armor INT = 3057&lt;br /&gt;
| Armor LRL = 5095&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9}}&lt;br /&gt;
&lt;br /&gt;
The '''Loki''' (Clan designation '''Hellbringer''') is a [[Clan]] fire support and electronic warfare [[Heavy Mech]]. Every Loki variant is equipped with [[LAMS]] unit and nearly each variant comes with an impressive array of various additional equipment. Typical Loki variants mount multiple weapon types ranging from [[CGauss]]s to [[MG]]s. Its greatest weakness is its lack of armor, which is on a level of medium mech; a Loki can't stand up to sustained fire for long.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Loki Prime is an excellent hide-and-seek Mech. Equipped with [[GECM]] and [[BAP]], it is capable of detecting enemies far before they have any chance to spot it, and with its [[C3]] system, it is capable of relaying target data to nearby allies, making the Prime a powerful electronics warfare unit. Furthermore, it can provide limited cover against enemy missiles with its twin [[LAMS]]. At 900 meters its pair of [[CERPPC]]s can deal some serious damage, and its three [[CERML]] and [[CSSRM6]] give it supplementary firepower as enemies close the distance. A pair of [[MGun]]s and single [[B-Pod]] allow the Prime to hunt [[Battle Armor]].&lt;br /&gt;
&lt;br /&gt;
With its all-range weaponry and plethora of electronics, the Loki Prime makes an excellent platform for hunting [[Gameplay Tactics#LRM camping|LRM campers]] and [[Long Tom Artillery Tank|Long Toms]]. Missiles take longer to lock on a GECM-equipped Mech, and an artillery piece would never see it coming.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Loki's A variant is a general mid- to long-range support unit. While it carries far less in the way of electronics compared to the Prime, it carries a wide breadth of weaponry to make up for this. For combating enemy units at maximum range, the Loki A carries a pair of [[CERLL]] supplemented by a single [[CLRM15]]. For additional damage, this variant also carries a pair of [[CUAC5]]s, though these are less effective at dealing burst damage compared to the lasers and missiles. However, these can be paired up with the dual MGuns to be used in BA hunting and, when crouched, allow the Loki A to act somewhat as an AA platform.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Loki B is a long range support Mech, designed to stay right behind the heavy support units. Its primary firepower comes from the [[CGauss]], capable of delivering a powerful blow to enemies at range. In addition, it carries dual [[CLPL]] and twin [[ATM3]]s for additional long-range firepower and limited AA capabilities. Best used as a relatively quickly moving long range harasser, pilots should reposition before return fire can penetrate the Loki's relatively thin armor.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is a departure from previous variants in that it focuses purely on close-range brawling rather than ranged warfare. It achieves this through a [[CLBX20]] and a [[CLBX10]], which, when combined, can deliver incredibly powerful blows at close-range, with a pair of [[CMPL|clan medium pulse lasers]] and an [[ATM6#High_Explosive|ATM6 (HE)]] giving supplemental firepower. The Loki C also carries only 1 free ton for additional ammunition, typically used for the CLBX20 to give it somewhat adequate time in the battle zone. However, the Loki C can be seen as somewhat lackluster in the role of outright brawling because, like all Loki variants, the C does not carry enough armor for extended engagements, and certainly not enough to stand up against the firepower it is likely to face when facing enemies up close. Thus, hit and run tactics are best used against similarly sized but often heavier armored opponents.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Loki D is a quick hitting close-range support unit. This variant is also equipped with [[AECM]] allowing it to protect nearby friendly units. It also has dual [[LAMS]] to lessen the threat of incoming missiles as well as an extra ton of armor compared to the other Loki variants. Unlike the C, the D is equipped primarily with close-range weapons. Its repertoire consists of a singular [[CDSSRM6]] and quad [[CHML]]. These lasers are capable of dealing great damage if they can be kept on a specific component of the enemy unit during their firing duration. The mech also has [[MASC]] to sprint at the cost of generating heat. Even with 9 DHS, the mech struggles to manage its heat, especially when using MASC. Additionally, the Loki D carries a pair of [[Flamers]] for protection against [[Battle Armor]] and to make other mechs feel toasty. Stay close and use your superior speed to rush in unexpectedly, while providing cover to your friends with AECM. When fighting this mech, keep it isolated if possible, as its armor is not strong enough to last long, and its effective range is quite short. Consider grouping the heavy medium lasers in two groups to better manage their massive heat spikes.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E is a very powerful, mid-range weapons platform with substantial brawling capabilities. While the E lacks armor, it more than makes up for it with speed and range. The primary armament is a pair of [[CUAC10]]s, able to hit targets out to 650m. This is supplemented by a pair of [[ERML]]s. [[GECM]] and [[LAMS]] provide cover from missiles and improve the E's chances of getting close enough to use its weapons and help it escape from combat. Once its within 450m, the E also has a [[CSSRM6]], helpful for securing kills with its splash damage. The E's [[Mgun]]s are a bit of an afterthought, but can be useful to prevent [[BA]] from healing and can be useful in fights were [[torso twisting]] isn't necessary.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This Loki is a cooler-running and cheaper alternative to the fantastically expensive Prime loadout. The F drops one [[CERPPC]] and some of its electronics in favor of a pair of [[CLRM10]] racks and three additional [[CERML|clan extended range medium lasers]]. Both [[MG]]s are removed to provide more [[DHS|double heat sinks]], 11 in total, providing the dissipation necessary to run this 'Mech to its limit. [[B-Pod]] helps dealing with enemy [[Battle Armor]] These changes move the Loki F into a fire support-based role and away from a pure sniper setup. Unfortunately, it shares the same relatively fragile armor as the prime and thus, this 'Mech should attempt to stay behind the cover of front-line mechs and its own [[GECM]], providing detailed tactical information via its [[C3]] radar to allies. With no spare tonnage for reloads, the Loki F will be forced to retreat for reloads during extended deployment in a long-ranged capacity.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Another medium to long range variant, the G's twin [[CLBX10]]s, dual [[CERML]]s and potent [[ATM9#Extended Range|ATM9 (ER)]] launcher enable it to soften up land targets or air assets at range. Further long range harassment is done by 3 [[MGun|machine guns]]. Equipted with [[AECM|Angel ECM]] for protecting fellow teammates by reducing their radar signature, [[EOptics|Enhanced Optics]] for battlefield surveillance and [[C3|C3 Command Unit]] which relay radar information, this inexpensive Loki is best kept around allies. Due to it's loadout this unit will run hot and the lack of additional heatsinks care must be taken with heat management.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Loki was an unannounced Mech released with 0.3.0, though one of the development team members leaked the information about it to the community some time before its implementation. No press releases appeared about this Mech before the final release, unlike the other new units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan Hell's Horses creators as the Hellbringer, this Mech has been described in the Inner Sphere as &amp;quot;an utterly mad configuration&amp;quot;. Most commonly used in Clan Jade Falcon, the Loki is an electronic marvel equipped for long-range or antipersonnel combat.&lt;br /&gt;
&lt;br /&gt;
Its primary configuration mounts two CERPPC, three CERML, two Anti-Personnel pods on each leg, an AMS system, and an impressive set of electronic equipment including Guardian ECM, a Beagle Active Probe, and three tons of Targeting Computers. This 65 ton OmniMech could be seen in all types of missions except reconnaissance.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2926 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://sarna.net/wiki/Hellbringer BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13072</id>
		<title>Cauldron-Born</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=13072"/>
				<updated>2022-03-11T23:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Cauldron-Born.png&lt;br /&gt;
| ImageGif = File:Cauldron_Born_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -30° to +35°&lt;br /&gt;
| PitchCrouch = -30° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 800&lt;br /&gt;
| ArmorT Prime = 60 835&lt;br /&gt;
| Engine Prime = 325 XL Fusion&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[BPod]]&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; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 89 700&lt;br /&gt;
| ArmorT A = 60 835&lt;br /&gt;
| Engine A = 325 XL Fusion&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 94 100&lt;br /&gt;
| ArmorT B = 58 951&lt;br /&gt;
| Engine B = 325 XL Fusion&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 91 100&lt;br /&gt;
| ArmorT C = 60 835&lt;br /&gt;
| Engine C = 325 XL Fusion&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 60 835&lt;br /&gt;
| Engine D = 325 XL Fusion&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CERSL]]&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; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 90 700&lt;br /&gt;
| ArmorT E = 60 835&lt;br /&gt;
| Engine E = 325 XL Fusion&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CSRM2]]&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; 7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 900&lt;br /&gt;
| ArmorT F = 60 835&lt;br /&gt;
| Engine F = 325 XL Fusion&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERSL]]&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; 4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 600&lt;br /&gt;
| ArmorT G = 60 835&lt;br /&gt;
| Engine G = 325 XL Fusion&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8118&lt;br /&gt;
| Armor LT = 6291&lt;br /&gt;
| Armor RT = 6291&lt;br /&gt;
| Armor B = 4871&lt;br /&gt;
| Armor LRA = 3978&lt;br /&gt;
| Armor INT = 3507&lt;br /&gt;
| Armor LRL = 5845&lt;br /&gt;
| Armor RE = 2922&lt;br /&gt;
| Armor LE = 2922&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
By Operation BULLDOG the Cauldron-Born (Clan designation ''Ebon Jaguar'') made up a large proportion of the heavy 'Mechs of the rebuilding Smoke Jaguars, and following their Annihilation the design proliferated the remaining Clans, save the Jade Falcons Wolves and Coyotes who continued to favour the Hellbringer.  Following the Wars of Reaving the Ebon Jaguar had finally supplanted the Hellbringer in most Homeworld Clans save the Coyotes who remained loyal to redeeming the honor of their design&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
From the far reaching [[cLRM10]], dependable [[cGauss]], the trusty [[LBX5|Lubalin auto cannon]], over the [[ERML]] duo down to the (only) 350 meter far reaching [[cSRM4]] missile launcher, this unit's firing solution has ever more weapons at disposal as the enemy draws near. Of all that arsenal only the [[cLRM]] mandates the use of active radar on the longer range, this might designate this unit stealth capable to a high degree. The main problem might be to most efficiently group the various weapons on the usual three weapon groups.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main selling point is the versatile arsenal, not heavily taxing the heat sinks while offering quite some punch from long to close range.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main drawback is the riddle of grouping its versatile weapons arsenal to least possible weapon groups. Combining the identically ranged [[LBX5]] with the [[CGauss]] on the 1st group, while the twin [[cERML]] falls on the 2nd, the [[cLRM10]] on the 3rd while the [[cSRM4]] occupies the last group will help maximize the Prime's potential. [[B-Pod]] helps with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Cauldron-Born's A variant is a powerful [[brawler]] with excellent [[skirmisher|skirmishing]] abilities. A [[cUAC20]] in the right arm and [[cSRM6]] in the right external are a devastating combination of raw damage and [[screenshake]] within 350m. Twin [[HMG]]s in the left arm serve as heatless auxiliary weapons with [[DPS]] maximized within 350m. A pair of [[cERLL]]s - one in the left arm and one in the left [[external]] - provide reliable, low-exposure pinpoint damage out to 900m, enabling the [[asset]] to safely contribute to long-range engagements and chip down slower or shorter-ranged enemies before closing in for the kill. The ERLLs' long cycle time makes them suboptimal in extended brawls, but their [[burst damage]] is considerable, and six [[DHS]] allows them to be [[alpha strike|alpha struck]] or [[chain fire|chained]] quickly even when used in tandem with the UAC20 and SRMs. Ammunition can become an issue for the asset in extended close-quarters fights, however. The UAC20 will chew through the A's [[free tons|extra ton]] of ammo quickly, and the SRM6 can also run dry in just over a minute if used continuously.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The asset worthy of an true lance commander - two [[CERLL]] that punish up to 900m afar - with pinpoint and hit-scan accuracy. Even further the two [[CLRM15 ]] Locks On out to 1000m and travel 1470 meters, combined with [[CNARC]] up to 700 meters, provides for control for who's NARC-ed and who's not. However, the [[TAG]] with a reach of 1300 meters facilitates prolonged target designation even in events of NARC disruption. [[EOptics]] and [[BHP]] ensure hunting will be a pleasure while the five [[DHS]] help to keep things cool. Three [[Free tons | Free Ton]], one additional ton for the [[CNARC]]s and two for the CLAM15s.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Focusing on precision medium range skirmishing, the C variant packs a [[HAG30]] for long range deterrence or shorter range component removal. Two [[ATM6]] bring splash damage and cockpit shake inside 750 meters. Once shorter distances have been achieved, a duo of [[CMPL]] &amp;amp; 2x [[ERSL|Extended Range Small Lasers]] rapidly exploit the holes punched by the HAG and ATMS. This variant shines at the 400-600 meter range, preferably using cover to approach to bring all it's weapon types to bear. The single spare ton of ammo rack space should always be dedicated to the HAG as it is deadly at any distance.&lt;br /&gt;
&lt;br /&gt;
Care must be taken that opponents do not get inside the ATM-6's 125 meter arming range, though careful pilots can use the HAG to devastating effect at short distances.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Cauldron-Born D is a volatile [[brawler]] with supplemental long-range flexibility. The D's most powerful weapons are a [[cLBX20]] in the right arm and a [[cERPPC]] in the left [[external]]. A [[spare ton]] of ammunition for the LBX20 extends the asset's battlefield longevity. Four [[cERSL]]s in the left arm provide rapid-cycling pinpoint damage within 450m, complementing the LBX20's [[burst damage]] in that range bracket. Two [[cLRM10]]s in the right external can effectively deter or suppress longer-ranged opponents while on approach, especially when paired with ERPPC shots timed to disrupt the aim of [[alpha strike|high-alpha]] [[skirmisher|skirmishers]]. In closer quarters, the two missile launchers offer modest [[screenshake]] when [[chainfire|chainfired]]. Five [[DHS]] struggle to keep the mech cool while in optimal weapons range, so in order to keep [[heat]] under control in sustained combat, it's necessary to fire the hottest weapons (namely the LRMs and ERPPC) more sparingly than their cycle time allows. A quick flush of coolant allows for instantaneous bursts of damage and screenshake as necessary in a pinch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Managing heat is essential to getting the most out of the Cauldy D. The cLBX20 and a single cLRM10 each produce approximately 75 heat when fired, all four cERSLs produce 112 heat, and the cERPPC produces 265 heat. When modulating weapons fire in sustained close-quarters combat, always prioritize the cLBX20 over everything else - it's the most damaging and most heat efficient weapon in the variant’s arsenal. The cERPPC's fire priority is highly situational, but in short it’s best used to soften up targets during opening volleys, then kept in reserve to deliver instantaneous screenshake against high-alpha enemies lining up their shots, for opportune angles to hit multiple components with splash, or to deliver killing blows against targets with a destroyed side torso or shielding a critically damaged center torso. Quad cERSLs have much higher pinpoint DPS than the cERPPC or cLRMs and should be prioritized when specific components need to be drilled. On paper, the cLRM10s are the coolest weapon in the variant's loadout, but the heat buildup from missile weapons takes longer to dissipate since heat is added as each missile leaves the launcher, instead of all at once like energy weapons. In optimal weapons range where rapid dissipation and focused damage is paramount, cLRMs should thus be prioritized last unless sustained screenshake is necessary, e.g. against a dangerous high-alpha asset while the cERPPC is on cooldown, or against an extreme DPS asset like a RAC Partisan (assuming there are no ways to quickly break contact and exploit your high alpha with hit-and-runs).&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E fields a wide array of short to medium range weaponry. Two [[ERML]]s don't make the E able to [[poke]] with much effectiveness, nor does the [[UAC10]] support this strategy at 650m. But once the E is within 600m, the combination of these two weapons with a [[CHLL]] make it a vicious medium-range mech. Due to the lead time on the UAC10, the E becomes easier and easier to aim as targets come in closer. To improve the accuracy of the UAC10 at medium-range, fire it after the HLL is finished firing, then fire the HLL again while the UAC10 is [[Ballistic_Weapons#Weaknesses|cooling down]]. The ERMLs can be fired whenever there is enough [[heat|heat capacity]] to do so.&lt;br /&gt;
&lt;br /&gt;
Opponents that come in too close will face four [[CSRM2]]s. And at that range the E can better focus its UAC10 on individual [[armor|components]] making it much more formidable at close ranges. The four SRM2s can be group fired to help with [[damage spreading]] between volleys or can be chain fired for maximum [[cockpit shake]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Saito&amp;quot;''===&lt;br /&gt;
Nicknamed '''''&amp;quot;Saito&amp;quot;''''', a sibling to the [[Vulture#Variant E|Vulture E]], this 'Mech is also an [[SSRM]]-boat. It trades the two [[DSSRM6]] racks of the Vulture for a trio of [[CSSRM4]]s, giving slightly more shots before requiring a reload, while trading the [[MPL]]s for a [[HAG20]]. The two [[ERSL]]s are retained on this 'Mech and are useful for delivering the last couple points of damage to score a kill. Generally, this Cauldron Born will perform slightly better in a brawl due to the additional screenshake and burst capability of the HAG. It pays for that in having inferior mobility in comparison, slightly less ammo and being more expensive.&lt;br /&gt;
&lt;br /&gt;
Overall, the F will give you slightly more durability and greater punch for a similar heat profile to the Vulture E, provided you can afford it.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;ChiliDog&amp;quot;''===&lt;br /&gt;
The '''''&amp;quot;ChiliDog&amp;quot;''''' is unique among heavy 'Mechs -- it carries an impressive array of close combat weapons, starts at an unaided 86 km/h top speed, maxes out at 120 km/h  aided top speed using [[MASC]], and [[GECM]], giving it incredible, stealthy, mobility. The G fills a role that [[Loki]]s and [[Novacat]]s with MASC cannot fill. It is an excellent [[backcapper]] and an amazing choice when a [[Black Lanner]] isn't enough firepower in the late game. The G's short-ranged loadout, featuring two [[MPL]]s, two [[HML]]s, a pair of [[SRM4]]s and a shoulder-mounted [[ATM9]] with HE rounds, provide a massive short-range punch. Its eight impressive [[DHS]] allow it to backcap with amazing speed, rapidly flank opponents, run down fleeing targets, charge into a battle from unexpected angles, or maintain nearly continuous fire while sipping [[coolant]]. Just be careful about getting into a turning circle battle where the Cauldron-Born's poor turn rate will often force you to slow down to keep your target in your HUD, sacrificing your mobility and making you an easier target. Instead, try breaking line of sight with MASC while using its 200* torso rotation to spread damage, turn around under cover or amongst allies and run back into the battle guns blazing. &lt;br /&gt;
&lt;br /&gt;
Although not capable of as much [[DPS]], the G can still bring substantial firepower on hot maps and other maps where cooling is slow like [[TC Inferno|Inferno]] and [[TC SiriusV|Sirus V]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3049 to address flaws in the venerable Hellbringer, by Operation REVIVAL the Ebon Jaguar had only just started to spread through the Jaguar's touman with the Inner Sphere first encountering the design during the Battle of Luthien. Facing it for the first time when engaging the First Jaguar Guards Cluster in the Kado-Guchi Valley, the 'Mech's ability to take damage and remain operational led the Inner Sphere warriors who fought it to call it the Cauldron-Born after the unstoppable zombies of Irish myth. Paradoxically many of the other Clans also used the Inner Sphere Cauldron-Born reporting name, having first learned detailed information of the design from Inner Sphere sources.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3049 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ebon_Jaguar_(Cauldron-Born) Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=13071</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=13071"/>
				<updated>2022-03-11T22:56:32Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order/Adding 1xTAG to Vulture G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 661&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 400&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 81 450&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]], picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]; and with steady aim- it can quickly ground enemy [[Aerospace]]. Four free tons for ammo and an extra ton of [[Armor]] give it considerable longevity on the field, but its two [[cSRM2]]s aren't enough to sustain it in a brawl- as much as to blast a landed [[Battle Armor]] and disrupt foes aim in crucial moments with Chain Fire mode. It's the enemies mistake to focus this mech's side torsos, with it's destruction only comes a loss of one measly [[cSRM2]] launcher, and any destroyed torso can be easily [[Gameplay_Tactics#Twisting_and_Damage_Spreading|hidden]] with this variants protruding center torso and 360 torso [[twist]]. Pilots of this variant should watch for foes that focus on the the real threat of this mech; it's arms- and fast [[Light Mechs]] that can dodge between Gauss shells and shrug off SRM blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso [[twist]] makes this a particularly mean variant on wide open maps due to ease of [[kiting]] slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Almost a brawler's dream come true, the E variant has nearly everything you could ask for in a close range variant; only missing MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, but the 3 [[DHS]] will struggle to manage your whole arsenal's heat production for long, though. This variant is capable of standing against many other brawler 'Mechs in its weight class and price bracket with an extra 2 tons of [[Armor]] and weaponry, and it will effortlessly bulldoze anything smaller than it in mere seconds as long as there's coolant to spare.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single [[CLBX5]] and a single [[CERPPC]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso [[twist]] of this asset allows it to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread damage]] all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm. Notable Pilots - Floodinator - MERC, Nytmare - MERC, NekoWarrior - IS&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=13070</id>
		<title>Thanatos</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=13070"/>
				<updated>2022-03-11T22:51:55Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thanatos.png&lt;br /&gt;
| ImageGif = File:Thanatos_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +49°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 100&lt;br /&gt;
| ArmorT Prime = 68 325&lt;br /&gt;
| Engine Prime = PlasmaStar 375 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 700&lt;br /&gt;
| ArmorT A = 65 128&lt;br /&gt;
| Engine A = PlasmaStar 375 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 800&lt;br /&gt;
| ArmorT B = 65 128&lt;br /&gt;
| Engine B = PlasmaStar 375 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 89 600&lt;br /&gt;
| ArmorT C = 69 926&lt;br /&gt;
| Engine C = PlasmaStar 375 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 92 300&lt;br /&gt;
| ArmorT D = 69 926&lt;br /&gt;
| Engine D = PlasmaStar 375 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 87 600&lt;br /&gt;
| ArmorT E = 65 128&lt;br /&gt;
| Engine E = PlasmaStar 375 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 84 650&lt;br /&gt;
| ArmorT F = 65 128&lt;br /&gt;
| Engine F = PlasmaStar 375 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 86 500&lt;br /&gt;
| ArmorT G = 65 128&lt;br /&gt;
| Engine G = PlasmaStar 375 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10921&lt;br /&gt;
| Armor LRT = 6760&lt;br /&gt;
| Armor B = 6240&lt;br /&gt;
| Armor LRA = 5460&lt;br /&gt;
| Armor INT = 4493&lt;br /&gt;
| Armor LRL = 7489&lt;br /&gt;
&lt;br /&gt;
| Version145 = 0.14.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Thanatos''' is a large, powerful, [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. With its heavy armor, wide array of [[Weapons]], and high speed and maneuverability for an IS heavy Mech, with 360° torso [[yaw|twist]], the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of [[Equipment]], making it a very adaptable [[Mechs|Mech]] capable of excelling in nearly any combat situation. Particularly, '''EVERY''' Thanatos come with hard mounted [[GECM]], making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s.  This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly.  [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities.  The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Big Iron&amp;quot;''===&lt;br /&gt;
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty [[HGauss]].  Supplemented by 4 [[ERML]]s, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added [[LAMS]] and [[GECM]] systems also afford it decent survivability. [[iJJ|Improved Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra [[DHS|Dual Heat Sinks]], and though carrying 2 [[free tons]], ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is its greatest strength - The Heavy Gauss mounted on its left arm is a very easy target with little armor, it is the first thing observant pilots shoot at. After losing its primary gun, this variant becomes relatively harmless. Players are advised to regularly [[damage spreading|spread damage]] to the A's right side. For players not needing the A's impressive maneuverability, the [[Avatar#Variant C|Avatar C]] may be a better choice, as it retains far more firepower after losing its Heavy Gauss arm. Players that don't need the extra armor or jump jets may find the [[Avatar#Variant C|Avatar C]] to be a better, more heavily-armed choice.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The [[Inner Sphere|Inner Sphere's]] only part time Arrow boat, the Thanatos B sports a single [[ArrowIV]] launcher, backed by a duo of [[LBX2]] and an [[ERLL]]. The Arrow launcher, with all of its quirks, forces the asset's operation to revolve around it. This mean you will need a forward observer to direct your artillery fire, or a vantage point that affords you to crouch in order to get a manual lock. An iNARC launcher allows the variant to attach targeting beacons to targets 900m out. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1350m away with its autocannons and out to 800m with its [[ERLL]]. In practice, its 2 [[DHS]] mean significant heat issues, especially when taking its [[JJ|Jump Jets]] into account, which are better off being used by themselves while getting into position or escaping, rather than for jumpsniping purposes.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Judo&amp;quot;''===&lt;br /&gt;
The ''&amp;quot;Bully's&amp;quot;'' flying twin brother, separated at birth, the '''&amp;quot;Judo&amp;quot;''' sports an onslaught of rattling close range firepower. The Judo caries the [[AC20]], a most formidable ballistic weapon by itself, accompanied by a trio of [[LPPC]]s and a modest [[SSRM6]]. All three weapons deliver considerable [[screen shake]]. Four [[DHS]] help keep the Judo running cool while firing all of its weapons and enable the Judo's [[Improved Jump Jets]] in a pinch. It is strongly advised to [[chain fire]] the Judo's Light PPCs to aid in cooling and to provide continual screen shake. Two [[Free tons]] of ammo give the Judo substantial staying power. One ton of AC20 ammo and one ton of SSRM ammo should be sufficient. While the Bully is capable of laying down much greater [[burst damage]] and [[DPS]], the Judo's continual screen shake gives it an even longer lifespan on the battlefield beyond what its extremely heavy armor would otherwise grant it.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Bully&amp;quot;''===&lt;br /&gt;
Nicknamed '''&amp;quot;The Bully&amp;quot;''' , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. The Bully is equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other, and a trio of [[MPL]]s split evenly between its side torsos and LBX arm. Four [[DHS]] give the Bully reasonable cooling, but players will often find themselves having to choose between firing the MPLs or expending some [[Coolant]]. The remaining tonnage is enough for 3 [[free tons]] of ammo and can keep its weapons fed for a good while, without completely relieving it of ammo woes. Players are advised to purchase one ton of LBX ammo and two tons of SRM ammo. The Bully's [[DPS]] is so high that it can often take on [[Assault Mech]]s and live.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This one is as &amp;quot;[[Gameplay Tactics#Poptarting|poptart]]&amp;quot; as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Standard Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While the F is the cheapest Thanatos variant available, it is by no means worth overlooking. The F can easily pump out damage on par with its more popular and expensive brothers. The [[LRM20|Long Range Missile 20]] is nothing to scoff at, delivering [[screen shake]] and whittling away the [[armor]] of approaching enemies. The F relies on its [[GECM]] to protect it from enemy radar during the LRM20's long [[lock on]] time, which itself is somewhat shortened thanks to [[BAP]]. Providing some minor medium range damage, the F has two [[ERML|Extended Range Medium Lasers]]. Once the F comes into brawling range, its two [[ERSL|Extended Range Small Lasers]] and massive [[UAC20|Ultra Auto-Cannon 20]] can make quick work of other brawlers that were weakened by the F's LRM20. The F functions best when utilizing its 360 degree torso [[yaw|twist]] on open maps like [[TC_Dune|Dune]] or [[TC_DeathValley|Death Valley]] where the F can [[kite]] its enemies between 350m and 160m to keep all of its weapons in range and out of [[minimum range]]. With only 2 [[free tons]] of ammo the F has limited staying power and will have to make frequent return trips for [[ammo]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean your a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle [[aerospace]] as well, considering your entire arsenal has strong AA capabilities, and well timed jumping can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&amp;amp;D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate [[Thor]] capabilities hit the market.&lt;br /&gt;
&lt;br /&gt;
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an [[ERLL|Extended Range Large Laser]], 2 [[ERML|Extended Range Medium Lasers]], a single [[MPL|Medium Pulse Laser]] and an impressive set of electronics including an [[GECM|ECM Suite]], a [[C3]] slave and [[Jump Jets]]. 13 tons of armor gave this Mech respective defense. Notable Pilots - _Recoil_ - CL, ognajD - MERC, Bleihamster - MERC, ouch - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3061 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Thanatos BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=13069</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=13069"/>
				<updated>2022-03-11T22:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 101 500&lt;br /&gt;
| ArmorT Prime = 69 165&lt;br /&gt;
| Engine Prime = Vlar 300XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 000&lt;br /&gt;
| ArmorT A = 69 165&lt;br /&gt;
| Engine A = Vlar 300XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper Artillery| SnThumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 106 400&lt;br /&gt;
| ArmorT B = 69 165&lt;br /&gt;
| Engine B = Vlar 300XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 101 000&lt;br /&gt;
| ArmorT C = 69 165&lt;br /&gt;
| Engine C = Vlar 300XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 110 300&lt;br /&gt;
| ArmorT D = 69 165&lt;br /&gt;
| Engine D = Vlar 300XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 113 500&lt;br /&gt;
| ArmorT E = 69 165&lt;br /&gt;
| Engine E = Vlar 300XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 69 165&lt;br /&gt;
| Engine F = Vlar 300XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 69 165&lt;br /&gt;
| Engine G = Vlar 300XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9584&lt;br /&gt;
| Armor LRT = 6229&lt;br /&gt;
| Armor B = 5750&lt;br /&gt;
| Armor LRA = 5511&lt;br /&gt;
| Armor RE = 5511&lt;br /&gt;
| Armor INT = 4140&lt;br /&gt;
| Armor LRL = 6900&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twin-linked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive [[Snub-Nose Thumper]] artillery cannon, this variant performs best at under 400m due to the somewhat steep parabolic trajectory of its main gun, which does not require deployment to fire. [[ERLL|ER Large Laser]]s in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. [[SRM4]]s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of [[HMG|Heavy Machine Guns]] provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=&lt;br /&gt;
Picture yourself piloting the Magnum with your radar set to passive on the high bridges of Zoetermeer while carefully flanking a slow moving enemy deathball that's busy trading shots with your team below. Exposing only the tip of your snub-nose Thumper to possible counter-fire, you mash the fire button and immediately turn away, breaking line-of-sight while your shell satisfyingly impacts seconds later. Your hapless target will be rocked by the massive concussive force, desperately looking for their tormentor. But you'll already be repositioning yourself for the next shot, again using partial cover to your advantage. You might get lucky and get a couple more shells off but don't push it - choose to break off. Chances are that at least some of the enemies with jump jets will come hunting for you and they'll know that your overall sustained DPS isn't the greatest. So ping your radar, quickly cycle through the targets, call out damaged assets to your teammates and only jump down into the fray below if you think you'll be able to finish off a higher value asset than yourself with your close ranged weapons.&lt;br /&gt;
&lt;br /&gt;
You'll also have to recognize that leading your relatively slow moving shells to land on mechs past 300m that can dodge is quite difficult! You can lean on your twin ER large lasers somewhat for medium to long range engagements but they'll overheat you quickly when used with the Thumper so be ready to tap that coolant key to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
The Magnum performs best in urban environments that offer lots of cover. Its ability to unleash a devastating alpha attack with all of its weapons at close ranges, quickly torso twist away from counter fire and seek cover at a fast 86 KPH can shock even the hardiest assaults. Don't get too eager as one missed Thumper shot can leave you in a world of pain!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - {12thVR}RickHunter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of [[PPC]]s and a trio of [[RAC2]]s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the [[ERSL|4 Extended Range Small Lasers]] . The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep [[heat]] under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of [[kiting]] and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal [[UAC20]] can relentlessly slam targets while the pair of [[SRM6]]s softens their [[armor]] and provide some amount of screenshake. A hexad of plain [[Medium laser]]s then provides an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through. One [[Free tons|Free Ton]] of ammo for the UAC20 and two [[Flamers]] to use as needed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
Mounting eleven [[DHS|Double Heat Sinks]] for good reason, as the D is equipped with a single [[HPPC|Heavy Particle Projection Cannon]] producing enormous hit/splash damage every 10.9 seconds backed up by no less than four [[LPPC|Light Particle Projection Cannons]] chainfired to keep your opponent rocking until you can close the range to use the five [[SPL|Small Pulse Lasers]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain. A whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 3 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in steady fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G is a medium / close unit with a [[AC10|AutoCannon 10]] and two banks of [[MRM20|Medium Range Missles 20]] that can begin battering foes at 650m, and our [[MPL|Medium Pulse Lasers]] can start drilling at 400m. Battering is the key word here, considering the tremendous screenshake potential the trio of the AC10 and MRM20's have to offer, this variant excels at punching up to heavier assets, scrambling more expensive gunboats, and ablating larger mechs with MRM - all mounted on a chassis fast and strong enough to remain a persistent thorn in their side.&lt;br /&gt;
&lt;br /&gt;
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three [[free ton|Free Tons of Ammo]] is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=13068</id>
		<title>Warhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=13068"/>
				<updated>2022-03-11T22:38:59Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Warhammer.png&lt;br /&gt;
| ImageGif = File:Warhammer_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 10&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -33° to +41°&lt;br /&gt;
| PitchCrouch = -33° to +51°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 900&lt;br /&gt;
| ArmorT Prime = 64 474&lt;br /&gt;
| Engine Prime = VOX 280 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 89 200&lt;br /&gt;
| ArmorT A = 61 312&lt;br /&gt;
| Engine A = VOX 280 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 500&lt;br /&gt;
| ArmorT B = 61 312&lt;br /&gt;
| Engine B = VOX 280 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 89 150&lt;br /&gt;
| ArmorT C = 64 474&lt;br /&gt;
| Engine C = VOX 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 500&lt;br /&gt;
| ArmorT D = 64 474&lt;br /&gt;
| Engine D = VOX 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 78 250&lt;br /&gt;
| ArmorT E = 64 474&lt;br /&gt;
| Engine E = VOX 280 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 79 250&lt;br /&gt;
| ArmorT F = 64 474&lt;br /&gt;
| Engine F = VOX 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 77 500&lt;br /&gt;
| ArmorT G = 61 312&lt;br /&gt;
| Engine G = VOX 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9138&lt;br /&gt;
| Armor LRT = 5939&lt;br /&gt;
| Armor B = 5483&lt;br /&gt;
| Armor LRA = 5254&lt;br /&gt;
| Armor INT = 3947&lt;br /&gt;
| Armor LRL = 6579&lt;br /&gt;
| Armor RE = 3655&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability.  Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.&lt;br /&gt;
&lt;br /&gt;
Warhammer's large spotlight can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. The Mech also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;p&amp;gt;The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting significant damage at short range and modest damage at medium range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[ML]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt; The Prime has a major difference from all other variants. It is equipped with a [[Engines|standard engine]] which causes no bonus damage to be transferred to its vital center torso from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Warhammer A operates a bit [[heat|hot]], but is a formidable asset with robust [[pinpoint]] accuracy and [[screen shake]] backup weapons - an excellent medium range mech that can turn into a [[brawler]] in a pinch. The A, however, has no [[spare ammo]] for its pair of [[SSRM6]]s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless [[resupply]] is near. Players should utilize [[group fire]] for the A's impressive array of three [[LPL|Large Pulse Lasers]] and [[chain fire]] for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky [[BA]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Many famous warriors where seduced by beauty, several by that of weapons yet only few came to know the [[HVAC10]]. If there ever where warriors guided by the beauty of the weapon, then the admirers of the HVAC10 certainly are some of those.&amp;lt;br&amp;gt;&lt;br /&gt;
This War Hammer puts its stakes on the fact that the two HVAC10 deliver more damage than two [[AC10|heavy Auto Cannons]] would all the while still reaching beyond even the nimbler [[AC5|standard Auto Cannon]], rivaling the Gauss and ERPPC. In contrast to all but ERPPC it also induces heavy screen shake to the target.&amp;lt;br&amp;gt;&lt;br /&gt;
This alone makes this asset capable of shaking the object of his attention almost out of the ability to retaliate all the way up to 900m out.&amp;lt;br&amp;gt;&lt;br /&gt;
Besides the 4 tons for spare reloads, most certainly reserved for the HVAC10s, the Mech also carries an somewhat disparate array of tertiary (in the sense of weapons grouping) backup weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
Once we realize the bulk of that arrays damage reaches out up to between 350 and 200m, we can see the group is less unfortunate but rather a dissonant one. Just fire it all and at once - to your hearts content, or until the two &amp;quot;Beauties&amp;quot; come to wake again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This one is devoted for those who are able to step in the thick of the battle and are intimate to the intricacies of the equipment.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[SPL]], reaching out to 250m bring on the hurt at close range. While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage. The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sensor range provided by [[BAP]], although note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous [[LAMS]]. This only applies if the radar is held in the active mode. 5 [[DHS]] and 13t [[Armor]] round out this Whammy that has all the toys. God help the fool that gets in your way!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[LL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.&amp;lt;br&amp;gt;&lt;br /&gt;
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The E is a vicious and inexpensive, but somewhat unfocused, Warhammer. It is more than capable of serving as a back-of-the-line- or midrange-, fire support mech with its [[LRM20]] and two [[AC5]]s. Unlike most fire support mechs, the E can fend for itself in close combat. While its LRM20 becomes useless in close combat, all of its other weapons remain effective, including one [[AC10]], two [[Small laser]]s, and one [[Medium pulse laser]].&lt;br /&gt;
&lt;br /&gt;
Players that constantly position the E for midrange combat will find themselves juggling many different weapon groups while simultaneously attempting to maintain missile lock. Although difficult, this tactic allows the player to put down withering fire on their opponents, especially with the [[screen shake]] from the AC10. Players will also find that the E particularly shines when allies are using [[TAG]] or [[NARC]] effectively, as this allows the E to focus on its other weapons and allows it to [[damage spreading|damage spread]] since it doesn't have to [[stare]] to maintain [[missile lock]].&lt;br /&gt;
&lt;br /&gt;
Weapon groups should be customized depending on the number of available mouse buttons. For four or more mouse buttons, group the [[MPL]] and two [[SL]]s together. When only three mouse buttons are available, the [[AC10]] can be grouped with the [[AC5]]s at only a slight reduction in effectiveness. Regardless of how many mouse buttons are available, players should ensure that the AC10 is mapped to a button that can be held down continually.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two [[DHS|Double Heat Sinks]] struggle to cool off the waste heat from the two mighty [[ERPPC]]. The trusty [[ELRM15|Extended Long Range Missile launcher of class 15]] isn't too cold either, so the only slack that's cut to you is from the four extremely ranged [[AC2]].&amp;lt;br&amp;gt;&lt;br /&gt;
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational [[BPod]] might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.&amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any [[DPS]] plan in favor of opportune lucky strikes by either single ERPPC jolt or &amp;quot;Alpha&amp;quot; shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.&amp;lt;br&amp;gt;&lt;br /&gt;
A long range sniper with a backup ELRM15 launcher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be &amp;quot;a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower.&amp;quot; In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.&lt;br /&gt;
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.&lt;br /&gt;
Date Introduced 2515 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=13067</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=13067"/>
				<updated>2022-03-11T22:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Avatar.png&lt;br /&gt;
| ImageGif = File:Avatar_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Speed = 76&lt;br /&gt;
| SpeedWithMasc = 106&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 83 500&lt;br /&gt;
| ArmorT Prime = 60 258&lt;br /&gt;
| Engine Prime = 280 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 86 100&lt;br /&gt;
| ArmorT A = 60 258&lt;br /&gt;
| Engine A = 280 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 84 000&lt;br /&gt;
| ArmorT B = 60 258&lt;br /&gt;
| Engine B = 280 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 87 800&lt;br /&gt;
| ArmorT C = 60 258&lt;br /&gt;
| Engine C = 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 79 700&lt;br /&gt;
| ArmorT D = 60 258&lt;br /&gt;
| Engine D = 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 83 000&lt;br /&gt;
| ArmorT E = 60 258&lt;br /&gt;
| Engine E = 280 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 87 900&lt;br /&gt;
| ArmorT F = 65 049&lt;br /&gt;
| Engine F = 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 82 600&lt;br /&gt;
| ArmorT G = 60 258&lt;br /&gt;
| Engine G = 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9502&lt;br /&gt;
| Armor LRT = 6108&lt;br /&gt;
| Armor B = 5430&lt;br /&gt;
| Armor LRA = 4751&lt;br /&gt;
| Armor INT = 3909&lt;br /&gt;
| Armor LRL = 6515&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso [[yaw|twist]]. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[TBolt10|Thunderbolt10]] launchers allow it to provide long range fire support and a [[LBX10|Lubalin Ballistics-X AutoCannon 10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.&lt;br /&gt;
[[B-Pod]], should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and dual [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. The pair of [[ERML|Medium Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;The Flying Red&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Flyingred.jpg|100px|center|The Flying Red]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Dubbed &amp;quot;'''''The Flying Red''''',&amp;quot; The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLL]] on its right arm, while carrying an additional set of five [[ERML]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A brawler at heart, the Avatar C is capable of dealing modest damage out to 700m, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso [[yaw|twist]] allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Fallschirmjaeger&amp;quot;''===&lt;br /&gt;
The Avatar D, known as the &amp;quot;'''''Fallschirmjaeger'''''&amp;quot;, is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[ML|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. A blistering array of 5 [[ML]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 [[DHS]] help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The [[NARC]] launcher allows marking targets for friendly missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Scorpio&amp;quot;''===&lt;br /&gt;
Dubbed &amp;quot;Scorpio&amp;quot; The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10]], 3 [[ERML]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod]] to maim irritant [[BA]], help with staying alive.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Additionally, the Avatar's 360 degree torso [[yaw|twist]] makes the G a great mech for [[Combat_Guide#Movement|kiting]] making it easy to keep enemies outside of the LRMs [[minimum range]]. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERML]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 [[DHS]] keep the asset's heat manageable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its &amp;quot;first generation&amp;quot;, the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=13066</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=13066"/>
				<updated>2022-03-11T22:29:03Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 71 600&lt;br /&gt;
| ArmorT Prime = 58 010&lt;br /&gt;
| Engine Prime = Magna 260 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 430&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 900&lt;br /&gt;
| ArmorT B = 51 694&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 538&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 853&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 66 400&lt;br /&gt;
|ArmorT E = 51 694&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 72 400&lt;br /&gt;
|ArmorT F = 51 694&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 80 500&lt;br /&gt;
|ArmorT G = 57 853&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9427&lt;br /&gt;
| Armor LRT = 6464&lt;br /&gt;
| Armor B = 5387&lt;br /&gt;
| Armor LRA = 4489&lt;br /&gt;
| Armor LRL = 5791&lt;br /&gt;
| Armor INT = 3474&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[MWLL Asset Bible#LRM Boats|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 4 [[LRM10]]s with 12 tons [[armor]], and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100 meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 2 [[ERSL]]s &amp;amp; 2 [[ML]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 6 [[DHS]] means pilots will be able to keep up their bombardment for some time with less concern on heat. One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Cringe&amp;quot;''===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, ''Cringe'' mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage assisted by its [[EOptics]] equipment. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the C variant can decimate targets up to 3km (3000m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense abilities. The Catapult C also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider chain-firing the Arrow launchers to better manage their massive heat spikes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]]'s per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artilery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is allso viable option. 4 [[DHS|double heat sinks]] are enough to not overheat in most situations, as [[JJ| Standart Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G variant does with chain guns what the D variant does with missiles. 2 [[RAC5]]s let the Catapult G rapidly shred the armor off its enemies, while 2 [[MPL]]s and 2 [[ERSL]]s give it modest staying power as its RACs cool off or unjam. Because of this rather blistering and ballistics-oriented loadout, this variant has unofficially earned the nicknamed of ''&amp;quot;Dakkapult&amp;quot;''. Unlike the D variant, it also makes use of both [[iJJ]]s and [[MASC]], and is thus significantly more mobile. This also means the G has the capability to survive or escape situations that might otherwise completely destroy it, thereby potentially increasing its longevity. However, having only 2 free tons of ammo means that pilots will often be returning to the mech bay to rearm, as the RAC5s chew through their ammo supply very quickly. 6 [[DHS]] mostly manage the loadouts heat well, but it will become an issue if you're trying to utilize your extra mobility in tandem with your full firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=13065</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=13065"/>
				<updated>2022-03-11T22:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Rifleman.png&lt;br /&gt;
| ImageGif = File:Rifleman_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 8&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -33° to +96°&lt;br /&gt;
| PitchCrouch = -33° to +96°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 72 100&lt;br /&gt;
| ArmorT Prime = 56 623&lt;br /&gt;
| Engine Prime = Pitban 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 68 300&lt;br /&gt;
| ArmorT A = 45 532&lt;br /&gt;
| Engine A = Pitban 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 67 700&lt;br /&gt;
| ArmorT B = 50 282&lt;br /&gt;
| Engine B = Pitban 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 67 500&lt;br /&gt;
| ArmorT C = 42 363&lt;br /&gt;
| Engine C = Pitban 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 500&lt;br /&gt;
| ArmorT D = 50 282&lt;br /&gt;
| Engine D = Pitban 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 76 500&lt;br /&gt;
| ArmorT E = 53 453&lt;br /&gt;
| Engine E = Pitban 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 64 500&lt;br /&gt;
| ArmorT F = 45 532&lt;br /&gt;
| Engine F = Pitban 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 78 500&lt;br /&gt;
| ArmorT G = 51 870&lt;br /&gt;
| Engine G = Pitban 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8034&lt;br /&gt;
| Armor LRT = 5624&lt;br /&gt;
| Armor B = 4821&lt;br /&gt;
| Armor LRA = 5624&lt;br /&gt;
| Armor INT = 3471&lt;br /&gt;
| Armor LRL = 5785&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.0 --&amp;gt;&lt;br /&gt;
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso [[pitch]] and [[yaw|rotation]] of any mech, as it can look almost straight up while rotating 360 degrees.&lt;br /&gt;
&lt;br /&gt;
All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against [[BA]], [[VTOL]] and light, medium and some heavy [[ASF]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even few light assets due to its poor armor.&lt;br /&gt;
&lt;br /&gt;
Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLL]]s and 2 [[ERML]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 [[LAMS]] are attached to fend off missile attacks.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Rifleman A is a mid-range firesupport meant to be in second line. 4 [[AC5]] autocannon's can deal a good amount of damage up to 800m, and them being [[Damage Types| Light Kinetic]] weapon means extra damage against tanks and ASF. Despite 2 [[SSRM4]] launchers, A is not meant for front lines and [[SSRM]] are there for an extra punch and screenshake should opponent gets too close, as 9.5 t of [[armor]] are not enough to go face to face with brawlers. One method would be using its 360° torso [[twist]] and running away at full speed, while softening target that is in pursuit of Rifleman A, and if he gets too close for [[SSRM]] to be locked on, you better hope it has been softened enough. [[GECM]] will be a huge help staying undetected, while [[AC5]] can still reach its target. Despite no extra [[heat sink|heatsinks]], &amp;quot;A&amp;quot; will not overheat under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of four [[ERML]]s deals a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its Autocannons allow it to punish aircraft that enter its range. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 [[DHS]] which are more than enough for the Laser Battery.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the [[Gauss Rifle| Light Gauss Rifle]]. Two [[HVAC2]]s provide some additional damage and 1500m of range, but their main purpose is to help calculate the lead of the two [[LtGauss]] rifles, as the two weapons have nearly the same projectile speed. The Rifleman C carries no other equipment, only [[EOptics]] and a mere 8.5t of [[armor]], it should be even more wary of close combat with other ground assets than other Rifleman variants. 2 [[Free tons | Free tons]] will keep the gauss fed for a while, but ocasional ressuply will be necessary.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Patriot&amp;quot;''===&lt;br /&gt;
Though the Rifleman D has the same four [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover, the 2 [[LAMS]] protect from missiles, while [[BAP|BAP Active Radar Probe]] helps the Rifleman D sniff out incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with. Four [[Free tons | Extra Tons]] of ammo and 2 [[DHS]] round out this package.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Rifleman E brings a frightening light show of four [[ERLL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Aftershock&amp;quot;''===&lt;br /&gt;
The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[PPC]]s can deal a great amount of damage to anything it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor of only 9.5t mean that any assets in its own weight class will easily overpower it. [[EOptics]] almost seem wasted on this unit and having only 1 [[DHS]] pilots must keep an eye on their temps. [[B-Pod]] provides some help with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Boogie&amp;quot;''===&lt;br /&gt;
With its blistering array of 6 [[MXPL]]s, the Rifleman G is an effective midrange pinpoint [[DPS]] machine capable of removing arms and melting [[armor]] quickly if opponents don't focus on it. Fairly light armor means the pilot often needs good awareness of the combat situation to be able to effectively utilize its high DPS potential without getting focused. One way to avoid the enemy focus fire is tagging along a tanky ally that's capable of drawing fire away.&lt;br /&gt;
&lt;br /&gt;
By utilizing [[MASC]] one can more easily control when and where to engage, and [[GECM]] keeps the radar presence lower, potentially avoiding at least some unwanted enemy attention. 10 [[DHS]] is enough to handle the heat under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it among the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass. &lt;br /&gt;
&lt;br /&gt;
Notable pilots include: Gray Noton  &amp;quot;Legend-Killer&amp;quot;, Conner Rhys-Monroe &amp;quot;Former Knight of the Sphere&amp;quot;, John &amp;quot;Gentleman Johnny&amp;quot; Clavell, Davis McCall of the Gray Death Legion and ouch &amp;quot;OEM&amp;quot; - Mercenary, Bear &amp;quot;OEM&amp;quot; - IS, Plotting-Raccoon -IS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2770 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13064</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=13064"/>
				<updated>2022-03-09T00:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Argus.png&lt;br /&gt;
| ImageGif = File:Argus_spin.gif&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 80 300&lt;br /&gt;
| ArmorT Prime = 57 062&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 74 900&lt;br /&gt;
| ArmorT A = 57 062&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 80 300&lt;br /&gt;
| ArmorT B = 57 062&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 74 500&lt;br /&gt;
| ArmorT C = 58 663&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 74 100&lt;br /&gt;
| ArmorT D = 58 663&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 000&lt;br /&gt;
| ArmorT E = 57 062&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 100&lt;br /&gt;
| ArmorT F = 57 062&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 74 300&lt;br /&gt;
| ArmorT G = 57 062&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8546&lt;br /&gt;
| Armor LRT = 5235&lt;br /&gt;
| Armor B = 5128&lt;br /&gt;
| Armor LRA = 5235&lt;br /&gt;
| Armor INT = 3692&lt;br /&gt;
| Armor LRL = 6153&lt;br /&gt;
&lt;br /&gt;
| Version149 = 0.14.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Argus is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.9.0 update. &lt;br /&gt;
It ties the [[Rifleman]] as being the lightest IS heavy mech available but, unlike the glass cannon [[Rifleman]], the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have [[eoptics|enhanced optics]] as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty [[RAC5]] as well as 3 [[ERSL|extended range small laser]]s while the left arm mounts a [[LRM15]]. Twin [[ERML|extended range medium lasers]] are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges from 600m to 350m, where most of its weapons can be brought to bear save the three [[ERSL]] which will kick in only past 400m. Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage.&amp;lt;br&amp;gt;&lt;br /&gt;
The selling point of this mechs is not so much having an firing solution for ranges 1000m to hug distance, but the fact that it can effectively counter BA with it's direct fire weapons as well with its [[B-Pod]] while packing a heavy punch with it's guided missiles launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Sporting a [[Gauss]] to be a sniper or soften up incoming enemies to prepare for a knife fight. At close range the [[SRM6]] &amp;amp; [[SRM4]] launchers provides not only direct/ splash damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of [[ERML]] and [[ERSL]] are there to add ''insult to injury''. [[EOptics]] and One [[Free tons]] of ammo for the Gauss. The 'A' is not equipped with extra heatsinks, so keep an eye on your heat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the very few mechs that mounts the fearsome [[HPPC|HEAVY PPC]], the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 [[SL|Standard Small Laser]]s allow mechwarriors to further damage appendages and a well placed volley from the dual [[SSRM4]] launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with [[MASC]] to bring all of its close range weapons into play. With only 5 [[DHS|Double Heatsinks]] dissipating the massive heat spike of an [[Gameplay_Tactics#Alpha_Strike|Alphastrike]], mechwarriors must manage their use of [[MASC]] carefully while chasing down their prey. Firing the heavy PPC, while at high heat, will melt off the player's own armor! A single ton of [[Free ton|free ammo]] is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is one of those &amp;quot;Don't Go Alone&amp;quot; 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the [[AECM]] suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the [[MRM40]] and [[twist]] your torso to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread the damage out]]. By the time your enemies are close, 400m, the trio of [[MPL|Medium Pulse Lasers]] can open fire, amost indefinitely due to the 4 [[DHS]]. Three [[MG]]s continuously whittle away armor at any distance.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Another unfocused variant with an apparently disparate array of weapons. The heavy hitting double [[SSRM|SSRM4]]s and single [[SSRM|SSRM2]], compete for its main close up  weapon for damage up to 350m away. The trusty [[PPC]] reaches out to respectable 700m indefinitely delivering both severe damage and EMP dismay to its victims. The quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dishes damage out to no less than 1350m; maybe insufficient to severely damage an armored asset, but certainly enough to discern a sneaking enemy's nick from afar. Other than that, the LBX quad dish out almost as much as an single [[LBX10|LB 10-X]] but at twice the range and almost double the pace. [[B-Pod]] helps dealing with ambushing enemy [[Battle Armor]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The selling point for this unit is somewhat moot - specialized on opposing ends of the spectrum the unit excels at none. A good buy for particular experts in times of special needs.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Highly praised by seasoned players, this unit comes all in a sign of five: a trio of [[Tbolt5|Thunder bolt 5]] class missile launchers, and the pair of the [[UAC5|Ultra 5 auto cannons]] gives this mech the long ranged potential to injure, while the [[ERLL|Extended Range Large Laser]] rounds it up to an ever classical 1-2-3 setup. The unique [[Tbolt5]] trio makes this a very special asset. Being an [[Solaris_Arena|Solaris Arena]] invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only ''locks on'' up to 750m. This and the screen shake makes each of the 3 [[Tbolt5|Thunder bolt 5]] missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune [[Gameplay_Tactics#Alpha_Strike|Alpha strike]] moment. The quickly reloading [[UAC5|ultra auto cannons]], being prone to jam as they are, should best be fired in succession of the [[Tbolt5|missile]] launcher - one at a time. The ever so slow [[ERLL| large laser]] is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple [[LRM5]]s can sucker the enemy's [[LAMS ]] while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its [[GECM]] equipment. Backing this up is an [[UAC10]] and two [[ERML]] which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded [[UAC20|Ultra 20 auto cannon]], or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its [[SPL|Small Pulse Laser]] trio, and the occasional [[DSRM4|8 short range missiles]] volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its [[UAC20]] able to retaliate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Argus Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13063</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=13063"/>
				<updated>2022-03-08T23:52:59Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 200&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 700&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 76 550&lt;br /&gt;
| ArmorT G = 49 943&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version140 = 0.14.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
The fastest AECM unit in the game! Perfect for rapid flanks and for bringing popup ambush capability to any point on the map, no matter how slow or heavy your teammates may be. A cool AECM tactic that your mobility plays to is initiating a brawl while slightly apart from your teammates in the AECM bubble - keep your teammates in the bubble as your group approaches, but towards the edge relative to you. The enemy may start tracking you instead of the real firepower, leaving them open to a flank. You'll be fast enough to run to your allies for safety when the shooting starts, but you're not just a radar bubble. Your AECM cover is your most important contribution to a fight and staying alive should be your top priority, but your kit does a significant amount of damage over time and you should leverage it whenever possible. The Charlie's DSSRM4 does a lot of damage and splash but chews through ammo exceptionally quickly, so it's usually worth spending both of your spare tons on it if you're planning on running in with your team (which you should!). Don't neglect the four CERSLs, too - each does about equivalent DPS to an IS medium laser, and the four together deal considerably more DPS than your UAC5! &lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech housing [[EOptics]] &amp;amp; 5 [[DHS]]. The tip of the spear is the [[NARC|CNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[CLRM10]], 2 [[CMPL]]s, and a single [[CLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is helping a teammate in close quarters utilizing it's dual [[CSRM6]] while roasting dire souls with 3 [[Flamer|Flamers]]. Long to short range enemy harassment is done by its [[LBX5|Lubalin Ballistics-X AutoCannon 5]]. Four [[DHS]] can handle the heat load.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Mechthild - CL, Mechwarrior - MERC, ~SJ~ Red - CL&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13062</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=13062"/>
				<updated>2022-03-08T23:28:12Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uziel.png&lt;br /&gt;
| ImageGif = File:Uziel_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 62 400&lt;br /&gt;
| ArmorT Prime = 44 541&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 500&lt;br /&gt;
| ArmorT A = 39 721&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 58 800&lt;br /&gt;
| ArmorT B = 42 938&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 57 000&lt;br /&gt;
| ArmorT C = 44 541&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 57 300&lt;br /&gt;
| ArmorT D = 44 541&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 55 500&lt;br /&gt;
| ArmorT E = 44 541&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 54 000&lt;br /&gt;
| ArmorT F = 41 328&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 60 900&lt;br /&gt;
| ArmorT G = 41 328&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7330&lt;br /&gt;
| Armor LRT = 4630&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2797&lt;br /&gt;
| Armor INT = 2951&lt;br /&gt;
| Armor LRL = 4919&lt;br /&gt;
&lt;br /&gt;
| Version142 = 0.14.2 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Uziel''' is a nimble [[Medium Mech]] that fills the [[Inner Sphere|Inner Sphere's]] vehicle roster with a capable skirmisher. With a fast cruising speed for its weight class and commonly mounting [[Jump Jets]], the Uziel distinguishes itself as part of a vanguard force, brawling or sniping as loadout permits before fading behind the friendly battle line to continue the fight as a support unit. Compared to a [[Light Mech]] being used in the same capacity, the extra armor afforded by the Uziel's increased tonnage allows it to be used more aggressively before being forced to retreat, but not by a large margin - The unusual shape of the Mech, with its exaggerated side torso panels, makes the Uziel somewhat easier to hit. While the Uziel's armament is slightly better than the average Light Mech, it cannot significantly outgun or outrun one to dissuade their attacks, often dooming overconfident pilots to being overrun by fast brawlers. The Uziel shines best in a early-mid game situation as heavier assets take the field, against which the Uziel's speed, firepower and armor can be best leveraged against.&lt;br /&gt;
&lt;br /&gt;
The Uziel is unique in that it sports destructable side torsos. When the Uziel's side armor is destroyed, the armor plates will visibly detach which, while reducing the physical size of the side torso hitboxes, make it much easier for enemies to identify the destroyed component from afar.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Uziel Prime mounts as its main weapons a pair of [[PPC]]s, giving it impressive firepower at medium to long range, as well as allowing it to disorient enemy units with the PPC's effects.  [[iJJ|Improved Jumpjets]] give the Prime variant the mobility to engage enemies from unexpected angles, being able to [[Gameplay Tactics#poptrating|jumpsnipe]], as well as make use of shorter cover through its controlled upwards thrust. A single [[SRM6]] gives it extra firepower if it's forced to engage foes from close up, but it's better served by making use of its mobility to maintain skirmishing range.&amp;lt;br&amp;gt;&lt;br /&gt;
2 [[MG]]s can be used to fend of [[BA]] in tandem with its SRMs and harass [[ASF]] and [[VTOL]] at long ranges.  Used as a mobile harassment platform, the Uziel Prime can dash from or jump out of cover, fire its PPC's, and retreat, giving the enemy very little time or chance to line up a shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Relying on it 4 [[DHS]] some pilots find it smart to split it's two [[PPC]]'s to two separate groups, allowing to shoot from partial cover without wasting the obstructed weapon's shot. This however requires a fourth weapon group, or to, unwillingly, put the [[MG]]'s together with the [[SRM6]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;iPoke&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:iPoke.jpg|center|100px|The iPoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Nicknamed the &amp;quot;'''''iPoke'''''&amp;quot;, the A variant is an ultra long-range platform, capable of providing direct fire support from ranges beyond their target's radar.  Mounting 2 [[LtGauss]] Rifles, it can reach targets from 1250m out, and in combination with its [[JJ|Jumpjets]] is capable of [[Gameplay Tactics#Poptarting|Jump Sniping]] from ranges that make it extremely difficult to be spotted. The weapon's high velocity also makes it a viable anti-air choice. 2 [[free tons]] provide a bit of extra ammo for sustained fire, and a pair of machineguns give it further long-range harassment options, as well as providing some protection against [[Battle Armor]]. Unfortunately, this variant's ultimate weakness is its low damage output, making it more suitable for softening up incoming targets and finishing off stragglers, depending on its teammates to do direct engagements. This makes it a bad choice when heavier firepower is required to engage in or defend against pushes, although it can be a viable choice for a team employing a long-range [[kiting]] strategy in games without respawn. The lack of backup weapons suited to short range fighting and decreased armor compared to the rest of the Uziel variants mean that close range engagements will spell its certain doom.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uziel B is a swift, cheap, and powerful [[skirmisher]] and [[backcapper]] capable of complicated and diverse tactics. The B's impressive maneuverability is the result of its [[MASC]]-[[JJ|Jump Jet]] combination. Though both pieces of equipment compete for the B's modest three [[DHS|Dual Heat Sinks]], the B can sprint for some distance without overheating and can [[poptart]] at medium range.&lt;br /&gt;
&lt;br /&gt;
An impressive trio of [[MRM10]]s form the primary weapons of the Uziel B. These should be [[group fire|group fired]] most of the time, but can be [[chain fire|chain fired]] to better manage [[heat]] or to kill enemy [[Battle Armor]]. The B is backed up by a powerful, but hot array of four [[SPL]]s. MRMs have a 60m [[minimum range]] making them risky primary weapons. The B can use its MASC or JJs to gain some distance in order to fire the MRMs.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Uziel C is a [[stare|stare-down-style]] medium-range mech. A triad of [[RAC2|Rotary Auto-Cannon 2]]s are the C's only weapons. The [[DPS]] of these cannons is frightening. While not particularly useful for [[jump sniping]], the C's [[Improved Jump Jets]] greatly enhance the its survivability. The C can quickly jump behind cover while its RAC2s are cooling down. On normal temperature maps, the C's single [[DHS]] can more than keep up with the heat of three RAC2s. Players may find themselves using [[Coolant]] if they want to make regular jumps during combat. Besides its limited [[ammo|ammo supply]] which is mostly offset by the Uziel's speed, the C's only real weakness is losing [[arm]]s in combat since each arm accounts for a third of the C's firepower.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Uziel D is a competent brawler with some capacity to [[skirmish]] and function as [[AA|Anti Aircraft]] or as a tank-killer. The D's primary weapon is an [[LBX10]] in its left arm. This weapon works well against tanks, [[BA]], and [[Aircraft]]. [[Improved Jump Jets]] give the D the ability to deny line of sight for many tanks by jumping straight up. It can also dislodge any battle armor that tries to climb aboard. And most hilariously, the jump jets enable the D to [[uppercut]] enemy aircraft that stray too low. Providing a slight bump to the D's mid-range to short-range load out is a [[TBolt5|Thunderbolt 5]]. One might not expect a single TBolt5 to be a major help, but its useful for outlining enemies in maps with low visibility like [[TC_Dune|Dune]] during a sand storm or [[TC_Wildlands|Wildlands]] when the fog rolls in. The rest of the D's weaponry is spread out between a trio of [[ERSL]]s and two [[ERML]]s all of which provide some [[pinpoint]] damage to help balance the [[splash damage|splashy nature]] of the D's other weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A variant clearly meant for long range skirmishing and harassment. One of the cheaper variants, the Uziel E is armed with a pair of [[ERLL|Extended Range Large Lasers]] backed by a duo of [[AC5]], allowing it to engage enemies from 800m out. Lacking the mobility enhancing equipment common to the chassis, its user must remain aware of their positioning, not shying away from tactical retreats in order to maintain their range advantage, as it's easily overpowered by brawling assets, despite its weaponry not losing effectiveness at closer ranges. In order to take full advantage of its firepower, users must be aware of the different leading required for its two weapon types as long range autocannon shots are much harder to land than pinpoint laser fire. Even though it lacks the mobility, splash and screenshake of the Prime, the range of the A, or the jumpsniping capabilities of either, it makes up with a damage dealing potential that's superior to both. All of its weapons are suitable for defending against [[Battle Armor]] or air assets, although chain-firing should be employed against the former due to a relatively slow firing rate. Its 2 [[DHS]] are enough for the mech to be impossible to overheat in normal temperature maps.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
As an agile LRM boat, capable of operating even without spotter support, for the Uziel F's main weakness compete both its lack of enhanced optics and its somewhat mediocre staying power. The main armament being a trio of [[LRM10]] launchers, it's capable of a significant long range punch at a theoretically high re-fire rate, with the option of a long and sustainable chain fire when it's deemed strategically advantageous. Its mobility, with the land speed and agility already inherent to any of the Uziels, is furthered by the [[iJJ|Improved Jumpjets]]. This exactly, along with its backup duo of [[ML]] for short range defense, make it a competing rival to the other units of comparable role and price tag. The smaller nature of the launchers also means it will take more volleys before they need to reload, but for when they do the variant can only carry 2 [[free tons|spare tons]] of ammo, forcing it to carry on at only two thirds of its maximal firepower. A sole [[DHS]] will force pilots to either take some time to cool down or chain fire their missiles during painfully prolonged engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
Still the units main selling points remain it's affordable price for the early game and its enhanced mobility.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The two mighty [[LXPL]]s on the Uziel G, while lacking any pronounced [[burst damage|punch]], still deal a steady stream of damage from point blank out to 750m. LXPLs also differentiate the G from other [[DPS]] medium mechs in that they don't [[jam]] or [[reload]] making them a reliable choice. The Uziel's relatively high speed allows the G to wreak havoc on any unit not swift enough to flee for cover in time. The [[SRM4]] is handy for some splash damage to finish off a damaged enemy who is [[damage spreading]]. Lacking any exotic equipment, this unit gambles it all on [[range|medium-range]] pulse power and heat dissipating capacity strong enough to sustain it. The 8 [[DHS]] are quite promising in this regard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;p&amp;gt;Initially the Uziel was an unpopular 'Mech because of it's light punch (especially at short range) combined with a large hit-box which made it feel more lightly armored than other medium BattleMechs.  To counter this a new [[DSSRM]] variant was introduced to provide a powerful short range version of the 'Mech and in version 0.5.4 the Uziel was resized to be in line with the other medium 'Mechs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In 0.6.0 the Uziel was further improved and had most outdated tech replaced with more expensive and better equipment (e.g. mounting [[DHS]] instead of [[HS]]), as well as having 2 variants replaced with new and significantly better ones.&lt;br /&gt;
Still, the stigma of being useless and weak clings to it even in the days of 0.6.0, even tough the new variants added and modified in that patch could hold their own against any target that is in their price category and some mechs that are above.&lt;br /&gt;
In the 0.8.0 community edition of the game, the Uziel is more viable than ever, with armor being redistributed to toughen up its huge central torso and new variants, it's the Inner Sphere's mobile skirmisher medium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Around 0.10.0 The Uziel got a further improvements most noticeable being a reduction in size - the torso was made narrower to make it more tough. Some variants had undergone redesign.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Uziel is a fast, [[JJ|jump capable]] Medium 'Mech armed with a variety of weapons: an LBX-2 for longer ranged shots, an [[ERML|ER Medium Laser]] and [[LPL|Large Pulse Laser]] for medium-range combat, and two [[ERSL|ER Small Lasers]] and a single [[SRM6]] for some short-range kick. However, the most well-known variant of the Uziel has a [[PPC]] on each arm, two [[MGun|Machine Guns]] and a single [[SRM6]] in the center. This type of Uziel was an iconic 'Mech in later Mechwarrior and MechAssault games, and made its first appearance in Mechwarrior 4: Vengeance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built at Defiance Industries' Furillo plant, the Uziel is an effective medium 'Mech that is looked down upon by the LAAF simply because it is produced on Furillo and not at the prestigious Hesperus facility. The Uziel is built on a Foundation E50 Endo Steel chassis that has a GM 300 XL engine that provides the 'Mech with a top speed of 97.2 km/h. The 'Mech's mobility is enhanced with six Rawlings 50 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Uziel is armored with eight tons of Maximillian 100 armor that gives the Uziel adequate protection from enemy fire. To dissipate the heat produced by the 'Mech's weapons, it carries eleven double heat sinks.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots - Bear &amp;quot;OEM&amp;quot; - IS, _Recoil_ - CL, [12vr]Hammerzeitgeist - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3065 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=13061</id>
		<title>Hollander II</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=13061"/>
				<updated>2022-03-08T23:23:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eve The Dragon: standardizing equipment order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:HollanderII.png&lt;br /&gt;
| ImageGif = File:HollanderII_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +65°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 55 300&lt;br /&gt;
| ArmorT Prime = 35 648&lt;br /&gt;
| Engine Prime = Omni 175 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 60 500&lt;br /&gt;
| ArmorT A = 32 046&lt;br /&gt;
| Engine A = Omni 175 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 57 000&lt;br /&gt;
| ArmorT B = 39 256&lt;br /&gt;
| Engine B = Omni 175 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 55 000&lt;br /&gt;
| ArmorT C = 35 648&lt;br /&gt;
| Engine C = Omni 175 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TBolt15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 54 750&lt;br /&gt;
| ArmorT D = 33 848&lt;br /&gt;
| Engine D = Omni 175 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LtGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 58 350&lt;br /&gt;
| ArmorT E = 33 848&lt;br /&gt;
| Engine E = Omni 175 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 60 500&lt;br /&gt;
| ArmorT F = 37 452&lt;br /&gt;
| Engine F = Omni 175 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 56 300&lt;br /&gt;
| ArmorT G = 35 648&lt;br /&gt;
| Engine G = Omni 175 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HVAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5101&lt;br /&gt;
| Armor LT = 3315&lt;br /&gt;
| Armor RT = 4846&lt;br /&gt;
| Armor B = 3060&lt;br /&gt;
| Armor LRA = 2040&lt;br /&gt;
| Armor INT = 2341 &lt;br /&gt;
| Armor LRL = 3902&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Hollander II''' is an [[Inner Sphere]] [[Medium Mech]] well known for its powerful weaponry and gangly appearance.  The Hollander II has relatively light [[Armor]] for a Medium Mech, and is not particularly speedy or maneuverable; it makes up for this by mounting some of the most damaging weaponry in [[MWLL]].  Hollander IIs tend to stick to the same basic design: one large, powerful weapon mounted on the [[Armor|Right Torso]], and smaller, weaker weapons mounted on the Left and Right [[Armor|Arms]].  The Hollander II does have a couple of glaring weaknesses: both the [[Armor|Cockpit]] and its main weapon are very visible atop the [[Armor|Center Torso]], making it fairly easy to either kill the Pilot or disable the weapon. The Hollander's spotlight is mounted directly above the cockpit. Turning on the spotlight can partially blind the pilot due to glare and the light reflecting off of fog.&lt;br /&gt;
One of the obvious methods for defeating this Mech is to destroy the right torso, thus removing the vast majority of this Mech's firepower. Additionally, one in combat with this Mech may choose to destroy the [[Armor|Left Torso]]. Although this section does not mount weaponry to remove, it is less armored, and therefore easier to blow away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant mounts 1 [[Gauss]] as its main weapon, and supports that with 2 [[ERML]]s, giving it a respectable long-range punch. It lacks any close-range firepower to deter [[Battle Armor]] and brawling [[Light Mechs]] so a prudent Mechwarrior should try to keep his foes at long range. Care must be taken to protect both the Gauss and Cockpit, as they are both very vulnerable. However, because the Gauss is positioned on the highest point of the Mech, it allows the majority of the Mech to remain in cover when [[Gameplay Tactics#Poptarting|poptarting]] which the Prime excels at due to its [[iJJ|improved jump jets]]. Furthermore, each gauss shot can be carefully placed with pinpoint accuracy using the Prime's [[eoptics|enhanced optics]].&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Acht-Acht&amp;quot;''===&lt;br /&gt;
The Hollander II A mounts a single [[HGauss]] as its main weapon, and supports this with 4 [[SL]]s and a [[MASC]] system.  This gives the A variant absolutely fearsome firepower at close to medium range, and allows it to close at unexpectedly quick speeds.  This is balanced by the A's low ammo, the long [[refire rate]] of its HGauss, and the lack of any extra [[heat sink|heat sinks]] to support the MASC system.  Extra care must be given to protecting the HGauss, as that is this variant's primary means of defending itself. This variant is extremely susceptible to spontaneously exploding when the Gauss Rifle is destroyed, due to overloading causing additional damage to neighbor sections. The A also is the only Hollander that does not have jump jets which gives it far less mobility than its cousins.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a pure brawler. Its massive [[UAC20]] is capable of dealing heavy damage to targets 350m or closer, followed 2 [[SL|Small Lasers]] while its 2 [[Flamer|Flamers]] are effective out to 150m. The B variant is best used as a brawler, quickly jumping into battle with its [[iJJ|Improved Jump Jets]], and dealing high DPS with the UAC20 supported by its Small Lasers. An extra 2 free tons allows it to remain in combat for a long time. Alas only having 2 [[DHS|Double Heat Sinks]] causes mechwarriors to struggle with the B's combined weapon and jump jet heat output. Equipped with only close-ranged weaponry means that at range, the Hollander II B is defenseless. Its large autocannon sitting on its right shoulder is also relatively easy to hit, so Mechwarriors should try torso twisting away from enemies to distribute damage and travel with a teammate.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Red-X&amp;quot;''===&lt;br /&gt;
Thunder Bolt Machine - Are this variants main punch. The odd [[Thunderbolt]] are a product of the Solaris VII arena circus - they are useful at any range - from Zero to 750 meters Lock On or dumb fired out to 6000m. This comes at a cost - they are less maneuverable than other missiles, and move slower too.&lt;br /&gt;
One [[TBolt15]] inflicting 980.66 of damage and 326.89 secondary not to mention the disruptive screen shake your enemy will feel. Followed up by 2x [[TBolt5]] chain fired will keep your foe off balance while breaking their armor down. 5 [[HS]] will keep things cool while the added 3 [[Free tons | free tons]] allow your field stay to be extended. [[EOptics]] and [[iJJ]] provide for selective targeting of your foe. Rock'um until they drop.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Jesse James&amp;quot;''===&lt;br /&gt;
The D variant is an extreme long range sniper. Its [[gauss|light gauss]] hits targets up to 1250m away while its quad [[AC2]]s reach out to 1200m. Mechwarriors piloting the D should stay at long range, liberally using its [[Eoptics|enhanced optics]] and [[BAP]] to find distant targets to quickly deal combined gauss and autocannon damage to mechs that can't retaliate. Additionally, employing [[Gameplay_Tactics#Poptarting|poptarting]] tactics allows the D to reduce its exposure to enemy sniper counter-fire. 2 [[free tons]] of ammo allows it to spend significant time in combat before having to return to base for reloads. Its greatest weakness is enemy mechs that manage to close the distance as the D variant lacks any backup weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Hollander II E variant mounts the largest shotgun autocannon on its right shoulder - the [[LBX20]]. Dealing a massive burst of autocannon pellets accurately up to 450m, the E should be taken seriously at close- to medium ranges. Furthermore, it carries 4 [[LBX2]]s which function as very long range harassing guns as well as great anti-aircraft deterrents. One [[free tons|free ton]] of ammo keeps the LBX20 firing a decent 24 shots before having to return to base to reload. [[BAP]] and [[EOptics]] allow the E to find and antagonize distant targets with accuracy.&amp;lt;br \&amp;gt; Extra [[Lubalin Ballistics-X AutoCannons|LBX]] damage caused to [[tank]]s and [[ASF]]s makes this variant good early-mid game counter, should your opponent decides to spam them.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Mounting the massive [[HPPC|Heavy Particle Projection Cannon,]] providing exactly twice as much damage with a doubled splash radius at the cost of twice as much heat. Close to mid range the HPPC becomes your enemies worst nightmare. Two devistating [[UAC5|Ultra AutoCannon5]] blast holes right through whatever they touch, out to 800m. [[iJJ]] for greater positioning, [[EOptics]] to survey the battlefield but beware, only one [[DHS]] will give cause for pilots to be extra aware of their heat management.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Essentially a poor man's [[Bushwacker|Bushwacker Prime]], this Hollander carries an [[HVAC10]] in the right torso mount, with two [[ERML]]s in the arms for backup. Its ranged firepower is fairly lackluster compared to many other 'Mechs in its price category; the variant's main saving grace is its [[GECM]] and improved [[Jump Jets]], allowing this Hollander to sit high up on a hill and empty its generous ammo bins of 3 [[free tons|extra tons]] of ammo into any hostiles in the vicinity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The closest thing to the Hollander II in Battletech is the Hollander model BZK-F5, which carries a Gauss Rifle, a single Medium Laser, and a Streak SRM 2. There is also no mention of Jump Jets. The F5 variant, called the Hollander II, is a variant of the Hollander that looks to alleviate the 'Mech's problems by building it on a chassis ten tons heavier than the original, pushing it into the medium weight class. First built in 3058.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3054 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061)) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hollander#Variants BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Eve The Dragon</name></author>	</entry>

	</feed>