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		<id>https://wiki.mechlivinglegends.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Okaolias</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=Okaolias"/>
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		<updated>2026-04-30T10:14:53Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2695</id>
		<title>Hyper-Assault Gauss Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2695"/>
				<updated>2017-11-21T14:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: /* Usage */ Added assets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder fluff text&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Section out of date}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.1.&lt;br /&gt;
The cooldown time of all HAGs is 16 seconds. Instead, the shorter jammed duration is used to calculate DPS and players are advised to fire until the weapon jams for best results.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #62782d; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Listed Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat per shot'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Overheat'''&lt;br /&gt;
! '''Jam Duration'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new ballistic weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Listed Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat/shot&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Overheat&lt;br /&gt;
| Cooldown&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| HAG20&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 1.33s&lt;br /&gt;
| 8s&lt;br /&gt;
| 175.3&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG30&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2s&lt;br /&gt;
| 9s&lt;br /&gt;
| 223.64&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG40&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2.66s&lt;br /&gt;
| 10s&lt;br /&gt;
| 258.44&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! HAG20 || HAG30 || HAG40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Black Lanner]]&lt;br /&gt;
*[[Cauldron Born]]&lt;br /&gt;
*[[Morrigu]]&lt;br /&gt;
*[[Oro]]&lt;br /&gt;
*[[Visigoth]]&lt;br /&gt;
|&lt;br /&gt;
*[[Cauldron Born]]&lt;br /&gt;
*[[Shadowcat]]&lt;br /&gt;
*[[Thor]]&lt;br /&gt;
*[[Xerxes]]&lt;br /&gt;
|&lt;br /&gt;
*[[Daishi]]&lt;br /&gt;
*[[Huitzilopochtli]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Standard AutoCannons]]&lt;br /&gt;
*[[Lubalin Ballistics-X AutoCannons]]&lt;br /&gt;
*[[Ultra AutoCannons]]&lt;br /&gt;
*[[Rotary AutoCannons]]&lt;br /&gt;
*[[Hyper-Velocity AutoCannons]]&lt;br /&gt;
*[[Particle Projection Cannons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Ballistic Weapons]]&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ultra_AutoCannons&amp;diff=2694</id>
		<title>Ultra AutoCannons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ultra_AutoCannons&amp;diff=2694"/>
				<updated>2017-11-21T14:17:52Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added overheat information for UAC/5-10-20 and a couple of notes. Modified their DPS to be closer to realistic levels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ultra AutoCannons''', or '''UACs''', are an advance in [[AutoCannon]] technology that seeks to boost the weapon's damage-per-second (DPS) by increasing rate-of-fire.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:CUAC5.jpg|thumb|200px|A [[Huit#Prime|Huit Prime]] ruins a fighter's day]]&lt;br /&gt;
With roughly twice the rate-of-fire of a [[Standard AutoCannons|Standard AutoCannon]] and only slightly lower damage-per-shot, Ultra AutoCannons deal out almost twice the punishment in the same amount of time. The down side of these weapons is that they can overheat with prolonged firing which will result in a lengthy cooling period. This is especially true of the heavier UAC10 and UAC20, which are capable of dealing tremendous damage but have a limited window to do so.&lt;br /&gt;
&lt;br /&gt;
As with Standard AutoCannon, rounds fired from Ultra AutoCannons may strike targets at greater distances than the listed range. Because of the longer flight time of the round and the ballistic trajectory (requiring the pilot to aim high to compensate) it is often difficult to strike actively evading targets in this manner. Even so, this can allow a UAC to strike a target at surprisingly long range (with the UAC2 actually capable of damaging units at up to 1,250 meters away).&lt;br /&gt;
&amp;lt;!-- &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Spacing for the image --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.1.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #62782d; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Listed Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Overheat'''&lt;br /&gt;
! '''Cooldown'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! '''Damage Fall-off'''&lt;br /&gt;
! '''Fall-off After'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new ballistic weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Listed Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Overheat&lt;br /&gt;
| Cooldown&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Damage Fall-off&lt;br /&gt;
| Fall-off After&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Air UAC2&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1250m&lt;br /&gt;
| 800&lt;br /&gt;
| 1.32&lt;br /&gt;
| 12&lt;br /&gt;
| MGun&lt;br /&gt;
| ---&lt;br /&gt;
| 1080&lt;br /&gt;
| 2s&lt;br /&gt;
| 2.5s&lt;br /&gt;
| 67.2&lt;br /&gt;
| 23.76&lt;br /&gt;
| 450&lt;br /&gt;
| 6720&lt;br /&gt;
| -10&lt;br /&gt;
| 1200m&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| (C)UAC2&lt;br /&gt;
| 1200m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 975&lt;br /&gt;
| 0.5&lt;br /&gt;
| 13&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| ---&lt;br /&gt;
| 500&lt;br /&gt;
| 8s&lt;br /&gt;
| 3.5s&lt;br /&gt;
| 75.36&lt;br /&gt;
| 4.17&lt;br /&gt;
| 250&lt;br /&gt;
| 9360&lt;br /&gt;
| -10 &lt;br /&gt;
| 1200m&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air UAC5&lt;br /&gt;
| 900m&lt;br /&gt;
| 860m&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 32.84&lt;br /&gt;
| Energy&lt;br /&gt;
| 1.3m&lt;br /&gt;
| 600&lt;br /&gt;
| 1.5s&lt;br /&gt;
| 6s&lt;br /&gt;
| 65.68&lt;br /&gt;
| 30&lt;br /&gt;
| 450&lt;br /&gt;
| 6568&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| (C)UAC5&lt;br /&gt;
| 800m&lt;br /&gt;
| 900m&lt;br /&gt;
| 128&lt;br /&gt;
| 6.99&lt;br /&gt;
| 346.5*&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| ---&lt;br /&gt;
| 45.5&lt;br /&gt;
| 3.96s**&lt;br /&gt;
| 4s&lt;br /&gt;
| 130.46&lt;br /&gt;
| 5.30&lt;br /&gt;
| 500&lt;br /&gt;
| 14784&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| *Three shot bursts&amp;lt;br&amp;gt;**Three shots to oveheat&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air UAC10&lt;br /&gt;
| 800m&lt;br /&gt;
| 760m&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
| 73.5&lt;br /&gt;
| Energy&lt;br /&gt;
| 2m&lt;br /&gt;
| 400&lt;br /&gt;
| 1.5s&lt;br /&gt;
| 6s&lt;br /&gt;
| 98&lt;br /&gt;
| 66.67&lt;br /&gt;
| 450&lt;br /&gt;
| 7350&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| (C)UAC10&lt;br /&gt;
| 600m&lt;br /&gt;
| 666m&lt;br /&gt;
| 48&lt;br /&gt;
| 30&lt;br /&gt;
| 600*&lt;br /&gt;
| Heavy Kinetic&lt;br /&gt;
| ---&lt;br /&gt;
| 56&lt;br /&gt;
| 5.36s**&lt;br /&gt;
| 5s&lt;br /&gt;
| 289.73&lt;br /&gt;
| 28&lt;br /&gt;
| 750&lt;br /&gt;
| 14400&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| *Two shot bursts&amp;lt;br&amp;gt;**Five shots to overheat&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air UAC20&lt;br /&gt;
| 700m&lt;br /&gt;
| 660m&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 180&lt;br /&gt;
| Energy&lt;br /&gt;
| 3m&lt;br /&gt;
| 300&lt;br /&gt;
| 1.5s&lt;br /&gt;
| 6s&lt;br /&gt;
| 180&lt;br /&gt;
| 75&lt;br /&gt;
| 450&lt;br /&gt;
| 9000&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| (C)UAC20&lt;br /&gt;
| 350m&lt;br /&gt;
| 378m&lt;br /&gt;
| 32&lt;br /&gt;
| 67.92&lt;br /&gt;
| 980*&lt;br /&gt;
| Heavy Kinetic&lt;br /&gt;
| ---&lt;br /&gt;
| 63.8&lt;br /&gt;
| 4.7s**&lt;br /&gt;
| 6s&lt;br /&gt;
| 1042.07&lt;br /&gt;
| 72.22&lt;br /&gt;
| 1000&lt;br /&gt;
| 15680&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Least accurate AC20?&amp;lt;br&amp;gt;*Two shot bursts&amp;lt;br&amp;gt;**Five shots to overheat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===(C)UAC2 and (C)UAC5===&lt;br /&gt;
{{Section out of date|0.9.0}}&lt;br /&gt;
The '''Ultra AutoCannon-2''' is primarily used as an anti-aircraft weapon since its high rate-of-fire makes them a nightmare for fighters. Likewise they are an effective anti-[[BA|Battle Armor]] and anti-hovercraft weapon. It also carry more ammunition in a ton compared to the AC2 or AC5, however their doubled rate of fire means they also run dry much more quickly. Because of how rapidly it shoots, the UAC2 can even prove to be a threat to heavily armored units despite dealing [[Damage types|Light Kinetic]] damage if the shooter is able to maintain fire on their target.&lt;br /&gt;
&lt;br /&gt;
The '''Ultra AutoCannon-5''', as of 0.8.5, is more similar to the heavier UACs than to the UAC2, as it instead fires a quick burst as opposed to the UAC2's sustained barrage. Again unlike the UAC2, the UAC5 deals [[Damage types|Kinetic]] damage, which is more suitable against heavier targets. A battery of UAC5s, such as those found on the [[Madcat MKII#Variant E|Mad Cat MKII E]] can rapidly disintegrate even an assault 'Mech when used with precise targeting.&lt;br /&gt;
&lt;br /&gt;
As of 0.4.5 there was no observable difference between the Clan and Inner Sphere versions of the weapons.&lt;br /&gt;
&lt;br /&gt;
===(C)UAC10 and (C)UAC20===&lt;br /&gt;
{{Section out of date|0.9.0}}&lt;br /&gt;
Both the '''Ultra AutoCannon-10''' and '''Ultra AutoCannon-20''' are prime assault weapons that feature both high burst damage and impressive DPS. As with the Standard AutoCannon versions they deal splash damage. The main drawback of these weapons is they carry so few rounds in a ton making it easy to run dry if care isn't taken. Because of this it is best to resist the temptation to take chancy shots and instead make sure every shot counts, otherwise a pilot may find themselves making many trips back to base for ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first Ultra AutoCannon introduced was the UAC5 in 2640 by the Terran Hegemony.  Although the Inner Sphere would completely lose the technology in 2915 due to the destructive Succession Wars the Clans went on to introduce the UAC2, UAC10, and UAC20 in the 2820's.  As with the [[Lubalin Ballistics-X AutoCannons|LBX10]], the secrets to the UAC5 would be rediscovered in the Inner Sphere with the help of the Helm Core in 3035 and the pressures of the Clan Invasion would lead to them to also introduce the UAC2 and UAC10 in 3057.  An Inner Sphere version of the UAC20 didn't appear until 3060.&lt;br /&gt;
&lt;br /&gt;
In Classic BattleTech the Clan versions of the UAC are significantly lighter and more compact in addition to having an advantage in range.  Additional weapon characteristics include an ability to switch between standard and ultra firing modes, with the weapon behaving like a Standard AutoCannon while in standard mode and firing twice while in ultra mode.  Operating in ultra mode carries a risk that the weapon will burn out and be rendered useless for the remainder of the battle, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Air UAC2 || (C)UAC2 || Air UAC5 || (C)UAC5 || Air UAC10 || (C)UAC10 || Air UAC20 || (C)UAC20&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Sparrowhawk]]&lt;br /&gt;
*[[Avar]]&lt;br /&gt;
*[[Sulla]]&lt;br /&gt;
*[[Visigoth]]&lt;br /&gt;
|&lt;br /&gt;
*[[Ares]]&lt;br /&gt;
*[[Daishi]]&lt;br /&gt;
*[[Huitzilopochtli]]&lt;br /&gt;
*[[Oro]]&lt;br /&gt;
*[[Shadowcat]]&lt;br /&gt;
*[[Vulture]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Partisan]]&lt;br /&gt;
*[[Rifleman]]&lt;br /&gt;
|&lt;br /&gt;
*[[Sparrowhawk]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
*[[Avar]]&lt;br /&gt;
*[[Sulla]]&lt;br /&gt;
*[[Xerxes]]&lt;br /&gt;
*[[Donar]]&lt;br /&gt;
|&lt;br /&gt;
*[[Ares]]&lt;br /&gt;
*[[Black Lanner]]&lt;br /&gt;
*[[Blood Asp]]&lt;br /&gt;
*[[Daishi]]&lt;br /&gt;
*[[Hephaestus]]&lt;br /&gt;
*[[Huitzilopochtli]]&lt;br /&gt;
*[[Loki]]&lt;br /&gt;
*[[Madcat MKII]]&lt;br /&gt;
*[[Morrigu]]&lt;br /&gt;
*[[Novacat]]&lt;br /&gt;
*[[Solitaire]]&lt;br /&gt;
*[[Uller]]&lt;br /&gt;
*[[Chevalier]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Rifleman]]&lt;br /&gt;
|&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
*[[Sulla]]&lt;br /&gt;
*[[Visigoth]]&lt;br /&gt;
*[[Xerxes]]&lt;br /&gt;
|&lt;br /&gt;
*[[Ares]]&lt;br /&gt;
*[[Blood Asp]]&lt;br /&gt;
*[[Daishi]]&lt;br /&gt;
*[[Epona]]&lt;br /&gt;
*[[Loki]]&lt;br /&gt;
*[[Madcat]]&lt;br /&gt;
*[[Masakari]]&lt;br /&gt;
*[[Morrigu]]&lt;br /&gt;
*[[Oro]]&lt;br /&gt;
*[[Puma]]&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Bushwacker]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Uziel]]&lt;br /&gt;
|&lt;br /&gt;
*[[Visigoth]]&lt;br /&gt;
*[[Xerxes]]&lt;br /&gt;
|&lt;br /&gt;
*[[Daishi]]&lt;br /&gt;
*[[Madcat]]&lt;br /&gt;
*[[Madcat MKII]]&lt;br /&gt;
*[[Novacat]]&lt;br /&gt;
*[[Oro]]&lt;br /&gt;
*[[Shadowcat]]&lt;br /&gt;
*[[Ryoken]]&lt;br /&gt;
*[[Thor]]&lt;br /&gt;
*[[Uller]]&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
*[[Fafnir]]&lt;br /&gt;
*[[Hollander II]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Standard AutoCannons]]&lt;br /&gt;
&lt;br /&gt;
*[[Lubalin Ballistics-X AutoCannons]]&lt;br /&gt;
&lt;br /&gt;
*[[Rotary AutoCannons]]&lt;br /&gt;
&lt;br /&gt;
*[[Hyper-Velocity AutoCannons]]&lt;br /&gt;
&lt;br /&gt;
*[[Gauss Rifles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ballistic weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2683</id>
		<title>Hyper-Assault Gauss Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2683"/>
				<updated>2017-11-16T22:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Updated DPS and made a small comment to fire until jammed. Overview still needs to be fleshed out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder fluff text&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Section out of date}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.1.&lt;br /&gt;
The cooldown time of all HAGs is 16 seconds. Instead, the shorter jammed duration is used to calculate DPS and players are advised to fire until the weapon jams for best results.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #62782d; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Listed Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat per shot'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Overheat'''&lt;br /&gt;
! '''Jam Duration'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new ballistic weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Listed Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat/shot&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Overheat&lt;br /&gt;
| Cooldown&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| HAG20&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 1.33s&lt;br /&gt;
| 8s&lt;br /&gt;
| 175.3&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG30&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2s&lt;br /&gt;
| 9s&lt;br /&gt;
| 223.64&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG40&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2.66s&lt;br /&gt;
| 10s&lt;br /&gt;
| 258.44&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! HAG20 || HAG30 || HAG40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Standard AutoCannons]]&lt;br /&gt;
*[[Lubalin Ballistics-X AutoCannons]]&lt;br /&gt;
*[[Ultra AutoCannons]]&lt;br /&gt;
*[[Rotary AutoCannons]]&lt;br /&gt;
*[[Hyper-Velocity AutoCannons]]&lt;br /&gt;
*[[Particle Projection Cannons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Ballistic Weapons]]&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2682</id>
		<title>Hyper-Assault Gauss Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2682"/>
				<updated>2017-11-16T22:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: /* Weapon Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder fluff text&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Section out of date}}&lt;br /&gt;
Jammed weapon cool-down times are used in this table, they are slower if the weapon is not jammed.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.1.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #62782d; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Listed Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat per shot'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Overheat'''&lt;br /&gt;
! '''Jam Duration'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new ballistic weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Listed Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat/shot&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Overheat&lt;br /&gt;
| Cooldown&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| HAG20&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 1.33s&lt;br /&gt;
| 8s&lt;br /&gt;
| 175.3&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG30&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2s&lt;br /&gt;
| 9s&lt;br /&gt;
| 223.64&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG40&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2.66s&lt;br /&gt;
| 10s&lt;br /&gt;
| 258.44&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! HAG20 || HAG30 || HAG40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Standard AutoCannons]]&lt;br /&gt;
*[[Lubalin Ballistics-X AutoCannons]]&lt;br /&gt;
*[[Ultra AutoCannons]]&lt;br /&gt;
*[[Rotary AutoCannons]]&lt;br /&gt;
*[[Hyper-Velocity AutoCannons]]&lt;br /&gt;
*[[Particle Projection Cannons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Ballistic Weapons]]&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2681</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2681"/>
				<updated>2017-11-15T19:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Forgot to change the price of the G variant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Puma01.png&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 36 276&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 750&lt;br /&gt;
| ArmorT A = 34 335&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 [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 B = 57 750&lt;br /&gt;
| ArmorT B = 34 335&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 250&lt;br /&gt;
| ArmorT C = 34 335&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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; [[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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 350&lt;br /&gt;
| ArmorT D = 40 152&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CHSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 57 350&lt;br /&gt;
| ArmorT E = 34 335&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ATM12#High Explosive|ATM12 (HE)]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 51 850&lt;br /&gt;
| ArmorT F = 34 335&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (STD)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC|CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;1 [[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 G = 48 500&lt;br /&gt;
| ArmorT G = 34 335&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[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;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3402&lt;br /&gt;
| Armor CT = 5888&lt;br /&gt;
| Armor B = 3140&lt;br /&gt;
| Armor LRA = 2748&lt;br /&gt;
| Armor LRL = 2544 Internal +&amp;lt;br&amp;gt;4240 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Puma''' is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most Pumas are also equipped with [[GECM]], allowing them to reduce the range at which they can be detected on [[Radar]]. Pumas do have relatively weak [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Like most Primes this is the most flexible design of the bunch due to its [[CERPPC]]s. Though prone to heat complications, chain fire should allow two and a half rounds of fire as soon as they are available. Close and long range fighting are both options due to the [[Window of Engagement]] being so short and splash damage very high. To take advantage of its strengths, hit and run tactics and a wide Staggered Approach with [[Eoptics]] are recommended to minimize danger of return fire. Also, using flamers to finish off heavily damaged hostiles rather than a CERPPC shot will save heat.  When facing this variant, use smaller, faster assets and close range quickly in an Angled Approach, then engage in a [[Gameplay Tactics#Circle Lock|circle lock]] and wait for it to overheat and break off, then follow behind him keeping out of his poor torso turn. Heavier assets should keep in cover and fire on the the Puma from range before it has its own chance to fire.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant is a slight tweak of the Puma Prime, with one [[CERPPC]] and the [[GECM]] swapped out for a [[CUAC10]] plus one ton of free space at a significantly reduced c-bill cost in comparison. Heat is much easier to control in the Puma A, making it a more viable Mech on hotter maps, while reducing its vulnerability to Flamer attack. The A is weaker at extreme ranges without the second ERPPC and the Ultra AC10 has a longer travel time, making it more challenging to land shots at range. Like all Pumas, the centre torso [[Flamer]] makes short work of any [[Battle Armor]] foolish enough to attack it from the front.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Where the Puma Prime and A use [[CERPPC]]s to dish out damage at range, the Puma B focuses on precision targeting at range with three [[CERLBL]]s, all while still being cheaper than the Prime. This setup turns the B into a well-rounded sniper, effective against Mechs, tanks and even aerospace assets. Like the Puma Prime, heat can be a problem, one which can be overcome by using chainfire. The B also retains [[GECM]] and is well-protected from [[BA]] attack thanks to the [[Flamer]]. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
More of a hunter than the others, precision is needed as if you miss with even part of the beam, you will be punished with a heat spike and chain firing the lasers can lead to a long [[Window of Engagement]] and put you at risk. However, an [[Gameplay Tactics#Alpha Strike|alpha strike]] with the 6 [[CERMBL]]'s focuses a total of 2178 energy damage on point, capable of destroying most lightly-armored opponents or disabling crucial components of heavier assets in 2 or 3 well-aimed shots. A Flanking Approach at long range hidden by your [[GECM]] may allow you to destroy crucial components on much heavier assets before they realize you are there. Both when using and fighting against this Puma, keep in mind extremely close range can make it difficult to hit with the lasers. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, is the knife fighter of the bunch, the D has extremely high pin point damage and excellent heat management even with liberal use of [[MASC]]. However, the majority of its weapons only work to a dangerous 200m. To complicate things further, the [[Window of Engagement]] is extremely long forcing you to face your enemy at close range for long periods of time. As the Puma is a very wide, lightly armored chassis, this is a worst case scenario and this variant is a high risk high reward asset. It is best used to chase and destroy lightly armed assets in a fast Direct Approach where return fire is minimal. If caught by a larger asset, crippling it may be the only option as the Puma is not a great runner if having to run from a 200m engagement. &lt;br /&gt;
If you are caught in close range by this Puma, quick swinging of the torso will spread the damage of the Heavy Lasers. Never look directly into this Puma's eyes for too long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Best used at short range, the E has more flexibility than the other Pumas due to its [[MASC]], the radar cover of its [[GECM]] and the homing of its [[ATM12]]s, loaded with HE ammunition. &lt;br /&gt;
A threat to both lights and heavies if given enough time, pilots should be aware of the long dead time between missile volleys making swift decisions on staying to maximise their DPS or jumping behind cover to give their launcher time to reload. This is best used as a close-range fire support unit or to surprise and smash other light Mechs with deadly barrages of ATMs. The quad [[CERSBL]]s are excellent for following up on an ATM strike; with a good pilot at the controls, the E can easily punch above its weight.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Similar to a [[Cougar]] C at first glance, sporting a [[cERMBL]], a [[cERLBL]], two missile racks and a [[cNARC]] launcher, the Puma F plays the role of spotter quite differently. The switch from [[cLRM]]s to [[ATM]]s as well as the single point defence [[Flamer]] standard to all Pumas took a toll tonnage wise, and as a result the variant carries no electronics or equipment to assist it in spotting or approaching its targets. Loading one launcher with fast locking Standard ammunition and another with deadly at close range High Explosive, while carrying more armour as a chassis, the Puma F is more of a skirmisher with the ability to designate targets than a spotter that then takes advantage of its own targeting beacons. Its two main downfalls are its complete inability to afford any tonnage for extra ammo, necessitating careful target prioritisation as a spotter, as well as the very small sweet spot between the 300m range of its HE ATMs and the 120m minimum range of its Std launcher where it can fire all of its weapons. It is only equipped with a single extra [[DHS]], but it isn't a heat intensive variant nor designed for prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Puma G is a flamer boat on steroids. Sporting an impressive array of eight(!) [[Flamers]], this Puma is made for overheating enemy Mechs into self-destruction. In fact, with that number of flamers it's possible for players to effectively chain or group fire their flamers so that some of them cool down while the rest still effectively overheat their victims with a non-stop stream of flames. Since forcing an enemy Mech into blowing themselves up gives the Puma G's pilot little c-bills for the effort, a pair of [[UAC5]]s provides respectable enough firepower for the pilot to chip into the damage dealt pool and reap some of the kill money, or just lay down some suppressing fire while the enemy is outside arm's rach. The cheapest Puma, just a moderate donation outside of starting money, it's a good choice for an early game flamer boat with reliable backup weapons for the times when it can't charge into the extreme short range required to burn up the enemy. The main downside of the Puma G is that while a light mech, it's one of the slowest ones and it doesn't have any mobility enhancing or radar masking equipment to make its approach easier. A trio of [[DHS]] is enough insurance that pilots will overheat their opponents way before they overheat themselves.&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:Puma.jpg|Puma ca. version 0.3.0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Adder'', nicknamed by Inner Sphere forces as the ''Puma'', is a light and fast OmniMech which was designed to emulate the weapons configurations commonly seen on IS medium 'Mechs. As a result, it carries a far more potent load of firepower than its tonnage might suggest. Originally designed by Clan Star Adder in preparation for the invasion of the Inner Sphere, the Clan was not able to retain exclusive rights to the design, and by 3045 it had become a common design throughout the Clan military. Used primarily as a fire support unit, the ''Adder''/''Puma'' devotes nearly half its tonnage to modular weaponry, providing easy modification for a variety of roles. The prime configuration, marrying twin [[ERPPC]]s with the finesse of an advanced targeting computer, is deadly at almost any range, but has issues with overheating.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Adder_(Puma) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2680</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2680"/>
				<updated>2017-11-15T19:18:50Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: /* Variant G */ minor change in wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Puma01.png&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 36 276&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 750&lt;br /&gt;
| ArmorT A = 34 335&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 [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 B = 57 750&lt;br /&gt;
| ArmorT B = 34 335&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 250&lt;br /&gt;
| ArmorT C = 34 335&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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; [[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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 350&lt;br /&gt;
| ArmorT D = 40 152&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CHSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 57 350&lt;br /&gt;
| ArmorT E = 34 335&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ATM12#High Explosive|ATM12 (HE)]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 51 850&lt;br /&gt;
| ArmorT F = 34 335&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (STD)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC|CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;1 [[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 G = 45 500&lt;br /&gt;
| ArmorT G = 34 335&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[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;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3402&lt;br /&gt;
| Armor CT = 5888&lt;br /&gt;
| Armor B = 3140&lt;br /&gt;
| Armor LRA = 2748&lt;br /&gt;
| Armor LRL = 2544 Internal +&amp;lt;br&amp;gt;4240 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Puma''' is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most Pumas are also equipped with [[GECM]], allowing them to reduce the range at which they can be detected on [[Radar]]. Pumas do have relatively weak [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Like most Primes this is the most flexible design of the bunch due to its [[CERPPC]]s. Though prone to heat complications, chain fire should allow two and a half rounds of fire as soon as they are available. Close and long range fighting are both options due to the [[Window of Engagement]] being so short and splash damage very high. To take advantage of its strengths, hit and run tactics and a wide Staggered Approach with [[Eoptics]] are recommended to minimize danger of return fire. Also, using flamers to finish off heavily damaged hostiles rather than a CERPPC shot will save heat.  When facing this variant, use smaller, faster assets and close range quickly in an Angled Approach, then engage in a [[Gameplay Tactics#Circle Lock|circle lock]] and wait for it to overheat and break off, then follow behind him keeping out of his poor torso turn. Heavier assets should keep in cover and fire on the the Puma from range before it has its own chance to fire.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant is a slight tweak of the Puma Prime, with one [[CERPPC]] and the [[GECM]] swapped out for a [[CUAC10]] plus one ton of free space at a significantly reduced c-bill cost in comparison. Heat is much easier to control in the Puma A, making it a more viable Mech on hotter maps, while reducing its vulnerability to Flamer attack. The A is weaker at extreme ranges without the second ERPPC and the Ultra AC10 has a longer travel time, making it more challenging to land shots at range. Like all Pumas, the centre torso [[Flamer]] makes short work of any [[Battle Armor]] foolish enough to attack it from the front.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Where the Puma Prime and A use [[CERPPC]]s to dish out damage at range, the Puma B focuses on precision targeting at range with three [[CERLBL]]s, all while still being cheaper than the Prime. This setup turns the B into a well-rounded sniper, effective against Mechs, tanks and even aerospace assets. Like the Puma Prime, heat can be a problem, one which can be overcome by using chainfire. The B also retains [[GECM]] and is well-protected from [[BA]] attack thanks to the [[Flamer]]. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
More of a hunter than the others, precision is needed as if you miss with even part of the beam, you will be punished with a heat spike and chain firing the lasers can lead to a long [[Window of Engagement]] and put you at risk. However, an [[Gameplay Tactics#Alpha Strike|alpha strike]] with the 6 [[CERMBL]]'s focuses a total of 2178 energy damage on point, capable of destroying most lightly-armored opponents or disabling crucial components of heavier assets in 2 or 3 well-aimed shots. A Flanking Approach at long range hidden by your [[GECM]] may allow you to destroy crucial components on much heavier assets before they realize you are there. Both when using and fighting against this Puma, keep in mind extremely close range can make it difficult to hit with the lasers. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, is the knife fighter of the bunch, the D has extremely high pin point damage and excellent heat management even with liberal use of [[MASC]]. However, the majority of its weapons only work to a dangerous 200m. To complicate things further, the [[Window of Engagement]] is extremely long forcing you to face your enemy at close range for long periods of time. As the Puma is a very wide, lightly armored chassis, this is a worst case scenario and this variant is a high risk high reward asset. It is best used to chase and destroy lightly armed assets in a fast Direct Approach where return fire is minimal. If caught by a larger asset, crippling it may be the only option as the Puma is not a great runner if having to run from a 200m engagement. &lt;br /&gt;
If you are caught in close range by this Puma, quick swinging of the torso will spread the damage of the Heavy Lasers. Never look directly into this Puma's eyes for too long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Best used at short range, the E has more flexibility than the other Pumas due to its [[MASC]], the radar cover of its [[GECM]] and the homing of its [[ATM12]]s, loaded with HE ammunition. &lt;br /&gt;
A threat to both lights and heavies if given enough time, pilots should be aware of the long dead time between missile volleys making swift decisions on staying to maximise their DPS or jumping behind cover to give their launcher time to reload. This is best used as a close-range fire support unit or to surprise and smash other light Mechs with deadly barrages of ATMs. The quad [[CERSBL]]s are excellent for following up on an ATM strike; with a good pilot at the controls, the E can easily punch above its weight.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Similar to a [[Cougar]] C at first glance, sporting a [[cERMBL]], a [[cERLBL]], two missile racks and a [[cNARC]] launcher, the Puma F plays the role of spotter quite differently. The switch from [[cLRM]]s to [[ATM]]s as well as the single point defence [[Flamer]] standard to all Pumas took a toll tonnage wise, and as a result the variant carries no electronics or equipment to assist it in spotting or approaching its targets. Loading one launcher with fast locking Standard ammunition and another with deadly at close range High Explosive, while carrying more armour as a chassis, the Puma F is more of a skirmisher with the ability to designate targets than a spotter that then takes advantage of its own targeting beacons. Its two main downfalls are its complete inability to afford any tonnage for extra ammo, necessitating careful target prioritisation as a spotter, as well as the very small sweet spot between the 300m range of its HE ATMs and the 120m minimum range of its Std launcher where it can fire all of its weapons. It is only equipped with a single extra [[DHS]], but it isn't a heat intensive variant nor designed for prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Puma G is a flamer boat on steroids. Sporting an impressive array of eight(!) [[Flamers]], this Puma is made for overheating enemy Mechs into self-destruction. In fact, with that number of flamers it's possible for players to effectively chain or group fire their flamers so that some of them cool down while the rest still effectively overheat their victims with a non-stop stream of flames. Since forcing an enemy Mech into blowing themselves up gives the Puma G's pilot little c-bills for the effort, a pair of [[UAC5]]s provides respectable enough firepower for the pilot to chip into the damage dealt pool and reap some of the kill money, or just lay down some suppressing fire while the enemy is outside arm's rach. The cheapest Puma, just a small donation outside of starting money, it's a good choice for an early game flamer boat with reliable backup weapons for the times when it can't charge into the extreme short range required to burn up the enemy. The main downside of the Puma G is that while a light mech, it's one of the slowest ones and it doesn't have any mobility enhancing or radar masking equipment to make its approach easier. A trio of [[DHS]] is enough insurance that pilots will overheat their opponents way before they overheat themselves.&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:Puma.jpg|Puma ca. version 0.3.0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Adder'', nicknamed by Inner Sphere forces as the ''Puma'', is a light and fast OmniMech which was designed to emulate the weapons configurations commonly seen on IS medium 'Mechs. As a result, it carries a far more potent load of firepower than its tonnage might suggest. Originally designed by Clan Star Adder in preparation for the invasion of the Inner Sphere, the Clan was not able to retain exclusive rights to the design, and by 3045 it had become a common design throughout the Clan military. Used primarily as a fire support unit, the ''Adder''/''Puma'' devotes nearly half its tonnage to modular weaponry, providing easy modification for a variety of roles. The prime configuration, marrying twin [[ERPPC]]s with the finesse of an advanced targeting computer, is deadly at almost any range, but has issues with overheating.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Adder_(Puma) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2679</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2679"/>
				<updated>2017-11-15T19:14:43Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Updated G variant fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Puma01.png&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 36 276&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 750&lt;br /&gt;
| ArmorT A = 34 335&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 [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 B = 57 750&lt;br /&gt;
| ArmorT B = 34 335&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 250&lt;br /&gt;
| ArmorT C = 34 335&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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; [[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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 350&lt;br /&gt;
| ArmorT D = 40 152&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CHSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 57 350&lt;br /&gt;
| ArmorT E = 34 335&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ATM12#High Explosive|ATM12 (HE)]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 51 850&lt;br /&gt;
| ArmorT F = 34 335&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (STD)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC|CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;1 [[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 G = 45 500&lt;br /&gt;
| ArmorT G = 34 335&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[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;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3402&lt;br /&gt;
| Armor CT = 5888&lt;br /&gt;
| Armor B = 3140&lt;br /&gt;
| Armor LRA = 2748&lt;br /&gt;
| Armor LRL = 2544 Internal +&amp;lt;br&amp;gt;4240 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Puma''' is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most Pumas are also equipped with [[GECM]], allowing them to reduce the range at which they can be detected on [[Radar]]. Pumas do have relatively weak [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Like most Primes this is the most flexible design of the bunch due to its [[CERPPC]]s. Though prone to heat complications, chain fire should allow two and a half rounds of fire as soon as they are available. Close and long range fighting are both options due to the [[Window of Engagement]] being so short and splash damage very high. To take advantage of its strengths, hit and run tactics and a wide Staggered Approach with [[Eoptics]] are recommended to minimize danger of return fire. Also, using flamers to finish off heavily damaged hostiles rather than a CERPPC shot will save heat.  When facing this variant, use smaller, faster assets and close range quickly in an Angled Approach, then engage in a [[Gameplay Tactics#Circle Lock|circle lock]] and wait for it to overheat and break off, then follow behind him keeping out of his poor torso turn. Heavier assets should keep in cover and fire on the the Puma from range before it has its own chance to fire.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant is a slight tweak of the Puma Prime, with one [[CERPPC]] and the [[GECM]] swapped out for a [[CUAC10]] plus one ton of free space at a significantly reduced c-bill cost in comparison. Heat is much easier to control in the Puma A, making it a more viable Mech on hotter maps, while reducing its vulnerability to Flamer attack. The A is weaker at extreme ranges without the second ERPPC and the Ultra AC10 has a longer travel time, making it more challenging to land shots at range. Like all Pumas, the centre torso [[Flamer]] makes short work of any [[Battle Armor]] foolish enough to attack it from the front.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Where the Puma Prime and A use [[CERPPC]]s to dish out damage at range, the Puma B focuses on precision targeting at range with three [[CERLBL]]s, all while still being cheaper than the Prime. This setup turns the B into a well-rounded sniper, effective against Mechs, tanks and even aerospace assets. Like the Puma Prime, heat can be a problem, one which can be overcome by using chainfire. The B also retains [[GECM]] and is well-protected from [[BA]] attack thanks to the [[Flamer]]. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
More of a hunter than the others, precision is needed as if you miss with even part of the beam, you will be punished with a heat spike and chain firing the lasers can lead to a long [[Window of Engagement]] and put you at risk. However, an [[Gameplay Tactics#Alpha Strike|alpha strike]] with the 6 [[CERMBL]]'s focuses a total of 2178 energy damage on point, capable of destroying most lightly-armored opponents or disabling crucial components of heavier assets in 2 or 3 well-aimed shots. A Flanking Approach at long range hidden by your [[GECM]] may allow you to destroy crucial components on much heavier assets before they realize you are there. Both when using and fighting against this Puma, keep in mind extremely close range can make it difficult to hit with the lasers. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, is the knife fighter of the bunch, the D has extremely high pin point damage and excellent heat management even with liberal use of [[MASC]]. However, the majority of its weapons only work to a dangerous 200m. To complicate things further, the [[Window of Engagement]] is extremely long forcing you to face your enemy at close range for long periods of time. As the Puma is a very wide, lightly armored chassis, this is a worst case scenario and this variant is a high risk high reward asset. It is best used to chase and destroy lightly armed assets in a fast Direct Approach where return fire is minimal. If caught by a larger asset, crippling it may be the only option as the Puma is not a great runner if having to run from a 200m engagement. &lt;br /&gt;
If you are caught in close range by this Puma, quick swinging of the torso will spread the damage of the Heavy Lasers. Never look directly into this Puma's eyes for too long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Best used at short range, the E has more flexibility than the other Pumas due to its [[MASC]], the radar cover of its [[GECM]] and the homing of its [[ATM12]]s, loaded with HE ammunition. &lt;br /&gt;
A threat to both lights and heavies if given enough time, pilots should be aware of the long dead time between missile volleys making swift decisions on staying to maximise their DPS or jumping behind cover to give their launcher time to reload. This is best used as a close-range fire support unit or to surprise and smash other light Mechs with deadly barrages of ATMs. The quad [[CERSBL]]s are excellent for following up on an ATM strike; with a good pilot at the controls, the E can easily punch above its weight.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Similar to a [[Cougar]] C at first glance, sporting a [[cERMBL]], a [[cERLBL]], two missile racks and a [[cNARC]] launcher, the Puma F plays the role of spotter quite differently. The switch from [[cLRM]]s to [[ATM]]s as well as the single point defence [[Flamer]] standard to all Pumas took a toll tonnage wise, and as a result the variant carries no electronics or equipment to assist it in spotting or approaching its targets. Loading one launcher with fast locking Standard ammunition and another with deadly at close range High Explosive, while carrying more armour as a chassis, the Puma F is more of a skirmisher with the ability to designate targets than a spotter that then takes advantage of its own targeting beacons. Its two main downfalls are its complete inability to afford any tonnage for extra ammo, necessitating careful target prioritisation as a spotter, as well as the very small sweet spot between the 300m range of its HE ATMs and the 120m minimum range of its Std launcher where it can fire all of its weapons. It is only equipped with a single extra [[DHS]], but it isn't a heat intensive variant nor designed for prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Puma G is a flamer boat on steroids. Sporting an impressive array of eight(!) [[Flamers]], this Puma is made for overheating enemy Mechs into self-destruction. In fact, with that number of flamers it's possible for players to effectively chain or group fire their flamers to prevent them from jamming while still effectively overheating their victims. Since forcing an enemy Mech into blowing themselves up gives the Puma G's pilot little c-bills for the effort, a pair of [[UAC5]]s provides respectable enough firepower for the pilot to chip into the damage dealt pool and reap some of the kill money, or just lay down some suppressing fire while the enemy is outside arm's rach. The cheapest Puma, just a small donation outside of starting money, it's a good choice for an early game flamer boat with reliable backup weapons for the times when it can't charge into the extreme short range required to burn up the enemy. The main downside of the Puma G is that while a light mech, it's one of the slowest ones and it doesn't have any mobility enhancing or radar masking equipment to make its approach easier. A trio of [[DHS]] is enough insurance that pilots will overheat their opponents way before they overheat themselves.&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:Puma.jpg|Puma ca. version 0.3.0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Adder'', nicknamed by Inner Sphere forces as the ''Puma'', is a light and fast OmniMech which was designed to emulate the weapons configurations commonly seen on IS medium 'Mechs. As a result, it carries a far more potent load of firepower than its tonnage might suggest. Originally designed by Clan Star Adder in preparation for the invasion of the Inner Sphere, the Clan was not able to retain exclusive rights to the design, and by 3045 it had become a common design throughout the Clan military. Used primarily as a fire support unit, the ''Adder''/''Puma'' devotes nearly half its tonnage to modular weaponry, providing easy modification for a variety of roles. The prime configuration, marrying twin [[ERPPC]]s with the finesse of an advanced targeting computer, is deadly at almost any range, but has issues with overheating.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Adder_(Puma) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2627</id>
		<title>Hyper-Assault Gauss Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hyper-Assault_Gauss_Rifle&amp;diff=2627"/>
				<updated>2017-11-09T13:56:30Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder fluff text&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Section out of date}}&lt;br /&gt;
Jammed weapon cool-down times are used in this table, they are slower if the weapon is not jammed.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.1.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #62782d; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Listed Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Overheat'''&lt;br /&gt;
! '''Cooldown'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new ballistic weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Listed Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Overheat&lt;br /&gt;
| Cooldown&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| HAG20&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 1.33&lt;br /&gt;
| 8&lt;br /&gt;
| 94.4&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG30&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 136.67&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| HAG40&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1260m&lt;br /&gt;
| 240&lt;br /&gt;
| 3.2&lt;br /&gt;
| 82&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 900&lt;br /&gt;
| 2.66&lt;br /&gt;
| 10&lt;br /&gt;
| 175.68&lt;br /&gt;
| 48&lt;br /&gt;
| 1500&lt;br /&gt;
| 19680&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_grass&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! HAG20 || HAG30 || HAG40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Standard AutoCannons]]&lt;br /&gt;
*[[Lubalin Ballistics-X AutoCannons]]&lt;br /&gt;
*[[Ultra AutoCannons]]&lt;br /&gt;
*[[Rotary AutoCannons]]&lt;br /&gt;
*[[Hyper-Velocity AutoCannons]]&lt;br /&gt;
*[[Particle Projection Cannons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Ballistic Weapons]]&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=2593</id>
		<title>Hollander II</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=2593"/>
				<updated>2017-11-05T13:13:22Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Marked outdated sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hollander2.jpg&lt;br /&gt;
| Name = Hollander II&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +55°&lt;br /&gt;
| PitchCrouch = -34° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 55 300&lt;br /&gt;
| ArmorT Prime = 35 568&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 63 500&lt;br /&gt;
| ArmorT A = 31 972&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SBL]]&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;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 54 000&lt;br /&gt;
| ArmorT B = 35 568&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 750&lt;br /&gt;
| ArmorT C = 35 568&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&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;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 54 750&lt;br /&gt;
| ArmorT D = 33 769&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;4 [[AC2]]&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;[[JJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&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;
| Price E = 55 350&lt;br /&gt;
| ArmorT E = 31 972&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;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;
&lt;br /&gt;
| Price F = 56 800&lt;br /&gt;
| ArmorT F = 33 769&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 300&lt;br /&gt;
| ArmorT G = 35 568&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC|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;[[GECM]]&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;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5010&lt;br /&gt;
| Armor LT = 3259&lt;br /&gt;
| Armor RT = 5261&lt;br /&gt;
| Armor B = 3006&lt;br /&gt;
| Armor LRA = 2004&lt;br /&gt;
| Armor LRL = 2300 Internal +&amp;lt;br&amp;gt;3833 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.6.1--&amp;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.&amp;lt;br /&amp;gt;&lt;br /&gt;
One of the obvious methods for defeating this Mech is to destroy the right torso of the Mech, 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;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The Prime variant mounts 1 [[Gauss]] as its main weapon, and supports that with 4 [[SPL]]s, giving it a respectable long-range punch, as well as enough close-range firepower to deter [[Battle Armor]] and [[Light Mechs]].  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]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Hollander II A mounts a single [[HGauss]] as its main weapon, and supports this with 4 [[SBL]]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 with low ammo capacity and a long refire rate for the HGauss, limiting its effective time in the field.  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.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The B variant is a bit of an oddity, as it mounts weapons that are really only effective at close to medium range. While the [[UAC20]] is technically capable of effectively dealing heavy damage to targets at long range, the 4 [[Flamer|Flamers]] are not. The relatively close-ranged weaponry means that the Hollander II B must close with its targets, making it much more vulnerable to enemy fire directed at its Right Torso or Cockpit.  The B variant is best used as close fire-support, dealing heavy damage with the UAC20, and utilizing the Flamers to deal debilitating heat to enemy targets, as well as roasting any BA.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
The Hollander II C mounts as its main weapon a [[RAC5]], and supports this with 2 [[UAC2]]s.  This loadout is extremely good at shredding Light Vehicles and Mechs, as well as hosing down any enemy air units that come in range.  Coupled with Eoptics, the C variant makes a very effective early-game AA platform, and carries enough extra ammo for extended field time.  It falters significantly against mechs of a similar or greater weight class, as its weapons simply cannot deal enough damage in time to heavier armor.  Care must be taken to monitor its rapid fire arsenal, as jamming and overheating can bring its barrage of shells to an abrupt and dangerous end.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&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 [[ERMBL]]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 into any hostiles in the vicinity.&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.&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=2592</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=2592"/>
				<updated>2017-11-05T13:04:25Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Updated things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uziel.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 240&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 59 400&lt;br /&gt;
| ArmorT Prime = 44 541&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 [[MGun]]&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 = 56 500&lt;br /&gt;
| ArmorT A = 39 721&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 [[MGun]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 200&lt;br /&gt;
| ArmorT B = 44 541&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&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;[[MASC]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 000&lt;br /&gt;
| ArmorT C = 44 541&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 61 200&lt;br /&gt;
| ArmorT D = 44 541&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 51 500&lt;br /&gt;
| ArmorT E = 44 541&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&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;
&lt;br /&gt;
| Price F = 51 000&lt;br /&gt;
| ArmorT F = 41 328&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 [[MBL]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 54 700&lt;br /&gt;
| ArmorT G = 41 328&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7459&lt;br /&gt;
| Armor LRT = 4501&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2861&lt;br /&gt;
| Armor LRL = 2951 Internal +&amp;lt;br&amp;gt;4919 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Uziel''' is an [[Inner Sphere]] second line [[Medium Mech]], equipped mostly with medium- to long-range, direct-fire weaponry, making it a great sniper Mech that can double as a brawler in a pinch. The Uziel has fairly standard [[Armor]] and maneuverability for a Medium Mech, but stands out by coupling this with above-average firepower and incredible utility.  &lt;br /&gt;
&lt;br /&gt;
The Uziel has a very cramped and restrictive cockpit. It has a very limited vertical field of view, which can quickly turn it into a death trap on more vertical maps like [[TSA ThunderRift]]. Pilots should also be aware of the Uziel's width, as it's easy for one of the arms to poke out from behind cover without the pilot realizing it.&lt;br /&gt;
&lt;br /&gt;
The Uziel is unique in that it currently sports two new cosmetic features: destroyable components and triple [[Jump Jets]]. When the Uziel's side armor is destroyed, the armor plates will visibly detach, and the JJ animation for the Uziel has a third booster instead of the standard two like all the other Mechs, though it does not bring any real combat benefit.&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 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.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
[[File:iPoke.jpg|left|100px|The iPoke]]&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 1200m 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. Two 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 protection against BA. 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;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uziel B is a cheap, powerful brawler that brings some serious firepower for its pricetag. Mounting a [[SSRM6]] and [[DSSRM4]], it is capable of firing salvos of 14 missiles, or chain firing them for extended screenshake. A quad array of [[SPL]] increase its firepower to scary levels, helping to put its disoriented targets out of their misery. Unfortunately, this combination of weapons requires getting into ultra short range combat to take advantage of the variant's damage potential and being able to spare only one ton to store a spare reload of bulky streak ammo makes it reliant on its supply chain. The larger launcher is only capable of three salvoes, and as soon as it begins to reload the SSRM6 is three shots away from running completely dry. A [[MASC]] enhances its already respectable speed and helps the Uziel B to close into its preferred range while making the ammo runs more bearable, but even with 4 [[DHS]] pilots will have to be strategic about its use and are still bound to run into heat issues during longer fights.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Uziel C is a peculiar mech, bringing its full firepower to bear in close range fighting, but capable of engaging enemy forces at medium distances. One of the cheapest Uziel variants, an [[AC10]] forms its main skirmishing tool, although the uncommon addition of a [[Tbolt5|Thunderbolt 5]] allows it to engage enemies from a bit further out if its user is willing to run active radar to enable its lock-on feature. A bit of care should be taken when aiming the missile at longer ranges, as its turning capabilities are limited, a drawback it makes up for by having no minimum range. As the distance to the screen-shaken enemy decreases, the Uziel C can bring to bear its array of 1 [[MXPL|Medium]] and 3 [[SXPL|Small X-Pulse Lasers]]. The former can be employed as the distance begins to turn from medium to close-up, but the latter need you the be within 300m of the enemy to be of use. The main drawback of X-Pulse Lasers, despite their high damage potential compared to other laser variations of the same size, is the extended time they need on the enemy for their damage to add-up, and the difficulty of keeping them trained on specific components in the heat of battle. All of this makes the Uziel C a variant more suited to begin engagements as mid-range support, closing the distance with its [[iJJ|Improved Jumpjets]] after the dedicated brawlers have already engaged, or against opponents not best suited for close range combat. Care should be taken to make use of all of its weaponry in order to maximise its damage potential. Its 2 [[DHS]] provide sufficient cooling, as its jumpjets are the only source of sudden bursts of heat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Uziel D is a brawler in a skirmishing scout's clothing. A [[C3]] suite allows it to relay enemy information to its allies, and an [[ERPPC]] lets it engage enemies from 900m away. As soon as it breaks into close range, it brings to bear its full arsenal of two [[MPL|Medium Pulse Lasers]], a pair of [[ERSBL|Extended Range Small Beam Lasers]] and an [[SRM6]]. 5 [[DHS]] do a good job of managing its heat intensive weaponry, without making fire discipline any less of a necessity.&amp;lt;br&amp;gt;&lt;br /&gt;
The main difficulty of using the Uziel D is that it lacks the mobility enhancing equipment most other Uziel variants possess, leaving it up to the player's skill and intelligent use of cover to dictate engagements. Its ability to harass enemies at long range, softening them up before engaging in a brawl, is both its selling point and its main weakness, as it can be considered a necessity rather than a suggestion. When taking its electronics into account as well, it's best suited as a support mech, filing holes in the team's composition with its versatility.&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 [[ERLBL|Extended Range Large Beam 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 BA 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;
An agile LRM boat, capable of operating even without spotter support, the Uziel F's main weakness is its mediocre staying power. With a main armament is a trio of [[LRM10]] launchers, it's capable of a significant long range punch at a fast re-fire rate, the option of a long and sustainable chain fire when it's deemed strategically advantageous and the mobility of [[iJJ|Improved Jumpjets]], with the land speed and agility inherent to the Uziel. This mobility, along with its backup duo of [[MBL]] for point defence, make it a competition to the slightly cheaper and more damaging but overspecialised and reliant on its team for protection and target designation Partisan C. 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 two spare tons of ammo, thus operating at two thirds of its maximal firepower. A single [[DHS]] will force pilots to take some time to cool down or chain fire their missiles during prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Uziel F is a versatile mid range skirmisher with a capacity for brawling. An [[LBX5]] allows it to harass enemies up to 800m away, softening them up for its approach, its damage getting more concentrated as it closes in. At 600m its energy weapons kick into life, a pair of bursty [[ERMBL]] and a more DPS oriented [[LPL]], at this range the variant is capable of prolonged engagements. An [[SRM4]] launcher rounds out its firepower within 350m, but without any capacity for spare ammo is bound to run out with prolonged engagements. Even though the Uziel G finds itself entering close range more often than not in order to bring its full firepower to bear, it lacks the blistering firepower and heavier armor of dedicated brawlers. It is better served reserving forays into close quarters for finishing off softened targets, ambushing distracted enemies or jumping dedicated long range units. Thankfully, it's agile nature, good torso twst and [[iJJ|improved jumpjets]] help dictate engagements. Despite sometimes being strapped for missile ammo due to no free tons the rest of its weapons are ammo efficient or completely independant. A pair of [[DHS]] manage its cool autocannons and IS laser well so the machine overheats only rarely, usually when using its jets in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game History==&lt;br /&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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&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 [[ERMBL|ER Medium Laser]] and [[LPL|Large Pulse Laser]] for medium-range combat, and two [[ERSBL|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;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2573</id>
		<title>Solitaire</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2573"/>
				<updated>2017-11-03T22:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: /* Variant C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Solitaire.jpg&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Speed = 151.2&lt;br /&gt;
| SpeedWithMasc = 216&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand =  -29° to +30°&lt;br /&gt;
| PitchCrouch =  -29° to +30°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 400&lt;br /&gt;
| ArmorT Prime = 25 248&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HSL]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 32 400&lt;br /&gt;
| ArmorT A = 25 248&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 38 500&lt;br /&gt;
| ArmorT B = 25 248&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&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;[[MASC]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 31 400&lt;br /&gt;
| ArmorT C = 25 248&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 29 000&lt;br /&gt;
| ArmorT D = 28 476&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;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 = 39 500&lt;br /&gt;
| ArmorT E = 25 248&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[JJ]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3191&lt;br /&gt;
| Armor LT = 3510&lt;br /&gt;
| Armor RT = 2074&lt;br /&gt;
| Armor B = 3191&lt;br /&gt;
| Armor LRA = 1356&lt;br /&gt;
| Armor LRL = 1723 Internal +&amp;lt;br&amp;gt;2872 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the [http://forum.mechlivinglegends.net/index.php/topic,18931.msg337466.html#msg337466 MWLL 0.7.0 New Assets forum thread] and was a complete surprise.&lt;br /&gt;
&lt;br /&gt;
The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using [[MASC]]. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a [[Hollander II]] or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.&lt;br /&gt;
&lt;br /&gt;
Note:  All Solitaire variants have non-standard armor distribution for Left and Right Torsos.  Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount.  Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime is probably one of the best Solitaires available. Its [[cHLL]] gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 [[cHSL]]s in its arms and side torso as backup weapons. At 4 [[DHS]]es, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A is also a hot-running mech like the Prime. Instead of a [[cHLL]], the A is equipped with a [[cLPL]] giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 [[cSRM2]]s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing [[Battle Armor]] using the SRMs in a chain-fire configuration. Clever use of the A's [[iJJ|improved Jump Jets]] enable it to kite slow enemies until support can arrive.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with [[MASC]] and [[JJ|Jump Jets]]. Using its agility to discreetly get into a spotting vantage point, it's capable of using its [[TAG]] to designate targets for friendly artillery units. Its main armament is a [[cERLBL]] capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of [[cSPL]] for point defence and two [[MG|Machineguns]] for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two [[DHS]] have no chance of managing the careless use all of its equipment and weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is the flamer boat of the bunch. One of the only two Solitaires equipped with [[MASC]], it is capable of reaching the fastest land speeds in the game, leading itself well to fast initial caps, or stealthy backcap duty. Its armament consists of four [[Flamers]] meant for overheating heat intensive opponents, making some of the heavier clan assets especially attractive targets if singled out. Pilots should keep in mind that overheating enemies counts as them killing themselves, resulting in no extra points for the flamer boat. This is somewhat alleviated by the variant's pair of [[ATM|ATM3(HE)]] that allow you to lay  your claim on the damage percentage dealt on the enemy, despite not being a straight on threatening weapon. All in all this is a very situational asset, dedicated to annoying enemies by having them frantically reach for the coolant button while covering their line of sight in flames and shaking their screen with missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What used to be a variant carrying an oversized [[LBX20]] was scaled down to keep with build rules and common sense. Solitaire D now carries a single [[LBX10]], not as powerful as its predecessor but always reliable. A pair of [[cERSBL|Small Lasers]] and two [[MG|Machineguns]] provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching [[BA|Battle Armour]]. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a [[CERPPC|Clan Extended Range PPC]] and [[Jump_Jets|Standard Jump Jets]], which allow for very long range [[Gameplay Tactics#Poptarting|poptarting]].  It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 [[cERSBL]]s and 2 [[MG|Machine Guns]] for hunting battle armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Solitaire three views.jpg|Left, front, and rear views of a Solitaire sporting jungle camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Solitaire BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=2565</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=2565"/>
				<updated>2017-11-03T16:02:45Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Warhawk.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 125 700&lt;br /&gt;
| ArmorT Prime = 77 299&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 116 900&lt;br /&gt;
| ArmorT A = 77 299&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;6x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&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;[[LAMS]]&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;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 300&lt;br /&gt;
| ArmorT B = 77 299&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Extended Range|ATM9 (ER)]]&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 B = &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;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 C = 116 400&lt;br /&gt;
| ArmorT C = 77 299&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (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;[[GECM]]&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;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 111 700&lt;br /&gt;
| ArmorT D = 77 299&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;17 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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 E = 125 800&lt;br /&gt;
| ArmorT E = 77 299&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[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 F = 109 100&lt;br /&gt;
| ArmorT F = 81 073&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;3x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&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;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 100 500&lt;br /&gt;
| ArmorT G = 77 299&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9941&lt;br /&gt;
| Armor LRT = 7953&lt;br /&gt;
| Armor B = 5965&lt;br /&gt;
| Armor LRA = 6710&lt;br /&gt;
| Armor LRL = 4563 Internal +&amp;lt;br&amp;gt;7605 External&lt;br /&gt;
| Armor LE = 4971&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2 --&amp;gt;&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. 4 [[CERPPC]] can provide owerwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers. [[EOptics]] assist with making the most of every volley.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant best works at medium range. Although it can reach up to 900m with its lone [[CGauss]] rifle it is relying on 6 [[cERMBL]] to deliver most of the damage, the Warhawk A is at risk of being out-maneuvered. If the opponent closes in, its [[cSSRM6]] will provide a reliable back up weapon to throw opponents off balance while the pilot can focus on precision work with the lasers. Eight [[DHS]] are plenty to keep the design easy manageable even when pressured. While its high precision armament will make it a huge threat on anything short of other heavy units it does require more time to wear down well armored targets where precision is less important than sheer firepower. To offset that, this Warhawk is set apart from others with a [[NARC|cNARC]] missile launcher. The ability to place a NARC beacon on heavily armored targets while eviscerating fast moving units with its precision weaponry make it a challenge for any kind of opponent. Even with all this, one must keep in mind that Warhawk is not best suited for close combat and since majority of its weapons require closer engagement ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime. With four [[CERLBL]]s, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of [[ATM]] launchers that make it a proper threat to heavier units - the [[ATM9]] is loaded with extended-range ammo and is well-suited to supporting the lasers. The dual [[ATM6]] launchers use standard munitions, granting more damage at closer ranges when targets close to within 700m. Unfortunately, the B's 12 [[DHS]]es will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Fundamentally similar to the Prime, the D replaces the four [[CERPPC]] arm configuration with two [[CLPL]]s and a [[CHLL]]s, one in each arm. This change shifts the D away from a sniper and more into a medium-range profile, with the [[CLRM10]] available for long-range harassment. This Warhawk sports a whopping 17 [[DHS]]es and can handle its heat better than some of its brethren.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, the E maintains one [[CERPPC]], backed instead by four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks. Three tons of additional space allow the E to carry more ammo than it will likely ever use.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A [[CUAC10]] and [[ATM12]] with standard rounds form the backbone of the Warhawk F's loadout. A trio of [[CERMBL]]s and [[CERSBL]]s provide accurate damage when it matters. This variant differs from other Warhawks in that it carries an [[AECM]] suite, placing it firmly in a fire support role, where it can stand-off with the Ultra/10, ERMBLs and ATMs to drive the enemy back whilst granting ECM cover to allies nearby.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This modification of the Warhawk A replaces two [[CERLBL]]s with four [[CLBX5]]es, effectively trading long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than the A, it is important to note that the vast majority of the [[DHS]]es were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Developed by Clan Smoke Jaguar, the Warhawk was known for its deadly accuracy, thanks to a built-in targeting computer common to all variants. With four [[ERPPC]]s this mech is capable of hammering enemy units with a stream of precision fire. The only drawbacks of this mech are short-range combat and problems with heat control, especially in the Prime variant. Because of this, the Smoke Jaguars often paired Warhawks with a Dire Wolf (Daishi) to provide cover.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Daishi&amp;diff=2563</id>
		<title>Daishi</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Daishi&amp;diff=2563"/>
				<updated>2017-11-03T15:54:50Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Daishitemp.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 17&lt;br /&gt;
| Tier = 8&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand = -24° to +35°&lt;br /&gt;
| PitchCrouch = -24° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 149 700&lt;br /&gt;
| ArmorT Prime = 92 394&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 154 100&lt;br /&gt;
| ArmorT A = 92 394&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;1x [[CGauss]]&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 A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&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;13 [[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 B = 162 500&lt;br /&gt;
| ArmorT B = 92 394&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;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&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;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 C = 147 500&lt;br /&gt;
| ArmorT C = 92 394&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|CArrowIV]]&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;[[LAMS]]&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;6 [[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 D = 148 600&lt;br /&gt;
| ArmorT D = 92 394&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM4]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 156 900&lt;br /&gt;
| ArmorT E = 92 394&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&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;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 143 900&lt;br /&gt;
| ArmorT F = 92 394&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 152 300&lt;br /&gt;
| ArmorT G = 92 394&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[CLRM15]]&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;12 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11954&lt;br /&gt;
| Armor LRT = 9564&lt;br /&gt;
| Armor B = 7173&lt;br /&gt;
| Armor LRA = 8069&lt;br /&gt;
| Armor LRL = 5487 Internal +&amp;lt;br&amp;gt;9145 External&lt;br /&gt;
| Armor LE = 5977&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;gt;&lt;br /&gt;
The '''Daishi''' (Japanese for '''Great Death''', and the [[IS]] codename for the '''Dire Wolf''') is a [[Clan]] [[Assault Mech]] introduced with MWLL version 0.6.0. The first sign of this mech was a placeholder xml data accidently(?) left in the beta 0.5.2 release and found by user ''Come and See''. The [http://www.mechlivinglegends.net/2012-06/mechwarrior-living-legends-0-5-7-final-pre-release-media/ final 0.5.7 pre-release media] unveiled it as a planned addition for release 0.5.7 (later renamed to 0.6.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&lt;br /&gt;
===Prime===&lt;br /&gt;
Death incarnate! Sporting incredible firepower, the four [[CERLBL]]s and the [[CLRM10]] can cut down the enemy at long ranges, and if it survives the punishment, then the two [[CUAC5]]s and the battery of [[CMPL]]s can demolish whatever remains. This amazing damage potential is only hampered by the immense heat it creates, so firing discipline is required. Its also very slow and requires good piloting to make the most of its attack windows. The Prime, along with all Daishi variants, sport some of the thickest armor found in any Mech - a whopping 19.5 tons, granting it unparalleled durability on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant, known as the &amp;quot;Pain-killer&amp;quot;, packs a trio of [[CLPL]]s in its right arm, combined with a torso-mounted [[CGauss]] and pair of [[ATM6]] launchers loaded with standard ammo. This allows the A to induce consistent screen-shaking on an enemy while exploiting the holes in the armor with the pulse lasers. [[LAMS]] and [[GECM]] help keep this wolf in the fray until it can exhaust its ammo supply, of which the A is somewhat lacking with only a single free ton available. 13 [[DHS]]es help keep heat troubles at bay, although constant use of the LPLs will overwhelm them with little difficulty.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Widowmaker! This was the preferred variant used by Natasha Kerensky herself. It uses twin [[CERPPC]]s to harass distant enemies, and then crushes whatever remains with the powerfull [[CUAC20]] and the heat-intensive battery of lasers. Two [[LAMS]] help to keep missiles at bay, and the 14 additional [[DHS]]es allow some heat control. Still, as with most Daishi variants, the pilot must be cautious with their firing rate and choose shots carefully when scoring the killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
An oddity among Daishis, the C sacrifices a large amount of direct-fire capacity to carry a [[ArrowIV|Clan Arrow IV]] missile system. It also carries two [[CERPPC]]s for engaging heavier units and four [[CUAC2]]s for anti-air and light Mech disposal. Of all the Daishi variants, the C is best kept at distance from the enemy, operating both as artillery and fire-support, especially when [[TAG]] or [[NARC]] painting is available. [[GECM]] and [[LAMS]] enable the C to mitigate opposing LRM barrages directed at it.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A born-and-bred brawler. The Daishi D is a true terror in urban combat with its two [[CUAC10]]s and a [[CUAC20]] with three dual [[CSRM4]] packs for clean-up and anti-BA duty. This Mech can, with a little pilot skill, blast an opposing Mech's head open and saturate the pilot inside with a hailstorm of SRMs. [[GECM]] and three tons of available space give the D some staying power and enable it to ambush units when it can get into position. Like all Daishis, the D is not a fast Mech and with no weapons that have a range beyond 700m, it must rely on ECM cover and support from its teammates to get into the fray without being weakened by snipers. The D's combat endurance is also quite hampered by its over-reliance on ammo-based weapons; combined with its poor speed, reloading this Mech is often not an option.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Two [[CLRM15]]s and a [[CLRM20]] supported by two [[CERLBL]]s form the core of the Daishi E's weapon array. With a spotting unit, this Mech can unleash a torrent of LRM fire at a distant target. Enemies looking to rush the E will be greeted by its four [[CHML]]s, capable of gutting a light Mech in two volleys. Even against heavier strike Mechs, the E can easily stand toe-to-toe against them in a brawl and emerge victorious. If this Mech has a true weakness, it is that its loadout runs quite hot, especially when the HMLs are fired. Neglecting to manage heat properly in the E can be fatal.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Daishi was developed by Clan Wolf scientists and lost to Clan Smoke Jaguar through trials even before being completed.&lt;br /&gt;
It was first produced on Huntress in 3010 exclusively for the Jaguars, but in year 3017 Clan Wolf had finally aquired the rights to commence production themselves.&lt;br /&gt;
It was one of the first mechs spotted by IS troops, and has time and again proven to be one of the most dangerous assets a warrior could possibly face.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Dire_Wolf_(Daishi) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=2562</id>
		<title>Blood Asp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Blood_Asp&amp;diff=2562"/>
				<updated>2017-11-03T15:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Blood Asp.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 8&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc = 90&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +60°&lt;br /&gt;
| PitchCrouch = -34° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 128 500&lt;br /&gt;
| ArmorT Prime = 79 342&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 [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 129 300&lt;br /&gt;
| ArmorT A = 79 342&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&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 A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;16 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 118 700&lt;br /&gt;
| ArmorT B = 79 342&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 112 100&lt;br /&gt;
| ArmorT C = 79 342&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 138 600&lt;br /&gt;
| ArmorT D = 82 532&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 125 500&lt;br /&gt;
| ArmorT E = 79 342&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&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;li&amp;gt;4x [[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;9 [[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 F = 123 100&lt;br /&gt;
| ArmorT F = 82 532&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CSPL]]&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;0 [[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 = 117 600&lt;br /&gt;
| ArmorT G = 79 342&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;4x [[CUAC5]]&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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11265&lt;br /&gt;
| Armor LRT = 9012&lt;br /&gt;
| Armor B = 6759&lt;br /&gt;
| Armor LRA = 6478&lt;br /&gt;
| Armor LRL = 5171 Internal +&amp;lt;br&amp;gt;8618 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6--&amp;gt;&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.  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 skinny,  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 twist.&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;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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 short and long range engagements. Two Clan Gauss Rifles can snipe enemies in the distance, while two Clan ER Small Beam Lasers and four Clan Heavy Medium Lasers can roast both slower and faster assets alike. The single Clan Streak SRM6 launcher provides an additional punch to help throw off a combatant's aim when brawling. Although it is armed to the teeth, pilots might find themselves dry of Gauss Rifle slugs in prolong engagement as the Blood Asp only holds a single reload for them.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
By far the most expensive variant of the Blood Asp. Armed with Two Clan ER PPCs, two Clan ER Large Beam Lasers, and four Clan ER Medium Beam Lasers, it can deal an incredible 4258 points of energy damage. The large number of heat sinks are capable of dumping heat very fast, making an automatic power shutdown nearly impossible. Use the precision beam lasers to cut a swath of destruction through enemy forces, or launch bolts of PPC death if you're skilled or feeling lucky. Additionally, the lack of ammo dependence gives this variant fantastic staying power, although trigger happy pilots may soon find themselves slaves to their coolant levels.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
An all round medium range damage dealer, boosting decent armour protection and an adaptive weapons loadout. This variant can support with crippling medium range fire and suppress air activity.  With a pair of LBX10s, a large array of 6 Clan ER Medium Beam Lasers and topped off with a ATM6 launcher, combined with the 360 torso twist and high torso pitch, this medium range powerhouse poses high threat to anything in it's sight. Be it land or air, 6 CERMBL can rip holes in armour with precision, a pair of LBX10 can exploit weakness in armour while being able to deal extreme damage to any air units in it's effective range, providing you have a steady aim. Finally the ATM6 can deal screen shake to opponent and accurately target fast moving air units.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Although this variant may seem unusual with its all-in short range loadout, the Blood Asp C can be a suprisingly adept Assault class brawler by capitalizing on its decent amount of armor, unlimited torso rotation range, and spritely top speed. Of course, two Clan LBX20 Autocannons are no joke in close quarters, and two Clan ER Large Beam Lasers provide decent defence against distant antagonists. Finally, six Clan ER Small Beam Lasers deal nearly as much DPS as three Clan ER Large Beam Lasers, while a Clan SRM6 launcher tacks on the screen shake against short range targets. If anything, only its high cost and lack of GECM prevent this variant from truely perfecting its role.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
As if somebody had taken the Prime, A, and C variants and blended them together, the D variant is the bastard child of the Blood Asp family. Significantly more expensive than the Prime variant, the Blood Asp D possesses more armor, [[LAMS]], and hits harder at medium to long range. One Clan Gauss Rifle and one Clan ER PPC form a relatively cool and powerful long range trio. At medium range, four Clan ER Medium Beam Lasers and one ATM9 launcher open up a new world of hurt against all types of foes. Finally, four Clan ER Small Beam Lasers give it an additional edge in short range combat.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is the ultimate short range energy boat, able to melt enemies to slag in seconds with a variety of Heavy Lasers. Two Heavy Large Lasers provide a large amount of damage up to 600 meters, backed up by two Clan ER Medium Lasers. Six Heavy Small Lasers can deal an extra bite at knife-fighting range. The addition of MASC makes this Mech even more terrifying, able to launch the 90 ton Assault to 90 Km/h, making it able to travel faster than most Medium Mechs, for a stint. Nineteen Double Heat Sinks provide ample heat dissipation but cannot sustain constant Alpha Striking. The large amount of Heat Sinks allow the Mech to use MASC for a long time without risk of overheating, provided no weapons are fired. It should be noted that while standing in shallow water or if external temperature is 1°C or less, a pilot can literally MASC forever in he Blood Asp E.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Blood Asp was an Assault OmniMech developed by Clan Star Adder as a 90ton fast frontline 'Mech. Mixing a maximum speed of 65 km/h (compared to 68 km/h of [[Madcat MKII]]) with two Gauss Rifes, 4 Heavy Medium Lasers supported by two [[MPL|Medium Pulse Lasers]] and [[SSRM6]] make this 'Mech a very dangerous opponent. Variants of Blood Asp feature between many [[Jump Jets]], [[ERPPC|ER PPCs]], or [[LRM20]]s under cover of [[GECM|ECM]] system.&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=2561</id>
		<title>Madcat MKII</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=2561"/>
				<updated>2017-11-03T15:53:39Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Madcat2.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand = -25° to +40°&lt;br /&gt;
| PitchCrouch = -24° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 116 900&lt;br /&gt;
| ArmorT Prime = 76 984&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 [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSBL]]&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;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 800&lt;br /&gt;
| ArmorT A = 76 984&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 110 200&lt;br /&gt;
| ArmorT B = 69 436&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC20]]&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;11t Armor&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 113 000&lt;br /&gt;
| ArmorT C = 76 984&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[ArrowIV|Clan ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[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;[[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;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 115 700&lt;br /&gt;
| ArmorT D = 76 984&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&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;8 [[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 = 103 900&lt;br /&gt;
| ArmorT E = 76 984&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;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 128 700&lt;br /&gt;
| ArmorT F = 82 643&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&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;15 [[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 G = 118 100&lt;br /&gt;
| ArmorT G = 76 984&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&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;9 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&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 = 3799&lt;br /&gt;
| Armor RE = 3799&lt;br /&gt;
| Armor LRA = 5692&lt;br /&gt;
| Armor LRL = 4544 Internal +&amp;lt;br&amp;gt;7573 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Current for 0.8.6--&amp;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 the only Assault Class Mech in-game 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;
==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 [[CERMBL]] and two [[CERSBL]], 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===&lt;br /&gt;
[[File:Beatstick.jpg|thumb|left|The Beat Stick]]&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 100 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four Heavy Small Lasers, and two HE ATM-6s. Combined with the LBX20s, 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;
An alternative brawler to the &amp;quot;''Beat Stick''&amp;quot;, though more directed towards stunning the opponent than quickly damaging it. Two Dual SSRM6 launchers make a powerful punch, severely limiting the accuracy of a target's return fire, especially when the Dual SSRM-6s are stagger-fired. To make matters worse for that target, the MkII B mounts two highly destructive UAC20s, which inflict the majority of the damage to the target. Improved Jump Jets make this variant a highly maneuverable beast, and two extra tons of ammo provide some battlefield endurance. The only significant cons of this model are its severe range and electronics limitations, and the removal of two tons of armor - making it the least well-armored MkII variant, and therefore a considerably softer target.&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, but are otherwise quite useless against anything else. 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 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 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 two tons of ammunition, giving the MkII D a little more battlefield endurance. A pair of ER Medium Lasers rounds out this variant's armament, and provides some extra damage for when enemies get under the ATMs' minimum range.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&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, but are otherwise relatively useless against anything else. 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. The MkII F variant is armed to the teeth with all sorts of weapons meant for all sorts of ranges: A single [[CLRM20]] softens up enemies from up to one kilometer, while two [[CLPL]]s offer excellent damage as the distance begins to close; for when enemies get too close, four Clan ER Small Lasers, two Machine Guns, and one [[CDSRM6]] are more than enough for countering Battle Armor and some light assets. For dealing with larger threats, this Mech should keep near teammates that can more effectively defend it. One-and-a-half additional tons of armor, and two extra tons for ammo ensure the MkII F has better endurance than some of the other MkII variants, but the lack of Jump Jets reduces maneuverability and agility.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Geared exclusively for long-range strikes, the MkII G can be a heavy hitter when all its guns come into play. These guns include a single Clan Gauss Rifle, a pair of Clan ER Large Lasers, and a pair of [[CLRM15|Clan LRM15]]s. The Gauss Rifle and paired ER Large Lasers are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light- and medium-weight assets. The two LRM15s offer very strong long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no minimum range. The inclusion of Jump Jets and an extra ton for ammunition - presumably for the Gauss Rifle - 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, of course, the absence of any close-range means of defense. Because of this, pilots should avoid straying too far from their team's main force, and have some &amp;quot;escort&amp;quot; assets nearby in case of flanking attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
In BattleTech, the Madcat Mark II was developed by Clan Diamond Shark. The design would later be sold to various other Clans (where it was mostly used by freeborn warriors), as well as to many Inner Sphere forces. Its standard variant can reach a maximum speed of 65 kph, and has Jump Jets that allow it to reach a height of 90 meters. Additionally, the standard variant sports two pairs of ER Medium Lasers, unlike MWLL's Prime variant, which features one pair each of ER Small and ER Medium Lasers.&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=2560</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=2560"/>
				<updated>2017-11-03T15:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 8&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = 75&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 149 600&lt;br /&gt;
| ArmorT Prime = 93 914&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 [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&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 [[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 A = 150 500&lt;br /&gt;
| ArmorT A = 90 714&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 B = 139 500&lt;br /&gt;
| ArmorT B = 90 714&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 = 147 750&lt;br /&gt;
| ArmorT C = 90 714&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Thunderbolt|TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[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 D = 145 500&lt;br /&gt;
| ArmorT D = 90 714&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&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;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 E = 150 500&lt;br /&gt;
| ArmorT E = 93 914&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 [[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;2 [[LAMS]]&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;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 144 500&lt;br /&gt;
| ArmorT F = 90 714&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;10x [[SPL]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13609&lt;br /&gt;
| Armor LRT = 9867&lt;br /&gt;
| Armor B = 8165&lt;br /&gt;
| Armor LRA = 8165&lt;br /&gt;
| Armor LRL = 6247 Internal +&amp;lt;br&amp;gt;10411 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;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 cousin the [[iHGauss|Improved Heavy Gauss]], the Fafnir makes a terrifying impression on the battlefield. Capable of annihilating any target at close range with one or two strikes, as well as being able to soak up enemy fire in its large quantities of armour, 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 short ranged weaponry, the Fafnir is very weak if caught out in the open without support. Along with its glacial speed typical to Assault Mechs, this makes the Fafnir a prime target for [[LRM]] users, Bombers and speedy [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs. Due to the forward placement of the cockpit and guns, as well as a slow torso turn rate, the Fafnir is also susceptible to ambush by [[Battle Armor]], who may use the flat, wide top of the Mech as a platform whilst they tear into it, rendering the pilot completely powerless.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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 Rifles have a long recycle rate between shots, an extra ton of armour allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERMBL|ER Medium Beam 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 350 metres is not worth wasting precious ammunition on. A [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
'''&amp;quot;Stop - Hammertime!&amp;quot;''' This variant is one of only two 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. Whilst the Rifles rearm, the Hammertime can continue laying into foes with two [[MXPL|Medium X-Pulse Lasers]] and a brace of four [[MGun|Machine Guns]], which can also prove useful against aircraft and Battle Armour.  However, it carries half as much ammunition as it's brother, the Fafnir Prime, meaning that a forward resupply point is needed to be used for extended time on the battlefield.&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 300 metres, though loses effectiveness at maximum range. A trio of [[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 carries no extra ammo, as well as being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swamped by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Aptly named the '''PowerFist''', this Fafnir relies upon a pair of [[Thunderbolt]]s to deliver pain at distances other Fafnir variants can only dream of. Two arm-mounted [[LPL]]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;
Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; has a unique loadout, to say the least. Two [[UAC20]]s provide excellent close range damage, but they are not this Mech's major weapon system. bristling the rest of the Mech are [[Flamer]]s, eight in total. Using these, the Fafnir D can lay down a frightening amount of heat onto enemy targets. Of course, the Scorcher itself is not exempt from this, as ten extra heat sinks struggle to dispose of the huge heat generated on itself. Understandably, the bane of this Mech is range - with a maximum of 350 metres, any Mech with decent ranged weapons and speed can kite the Fafnir and laugh. But this Mech has another trick up it's sleeve - [[MASC]]. Able to boost to 75 KM/H for periods of time, this Mech can close on opponents at an unexpected and frightening pace.&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 carries a much more balanced loadout than it's brawler cousins. Carrying two [[Gauss|Gauss Rifles]] and two ER Large Beam Lasers, the E variant can reach targets from a distance, whilst two extra [[ERMBL|ER Medium Beam Lasers]] can be brought to bear at a closer range. Dual [[LAMS]] easily negate any missiles that may endanger it, whilst four extra [[DHS|Dual Heat Sinks]] help dissipate the heat buildup from the Lasers.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for ''Thor's Hammers'' - two [[HGauss|Heavy Gauss Rifles]] with four tons of ammunition. Featuring 19.5 tons of armor and [[GECM|Guardian ECM]] this unit is both difficult to spot and difficult to destroy. Additionally, the Fafnir has two [[ERMBL|ER Medium Lasers]] and a [[MPL|Medium Pulse Laser]] for self-defense in case of ammo depletion.&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.&lt;br /&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;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=2559</id>
		<title>Mauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=2559"/>
				<updated>2017-11-03T14:36:38Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Mauler.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 95 500&lt;br /&gt;
| ArmorT Prime = 69 398&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&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;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 = 110 600&lt;br /&gt;
| ArmorT A = 76 545&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[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 = 106 500&lt;br /&gt;
| ArmorT B = 69 398&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HVAC2]]&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;4 [[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 C = 113 200&lt;br /&gt;
| ArmorT C = 72 974&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSBL]]&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;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 111 500&lt;br /&gt;
| ArmorT D = 80 123&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;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 106 500&lt;br /&gt;
| ArmorT E = 72 974&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;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 109 750&lt;br /&gt;
| ArmorT F = 76 545&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 700&lt;br /&gt;
| ArmorT G = 69 398&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 [[ERMBL]]&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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10146&lt;br /&gt;
| Armor LRT = 8624&lt;br /&gt;
| Armor B = 5580&lt;br /&gt;
| Armor LRA = 4819&lt;br /&gt;
| Armor LRL = 4505 Internal +&amp;lt;br&amp;gt;7508 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;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 it's 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 [[ERLBL]]'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 Air]] capabilities.  A [[BAP]] allows the Prime variant to detect foes at longer ranges than [[Radar|Standard Radar]], and [[Eoptics]] allows it to accurately target and engage those foes.  Though packing quite a punch, the Mauler Prime suffers from relatively poor heat management - a single additional [[Heat Sink]] can barely deal with the heat from the ERLBL's alone, while the Ultra Autocannons also build surprisingly high amount of heat.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A so-called &amp;quot;schizophrenic&amp;quot; mech, the A carries a bizarre mixture weapons on both extremes of the range spectrum; one side of the mech is dedicated to sniping weapons, carrying a [[Gauss]] in the arm and a [[LRM15]] in the shoulder, while the other side carries a [[UAC20]] and a [[SRM6]]. Two [[SPL]] and [[SBL]] rest in the torso. Four free tons are available for ammo, ensuring each weapon has one reload. Its primary strength is deceptions; enemy mechwarriors will often engage what appears to a sniping Mauler only to get mauled by its close range UAC20 and SRM6. At least 5 weapon groups on the mouse are required to properly utilize it.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
An alternative to A variant focused more on combat with non-Mech assets. ELRM15 still provide great firepower at immerse range, but the Gauss rifles had been replaced with [[ERPPC]] giving it further increased support value at long range, both thanks to cockpit shake and [[heat]] inflicted on target by particle cannons. Additional set of [[Autocannons]] give it impressive capability of fighting with aerial assets as for the Assault Mech.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant deviates from the standard long-range fire support role emphasized in the other variants and focuses on close-range fire. Armed with 2 [[AC20]]'s and 2 [[SSRM|Dual SSRM4]]'s, 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 can causing severe damage to anything that survives the the initial barrage. 6 free tons of ammo give it extended time on the battlefield, but poor maneuverability and comparatively weak armor makes taking the C variant into close-range brawls dangerous; unfortunately, this is also the range where the Mauler C is most effective. On the other hand though, the [[GECM]] allows safe approach to the unsuspecting enemy and finishing him off before he gets a chance to inflict any notable damage back.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D variant is a hard hitting mid-ranged to long ranged mech. The dual ERPPCS allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad Small X-pulse Lasers protect it from battlearmor and fast mechs. The mech has insufficient heatsinks for its weapons load, making it overheat relatively easily. It also sacrifices the Mauler's traditional radar suites, in favor for Enhanced Optics for sniping.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&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. Five free tons are available for spare ammo; pilots are recommended to dedicate most of it to the hungry LRM launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&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 [[ERLBL]] 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 four 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 and indirect firepower at an exceptionally cheap price. Its primary armaments are a pair of arm-mounted long-ranged [[HVAC10]] and two shoulder-mounted [[LRM15]] launchers. Four torso-mounted [[ERMBL]] 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 autocannon and missile fire downrange. Mauler pilots should strive to keep the enemy at least 200 meters away, where they can unleash all of its weapons. However, pilots should bare in mind that it will quickly overheat when using its lasers, and it is a poor choice for attacking agile enemies.&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;
The ''Mauler'' is ''not'' one of the so-called Unseen.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mauler BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=2558</id>
		<title>Awesome</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=2558"/>
				<updated>2017-11-03T14:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Awesome.jpg&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| Rotation = 160&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 108 650&lt;br /&gt;
| ArmorT Prime = 79 898&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;/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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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 = 90 000&lt;br /&gt;
| ArmorT A = 73 471&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&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;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 91 000&lt;br /&gt;
| ArmorT B = 76 684&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;1 [[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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 94 000&lt;br /&gt;
| ArmorT C = 76 684&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;15 [[HS]]&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 D = 91 000&lt;br /&gt;
| ArmorT D = 73 471&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&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;7 [[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 E = 101 750&lt;br /&gt;
| ArmorT E = 73 471&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;[[BAP]]&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;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 102 600&lt;br /&gt;
| ArmorT F = 76 684&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 200&lt;br /&gt;
| ArmorT G = 76 684&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;/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;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11871&lt;br /&gt;
| Armor LRT = 7760&lt;br /&gt;
| Armor B = 7123&lt;br /&gt;
| Armor LRA = 6826&lt;br /&gt;
| Armor LRL = 5449 Internal +&amp;lt;br&amp;gt;9081 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;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. The Awesome also has a large head hitbox, and pilots should twist their torsos away from the enemy when not firing to avoid damage to this component. It should be noted that the Awesome's weapons are mounted in a horizontal line on 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;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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 torso twist away from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 11 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. 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 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;
===Variant A===&lt;br /&gt;
The cheapest of the Awesomes, this variant is geared towards long range combat and is particularly effective against faster targets. 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 loadout is rounded out by two [[AC5|AC5s]], which have a similar range and damage profile to an extra Large Laser, without the large heat buildup. This is fortunate, as the Mechs meager array of heat sinks do not allow for continuous firing of the lasers as they stand.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a capable short and medium range brawler that can take on on heavier and more expensive Assaults. The mech's primary armament is a pair of [[UAC10|Ultra AC10s]]. While possessing somewhat slower rate of fire than a single [[UAC20|Ultra AC20]], a staple armament on most short range brawlers, it makes up for the lost damage output with greater range, allowing it to place the first strike before entering short range combat. However, the slow rate of fire and relatively slow bullet velocity of the Ultra AC10 make shots on fast moving targets difficult. To remedy this, the Awesome B also mounts four accurate [[MPL|Medium Pulse Lasers]] that can sear off components on lighter vehicles with ease, and will cause significant damage to heavier armor as well. A [[GECM|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 fifteen [[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 alpha strike somewhat regularly. This creates two distinct play styles for this Mech. When playing without support, or as the largest element on a team filled with lighter assets, 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 torsos 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 expected to soak up damage, the Awesome should make use of its Guardian ECM suite or [[Passive Radar]] and Alpha Strike 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 an inexpensive mid-range brawler, capable against light and heavy targets. The primary damage dealer of the Awesome D is an [[MRM30]], which while somewhat difficult to aim, can be very effective against large and slow targets such as other Assault Mechs. A pair of [[LPL|Large Pulse Lasers]] can whittle down armor at a decent range with accuracy and are more than sufficient to deter light assets from coming closer. Rounding out this Mechs loadout is a single [[LBX10|LB-10X Autocannon]], providing a decent amount of burst damage while generating little heat. While this array of equipment seems good on paper, in practice the varying projectile velocities of the different weapon groups can be difficult to manage, and pilots should have an engagement strategy based on range to their target to use the Mech effectively. For instance, at short range pilots should fire their MRMs and the LB-10X first before using lasers to ensure the most damage is dealt. Similarly, at maximum range pilots should avoid using the difficult to aim MRM launcher, reserving it for stationary targets, and instead focus on landing as many laser shots as possible.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&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;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=2557</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=2557"/>
				<updated>2017-11-03T14:30:14Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas_New.png&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 109 100&lt;br /&gt;
| ArmorT Prime = 90 920&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;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 133&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&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 = 111 500&lt;br /&gt;
| ArmorT B = 94 133&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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 = 120 200&lt;br /&gt;
| ArmorT C = 94 133&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;4x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSSRM6]]&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;[[LAMS]]&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;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 96 500&lt;br /&gt;
| ArmorT D = 94 133&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;1x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MBL]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&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 E = 116 100&lt;br /&gt;
| ArmorT E = 90 920&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&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]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 94 000&lt;br /&gt;
| ArmorT F = 90 920&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&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;4 [[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 G = 117 000&lt;br /&gt;
| ArmorT G = 90 920&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 4140&lt;br /&gt;
| Armor CT = 13355&lt;br /&gt;
| Armor LRT = 8681&lt;br /&gt;
| Armor B = 8013&lt;br /&gt;
| Armor LRA = 7679&lt;br /&gt;
| Armor LRL = 6130 Internal +&amp;lt;br&amp;gt;10216 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;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 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;
{{Section out of date|0.8.6}}&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. 4 [[DHS]] are plenty to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&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 [[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 prevents them from dealing any significant damage, 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 the only Atlas armed with a [[HGauss|Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[LPL]]s, complimenting the HGauss' 700m range bracket. For even more close-range firepower, this variant is equipped with two [[MRM10]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. [[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;
&amp;quot;'''''The Big Bully'''''&amp;quot; is designed to be a close-range powerhouse. Mounting a blistering array of [[SPL]]s, [[SBL]]s, [[DSRM|DSRMs]], and an [[UAC20]], the Atlas C has the capacity to pummel anything that gets within 300m into oblivion in short order. [[GECM]] hides it from enemy radars and dual [[LAMS]] protects it from missiles. Overall, this variant's greatest strength is its ultimate weakness - outside of its ~300m range bracket, it is entirely useless, and being one of the slowest assets in the game, this leaves the Atlas C ill-suited choice for offensive maneuvers that expose it to enemy fire for long periods of time where it has no option to fight back. This leaves ''The Big Bully'' an option for defensive engagements, where it can force a close-range engagement from advancing enemy units, and where its extra armor and dual [[LAMS]] can keep it in massive firefights for extended periods of time. As such, the Atlas C is a perfect choice for static defensive duties, but little else beyond that.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
An homage to the classic AS7-D Atlas, the Atlas D is an economy solution. Snubbing advanced weaponry and 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, while a [[DSRM6]] exploits weakened sections. 4 [[MBL|Medium Beam 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, at once 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. Switching to [[HS|standard heat sinks]] means this Atlas runs warmer than other variants, though the heat is manageable with some trigger discipline. Lacking any electronics to speak of leaves this Atlas inferior in the electronics warfare department, though this also helps keep costs down. 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===&lt;br /&gt;
The Atlas Variant E, officially dubbed the &amp;quot;'''''Master &amp;amp; Commander'''''&amp;quot; (and sometimes lovingly called the &amp;quot;Steiner scout Mech&amp;quot; by players) 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 computer]], 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 friendly missile artillery. The armament of 2 [[ERLBL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and 2 [[ERMBL]] add a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. But, as the anchor that keeps the forces rallied, single combat is not amongst its tasks. 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.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&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;
==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:Atlas.jpg|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0&lt;br /&gt;
&amp;lt;/gallery&amp;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 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 [[MBL|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;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=2555</id>
		<title>Cauldron-Born</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=2555"/>
				<updated>2017-11-03T13:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Cauldron-Born.png&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 = 5&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 100&lt;br /&gt;
| PitchStand = -30° to +35°&lt;br /&gt;
| PitchCrouch = -34° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 500&lt;br /&gt;
| ArmorT Prime = 61 462&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERMBL]]s&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;/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 = 89 900&lt;br /&gt;
| ArmorT A = 61 462&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 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 B = 104 400&lt;br /&gt;
| ArmorT B = 61 462&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSSRM4]]&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; [[BHP]]&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; 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 = 90 100&lt;br /&gt;
| ArmorT C = 59 577&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CMPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ATM6#Standard|ATM6 (Std)]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG30]]&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; 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 = 87 600&lt;br /&gt;
| ArmorT D = 61 462&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CLRM10]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 900&lt;br /&gt;
| ArmorT E = 63 342&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CSRM2]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC10]]&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; 13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 85 700&lt;br /&gt;
| ArmorT F = 63 342&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CSSRM4]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG20]]&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]]s&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 = 94 600&lt;br /&gt;
| ArmorT G = 63 342&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSRM4]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ATM9#High Explosive|ATM9 (HE)]]&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; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8205&lt;br /&gt;
| Armor LT = 5334&lt;br /&gt;
| Armor RT = 5334&lt;br /&gt;
| Armor B = 4923&lt;br /&gt;
| Armor LRA = 4718&lt;br /&gt;
| Armor LRL = 3545 Internal +&amp;lt;br&amp;gt;5908 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Loki&amp;diff=2554</id>
		<title>Loki</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Loki&amp;diff=2554"/>
				<updated>2017-11-03T13:47:10Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Loki.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| SpeedWithMasc = 120&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 = 110 350&lt;br /&gt;
| ArmorT Prime = 45 486&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&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;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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 = 89 050&lt;br /&gt;
| ArmorT A = 45 486&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&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;[[BAP]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 800&lt;br /&gt;
| ArmorT B = 45 486&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 85 800&lt;br /&gt;
| ArmorT C = 45 486&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 101 100&lt;br /&gt;
| ArmorT D = 50 234&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;1x [[CDSSRM6]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&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;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 = 87 600&lt;br /&gt;
| ArmorT E = 45 486&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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;[[GECM]]&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 F = 99 400&lt;br /&gt;
| ArmorT F = 50 234&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;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&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;[[C3]]&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;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 93 000&lt;br /&gt;
| ArmorT G = 47 066&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4112&lt;br /&gt;
| Armor CT = 6326&lt;br /&gt;
| Armor B = 3796&lt;br /&gt;
| Armor LRA = 3637&lt;br /&gt;
| Armor RE = 2530&lt;br /&gt;
| Armor LRL = 2733 Internal +&amp;lt;br&amp;gt;4555 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6--&amp;gt;&lt;br /&gt;
The '''Loki''' is a [[Clan]] fire support and electronic warfare [[Heavy Mech]]. It's also among the only non-light Mechs equipped with C3 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 [[Mgun]]s. Its greatest weakness is its lack of armor; a Loki can't stand up to sustained fire for long.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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. At 900 meters its pair of [[CERPPC]]s can deal some serious damage, and its three [[CERMBL]] and [[CSSRM6]] give it supplementary firepower as enemies close the distance. A pair of [[MGun]]s allow the Prime to hunt [[BA]], as well as giving it some limited [[AA]] capabilities.&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;
===Variant A===&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 [[CERLBL]] supplemented by a single [[CLRM15]] for additional damage. 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 front-line support Mech, designed to stay right behind the heavy units. Its primary firepower comes from the [[CGauss]], capable of delivering a powerful blow to enemies at range, and combined with the Loki B's GECM and [[EOptics]], allow the Loki B to snipe targets while remaining undetected on radar itself. In addition, it carries a [[CLBX5]] for additional long-range firepower and limited AA capabilities, and for enemies who engage close, a [[CDSSRM6]] and [[CERSBL]] give it some self-defense in these situations. Like the Prime, the B variant also has a C3 system equipped, though it lacks the BAP the Prime has, making it somewhat less effective in using the C3 compared to the Prime. Unique to the B variant is the [[NARC]], which allows pilots of the Loki B to assist friendly [[MWLL Asset Bible#LRM Boats|Missile Boats]] by directing their missile fire. The B variant is also unique in that it carries more armor than any other Loki variant, though pilots should remain aware that their total armor is still comparable to that of a Medium Mech.&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 pair of [[CLBX10]]s, which can deliver powerful blows at close-range, with a pair of [[CERMBL]]s and a [[CSSRM6]] giving some supplemental firepower. The Loki C also carries three free tons for additional ammunition, giving it healthy staying power. 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. Rather, it is better suited for a close-range support unit, as the Loki C carries [[AECM]]. This allows the Loki C to mask allied units from enemy radar detection, making the Loki C a great choice when gathering units to flank opponents, as well as protect them from enemy NARCs.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Loki D is a quick hitting close-range support unit. Like the C variant, the D is also equipped with [[AECM]]  allowing it to protect nearby friendly units. It also has [[LAMS]] to lessen the threat of incoming missiles. 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 BA 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 armour is not strong enough to last long, and its effective range is very short.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A dedicated brawler, the Loki E snubs the AECM found on the previous brawling Loki variants in favor of even greater close-range firepower. A pair of [[CUAC10]]s allow it to barrage enemy units with AC fire and deal plenty of damage even from a distance. This variant shares the CERMBLs and CSSRM6 from the C variant for similar supplementary firepower, and also carries a pair of MGuns for protection from BA attacks. While the Loki E does not carry AECM for allied support, it at least has [[GECM]] to protect itself from enemy radar detection. Pilots of the Loki E would still do well to stay near allied units, as the Loki E does not have the armor to withstand engagements with enemy units of a similar weight-class on its own.&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 most of its electronics in favour of a pair of [[CLRM10]] racks and two additional [[CERMBL]]s. Both [[MG]]s are removed for an additional two [[DHS]], providing the dissipation necessary to run this 'Mech to its limit. These changes move the Loki F into a fire support-based role and away from a pure sniper setup. Unfortunately, the extra 0.5t of armor do not help much with the Loki's overall fragility; as a result, this 'Mech should attempt to stay as far back from the front lines as possible. 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;
===Variant G===&lt;br /&gt;
Similar in concept to the [[Warhammer#Variant D|Warhammer D]], the G's dual [[CERLBL]]s enable it to soften up targets or air assets at range. For anything that tries to close up or during a charge, the Loki G's [[LBX20]] can deliver a powerful burst in close-quarters, which the quad [[CSPL]] battery can then follow-up on. Unlike many Clan 'Mechs, this Loki carries sufficient [[DHS]]s to keep its energy weapons rolling along with a spare ton of ammo for the [[LBX20]]. Although it will be outmatched by a dedicated brawler and outsniped by a proper fire support asset, the Loki G is a far more flexible unit, capable of filling nearly any role in a pinch, all while providing [[C3]] data to its allies.&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 CERMBL, 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;
[http://sarna.net/wiki/Hellbringer BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=2553</id>
		<title>Thor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=2553"/>
				<updated>2017-11-03T13:46:55Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thor.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 5&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 = 93 400&lt;br /&gt;
| ArmorT Prime = 57 620&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;1x [[CLRM20]]&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;[[EOptics]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 94 800&lt;br /&gt;
| ArmorT A = 61 403&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;1x [[cLPL]]&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;4 [[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 B = 95 700&lt;br /&gt;
| ArmorT B = 57 620&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;[[iJJ]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 97 900&lt;br /&gt;
| ArmorT C = 57 620&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 95 500&lt;br /&gt;
| ArmorT D = 61 403&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 [[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;[[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;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 E = 104 500&lt;br /&gt;
| ArmorT E = 57 620&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;[[JJ]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 93 600&lt;br /&gt;
| ArmorT F = 57 620&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&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;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 = 97 000&lt;br /&gt;
| ArmorT G = 57 620&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 [[cHLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5143&lt;br /&gt;
| Armor CT = 7912&lt;br /&gt;
| Armor B = 4747&lt;br /&gt;
| Armor LA = 5182&lt;br /&gt;
| Armor RA = 4549&lt;br /&gt;
| Armor LE = 3956&lt;br /&gt;
| Armor LRL = 3418 Internal +&amp;lt;br&amp;gt;5696 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Thor''' is a low-cost [[Clan]] [[Heavy Mech]] designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated [[Jump Jets]] - most units mounting the new and improved version, 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 maneuverability to his advantage. The Thor variants are very limited on electronics, however, so pilots would do well to remain in Passive Sensors unless radar use becomes absolutely necessary.  All Thor models mount their strongest weapon in their left arm, and have more armor on this arm than on the right one.  The Thor arms lack articulation, however, and the free-reticle aiming mode does almost nothing for the unit.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thor Prime maintains a simplistic load-out designed to engage targets at long to mid range. A [[cERPPC]] is capable of hitting targets up to 900m away, and the [[cLRM20]] can reach even further out, while a [[cLBX10]] delivers solid support over all ranges of engagement.  Recent engineering corrections replaced the cLBX20 with the 10, allowing the prime to finally deliver all of its weapons within the same range bracket.  However, the result is that the Prime is decidedly more long-range focused, doing particularly well at anti-air roles. Its single free ton is usually dedicated to spare missiles as its autocannon is ammo efficient enough. Equipped with [[iJJ]] it's capable of manoeuvring over rough terrain, controlling engagement range and jumpsniping. Its 6 [[DHS]] do a good job of dissipating heat, but the spikes its bigger weapons cause must still be respected.&lt;br /&gt;
&lt;br /&gt;
=== Variant A ===&lt;br /&gt;
The Thor A is one of the more popular variants of the Thor, and it's easy to see why: The entire weapons combination makes for a devastating close range brawler at a low price, the lowest of all close ranged Thor variants. The primary weapon of this variant is the monstrous [[cUAC20]], able to quickly tear enemy Mechs to shreds, even those much larger than the Thor. A [[cDSRM6]] can be used to further damage opponents, and the [[cLPL]] can hit enemies at longer ranges while still being effective up close. Both are useful as back up weapons between cUAC20 barrages.  Pilots should be wary of heat however, as the four [[Heat Sinks]] may quickly be overtaxed if the pilot is not careful, particularly if rushing the target through use of jump jet use.&lt;br /&gt;
&lt;br /&gt;
=== Variant B ===&lt;br /&gt;
Similar to the Prime, yet focused on more of a long- and medium-range fire-support role.  The B variant's primary weapon is a [[cGauss]], which is well supported for passive long range engagements by the [[EOptics]] package.  Support weapons include a [[cHLL]], and a [[ATM9]] for medium-range punishment.  However, this variant still has issues of its own. While much shorter than the LRM20 of the Prime, the ATM9 also has a minimum effective range, which pilots must keep in mind.  Brawling should be avoided, and the [[JJ|Improved Jump Jets]] help to maintain position.  Also, the cHLL builds tremendous heat, which will quickly cause problems for the pilot after repeated use.  &lt;br /&gt;
&lt;br /&gt;
=== Variant C ===&lt;br /&gt;
Like the Prime and the A, the Thor C's weapons package focuses on a specific range of engagement; unlike the A variant, the C is designed exclusively for long-range fighting. To this end, the Thor C mounts a [[cERPPC]], a [[CERLBL]]s, and a [[cLRM20]] with an extra ton of ammo, which combined are capable of dealing notable damage to opponents from a distance. Re-engineering has also favored this variant, receiving [[EOptics]] in addition to being the only Thor with a radar package, the [[BHP|Bloodhound Active Probe]] is a welcome addition to any long-range fire support unit.  Mounting [[JJ|Improved Jumpjets]] for maneuvering, the Thor C improves to 10 [[DHS]] to keep its heat generation in check.&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)6]], 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 the only Thor capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Like the A, the D includes an extra ton of armor - a welcome aspect for any dedicated brawler. 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 6 [[DHS]] are, surprisingly, adequate to manage its heat generation as long as pilots respect its heat spikes.&lt;br /&gt;
&lt;br /&gt;
=== Variant E ===&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.  As the unit is long-range focused, the integrated [[JJ|jump jets]] are only the standard variety, however that makes room to pack a couple extra heat sinks into the unit giving it a total of 8 [[DHS]].&lt;br /&gt;
&lt;br /&gt;
=== Variant F ===&lt;br /&gt;
A straightforward long range mech, the Thor F sports three [[cERLBL]] 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. Even further away, up to 1250m, its missiles can give anyone caught in the open a hard time. Equipped with [[iJJ]] it's even capable of jumpsniping in cases it needs to stay behind cover. Its long range and high accuracy make it a very capable anti-air platform. Two free tons give its missile launcher plenty of reloads, but even with eight [[DHS]] pilots will need to control the lasers' heat spikes with chain fire.&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. Unlike most other close range equipped Thors, this variant is equipped with [[JJ|Standard Jumpjets]], although it can be argued that it wouldn't handle the added heat of the improved version. Nine [[DHS]] bring heat levels fast enough, to the point that especially maniacal pilots could 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;
[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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=2552</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=2552"/>
				<updated>2017-11-03T13:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 5&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 = 87 100&lt;br /&gt;
| ArmorT Prime = 51 315&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 88 900&lt;br /&gt;
| ArmorT A = 51 315&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;[[GECM]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&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;/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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 150&lt;br /&gt;
| ArmorT C = 47 482&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[BAP]]&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;7.5t [[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;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&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;[[GECM]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 979&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 [[CERSBL]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 300&lt;br /&gt;
| ArmorT G = 51 315&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BHP]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5158&lt;br /&gt;
| Armor CT = 8024&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 4012&lt;br /&gt;
| Armor LRL = 3301 Internal +&amp;lt;br&amp;gt;5502 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2 (Update this comment when fluff is up-to-date)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' 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.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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 five [[Double Heat Sink]]s provide inadequate 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 a [[GECM]] suite for stealth, this combined 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]] as well as picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]. When used with skill, it is also capable of destroying light Mechs with ease. Two free tons for ammo give it considerable potency in drawn-out encounters, however its only backup weapons are two [[cSRM2]]s, which is inadequate for killing anything except Battle Armor making the mistake of standing still.  That being said, staggered chain fire with these can be fairly disruptive against foes who's weapons require good aim.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Also known as the '''''Yeoman''''', the Vulture C mounts two [[cLRM20]]'s and two [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 70 missiles at a time - more LRMs than any other unit.  This ridiculous firepower is offset by poor heat management, a lack of extra tons for ammo, sacrificing 1 ton of armor, as well as the inherent close-range difficulties normally associated with LRM's and Missile Boats.  Slowly chain firing helps noticeably with the heat issues and provides a never ending stream of missiles impacting your foe.   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 anti air roles, the D variant packs a straightforward configuration of 2 [[cERLBL]]s, one in each arm, and 2 torso mounted [[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 to provide for an extended stay in the field.  Care must be taken when running hot so as not to damage the five [[DHS]] when firing both lasers at the same time, as they generate a huge spike in heat; alternate fire is recommended.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A brawling dream, the E variant has everything you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSBL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 7 [[DHS]] manage heat nicely, and an impressive 2 extra tons of armor rounds the package out nicely. This variant is capable of standing against many other brawler 'Mechs in its weight and price class as a result of the thicker armor, while it will effortlessly bulldoze smaller assets with constant SSRM barrages.&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]] - each allocated to an 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.&lt;br /&gt;
&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 supported with 2 [[cUAC5]]'s and 2 [[cSPL]]'s.  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.  If caught in a close range fight or harassed by [[Battle Armor]], the pulse lasers provide fair support to the autocannons.  Should a large assault catch you in close range, don't forget that you can face the ground and fire your LRMs into their body right before you die.&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.&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=2551</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=2551"/>
				<updated>2017-11-03T13:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Argus.png&lt;br /&gt;
| ImageSize = &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 = 5&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 140&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 74 550&lt;br /&gt;
| ArmorT Prime = 57 062&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERSBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERMBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&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; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&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; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 73 300&lt;br /&gt;
| ArmorT A = 57 062&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERMBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&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; 0 [[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 B = 77 900&lt;br /&gt;
| ArmorT B = 57 062&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[ERSBL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&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; [[MASC]]&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; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 71 000&lt;br /&gt;
| ArmorT C = 57 062&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM30]]&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; 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 D = 77 500&lt;br /&gt;
| ArmorT D = 57 062&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[LBX2]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[DSSRM6]]&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; [[LAMS]]&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; 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 = 72 500&lt;br /&gt;
| ArmorT E = 57 062&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[TBolt5]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLBL]]&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 = 67 100&lt;br /&gt;
| ArmorT F = 57 062&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERMBL]]s&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; [[GECM]]&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; 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 = 71 300&lt;br /&gt;
| ArmorT G = 57 062&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SRM4]]s&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8546&lt;br /&gt;
| Armor LT = 5555&lt;br /&gt;
| Armor RT = 5555&lt;br /&gt;
| Armor B = 5128&lt;br /&gt;
| Armor LRA = 4914&lt;br /&gt;
| Armor LRL = 3692 Internal +&amp;lt;br&amp;gt;6153 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=2550</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rifleman&amp;diff=2550"/>
				<updated>2017-11-03T13:42:46Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Rifleman.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -35° to +90°&lt;br /&gt;
| PitchCrouch = -35° to +90°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 71 850&lt;br /&gt;
| ArmorT Prime = 51 922&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&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;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 68 750&lt;br /&gt;
| ArmorT A = 48 750&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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 = 69 950&lt;br /&gt;
| ArmorT B = 45 578&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERMBL]]&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[BAP]]&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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 69 750&lt;br /&gt;
| ArmorT C = 45 578&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 [[UAC2]]&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;[[BAP]]&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 = 83 750&lt;br /&gt;
| ArmorT D = 48 750&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;/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 [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[AECM]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 77 500&lt;br /&gt;
| ArmorT E = 48 750&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&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 [[BHP]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 68 500&lt;br /&gt;
| ArmorT F = 45 578&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;/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;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 72 500&lt;br /&gt;
| ArmorT G = 45 578&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL]]&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;9 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8334&lt;br /&gt;
| Armor LRT = 5357&lt;br /&gt;
| Armor B = 3968&lt;br /&gt;
| Armor LRA = 4564&lt;br /&gt;
| Armor LRL = 3191 Internal +&amp;lt;br&amp;gt;5318 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All variants are equipped for anti-aircraft duty and are therefore very efficient against [[BA]], [[ASF]] and [[VTOL]]. 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 light assets.&lt;br /&gt;
&lt;br /&gt;
The center torso of the Rifleman is very large and is usually the first and only part of the mech to be destroyed. Mechwarriors are advised to hide their center torso whenever possible such as while waiting for weapons to reload or cool down.&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 [[ERLBL]]s and 2 [[ERMBL]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an excellent anti-[[BA]] mech. Two free tons for ammo, coupled with the fact that the Prime is mostly an energy-based mech, give it tremendous staying power for as long as its armor holds. The Prime has a [[BAP]], which, along with the [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Rifleman A is one of the more popular Riflemen variants. The A doesn't have the pinpoint damage output of the Prime, but it more than makes up for that with substantial damage from 4 [[UAC5]]s. The A has 4 free tons of ammo, but even so, it quickly runs out. Though the Rifleman A carries [[GECM]] in addition to a [[BAP]] and [[EOptics]], scouting in such a mech is discouraged. The [[GECM]]'s primary purpose is to keep the A hidden while it fires at aircraft and targets of opportunity.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A variant designed for mid range engagements, a relative rarity amongst 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 4 [[ERMBL]] deal 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. A [[BAP]] allows the Rifleman B to acquire radar contacts at long range, staying aware of ground and air movements.&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. 2 [[UAC2]]s provide close in anti-[[BA]] protection, but their main purpose is to help calculate the lead the 2 [[LtGauss]] rifles will need in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the UAC2s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard [[BAP]] and [[EOptics]] as well, though like all Rifleman variants it should be wary of close combat with other ground assets.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Though the Rifleman D has the same 4 [[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, while a [[BAP]] helps the Rifleman D sniff out any 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. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Rifleman E brings a frightening 4 [[ERLBL]]s to the fight. Though the resulting heat spike from firing all 4 lasers at once can be worrying, the immense amount of heat dissipation provided by the 11 [[DHS]] it carries means that it's impossible to overheat on anywhere but the hottest terrain. 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. 2 [[Mgun]]s provide adequate anti-[[BA]] protection, or allow the E variant to chip at aerospace flying outside the range of its lasers. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. &lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The F variant is somewhat of an oddball. Theoretically, its armament of 2 [[AC10]]s and 2 [[PPC]]s can deal a great amount of damage to any aerospace 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 mean that any assets in its own weight class will easily overpower it. &lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Rifleman G is a hybrid, taking the anti-air power of the E variant and blending it with the fire-support role of the Rifleman F. 2 [[LXPL]]s can reliably strip armor off of any aerospace that get too close, and when partnered with its 2 [[AC5]]s the Rifleman G can bring the hurt to anyone in range. 9 [[DHS]] provide good heat dissipation, allowing the G variant to maintain its fusilade of laser fire for a significant amount of time. As with all Rifleman variants, however, armor and speed are both in short supply. Any return fire should be retreated from quickly, or you'll soon find yourself back in the mechbay.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont 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, Conner Rhys-Monroe, John &amp;quot;Gentleman Johnny&amp;quot; Clavell, and Davis McCall.&lt;br /&gt;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=2549</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=2549"/>
				<updated>2017-11-03T13:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Avatar.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 64.4&lt;br /&gt;
| SpeedWithMasc = 90&lt;br /&gt;
| Rotation = 240&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 81 750&lt;br /&gt;
| ArmorT Prime = 60 258&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Mgun]]&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;[[BAP]]&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;3 [[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 = 84 100&lt;br /&gt;
| ArmorT A = 60 258&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;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&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;12t [[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;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ERMBL]]&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;[[EOptics]]&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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 84 100&lt;br /&gt;
| ArmorT C = 60 258&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]] &lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&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 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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 83 400&lt;br /&gt;
| ArmorT D = 60 258&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 [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;[[iJJ]]&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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 81 300&lt;br /&gt;
| ArmorT E = 60 258&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&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;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 F = 85 300&lt;br /&gt;
| ArmorT F = 66 648&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;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 = 83 600&lt;br /&gt;
| ArmorT G = 60 258&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 [[ERMBL]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9502&lt;br /&gt;
| Armor LRT = 6108&lt;br /&gt;
| Armor B = 5430&lt;br /&gt;
| Armor LRA = 4751&lt;br /&gt;
| Armor LRL = 3909 Internal +&amp;lt;br&amp;gt;6515 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Current for 0.8.6--&amp;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.&lt;br /&gt;
All Avatars have a pair of [[ERMBL]] installed in their nose.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Avatar Prime is defined by its electronics package of [[C3]] and [[BAP]], pointing to a role as a support mech capable of relaying targeting information to the rest of its team. Its duo of [[LRM10]] launchers allow it to provide long range indirect fire support and an [[LBX10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. A pair of [[MBL|Medium Beam Lasers]] and another of [[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 fire, as it has no free tons to reload its ammo-dependent weapons and its 3 [[DHS]] can struggle to dissipate the heat of its full arsenal, especially if it needs to fire all of its energy weapons in extended short range engagements. Two [[mgun|machineguns]] round out its firepower.&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 [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[JJ|jumpjets]] make the Avatar A capable of jump sniping. In engagements over open ground, two [[LRM5]]s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of Medium Beam Lasers standard to the Avatar, in their [[ERMBL|extended range]] form, give it a little extra punch against enemies that manage to close in. A pair of [[mgun|machineguns]] offer much needed protection against Battlearmor. A single free ton keeps its gauss rifle fed and 3 [[DHS]] manage the combined heat of its weapons and jumpjets competently, as long as minimal fire discipline is practiced.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
[[File:Flyingred.jpg|100px|left|The Flying Red]]&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 [[ERLBL]] on its right arm, while carrying an additional set of five [[ERMBL]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range. [[JJ|Jump jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while eight [[Double Heat Sinks|double heat sinks]] are plenty to 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;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A jack of all trades, the Avatar C is capable of dealing damage from 900m out, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|gauss rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from long range, but its energy weapon array of a single [[LPL|Large Pulse Laser]] and two [[ERMBL|Extended Range Medium Beam Lasers]] shares a maximum range of 600m. Its pair of [[SRM]] launchers, a six and a four, force it to enter close combat in order to employ its full arsenal. The Avatar C's array of weapons make it a capable skirmisher, bringing more and more firepower to bear as it ponderously closes in on its target. Its slowness means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 5 [[DHS]] help in managing heat, but a single free ton, usually dedicated to gauss ammo, means pilots must be aware of its ammo reserves, as rearms take a long time in such a slow asset.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Avatar D, known as the &amp;quot;'''''Fallshirmjaeger'''''&amp;quot;, is one of the most 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 [[DSRM4]] packs can then exploit. Three [[MBL|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three tons of free space 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 and as a result is woefully unsuited to fighting in open terrain.&lt;br /&gt;
&lt;br /&gt;
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 cheapest Avatar variant, the Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. While sporting a max range of 700m and a minimum of around 30m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 6 [[ERMBL]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, six [[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.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Dubbed &amp;quot;'''''Scorpio'''''&amp;quot;&lt;br /&gt;
Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A [[UAC10]] and 4 [[ERMBL]] form the main sources of firepower for this variant. A single [[LRM15]] provides a significant long range boost, and one [[SRM6]] gives it an extra edge in close range combat. Its single free ton is usually dedicated to its ultra autocannon and 3 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. A [[GECM|Guardian ECM]] gives this variant the chance to stealthily close in or use its LRMs without being outright detected by its active radar.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Avatar E is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERMBL]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. Five [[DHS]] keep the asset's heat manageable.&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;
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=2548</id>
		<title>Thanatos</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=2548"/>
				<updated>2017-11-03T13:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thanatos.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| SpeedWithMasc = 120&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 = 92 100&lt;br /&gt;
| ArmorT Prime = 68 325&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&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;1 [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[JJ]]&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 = 96 700&lt;br /&gt;
| ArmorT A = 65 128&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 [[ERMBL]]&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 [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 88 200&lt;br /&gt;
| ArmorT B = 65 128&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 [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 90 600&lt;br /&gt;
| ArmorT C = 71 524&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[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 = 96 300&lt;br /&gt;
| ArmorT D = 71 524&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;1 [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 92 000&lt;br /&gt;
| ArmorT E = 65 128&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&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;1 [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 80 700&lt;br /&gt;
| ArmorT F = 65 128&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 [[LBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSBL]]&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;3 [[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 G = 89 500&lt;br /&gt;
| ArmorT G = 68 325&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10921&lt;br /&gt;
| Armor LRT = 6760&lt;br /&gt;
| Armor B = 6240&lt;br /&gt;
| Armor LRA = 5460&lt;br /&gt;
| Armor LRL = 4493 Internal +&amp;lt;br&amp;gt;7489 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;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, the Thanatos is a formidable Mech marred by its large, 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, nearly every Thanatos comes with [[GECM]], making it an excellent option 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 limiting the types of cover it can effectively utilize.&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 [[ERLBL]], 2 [[ERMBL]]s, and a single [[MPL]].  This powerful array of [[Lasers]] lends the Prime variant good 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 it's large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 5 extra [[DHS]], the Thanatos Prime suffers a bit when it comes to heat management.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&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 [[ERMBL]]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. [[JJ|Standard Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. 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 12 HGauss rounds. The greatest weakness of this variant is it's greatest strength - The Heavy Gauss mounted on its arm is a very easy target with little armor, leaving it the first thing aware pilots shoot at. After taking down the primary gun, this variant remains relatively harmless.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The [[Inner Sphere]]'s only part time Arrow boat, the Thanatos B sports a single [[ArrowIV]] launcher, backed by a trio of [[LBX2]] and an [[ERPPC]]. 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. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1200m away with its autocannons and out to 900m with its ERPPC. Care must be taken not to disable friendly NARC beacons, although in theory it could deal with an approaching enemy unit while still pelting the designated target with artillery. 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===&lt;br /&gt;
The Bully's twin brother, separated at birth, sporting the heaviest armor in the heavy class bar none and blistering close range firepower. The Thanatos C caries a [[UAC20]], a formidable brawling weapon by itself, accompanied by a just as fearsome [[DSRM6]]. 4 [[SPL]] round up the variant's close range firepower. Five [[DHS]] handle the significant heat competently during short engagements, but prolonged engagements with all guns firing, especially if the pilot can keep the autocannon from jamming, will fry it right up. A meagre two free tons, one for each of its ammo hungry main weapons, mean that the Thanatos C will find itself retreating to rearm even if it doesn't need to repair.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Nicknamed &amp;quot;The Bully&amp;quot;, the Thanatos D will jump you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. Equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other and a trio of [[MPL]] on its torsos, the Thanatos D can make use of a tighter window of engagement despite sacrificing some dps compared to the C thanks to swapping autocannon models. 3 [[DHS]] mean heat is harder to manage and the laser array will often have to go unused. The remaining tonnage is enough for a [[GECM]], allowing the Bully to keep an eye on its victims while staying hidden, while 3 free tons can keep its weapons fed for a good while, without completely relieving it of ammo woes.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Thanatos E is one of the heaviest NARC carriers, and the heaviest asset to combine them with jumpjets. An [[iNARC]] launcher allows the variant to attach targeting beacons to targets 800m out, a task made even easier in tandem with its [[JJ|Jump Jets]]. Backing it up there is a decent array of long range weaponry in the form of a [[Gauss|Gauss Rifle]], a [[LBL|Large Beam Laser]] and an [[LRM10]] launcher, capable of taking advantage of its own NARC beacons. The variant's main issue is its only two tons of spare ammo which, usually reserved for its NARC launcher, leave its other weapons ammo hungry. The variant's two [[DHS]] are enough to manage the variant's controlled heat. &lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The cheapest Thanatos variant due to a complete lack of supporting equipment and plain weaponry, the Thanatos F is by no means weak. Its weaponry consists of an [[LRM20]] launcher for long range indirect fire support, an [[LBX10]] for anything medium range or closer, and an array of beam lasers covering every size and range, from a single [[LBL]], to a pair of [[MBL]] and 4 [[ERSBL]]. The Thanatos F is a versatile mech capable of engagements at every range, but a very tight sweet spot where all guns can fire, existing between the 400m reach of the small lasers and its missile launcher's minimum range. 3 [[DHS]] struggle with the bursts of heat generated by the laser array and missile launcher, while its free ton usually carries an extra nine shots of LRMs. Despite being able to rely on energy weapons, the asset will find itself making ammo runs often if it wants to sustain its peak damage potential.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Thanatos G is a high DPS/large window of engagement variant ideally suited for mid range fighting rather than outright in-your-face brawling. Equipped with a trio of [[MXPL]] and a [[RAC5]] it deals both energy and ballistic flavours of constant damage streams, with pilots having the choice of firing everything at once or dedicating a separate group for the sake of not outright overheating the RAC. A single [[MRM10]] provides a bit of burst, but being the smallest of its kind means, yet again, the highest firing rate amongst MRM launchers. Being the only Thanatos to sport [[iJJ|Improved Jump Jets]] means that it's the most agile of its variants. 7 [[DHS]] do their best to manage the variant's constant heat output.&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 [[ERLBL|Extended Range Large Laser]], 2 [[ERMBL|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.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Thanatos BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=2547</id>
		<title>Warhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Warhammer&amp;diff=2547"/>
				<updated>2017-11-03T13:40:42Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Warhammer.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 5&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 = 65 900&lt;br /&gt;
| ArmorT Prime = 61 312&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 [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SBL]]&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;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 A = 86 000&lt;br /&gt;
| ArmorT A = 61 312&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;1x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;5 [[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 B = 76 600&lt;br /&gt;
| ArmorT B = 61 312&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&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;3 [[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;
| Price C = 93 550&lt;br /&gt;
| ArmorT C = 61 312&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&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;[[EOptics]]&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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 80 500&lt;br /&gt;
| ArmorT D = 61 312&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 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip 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;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 87 100&lt;br /&gt;
| ArmorT E = 61 312&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;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
| Price F = 83 500&lt;br /&gt;
| ArmorT F = 61 312&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;4x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[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 G = 82 300&lt;br /&gt;
| ArmorT G = 61 312&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8669&lt;br /&gt;
| Armor LRT = 5635&lt;br /&gt;
| Armor B = 5201&lt;br /&gt;
| Armor LRA = 4985&lt;br /&gt;
| Armor LRL = 3745 Internal +&amp;lt;br&amp;gt;6242 External&lt;br /&gt;
| Armor RE = 3468&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;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;
The Warhammer possesses a large spotlight that can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. It also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&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 damage at most any range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[MBL]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SBL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports five [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime ro 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.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 [[LtGauss]], 1 [[ELRM15]], and a set of [[EOptics]] allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a [[LAMS]] helps mitigate any damage the Warhammer A or its allies might take. 2 [[MGun]]s give the Warhammer A some anti-BA punch, while a [[GECM]] suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Warhammer B packs 2 [[AC10]]s, a single [[LPL]], 2 [[ERMBL]]s, and 2 [[MG]]s. This loadout allows the B variant to shred Light and [[Medium Mechs|Medium]] Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with most other heavies, their large size making them ideal targets. By chainfiring the 2 [[AC10]]s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The 2 [[MG]]s allow supplemental firepower against lighter assets, BA, and to a limited extent, enemy aeros. The B has an additional 2 free tons of ammo helping to make it a better mid-range fire support mech. Even with 2 free tons, the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its [[GECM]] can prevent early detection and long-range confrontations.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Warhammer C is a brawler with some mid-range capabilities that uses its electronics to safely close the distance. Within a range of 650m a pair of [[LPL]] deal a straightforward pinpoint punch, but pilots need to break into close combat to make use of the mech's firepower, with another pair of pulse lasers of the [[MPL|Medium variety]] entering the fray at 400m and two [[SSRM4]]s roaring into life 50m later. Warhammers normally don't have the mobility to take advantage of such close range firepower, but the C is equipped with an electronics package of [[GECM]] and [[BAP]] Allowing it to pick its targets and approach unnoticed until it's just a step outside of its nominal range against assets without radar probes. A [[LAMS]] system is also present to reduce damage from enemy missile fire, although its [[EOptics]] are kind of wasted without any real long range weapons. 8 [[DHS]] and two free tons for extra missiles make it a very sustainable mech, both heat and ammo-wise.&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 [[ERLBL]]s and 2 [[LRM5]]s will convince your targets that your long range firepower, while annoying, is no big deal. 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. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of free space ensures that its autocannon has more ammo should the enemy prove tougher than expected.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E is a superb sniper mech. Armed with 2 [[ERPPC]]s and a single [[Gauss]] rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 3 [[DHS]] tries to dissipate the heat produced by the two ERPPCs. Most pilots chain fire their ERPPCs to prevent overheating. 2 [[ERMBL]]s mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. [[EOptics]] and a single free ton allow the E variant to accurately maintain its full firepower for a decent amount of time.&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 4 [[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 the staying power to handle a good amount of engagements before returning to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Warhammer G is not for the faint of heart. Often called the &amp;quot;Schizo-hammer&amp;quot;, the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single [[LRM15]]. At 900m the G has an [[ERPPC]] for sniping and an [[HVAC10]] for persistent supressing fire. As point defense, at 400m, the G has two [[ERSBL]]s and a pair of [[MPL]]s that will strain the G's heat dissipation. Except for the [[HVAC]], every weapons system on the G produces a moderate amount of heat. While at long range its three [[DHS]] can manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its [[HVAC10]]. Though it sports 2 free tons, enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
In BattleTech, the Warhammer was designed to &amp;quot;''destroy or severely damage any 'mech of the same weight class or lower''&amp;quot;.  Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.&lt;br /&gt;
&lt;br /&gt;
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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=2546</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=2546"/>
				<updated>2017-11-03T13:39:50Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 90&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 = 58 500&lt;br /&gt;
| ArmorT Prime = 51 921&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&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 [[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 A = 76 700&lt;br /&gt;
| ArmorT A = 51 921&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 [[ERMBL]]&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;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[HS]]&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 = 64 200&lt;br /&gt;
| ArmorT B = 51 921&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 [[ERSBL]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 74 000&lt;br /&gt;
| ArmorT C = 48 748&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 [[MGun]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SBL]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 82 600&lt;br /&gt;
| ArmorT D = 51 921&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;1 [[LAMS]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 70 700&lt;br /&gt;
|ArmorT E = 51 921&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;1 [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[JJ]]&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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 69 400&lt;br /&gt;
|ArmorT F = 51 921&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC5]]&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;0 [[HS]]&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 G = 84 400&lt;br /&gt;
|ArmorT G = 51 921&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 [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8243&lt;br /&gt;
| Armor LRT = 5358&lt;br /&gt;
| Armor B = 4946&lt;br /&gt;
| Armor LRA = 4121&lt;br /&gt;
| Armor LRL = 3190 Internal +&amp;lt;br&amp;gt;5317 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;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 2 [[LRM15]]s with 2 free tons for extra ammo, and equipped with both [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 4 [[MBL]]s allows the Catapult Prime to tackle any [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it limited anti [[Battle Armor]] capabilities. A pair of [[DHS]] means pilots will have to keep a close eye on their heat levels, especially in situations where dealing with an approaching enemy necessitates the use of its full weapons and equipment arsenal.&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 [[Energy Weapons]], giving it impressive capabilities as a close- to mid-range support fire [[Mechs|Mech]]. The extra free tons of space normally used as ammo for Missile racks are replaced by 10 [[Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[ERMBL]]s allow the A variant to continue pouring fire into close- and mid-range targets while waiting for the PPCs to recharge.  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.&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 [[ERSBL]]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 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===&lt;br /&gt;
The C variant mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the C variant can decimate targets up to 3km (3000m) away. Sporting only 2 [[SBL]]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 some [[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.&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. The D variant mounts 2 [[DSRM6]] launchers, which deal high damage while simultaneously inflicting severe cockpit shake. Paired with its complement of 4 [[MXPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up a withering amount of pulse laser fire. 6 [[DHS]] let the D variant maintain this barrage for a significant amount of time before overheating, while 4 free tons also allow it to carry 2 reloads per launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed, lack of [[JJ]]s, and limited amount of armor won't let it stand up to 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 [[HS|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 is a mid to close range asset with sneaky firepower. With the Catapult being a missile focused mech, players are bound to look at its pair of streak launchers as its main weapon, but its array of four [[AC5]] is just as important, as their combined damage profile is slightly better than a gauss rifle despite sacrificing 100m of max range. Pilots will find themselves mostly skirmishing at mid range, slowly inching closer as they look for the right time to deploy their [[DSSRM4]] and [[SSRM6]], their operating time extended by two tons of reloads total. Pilots are encouraged to take advantage of the Catapult F's versatility rather than rushing straight into close combat though, since specialist brawlers might overwhelm them. A downside of the Catapult F is that it's the only variant that carries absolutely no extra equipment, potentially leaving pilots without good map awareness flat footed. Despite having no extra heat sinks outside those hardmounted in its reactor, its autocannons cause negligible heat while its missiles were meant for decisive killing blows rather than prolonged brawls. The variant isn't ammo hungry by any means, but with a weapons load consisted solely of ammo dependent weapons, pilots should routinely check for shortages.&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 scour the armor off its enemies, while 2 [[MPL]]s and 2 [[SPL]]s give it modest staying power as its RACs cool off or unjam. The G variant also includes both [[iJJ]]s and [[MASC]], giving it mobility that the Catapult D lacks. This can let the G variant survive or escape situations that might otherwise destroy it, increasing its longevity. However, only 2 free tons of ammo means that pilots will often be returning to the mech bay to rearm, as the RAC5 chews through its ammo supply very quickly. Six [[DHS]] ensure negligible heat issues.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
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;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=2545</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=2545"/>
				<updated>2017-11-03T13:24:20Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:BlackLanner.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 118&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -29° to +50°&lt;br /&gt;
| PitchCrouch = -29° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 44 166&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 77 200&lt;br /&gt;
| ArmorT A = 44 166&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Eoptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 70 400&lt;br /&gt;
| ArmorT B = 44 166&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CHSL]]&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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 79 800&lt;br /&gt;
| ArmorT C = 44 166&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&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;[[AECM]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 200&lt;br /&gt;
| ArmorT D = 44 166&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&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;[[MASC]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 66 500&lt;br /&gt;
| ArmorT E = 44 166&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Extended Range|ATM6 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Mgun]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 69 300&lt;br /&gt;
| ArmorT F = 44 166&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&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;li&amp;gt;2x [[CHML]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 75 750&lt;br /&gt;
| ArmorT G = 44 166&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Mgun]]&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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6404&lt;br /&gt;
| Armor LRT = 4162&lt;br /&gt;
| Armor B = 3842&lt;br /&gt;
| Armor LRA = 3682&lt;br /&gt;
| Armor LRL = 2901 Internal +&amp;lt;br&amp;gt;4835 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;gt;&lt;br /&gt;
The '''Black Lanner''' is a fast medium Omnimech built by the [[clans]], excelling at harassment and scouting.  The [[MASC]] equipment is built into the design and all units possess it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&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, pounding enemies from long range with the [[LRM10]]s and the [[cERLBL|ER Large Beam Laser]], but also able to defend itself at smaller distances with the [[cERMBL|ER Medium Beam Lasers]] and the [[SRM6]]. It's a proficient scout, the heavier on that role, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for speed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has extreme range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Three [[cERMBL|Medium Beam Lasers]] can be used for short-range defense and medium-range attacking, four 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===&lt;br /&gt;
This is the 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 five 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 also sports  a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A well-rounded skirmisher, it can deploy the [[cHLL|Heavy Large Lasers]] at medium ranges (and great heat), and then use its impressive speed to close in and finish the opposition with the quad [[cERSBL|Small Beam Laser]] battery and the [[cDSSRM4|Dual Streak SRM4]]. An [[AECM]] provides nearby teammates with ECM support and disables enemy [[NARC]] missiles.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by 'Mech. This variant uses MASC, which gives it impressive speed for its size, while 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 asset. Offensively, it mounts a single [[cLRM10]], 4 [[cERSBL]]s, and a single [[cLPL]], giving it a moderate amount of firepower.  Although they make any interception attempt a dangerous task, they can't dish enough damage in a prolonged combat. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two punch with a [[ATM6|cERATM6]] and the [[cLBX5]] [[cLBX2]] triplet.  When caught in close range, it can utilise MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the Mech some anti-Battlearmour and anti-aircraft utility.  The E variant also makes room for [[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 [[cUAC5|Ultra Autocannon 5]], three [[cERMBL| Medium Beam Lasers]] and a standard range [[ATM6|ATM 6]] to bear, all of which are able to used effectively up to close range, barring the ATM launcher's 120 meter arming deadzone.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A stand-off Mech utilising almost exclusively longe range weaponry, 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 with guiding in missiles from allied units or launching them itself, utilising the [[TAG]] and twin LRM launchers mounted on the chassis.&lt;br /&gt;
&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;
[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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ryoken&amp;diff=2544</id>
		<title>Ryoken</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ryoken&amp;diff=2544"/>
				<updated>2017-11-03T13:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:StormCrow.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 96&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +54°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 84 500&lt;br /&gt;
| ArmorT Prime = 53 864&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&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;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 91 600&lt;br /&gt;
| ArmorT A = 53 864&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[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;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 B = 80 000&lt;br /&gt;
| ArmorT B = 53 864&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&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;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 84 150&lt;br /&gt;
| ArmorT C = 53 864&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&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 C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[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 D = 85 300&lt;br /&gt;
| ArmorT D = 53 864&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Standard|ATM3 (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;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 79 800&lt;br /&gt;
| ArmorT E = 53 864&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;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 79 700&lt;br /&gt;
| ArmorT F = 53 864&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Extended Range|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&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;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 = 84 200&lt;br /&gt;
| ArmorT G = 53 864&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5112&lt;br /&gt;
| Armor CT = 7865&lt;br /&gt;
| Armor B = 4719&lt;br /&gt;
| Armor LRA = 4522&lt;br /&gt;
| Armor LRL = 3610 Internal +&amp;lt;br&amp;gt;6016 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The Stormcrow is a wide-spread, second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Stormcrow was especially common during the Clan Invasion and was codenamed the Ryoken by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations, the Stormcrow is a feared opponent on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Clan Ryoken Medium ‘Mech stands as one of the longest “in-development” assets for MWLL, having been in some form or other of development, re-development and being passed amongst at least 4 different developers over the past 2+ years.  The '''Ryoken''' was released with 0.6.0.  &lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Bringing a bevy of lasers to bear on Innersphere enemies, the Ryoken Prime is a powerful long-range attacker, using its high speed to maintain range from opponents while striking them with maximum pin-point damage using mixed [[CERLBL]] and [[CERMBL]]. A pair of [[machine guns]] help ward off infantry attacks, while numerous [[Double Heat Sinks|double heat sinks]] combat the massive heat buildup this variant is prone to.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Ryoken A is a powerful close-range brawler, quickly wittling away at enemy armor with four [[CMPL|Clan medium pulse lasers]], while a [[CDSRM6|dual SRM6]] allows a powerful blow to damaged components. A single [[CLRM15|LRM15]] allows some opening volleys while the A variant closes in on opponents, and [[GECM]] keeps its presence hidden from enemy radars while it moves in for the kill.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Simple and to-the-point, the Ryoken B offers pilots a devastating [[CUAC20]] fed by a single ton of ammo to pummel opponents of all sizes into submission in short order. This is backed up by three [[CERMBL]] which allow the B variant to get shots in before the massive cannon comes into play. A [[LAMS]] defends the unit's vicinity from enemy missile strikes. 4 [[DHS]] can manage the autocannon's heat, but pilots have to be careful of the heat spike its lasers generate.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant acts as a mid-range support Mech, relying on its dual [[ATM9|ATM9s]] to cripple opponents and keeping out of brawling range with its speed. A pair of [[cERMBL]] and a quad array of [[cERSBL]] for point defense complete the loadout with additional firepower, though pilots should take care not to overburden the few heatsinks this variant carries.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Ryoken D carries a scary amount of mid range firepower, capable of frying itself as much as it can hurt its enemies. Its main armament is a pair of [[HLL]], one on each arm, shredding armor from anything they touch. However, pilots will need a modicum of aim to keep the beam on target for its entire duration, and they generate so much heat that group firing them is guaranteed to give pilots a heat warning. Its pair of backup [[ATM3]]s is unimpressive compared to the lasers, but is capable of opening shots at 750m, slightly beyond the 600m range of the lasers, or conversely finishing off targets that got just out of range or during times when the pilot cannot afford the heat spike of their main weapons. A lack of any extra reloads won't bother pilots much, who will often choose to completely ignore their missiles for the stealth of passive radar. 10 [[DHS]] might still be unable to manage the initial heat spike of its energy weapons, but make sure that disciplined pilots are able to cool down in time for the next volley.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A jack of all trades at a discount price, the Ryoken E carries one of each weapon type for one of each engagement range. At 850m out a [[cLPL]] constantly pokes holes at its targets. An [[LBX10]] peppers enemies who enter within the 700m of mid range, its shots getting more and more focused as the enemy enters into close range only to get pounded by a pair of [cSSRM4]]s with an effective range of 350m. Its 3 [[DHS]] can manage the heat of its energy weapon and cool autocannon at mid range, but the extra heat of its missiles, along with its lack of spare ammo, hurts its sustainability in close range engagements. Still, they are unavoidable for pilots who want to maximize the asset's already stretched thin damage potential, although care must be taken to soften specialized close ranged enemies at distance before charging in, and ammo runs after every few engagements are to be expected if the user doesn't want to be left dry in the middle of a firefight. A [[LAMS]] protects the variant and its allies from missile attacks.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Ryoken F is equipped for extreme range engagements and anti-air missile strikes. Its main weapon is a pair of [[ATM#Extended Range|Extended Range ATM12]], reaching out to 1250m against targets in the air or the ground with speedy and manoeuvrable missiles. A weak munition compared to other ATM loads, the barrage of 24 missiles is the largest any unit is capable of and more than makes up for it. Its point defence of four [[cSPL]] is paltry compared to its main weapon, but adequate considering the Ryoken's natural agility and armor. Unfortunately the large size of the missile launchers makes them ammo hungry and an extra ton for each won't last them long while a meagre pair of [[DHS]] will force pilots to take breaks to cool down after a few strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Ryoken G is a long to mid range skirmisher with an eclectic mix of firepower. At 900m a [[Gauss Rifle]] fed by a single extra reload provides a significant pinpoint strike, assisted by a hotter [[cERLBL]] that lacks any need for leading, while enemies within 700m can be reached by a [[cERMBL]]. The nature of these weapons can allow the pilots to stalk the battlefield in passive, but when they are afforded to run active radar a pair of [[LRM5]]s provides some extra damage and screenshake without much extra heat or significant ammo needs. [[LAMS]] protect this unit from enemy missiles, making it ideal for countering LRM units, but a single [[DHS]] will force it to control its energy weapons fire during prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Ryoken was originally designed by Clan Hell's Horses, but Clan Ghost Bear conquered the planet on which the Ryoken was developed, and soon the design spread across the Clans. Eventually, the Ryoken debuted on the battlefield with Clan Snow Raven markings, even though Clan Smoke Jaguar used it most often during the Clan Invasion. The Clan designation for the Mech is &amp;quot;'''Stormcrow'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: Despite the characteristic missile launchers on top of its hull, the standard variant of the Ryoken was armed only with lasers - three [[ERMBL|ER Medium Lasers]] and two [[ERLBL|Large Lasers]].&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ryoken BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=2543</id>
		<title>Shadowcat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=2543"/>
				<updated>2017-11-03T13:22:36Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Shadowcat.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 135&lt;br /&gt;
| Rotation = 258&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 500&lt;br /&gt;
| ArmorT Prime = 41 008&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;2x [[CERMBL]]&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;[[MASC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 64 500&lt;br /&gt;
| ArmorT A = 42 937&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;3x [[CERSBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 66 400&lt;br /&gt;
| ArmorT B = 42 937&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;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERSBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 71 000&lt;br /&gt;
| ArmorT C = 39 079&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 65 500&lt;br /&gt;
| ArmorT D = 41 008&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM#Extended Range|ATM9 ER]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM#High Explosive|ATM6 HE]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 68 000&lt;br /&gt;
| ArmorT E = 41 008&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 57 500&lt;br /&gt;
| ArmorT F = 39 079&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[MASC]]&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;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 64 200&lt;br /&gt;
| ArmorT G = 41 008&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 3826&lt;br /&gt;
| Armor CT = 5886&lt;br /&gt;
| Armor B = 3532&lt;br /&gt;
| Armor LRA = 3384&lt;br /&gt;
| Armor LRL = 2702 Internal +&amp;lt;br&amp;gt;4503 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
A [[Clan]] [[Medium Mech]], the '''Shadowcat''' is an incredibly versatile platform with good speed, maneuverability, and firepower, making it worth every penny.  It absolutely devastates [[Light Mechs]], and can go toe to toe with many heavier Mechs if used intelligently. Possessing speed nearly on par with light Mechs, as well as some of the hardest hitting weapons available, the Shadowcat is an excellent multi-classer.  The only dull points that blemish the Shadowcat's otherwise excellent capabilities are its limited ammo space and a lack of armor, significantly lower than other medium Mechs.&lt;br /&gt;
&lt;br /&gt;
Shadowcat variants tend to carry their weapons almost exclusively in their arms, making them a prime target. The arms are also very lightly armored, if not always easy to hit. Protection of the arms is of paramount importance to Shadowcat pilots. The Mech's low profile makes aimed shots directed at a specific component extremely difficult, which is compounded by its high speed. As a result, Shadowcats usually have incoming damage spread throughout all of its components.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Shadowcat Prime is an agile sniper capable of dealing large amounts of damage at medium- to long-range.  Armed with one [[CGauss]] and a pair of [[CERMBL]]'s, aimed with the assistance of [[EOptics]], the Shadowcat Prime is a grown-up [[Uller#Variant A|Uller A]], but with extra armor and maneuverability enhancing equipment. The [[MASC]] and [[JJ|Jumpjets]], in their standard version, fixed to the chassis give it a mobility that most other snipers lack, but its single [[DHS]], one more than the aforementioned Uller, helps it deal with the extra heat load. A free ton allows an extra reload for the CGauss, but the Shadowcat Prime must still make frequent return trips to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is armed with one of the most powerful weapons in MWLL: the [[CUAC20]]. Fed by an extra ton of ammo, it has terrific damage potential for a medium Mech, and when coupled with its [[JJ|Improved Jumpjet]]-enhanced maneuverability and [[MASC]] system, the Shadowcat A makes for a terrifying hit-and-run brawler, a task for which half a ton of extra armor has been added. Three [[CERSBL]]s provide supplementary firepower capable of Anti-[[BA]] work, as well as finishing off units that manage to survive the UAC20 barrage.  Despite this incredible killing power, the A variant futilely tries to manage its heat with but a single [[DHS]], limiting its otherwise outstanding capabilities.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Shadowcat B is plays a similar role to the Shadowcat A, mounting a close-range, high-powered weapon and a bit of extra armor. Armed with one [[LBX20]], an [[SRM6]] and a solitary [[CERSBL]], the B variant is all about close-range firepower.  Utilizing [[MASC]] the Shadowcat B can close in quickly on enemy units before pummeling them with its powerful loadout. [[iJJ|Improved Jump Jets]] allow the Shadowcat B to move along otherwise impassable elements of the battlefield, making it a mobile and very dangerous ambusher, especially in environments with lots of obstacles like urban theatres. Unfortunately, for all its firepower it lack efficiency. Left without any free tons to carry extra reloads and two ammo hungry weapons, pilots that aren't mindful of their munition levels will find themselves gimped in the midst of battle. A single [[DHS]] with all the heat the variant produces means pilots will have to be very strategic in their use of its equipment, giving it time to cool down before engaging and not using them in a fight unless it's absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant forgoes the comparably diverse loadouts of other Shadowcat variants in favor of extreme long-range firepower.  Mounting one [[CERPPC]] and a [[Gauss|Gauss Rifle]], the Shadowcat C can deal huge amounts of damage at very long-range. When coupled with [[JJ|Jump Jets]] and [[Eoptics]], the C variant is a deadly Jump Sniper, superior even to the Shadowcat Prime. One free ton allows a reload for the CGauss, giving the Shadowcat C moderate staying power. Losing the sole [[DHS]] of the Prime and gaining the blistering heat spike of the clan version of the particle projector cannon, along with the [[MASC]] standard to all shadowcats, makes this variant nice and toasty. Cramming all that load onto a Shadowcat meant that half of that free ton for reloads had to be stripped from its armor, making it one of the most fragile variants.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Shadowcat's agile chassis makes a natural choice for a NARC unit and the D variant fulfils such a role. Armed with a [[cNARC]] launcher it can use the equipment hard mounted on the chassis to stick a target designation beacon on a target before jumping back into cover. Its two backup weapons are two ATM launchers, one load with close range [[ATM#High Explosive ATM|High Explosive]] munitions and one with far reaching [[ATM#Extended Range ATM|Extended Range]] ones. The direct fire of its weapons doesn't make them too suited to take advantage of the variants own NARC beacons and with their ranges barely overlapping they can't be considered a reliable source of damage. Add to this the variant's lack of electronics and it's bound to stalk the battlefield in passive, turning on its radar mainly to get a lock for its beacons or possibly even dumb-firing them - a costly proposition but doable with two tons reloads. A single [[DHS]] is adequate for running the variant's equipment as it's not bound to raise its heat much through weapons fire.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Shadow Cat E is a heavy mid range damage over time mech. It does this job very well thanks to its one [[CHLL]] which can cause plenty of damage if the user can keep the beam steady on the enemy mech. Its 3 [[CMPL]]s help to exploit any weak areas that are created by the heavy laser. A great mech to take if you are looking to cut off enemy arms and more then one of these mechs can make the enemy's life rather difficult if the Shadow Cat closes range to fire. The mech hard mounts [[MASC]] and [[iJJ|Improved Jumpjets]] as well which allows it make precise hit and run attacks on a target while its 6 [[DHS|Double Heat Sinks]] dissipate the heat from the [[CHLL|Heavy Laser]]. Care must be taken not to fire the laser while using its equipment in straight on engagements as it can cause you to overheat, but heat conscious pilots can do some jump strikes with the use of cover. Any cockpit shake can also work against this Shadow Cat while its firing its laser and will cause its damage to spread out more.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A cheap Anti-Air variant added following the Shadowcat's pitch buff, its viability took a hit after weapon tweaks in the latest patch. Armed with a trio of constantly firing [[UAC2]] and a single pinpoint [[cERLBL]], the Shadowcat F is an anti-air choice. Despite still needing an awfully long time to deal solid damage against land targets, it can make use of its high mobility and [[MASC]] and [[JJ|Standard Jumpjet]] equipment to increase its survivability despite being one of the less armored variants, and take advantage of its long to extreme weapons range. It runs cool enough for a Shadowcat that its total lack of [[DHS]] doesn't hurt it very much.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A mid-range skirmisher, the Shadowcat G is reminiscent of the [[Cougar#Variant E|Cougar E]]. Armed with a single [[ATM9]] and a trio of [[cERMBL]], this variant sacrifices some firepower for a cooler weapons loadout. Assisted by an extra [[DHS]] compared to the aforementioned light, for a grand total of three, it has some extra leeway in simultaneously using its [[MASC]] and [[iJJ|Improved Jumpjets]] to dictate engagement ranges and make use of cover to kite the vast majority of shorter ranged units. Still, true to being a Shadowcat, it can still run hot if careless. On the other hand, it can't deal with dedicated long range units as well, as it's likely to lose in sheer firepower and its own minimum range makes crowding them, while a possibility for all Shadowcats, a double edged knife for the G variant. A single free ton shortens its ability to operate individually of supply lines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Shadowcat was designed by Clan Nova Cat to replace the ''Ice Ferret''/''Fenris'' in their ''touman'' and was first spotted by Inner Sphere forces at the Battle of Luthien in 3052. The Prime variant of the MWLL ''Shadowcat'' possesses an extra Clan ER Medium Laser compared to the CBT ''Shadowcat''.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Shadow_Cat BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=2542</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=2542"/>
				<updated>2017-11-03T13:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Chimera.png&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 2&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 = 46 600&lt;br /&gt;
| ArmorT Prime = 36 465&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MGun]]&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;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;
&lt;br /&gt;
| Price A = 49 500&lt;br /&gt;
| ArmorT A = 36 465&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
&lt;br /&gt;
| Price B = 52 600&lt;br /&gt;
| ArmorT B = 36 465&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SBL]]&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;[[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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price C = 46 500&lt;br /&gt;
| ArmorT C = 36 465&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&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;4x [[SBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 33 255&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 [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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;
&lt;br /&gt;
| Price E = 58 300&lt;br /&gt;
| ArmorT E = 36 465&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&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;3 [[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;
&lt;br /&gt;
| Price F = 44 300&lt;br /&gt;
| ArmorT F = 36 465&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 [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSBL]]&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;0 [[DHS]]&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;
&lt;br /&gt;
| Price G = 51 500&lt;br /&gt;
| ArmorT G = 36 465&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5147&lt;br /&gt;
| Armor LT = 3088&lt;br /&gt;
| Armor RT = 4118&lt;br /&gt;
| Armor B = 3088&lt;br /&gt;
| Armor LRA = 2831&lt;br /&gt;
| Armor LRL = 2363 Internal +&amp;lt;br&amp;gt;3938 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Current for 0.8.6--&amp;gt;&lt;br /&gt;
&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;
Care should be taken when using this asset, as its flimsy armor means that it operates more like an oversized light mech rather than a workhorse medium, a fact mirrored in its cheap cbill and ticket cost.&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 [[ERLBL]] reaching out to 800m and a pair of [[ERMBL]] 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, but its single [[DHS]] means that a cooling period must follow each strike, as all of the variant's weapons generate a good deal of heat. A single [[MG|Machine Gun]] provides some extra defence against [[BA|Battle Armor]]. Being unable to afford any extra tons 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. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a single free ton and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at half capacity against NARCed targets. Backing those up against enemies that close with 500m is a pair of [[MBL]]. Not being able to afford the extended range models means that the sweet spot between all guns firing and its missile launcher's minimum range is even smaller, and pilots are better off outright avoiding close range engagements, using their backup lasers' range as a cue to break off and increase the distance. Its sole [[DHS]] struggles to manage the heat generated by continuous fire.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Chimera B is best used as bait that bites back. Players shouldn't be misled by its close range complement of an [[SSRM6]], two [[MXPL]] and four [[SBL]] and consider this just another brawler, as this variant's defining feature is its [[AECM]] suite and mobility. The Chimera B works best in a lance, hiding its allies' radar signals, delaying lock-on and breaking NARC beacons. Its [[iJJ|Improved Jump Jets]] allow it some flexibility in deciding when to jump into the close range required to make full use of its weapons, or put some distance and preferably allies between itself and the enemy, due to its long window of engagement and the Chimera's inherently flimsy armor and unfavourable hitboxes. A single [[DHS]] doesn't afford it the heat dissipation necessary for prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SBL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A straightforward ultra-long range fire support unit. Equipped with a [[LtGauss|Light Gauss Rifle]] and [[ELRM15]] launcher, the Chimera D works best perched on a hill outside the range of most return fire and harassing enemies kept at bay by its allies. Two free tons give each of the weapons an extension to their operating time and a pair of [[MG|Machine Guns]] offer some protection against BA and extra ultra-long range harassment. The nature of its weapons allows it to attack the air as competently as the ground, but having another ton stripped off the Chimera's already weak armor means distance is its defence, and it's unlikely to survive any kind of retaliation, attack runs included. Like most ultra-long range assets its damage isn't overly impressive, while its missile launcher necessitates running active, making spotting it a trifle for flanking enemies. Despite lacking any heatsinks outside of its reactor whatsoever, it doesn't generate significant heat either.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The most expensive and dedicated to brawling Chimera variant, Chimera E offers some blistering close range firepower and the speed to close the distance, while still suffering from the asset's glass jaw. Somewhat comparable to the B variant, its lack of electronics and lock-on weapons allows it to utilize its superior firepower while laying low under passive radar. Its opening punch is offered by a [[DSRM6]], the Chimera E being the cheapest asset to sport it, accompanied by the sustained firepower of five(!) [[SXPL]]. Antsy to close the distance and turn metal into slag, it sacrificed one of its old pair of [[MBL]]s for a [[MASC]], allowing it to catch up to anything slower than a solitaire that doesn't sport MASC of its own. All of this heat is barely contained by 3 [[DHS|Double Heat Sinks]], so care should be taken not to MASC straight into an fight, affording some time for heat levels to drop, and generally avoiding prolonged engagements. No free tons mean that the Chimera E will be putting its speed to use for ammo runs after every couple of fights.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The cheapest of its variants, Chimera F is a close range skirmisher and brawler, combining mid and close range weapons. Within 600m the F opens up with an explosive round firing [[AC10]] and a pair of always reliable [[ERMBL]], giving it the ability to harass opponents while looking for an opportune moment to enter into close combat. At close range a pair of [[ERSBL]] strengthens its pinpoint strike, quickly followed by a [[SRM6]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. One free ton for ammo is usually reserved for the more ammo-hungry missile launcher, while a complete lack of extra heatsinks limits the unit's effectiveness to hit and fade tactics and short engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Chimera G is a bit of an awkward NARC carrier. Equipped with a standard [[NARC]] launcher, not the improved variant, the Chimera G will have to get within 500m of its targets, well into medium range, in order to successfully mark one with a NARC beacon. Unfortunately, it doesn't have any of the supporting equipment these units usually come with, so it's more suited to mingling with skirmishers or approaching brawlers rather than being relied upon to designate targets in long range stand-offs. Its main point defence is a single [[LXPL]] usable from 750m away, but its direct fire, long window of engagement nature means it's not too helpful when making a weary approach with the intent of NARCing and running, neither is its [[LRM20]]'s long lock-on time.  While the missile launcher can take advantage of its own NARC beacon, it's useless against enemies that manage to close within 200m and with a single free ton for ammo, reserved for six extra NARC shots, it will be left dry after a handful of salvoes. A single [[DHS]] can't manage the intense heat generated both in streams and bursts by its two weapons, but it was never designed for prolonged engagements in the first place.&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:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=2541</id>
		<title>Uziel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uziel&amp;diff=2541"/>
				<updated>2017-11-03T13:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uziel.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 240&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 59 400&lt;br /&gt;
| ArmorT Prime = 44 541&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 [[MGun]]&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 = 56 500&lt;br /&gt;
| ArmorT A = 39 721&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 [[MGun]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 200&lt;br /&gt;
| ArmorT B = 44 541&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&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;[[MASC]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 000&lt;br /&gt;
| ArmorT C = 44 541&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 61 200&lt;br /&gt;
| ArmorT D = 44 541&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 51 500&lt;br /&gt;
| ArmorT E = 44 541&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLBL]]&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;
&lt;br /&gt;
| Price F = 51 000&lt;br /&gt;
| ArmorT F = 41 328&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 [[MBL]]&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;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 54 950&lt;br /&gt;
| ArmorT G = 41 328&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 7459&lt;br /&gt;
| Armor LRT = 4501&lt;br /&gt;
| Armor B = 3858&lt;br /&gt;
| Armor LRA = 2861&lt;br /&gt;
| Armor LRL = 2951 Internal +&amp;lt;br&amp;gt;4919 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Uziel''' is an [[Inner Sphere]] second line [[Medium Mech]], equipped mostly with medium- to long-range, direct-fire weaponry, making it a great sniper Mech that can double as a brawler in a pinch. The Uziel has fairly standard [[Armor]] and maneuverability for a Medium Mech, but stands out by coupling this with above-average firepower and incredible utility.  &lt;br /&gt;
&lt;br /&gt;
The Uziel has a very cramped and restrictive cockpit. It has a very limited vertical field of view, which can quickly turn it into a death trap on more vertical maps like [[TSA ThunderRift]]. Pilots should also be aware of the Uziel's width, as it's easy for one of the arms to poke out from behind cover without the pilot realizing it.&lt;br /&gt;
&lt;br /&gt;
The Uziel is unique in that it currently sports two new cosmetic features: destroyable components and triple [[Jump Jets]]. When the Uziel's side armor is destroyed, the armor plates will visibly detach, and the JJ animation for the Uziel has a third booster instead of the standard two like all the other Mechs, though it does not bring any real combat benefit.&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 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.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
[[File:iPoke.jpg|left|100px|The iPoke]]&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 1200m 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. Two 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 protection against BA. 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;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uziel B is a cheap, powerful brawler that brings some serious firepower for its pricetag. Mounting a [[SSRM6]] and [[DSSRM4]], it is capable of firing salvos of 14 missiles, or chain firing them for extended screenshake. A quad array of [[SPL]] increase its firepower to scary levels, helping to put its disoriented targets out of their misery. Unfortunately, this combination of weapons requires getting into ultra short range combat to take advantage of the variant's damage potential and being able to spare only one ton to store a spare reload of bulky streak ammo makes it reliant on its supply chain. The larger launcher is only capable of three salvoes, and as soon as it begins to reload the SSRM6 is three shots away from running completely dry. A [[MASC]] enhances its already respectable speed and helps the Uziel B to close into its preferred range while making the ammo runs more bearable, but even with 4 [[DHS]] pilots will have to be strategic about its use and are still bound to run into heat issues during longer fights.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Uziel C is a peculiar mech, bringing its full firepower to bear in close range fighting, but capable of engaging enemy forces at medium distances. One of the cheapest Uziel variants, an [[AC10]] forms its main skirmishing tool, although the uncommon addition of a [[Tbolt5|Thunderbolt 5]] allows it to engage enemies from a bit further out if its user is willing to run active radar to enable its lock-on feature. A bit of care should be taken when aiming the missile at longer ranges, as its turning capabilities are limited, a drawback it makes up for by having no minimum range. As the distance to the screen-shaken enemy decreases, the Uziel C can bring to bear its array of 1 [[MXPL|Medium]] and 3 [[SXPL|Small X-Pulse Lasers]]. The former can be employed as the distance begins to turn from medium to close-up, but the latter need you the be within 300m of the enemy to be of use. The main drawback of X-Pulse Lasers, despite their high damage potential compared to other laser variations of the same size, is the extended time they need on the enemy for their damage to add-up, and the difficulty of keeping them trained on specific components in the heat of battle. All of this makes the Uziel C a variant more suited to begin engagements as mid-range support, closing the distance with its [[iJJ|Improved Jumpjets]] after the dedicated brawlers have already engaged, or against opponents not best suited for close range combat. Care should be taken to make use of all of its weaponry in order to maximise its damage potential. Its 2 [[DHS]] provide sufficient cooling, as its jumpjets are the only source of sudden bursts of heat.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Uziel D is a brawler in a skirmishing scout's clothing. A [[C3]] suite allows it to relay enemy information to its allies, and an [[ERPPC]] lets it engage enemies from 900m away. As soon as it breaks into close range, it brings to bear its full arsenal of two [[MPL|Medium Pulse Lasers]], a pair of [[ERSBL|Extended Range Small Beam Lasers]] and an [[SRM6]]. 5 [[DHS]] do a good job of managing its heat intensive weaponry, without making fire discipline any less of a necessity.&amp;lt;br&amp;gt;&lt;br /&gt;
The main difficulty of using the Uziel D is that it lacks the mobility enhancing equipment most other Uziel variants possess, leaving it up to the player's skill and intelligent use of cover to dictate engagements. Its ability to harass enemies at long range, softening them up before engaging in a brawl, is both its selling point and its main weakness, as it can be considered a necessity rather than a suggestion. When taking its electronics into account as well, it's best suited as a support mech, filing holes in the team's composition with its versatility.&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 [[ERLBL|Extended Range Large Beam 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 BA 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;
An agile LRM boat, capable of operating even without spotter support, the Uziel G's main weakness is its mediocre staying power. With a main armament is a trio of [[LRM10]] launchers, it's capable of the same long range punch as a heavier Catapult Prime at a faster re-fire rate, the option of a longer chain fire when it's deemed strategically advantageous and the same [[iJJ|Improved Jumpjets]] but with the land speed and agility of an Uziel. This mobility along with its backup duo of [[MBL]] for point defence make it a competition to the slightly cheaper and more damaging but overspecialised and reliant on its team for protection and target designation Partisan C. 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 two spare tons of ammo, thus operating at two thirds of its maximal firepower. A single [[DHS]] will force pilots to take some time to cool down or chain fire their missiles during prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Uziel F is a jack of all trades best suited for mid to close range skirmishes. A pair of [[AC2]] allow it to harass enemies up to 1200m away, the effective range of its [[BAP]] enhance radar, but don't deal enough damage by themselves to be considered a serious threat. At 600m its energy weapons kick into life, a pair of bursty [[ERMBL]] and a more DPS oriented [[LPL]], at this range the variant is capable of prolonged engagements. An [[SRM4]] launcher rounds out its firepower within 350m, but without any capacity for spare ammo is bound to run out sooner rather than later. Even though the Uziel G needs to enter close range to bring its full firepower to bear, it lacks a dedicated brawling load out. It is better served reserving forays into close quarters for finishing off softened targets, ambushing distracted enemies or jumping dedicated long range units. Thankfully, it's agile nature and good torso twist help maintain range and kite brawlers, but pilot skill is paramount. Despite being strapped for missile ammo, its 5 [[DHS]] make it functionally unoverheatable even with all guns blazing, making prolonged engagements not a problem as long as it manages to stay out of harm's way.&lt;br /&gt;
&lt;br /&gt;
==Game History==&lt;br /&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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&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 [[ERMBL|ER Medium Laser]] and [[LPL|Large Pulse Laser]] for medium-range combat, and two [[ERSBL|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;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Uziel BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=2540</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=2540"/>
				<updated>2017-11-03T13:18:46Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +49°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 62 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&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 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 700&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price C = 57 000&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price D = 65 800&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &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;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[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;
&lt;br /&gt;
| Price F = 66 300&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&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;1 [[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 G = 65 400&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor LRL = 2860 Internal +&amp;lt;br&amp;gt;4767 External&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A, B, and C variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  An [[HVAC10]] in the right arm, a torso-mounted [[ERLBL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire, and 2 [[MGuns]] give it adequate weaponry against [[Battle Armor]].  Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs two spare tonnes of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
[[File:Warthog.jpg|100px|left|The Warthog]]&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERMBL]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four free tons for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SPL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]].  Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 750 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single spare tonne is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D is a medium fire support mech that is very effective at mid to short range. Able to lay down constant damage on to a large target with its [[LXPL]], 2 [[MXPL]]s, and 2 [[SSRM4]]'s it can slowly work the Armour down off the heaviest of enemies provided it has enough time. This variant is most useful when backed up by other medium mechs or working with a team mate that has a lot of burst damage such as the [[Shadowcat]] or [[Hollander II]]. While their allies' weapons are getting ready for another burst the bushy can soften up key points on a enemy asset for its team mate to hit again and possibly kill the target or allow the bushy to kill it after the burst. This variant is also very good at killing BA thanks to its rapid fire arsenal, along with making any planes that try to close in at 700 - 500ms think twice about staying at that altitude. This bushy variant has to be careful about how long it fires its weapons because of uncomfortable heat build ups caused by the X-pluses, but seven [[DHS]] assure that the heat is dissipated swiftly.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named Rushwhacker is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SBL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a pair of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the LBX10 and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
An alternative long range variant to the Prime, the Bushwacker F sacrifices stealth for more fire down range. Its two missile racks carry an [[LRM10]] launcher each, accompanied by a direct fire [[ERPPC]] and [[LBX5]]. Two [[ERSBL]] provide point defence, although thankfully only its missiles have a minimum range, and along with the shotgun provide the variant with [[BA]] countermeasures. [[EOptics|Enhanced Optics]] assist weapon accuracy while a [[LAMS]] diminishes the damage caused by missile counter fire. Sparing no extra tons for ammo, pilots will have to be aware of their remaining missile count. A single [[DHS]] necessitates fire discipline and short breaks between engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Bushwacker's G variant is truly for the man with 5 arms, mounting an impressively diverse array of weapons that may leave even some veteran pilots wondering how to manage their firing arrays.  With an [[AC20]] and a [[PPC]] mounted in the arms, right and left respectively, the Bushwacker G has good reach to strike at the pesky light 'mech that's trying to out maneuver it. The external [[SRM6]] makes short work of [[Battle Armor]] foolish enough to stand in the open, and the torso mounted [[MPL]] and 2 [[MGun|Machine Gun]]s provide additional support. This is a very cool-running varaint, even with just a single [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad.&lt;br /&gt;
&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech, albeit with a lower top speed (the original could run up to 86 km/h).&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=2539</id>
		<title>Hollander II</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hollander_II&amp;diff=2539"/>
				<updated>2017-11-03T13:14:07Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hollander2.jpg&lt;br /&gt;
| Name = Hollander II&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +55°&lt;br /&gt;
| PitchCrouch = -34° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 55 300&lt;br /&gt;
| ArmorT Prime = 35 568&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 63 500&lt;br /&gt;
| ArmorT A = 31 972&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SBL]]&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;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 54 000&lt;br /&gt;
| ArmorT B = 35 568&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 750&lt;br /&gt;
| ArmorT C = 35 568&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&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;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 54 750&lt;br /&gt;
| ArmorT D = 33 769&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;4 [[AC2]]&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;[[JJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&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;
| Price E = 55 350&lt;br /&gt;
| ArmorT E = 31 972&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;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;
&lt;br /&gt;
| Price F = 56 800&lt;br /&gt;
| ArmorT F = 33 769&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 300&lt;br /&gt;
| ArmorT G = 35 568&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC|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;[[GECM]]&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;3 [[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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5010&lt;br /&gt;
| Armor LT = 3259&lt;br /&gt;
| Armor RT = 5261&lt;br /&gt;
| Armor B = 3006&lt;br /&gt;
| Armor LRA = 2004&lt;br /&gt;
| Armor LRL = 2300 Internal +&amp;lt;br&amp;gt;3833 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.6.1--&amp;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.&amp;lt;br /&amp;gt;&lt;br /&gt;
One of the obvious methods for defeating this Mech is to destroy the right torso of the Mech, 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;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant mounts 1 [[Gauss]] as its main weapon, and supports that with 4 [[SPL]]s, giving it a respectable long-range punch, as well as enough close-range firepower to deter [[Battle Armor]] and [[Light Mechs]].  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]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Hollander II A mounts a single [[HGauss]] as its main weapon, and supports this with 4 [[SBL]]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 with low ammo capacity and a long refire rate for the HGauss, limiting its effective time in the field.  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.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a bit of an oddity, as it mounts weapons that are really only effective at close to medium range. While the [[UAC20]] is technically capable of effectively dealing heavy damage to targets at long range, the 4 [[Flamer|Flamers]] are not. The relatively close-ranged weaponry means that the Hollander II B must close with its targets, making it much more vulnerable to enemy fire directed at its Right Torso or Cockpit.  The B variant is best used as close fire-support, dealing heavy damage with the UAC20, and utilizing the Flamers to deal debilitating heat to enemy targets, as well as roasting any BA.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Hollander II C mounts as its main weapon a [[RAC5]], and supports this with 2 [[UAC2]]s.  This loadout is extremely good at shredding Light Vehicles and Mechs, as well as hosing down any enemy air units that come in range.  Coupled with Eoptics, the C variant makes a very effective early-game AA platform, and carries enough extra ammo for extended field time.  It falters significantly against mechs of a similar or greater weight class, as its weapons simply cannot deal enough damage in time to heavier armor.  Care must be taken to monitor its rapid fire arsenal, as jamming and overheating can bring its barrage of shells to an abrupt and dangerous end.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&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 [[ERMBL]]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 into any hostiles in the vicinity.&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.&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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat&amp;diff=2538</id>
		<title>Madcat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat&amp;diff=2538"/>
				<updated>2017-11-03T13:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Madcat.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 107 300&lt;br /&gt;
| ArmorT Prime = 68 367&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[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 = 103 500&lt;br /&gt;
| ArmorT A = 68 367&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 110 500&lt;br /&gt;
| ArmorT B = 68 367&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERMBL]]&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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 103 500&lt;br /&gt;
| ArmorT C = 66 483&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;7 [[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 D = 108 100&lt;br /&gt;
| ArmorT D = 68 367&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[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 E = 114 700&lt;br /&gt;
| ArmorT E = 70 250&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;2x [[ATM12#Standard|ATM12 (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;8 [[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 = 102 300&lt;br /&gt;
| ArmorT F = 70 250&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SSRM|CSSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[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;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 104 300&lt;br /&gt;
| ArmorT G = 70 250&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM|CDSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5961&lt;br /&gt;
| Armor CT = 9171&lt;br /&gt;
| Armor B = 5502&lt;br /&gt;
| Armor LRA = 5273&lt;br /&gt;
| Armor LRL = 3962 Internal +&amp;lt;br&amp;gt;6603 External&lt;br /&gt;
| Armor RE = 3668&lt;br /&gt;
| Armor LE = 3668&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2 (update this comment when fluff is updated)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Madcat''' is an iconic [[Clan]] [[Heavy Mech]], widely known and easily recognizable thanks to its fairly unique silhouette.  It is also hands-down one of the most powerful Heavy [[Mechs]], and its staggeringly high cost reflects this.  It is armed to the teeth with a ludicrous array of [[Weapons]], possesses unbelievable speed and maneuverability for a Heavy Mech, and is comparatively heavily armored. Perhaps its only weakness is a lack of jump jets. All the Madcat variants make use of powerful weapons, and while relatively lacking in the [[Equipment]] department, some variants mount an [[AMS]] system, giving them limited protection against enemy [[MWLL Asset Bible#LRM Boats|missile boats]].  It is important to note that the Madcat's [[Armor|Cockpit]] is relatively vulnerable, and its [[Armor|Center Torso]] can be attacked with relative ease due to its protrusion outward, as well as the fact that its arms do not provide side protection.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
{{Section out of date|0.8.6}}&lt;br /&gt;
===Prime===&lt;br /&gt;
The Madcat Prime is a mighty late-game Mech, capable of dispatching even [[Assault Mechs]] with relative ease.  2 [[CLRM20]]'s give it the ability to soften targets at range, while an array of 2 [[CERLBL]]'s, 2 [[CERMBL]]'s and 2 [[CMPL]] allow it to pummel any target from middle- to long-range.  2 [[Mgun]]s give the Prime variant limited Anti-Air capabilities, and when coupled with the multitude of [[Lasers]] and pulse lasers, make it a frightening [[Battle Armor]] hunter.  Equipped with [[BAP]], and [[Eoptics]], the Madcat Prime can effectively engage targets at almost any range, and its speed and armor allow it to survive all but the most determined and powerful assaults.  6 [[Double Heat Sinks]] struggle a lot to deal with the heat generated by all its [[Energy Weapons]], and no extra ammo can be carried for its LRM's, limiting its effective combat capabilities.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is designed on a simple paradigm: [[CERPPC]]'s are good but hot, while Ultra Autocannons are good but not very hot.&lt;br /&gt;
The result is a frightening Heavy Mech with 2 [[CERPPC]] and 2 [[CUAC10]]. With this simple but powerfull array of weaponry the Mad Cat can engage and devastate at all ranges. It only slightly suffers at long ranges, having &amp;quot;only&amp;quot; 2 [[CERPPC]] to fight with.&lt;br /&gt;
&lt;br /&gt;
However, in order to be able to fit this symmetrical weaponry, concessions had to be made. In the A's case, it was heatsinks, so it runs hot.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Madcat B does away with any sort of [[Missiles|Missile]] launcher, and focuses entirely on direct-fire Weapons.  The primary punch at mid- to long-range is provided by 2 CERLBL's and 5 CERMBL's; additional firepower is provided by the single [[CGauss]]. It retains the 2 Mguns and the Eoptics found on the Prime variant while additionally being protected by AMS, allowing it to adapt to any situation. 6 DHS's struggle a bit to deal with all the Lasers, but an extra free ton for CGauss ammo gives the Madcat B respectable staying power.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant breaks the traditional mid- to long-range powerhouse role of the Madcat, and instead focuses on a close-range brawler.  The centerpieces of its close range arsenal are twin [[LBX10]]'s, mounted in the arms.  This gives the Madcat C the ability to shred through practically any [[Armor]] at close-range.  Backed up by 2 [[Streak Short Range Missiles|CDualSSRM6]]'s and 4 [[Flamers]], whatever the C variant can't kill, it can cripple.  The Madcat C has nothing in the way of equipment besides an AMS, as its focus is on a relatively cheap and exceptionally powerful brawler.  Because its heavy armor and relatively quick feet, the C variant can wade deep into hordes of [[Light Mechs|Light]] and [[Medium Mechs]] and slaughter a good portion of them.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Madcat D takes more of a fire support role and is surprisingly effective at it. Mounting twin heavy large lasers and two Clrm15s let the Madcat cause crippling damage to anything that isn't paying attention to it. This mech is best used with a team mate, they will have the enemy's attention while the madcat cripples it from mid range with his weapons. With 13 double heat sinks the mech can still run into issues if the lasers are not chain fired. The main weakness of this mech is that it needs to be either with in 600ms to deal its full damage so keep your distance from this mech. The Madcat D also comes with twin Mgs in its nose to help ward off BA and to poke at any planes in front of it.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Madcat E is a extremely potent mid to long range fighter, using [[CERPPC]]s to provide the long range punch until it can bring its twin [[ATM12]]s on the target, which can cripple most mediums and some heavies. This variant has two free tons of ammo which let it spend more time on the field, but since its damage is mostly in its ATMs its recommended you return for ammo when you run out. And with its damage being in the [[ATM]]s that's the best way to counter the mech, getting within 100m. BA would still have to be careful though as the mech still has two [[CERSBL]]s mounted in its nose. As with most Madcats, it does not mount any extra radar equipment or even an AMS. With 7 [[DHS]] you should use caution when you don't chain fire your PPCs.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The term &amp;quot;Madcat&amp;quot; is actually an [[Inner Sphere]] code name for the [[Clan]] Timber Wolf Omnimech.  Upon first seeing the Timber Wolf, the Inner Sphere noted its appearance as a combination of the [[Marauder]] (designated MAD) and the [[Catapult]] (designated CAT); thus, the resulting Madcat.  When the Timber Wolf first appeared on The Rock during the Clan Invasions, Inner Sphere commanders were stunned by the speed and power of the Heavy Mech, and strove to steal its secrets with limited success.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Timberwolf BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=2537</id>
		<title>Novacat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=2537"/>
				<updated>2017-11-03T13:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier, Updated Tickets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Novacat.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| SpeedWithMasc = 90&lt;br /&gt;
| Rotation = 240&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +54°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 110 000&lt;br /&gt;
| ArmorT Prime = 65 049&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&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 = 101 000&lt;br /&gt;
| ArmorT A = 65 049&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&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 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 = 108 300&lt;br /&gt;
| ArmorT B = 65 049&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 [[SSRM|CDSSRM4]]&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;[[GECM]]&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;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 C = 89 500&lt;br /&gt;
| ArmorT C = 65 049&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC5]]&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 = 105 700&lt;br /&gt;
| ArmorT D = 65 049&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;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;19 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 109 000&lt;br /&gt;
| ArmorT E = 65 049&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 900&lt;br /&gt;
| ArmorT F = 65 049&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[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 = 94 700&lt;br /&gt;
| ArmorT G = 65 049&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&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;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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6372&lt;br /&gt;
| Armor CT = 9803&lt;br /&gt;
| Armor B = 5882&lt;br /&gt;
| Armor LRA = 5637&lt;br /&gt;
| Armor LRL = 4235 Internal +&amp;lt;br&amp;gt;7058 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.8.6&lt;br /&gt;
Fluff current for 0.8.2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Novacat''' is a [[Clan]] [[Heavy Mech]] focused entirely on [[Energy Weapons]], making it one of the few [[Mechs]] that never 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]]; all Novacat variants come equipped with 13 to 14 DHS's, giving it some of the most incredible heat dissipation abilities of any unit. All 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;
{{Section out of date|0.8.6}}&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 [[CERLBL]]'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 CERLBL's dissect enemy units with pin-point accuracy.  It should also be noted that when the 3 CERLBL'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 mounts Jump Jets, and is among the very few heavy Mechs capable of jumping. It's weaponry consists entirely of [[CERLBL|CERLBLs]] giving it extremely precise firepower put to 900 meters. When carefully [[Combat Guide#Chainfire|Chainfired]], the heat generated by all 5 [[Lasers]] can be managed by the Novacat A's DHSs, albeit barely; when coupled with the inherent accuracy of the Lasers, 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]] and is the heaviest Mech with this system available. The Novacat B cuts down on firepower and range by mounting only 4 [[CLPL|Large Pulse Lasers]]; however, this also makes the B variant the cheapest one. The Novacat B rarely has heat issues due to both the reduced heat generated by [[Lasers#Pulse Lasers|Pulse Lasers]] and the reduced number of total weapons; this makes the B variant much better for hot maps like [[Maps#Inferno|Inferno]] and day-time [[Maps#Extremity|Extremity]] than other energy-heavy units.  The Novacat B shines in mid- to long-range combat, but is easily outgunned and out-ranged by the other variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&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;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Nova_Cat_%28BattleMech%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2536</id>
		<title>Solitaire</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2536"/>
				<updated>2017-11-03T13:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Updated ticket cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Solitaire.jpg&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Speed = 151.2&lt;br /&gt;
| SpeedWithMasc = 216&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand =  -29° to +30°&lt;br /&gt;
| PitchCrouch =  -29° to +30°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 400&lt;br /&gt;
| ArmorT Prime = 25 248&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HSL]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 32 400&lt;br /&gt;
| ArmorT A = 25 248&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 38 500&lt;br /&gt;
| ArmorT B = 25 248&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&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;[[MASC]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 31 400&lt;br /&gt;
| ArmorT C = 25 248&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 29 000&lt;br /&gt;
| ArmorT D = 28 476&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;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 = 39 500&lt;br /&gt;
| ArmorT E = 25 248&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[JJ]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3191&lt;br /&gt;
| Armor LT = 3510&lt;br /&gt;
| Armor RT = 2074&lt;br /&gt;
| Armor B = 3191&lt;br /&gt;
| Armor LRA = 1356&lt;br /&gt;
| Armor LRL = 1723 Internal +&amp;lt;br&amp;gt;2872 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the [http://forum.mechlivinglegends.net/index.php/topic,18931.msg337466.html#msg337466 MWLL 0.7.0 New Assets forum thread] and was a complete surprise.&lt;br /&gt;
&lt;br /&gt;
The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using [[MASC]]. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a [[Hollander II]] or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.&lt;br /&gt;
&lt;br /&gt;
Note:  All Solitaire variants have non-standard armor distribution for Left and Right Torsos.  Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount.  Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime is probably one of the best Solitaires available. Its [[cHLL]] gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 [[cHSL]]s in its arms and side torso as backup weapons. At 4 [[DHS]]es, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A is also a hot-running mech like the Prime. Instead of a [[cHLL]], the A is equipped with a [[cLPL]] giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 [[cSRM2]]s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing [[Battle Armor]] using the SRMs in a chain-fire configuration. Clever use of the A's [[iJJ|improved Jump Jets]] enable it to kite slow enemies until support can arrive.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with [[MASC]] and [[JJ|Jump Jets]]. Using its agility to discreetly get into a spotting vantage point, it's capable of using its [[TAG]] to designate targets for friendly artillery units. Its main armament is a [[cERLBL]] capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of [[cSPL]] for point defence and two [[MG|Machineguns]] for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two [[DHS]] have no chance of managing the careless use all of its equipment and weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is fast - especially when [[MASC]] is engaged. It carries a [[CLBX2|Clan LBX2]], an [[ATM3|Advanced Tactical Missile 3]] launcher with high explosive (HE) ammo and 4 [[Flamer]]s. Two Flamers are mounted in each arm, with the ATM3 mounted in the left torso with the cLBX2 in the right torso. The C is much like the [[Harasser]] D and works well at heating up enemy assets. Unfortunately, enemy assets that die due to overheating will not result in a kill for you or in very many points. As such, the C should mostly be used to eliminate larger, highly problematic assets that your team has had difficulty in getting rid of, where its destruction is more important than earning c-bills off of it. Mechwarriors are advised to not charge too close as flamers, which already heat up one's own mech when used, have considerable splash and can cause substantial self-inflicted heat. Unlike the Harasser D, the Solitaire C has its one [[LBX2]]. By itself, the [[LBX2]] doesn't do terribly much, but it can be used to pick off battle armor at medium- to short-range and can provide some minor harassment of aerospace units. In a pinch, the C can scout, but due to its lack of electronics (save for MASC) it is a poor substitute for a dedicated scout Mech such as a [[Raven]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What used to be a variant carrying an oversized [[LBX20]] was scaled down to keep with build rules and common sense. Solitaire D now carries a single [[LBX10]], not as powerful as its predecessor but always reliable. A pair of [[cERSBL|Small Lasers]] and two [[MG|Machineguns]] provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching [[BA|Battle Armour]]. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a [[CERPPC|Clan Extended Range PPC]] and [[Jump_Jets|Standard Jump Jets]], which allow for very long range [[Gameplay Tactics#Poptarting|poptarting]].  It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 [[cERSBL]]s and 2 [[MG|Machine Guns]] for hunting battle armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Solitaire three views.jpg|Left, front, and rear views of a Solitaire sporting jungle camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Solitaire BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2535</id>
		<title>Solitaire</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Solitaire&amp;diff=2535"/>
				<updated>2017-11-03T13:05:53Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Solitaire.jpg&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Speed = 151.2&lt;br /&gt;
| SpeedWithMasc = 216&lt;br /&gt;
| Rotation = 90&lt;br /&gt;
| PitchStand =  -29° to +30°&lt;br /&gt;
| PitchCrouch =  -29° to +30°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 400&lt;br /&gt;
| ArmorT Prime = 25 248&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HSL]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 32 400&lt;br /&gt;
| ArmorT A = 25 248&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 38 500&lt;br /&gt;
| ArmorT B = 25 248&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&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;[[MASC]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 31 400&lt;br /&gt;
| ArmorT C = 25 248&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 29 000&lt;br /&gt;
| ArmorT D = 28 476&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;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 = 39 500&lt;br /&gt;
| ArmorT E = 25 248&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[JJ]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3191&lt;br /&gt;
| Armor LT = 3510&lt;br /&gt;
| Armor RT = 2074&lt;br /&gt;
| Armor B = 3191&lt;br /&gt;
| Armor LRA = 1356&lt;br /&gt;
| Armor LRL = 1723 Internal +&amp;lt;br&amp;gt;2872 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the [http://forum.mechlivinglegends.net/index.php/topic,18931.msg337466.html#msg337466 MWLL 0.7.0 New Assets forum thread] and was a complete surprise.&lt;br /&gt;
&lt;br /&gt;
The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using [[MASC]]. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a [[Hollander II]] or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.&lt;br /&gt;
&lt;br /&gt;
Note:  All Solitaire variants have non-standard armor distribution for Left and Right Torsos.  Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount.  Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime is probably one of the best Solitaires available. Its [[cHLL]] gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 [[cHSL]]s in its arms and side torso as backup weapons. At 4 [[DHS]]es, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A is also a hot-running mech like the Prime. Instead of a [[cHLL]], the A is equipped with a [[cLPL]] giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 [[cSRM2]]s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing [[Battle Armor]] using the SRMs in a chain-fire configuration. Clever use of the A's [[iJJ|improved Jump Jets]] enable it to kite slow enemies until support can arrive.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with [[MASC]] and [[JJ|Jump Jets]]. Using its agility to discreetly get into a spotting vantage point, it's capable of using its [[TAG]] to designate targets for friendly artillery units. Its main armament is a [[cERLBL]] capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of [[cSPL]] for point defence and two [[MG|Machineguns]] for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two [[DHS]] have no chance of managing the careless use all of its equipment and weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is fast - especially when [[MASC]] is engaged. It carries a [[CLBX2|Clan LBX2]], an [[ATM3|Advanced Tactical Missile 3]] launcher with high explosive (HE) ammo and 4 [[Flamer]]s. Two Flamers are mounted in each arm, with the ATM3 mounted in the left torso with the cLBX2 in the right torso. The C is much like the [[Harasser]] D and works well at heating up enemy assets. Unfortunately, enemy assets that die due to overheating will not result in a kill for you or in very many points. As such, the C should mostly be used to eliminate larger, highly problematic assets that your team has had difficulty in getting rid of, where its destruction is more important than earning c-bills off of it. Mechwarriors are advised to not charge too close as flamers, which already heat up one's own mech when used, have considerable splash and can cause substantial self-inflicted heat. Unlike the Harasser D, the Solitaire C has its one [[LBX2]]. By itself, the [[LBX2]] doesn't do terribly much, but it can be used to pick off battle armor at medium- to short-range and can provide some minor harassment of aerospace units. In a pinch, the C can scout, but due to its lack of electronics (save for MASC) it is a poor substitute for a dedicated scout Mech such as a [[Raven]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What used to be a variant carrying an oversized [[LBX20]] was scaled down to keep with build rules and common sense. Solitaire D now carries a single [[LBX10]], not as powerful as its predecessor but always reliable. A pair of [[cERSBL|Small Lasers]] and two [[MG|Machineguns]] provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching [[BA|Battle Armour]]. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a [[CERPPC|Clan Extended Range PPC]] and [[Jump_Jets|Standard Jump Jets]], which allow for very long range [[Gameplay Tactics#Poptarting|poptarting]].  It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 [[cERSBL]]s and 2 [[MG|Machine Guns]] for hunting battle armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Solitaire three views.jpg|Left, front, and rear views of a Solitaire sporting jungle camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Solitaire BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=2534</id>
		<title>Uller</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=2534"/>
				<updated>2017-11-03T13:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:New_Uller.jpg&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&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 = 42 100&lt;br /&gt;
| ArmorT Prime = 28 339&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 [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&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;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 43 500&lt;br /&gt;
| ArmorT A = 24 534&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 [[CERMBL]]&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;4t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 43 800&lt;br /&gt;
| ArmorT B = 24 534&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;1x [[CSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSBL]]&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;4t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 45 000&lt;br /&gt;
| ArmorT C = 30 245&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MGun]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 42 900&lt;br /&gt;
| ArmorT D = 24 534&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 [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 700&lt;br /&gt;
| ArmorT E = 28 339&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;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 43 000&lt;br /&gt;
| ArmorT F = 24 534&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;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 43 100&lt;br /&gt;
| ArmorT G = 24 534&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 [[CERMBL]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 2604&lt;br /&gt;
| Armor CT = 4917&lt;br /&gt;
| Armor B = 2500&lt;br /&gt;
| Armor LRA = 2500&lt;br /&gt;
| Armor LRL = 1750 Internal +&amp;lt;br&amp;gt;2917 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Uller''' is a very adaptable and quick [[Clan]] [[Light Mech]]. Though all of its variants pack a surprising amount of firepower for a its size, the Uller is much easier to kill than other Lights due to carrying the least total armor of any mech and a more exposed [[Armor|Cockpit]] and [[Armor|Center Torso]], although changes to the model have improved its hitboxes over the versions. Some of the Uller's variants are available at the beginning of a match, and make excellent choices for both experienced and new players that can respect its glass cannon nature. Its arms are especially valuable targets as they have a prominent hitbox and carry its main weapon(s), so pilots are bound to have the frustrating experience of losing an arm and being rendered functionally ineffective.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Uller Prime is a formidable brawler, with the ability to damage enemies at longer ranges. With a weapons array consisting of a [[CERLBL]], [[LBX5]], [[SRM6]] and a pair of [[CERSBL]], it's easy to consider this a schizo variant and shy away, but its use is not that complicated. The Large Laser and LBX autocannon can shoot at enemies up to 900m and 800m away perspectively. This might not be enough firepower to make fighting at range viable, but it's capable of softening up approaching brawlers and forcing longer range assets to consider taking cover as you close in, or dealing the finishing blow to a fleeing enemy. At close range the Uller Prime is capable of bringing all of its weapons to bear, with only the missiles needing any involved leading as landing the lbx becomes trivial. Two [[DHS]] keep things cool, the large laser causing the only appreciable heat spikes. Being afforded no free tons, pilots will find their SRMs running dry after prolonged skirmishes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is centered around one of the hardest hitting weapons around, the [[CGauss]].  The CGauss is absolute death to Light Mechs, and can be used effectively at mid- to long-range.  It also packs enough of a punch to threaten heavier Mechs.  The 2 [[CERMBL]]s are there to supplement mid-range firepower, as well as to give the Uller A some anti [[Battle Armor]] abilities.  If the CGauss arm is lost, however, the Uller A loses most of it's damage output, so care should be taken to protect the CGauss. Also, without a small CBill donation from a teammate, it is impossible to use an Uller A at the start of the game.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Uller B is similar in concept to the Solitaire D: a small, fast mech boasting one very big and very dangerous gun. Its [[CUAC20]] can easily shred light Mechs with some well-placed shots and is a serious threat to both medium and even heavy Mechs. Supporting the Ultra AC20 are two [[cERSBL]]s and a [[cSRM2]] pack, all of which are capable of dealing the last few points of damage in order to score a kill. Unlike the Solitaire D, the Uller B carries a [[GECM]], which helps compensate for its vastly lower speed. Using the extra available ton for Ultra AC20 ammo is highly recommended, as without the main gun the B becomes little more than a pushover in combat. It is also vital to protect the B's cannon arm for this reason.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Famed for its use in early rushes under Cloud Cobra in pre-0.7 releases, the Uller C is now a considerably more expensive mech at 45,000 c-bills. The C can put out massive damage over a short period of time and can engage it's enemies very quickly using [[MASC]]. The C boasts 4 [[DHS]] which is quite appropriate considering the fact that it has 4 [[CMPL]]s and [[MASC]]. Even so, the C tends to overheat, especially when using the [[MASC]]. The 4 [[CMPL]]s allow the C to place pinpoint damage onto specific targets. There are few light mechs that can compete with it's ability to slice off arms or melt off an external rack of missiles. The C's 2 [[MG]]s don't put out much damage, but they can be somewhat useful for shooting at BA or aerospace. As an energy-based mech with an extra ton and a half of armor, the C should be able to stay out in the battlefield for long periods of time, but it has a relatively short range coupled with high heat weapons making frequent trips to repair bays a necessity. All 4 of the C's [[CMPL]]s are in it's arms making the C's arms priority targets for it's enemies. Mechwarriors piloting the C should take extra care to protect their arms.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Uller D is a medium to long range fire support choice, with weaponry that can reliably deal damage even later in the game. With its [[cERPPC]], the Uller D can strike at ranges up to 900m without requiring ammunition. Within 750m its [[ATM6]] launcher comes alive, peppering targets with swift-locking, fast-flying missiles. Despite being capable of following targeting beacons, the straight firing nature of the launcher relegates it to the role of direct fire support mainly. While the unit has space for an extra ton of ammo, when bought at starter rank the user won't have enough cbills to purchase it. In the less than ideal scenario of an enemy breaking into its missile minimum range, the variant is equipped with a pair of [[SHL|Small Heavy Lasers]] capable of a non-trivial bite. The variant's weaknesses are the weaknesses of its chassis, as it's got weak armor and is relatively slow for a starter. At the beginning of the game that means its targets will often manage to close the distance and brawl with it, although later on its good torso twist makes firing backwards while putting distance between itself and charging units more viable. A surprising weakness is that, despite its long range armaments, it doesn't feature [[EOptics|Enhanced Optics]], and while it needs to reveal its location with active radar in order to get a lock it doesn't have the luxury of staying in the fringes of long range, having to practically enter mid-range combat to successfully use its missiles. Three [[DHS]] can manage the variant's heat as long as pilots are conscious of the PPC's spike.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Uller E is one of the most formidable starter brawlers. Equipped with a reliable up to mid-range [[LBX10]], a large [[DSRM4]] launcher and a trio of [[SPL]] boasting enough firepower that calling them backup weapons doesn't do them justice, it boasts the highest DPS potential amongst starters while still opening with a devastating alpha. Its stellar firepower doesn't mean it doesn't come without weaknesses, though. Being an Uller means it's lightly armored, despite being one of the better protected variants, while not having enough speed to choose its engagements, especially compared to other starters. The nature of its small pulse lasers means it will have to keep its torso exposed in order to maximize its damage dealt, and carrying no extra [[DHS]], despite being relatively cool, makes prolonged engagements a tough proposition. Being unable to carry any extra ammo, pilots need to be aware of their remaining shots, as the missiles will run out after twelve salvos and the lbx carries just twice that amount of shells.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
At exactly 43,000 c-bills, the Uller F is a reasonable starter Mech. Its weapons are not quite as formidable as the Uller C dps-wise, but its [[HLL]] can deal a significant front-loaded strike provided the pilot can accurately land it for its full duration. Its armor is significantly weaker, but it's heat management is much easier to handle. That being said, the Heavy Laser by itself can cause shutdowns on hot maps. Chainfiring its packs of [[SSRM]]s, an arm mounted six and two torso mounted twos for a total of ten(!), can keep an enemy constantly rocking from the impacts while helping keep heat under control. Pilots shouldn't be misguided into thinking this variant is a brawler, as its flimsy armor and the nature of its weapons make it most suited to tearing apart distracted opponents, entering the fray just as the vanguard units have committed to their targets, barraging targets with missiles and finishing off damaged sections with its laser. In a straight fight it can be easily taken down, as even competent attempts at spreading damage will lead it to inevitably losing an arm early in the engagement and having its firepower severely diminished.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Formerly a lightly armed sprinter, the Uller G is now a long-ranged fire support mech. Built around a pair of arm-mounted [[cLRM15]]s, the Uller G is a dangerous early-game missile boat. In order to purchase one, a small donation from a teammate is necessary. In conjunction with a spotting Mech such as a [[Raven]] or [[Owens]], the G can set up behind cover and rain barrages of LRMs that few other light Mechs can match. Two [[cERMBL]]s add extra punch against closer enemies or when the G's relatively meagre ammo supplies are exhausted, as it cannot carry extra ammo with it into battle.&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;
==Canon==&lt;br /&gt;
The ''Uller'' (Clan designation: ''Kit Fox'') is a light OmniMech that trades speed for weapons and armor. The primary focus of the design is long-range combat, and the most common variant centers around a Gauss Rifle backed up by twin ER Medium Lasers. &lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Kit_Fox BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cougar&amp;diff=2533</id>
		<title>Cougar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cougar&amp;diff=2533"/>
				<updated>2017-11-03T13:04:59Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Cougar.jpg&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&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 = 56 400&lt;br /&gt;
| ArmorT Prime = 32 417&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 [[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;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 A = 56 600&lt;br /&gt;
| ArmorT A = 32 417&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[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;[[LAMS]]&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 B = 67 750&lt;br /&gt;
| ArmorT B = 32 417&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 [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&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;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 = 57 650&lt;br /&gt;
| ArmorT C = 32 417&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&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;[[BAP]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 67 300&lt;br /&gt;
| ArmorT D = 36 297&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 E = 51 100&lt;br /&gt;
| ArmorT E = 32 417&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&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;[[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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 61 650&lt;br /&gt;
| ArmorT F = 36 297&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;[[BAP]]&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;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 55 600&lt;br /&gt;
| ArmorT G = 32 417&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&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;[[JJ]]&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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3411&lt;br /&gt;
| Armor CT = 4673&lt;br /&gt;
| Armor B = 2804&lt;br /&gt;
| Armor LRA = 2313&lt;br /&gt;
| Armor LRL = 2271 Internal +&amp;lt;br&amp;gt;3785 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;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;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Cougar Prime is equipped with two [[cLPL]]s a pair of [[cLRM10]], giving it powerful long-range damage dealing capabilities that don't diminish until the enemy is practically hugging the unit.  Though lacking any sort of Equipment, the Prime Variant is still 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 [[cDSSRM4]] 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 between about 50m, the minimum arming range of [[cLRM]]s, and 450m, the maximum range of the [[cSSRM]]s. Its [[iJJ|improved Jump Jets]] enable 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. &lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Cougar B is an ammo independent scout variant. Armed with a [[cERPPC]] and a pair of [[cERMBL]], it's capable of an effective mid- to long-range punch. Its direct fire energy weapons synergize with its [[TAG]] designator, allowing it to use its [[EOptics|Enhanced Optics]] to mark targets for its team from 1300m out, beyond the effective range of most weapons and just outside its [[BAP]] enhanced radar radius. Its [[iJJ|Improved Jump Jets]] allow it both to reach vantage points for its role as a spotter, as well as giving it the heat intensive 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. Five [[DHS]] manage the variant's heat well, but pilots must aware of the heat spikes all of its weapons and equipment cause.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Cougar C is an aggressive NARC asset. Mounting a [[cNARC]] launcher fed by an extra ton of ammo, 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 [[cLRM10]] 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 a [[cERLBL]] and [[cERMBL]], not dealing any insane damage, but capable of harassing targets at mid to long ranges 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;
The Cougar D comes as a very powerful brawler. Strictly a close range, twin [[cHML]]s 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 2 [[DHS|Double Heatsink]]s.  Its no doubt that D Variant will become a favorite to Mech pilots wanting to hunt down Battle Armors and Vehicles, which should give some a means to pausing and thinking twice facing this variant. On the equipment side, [[MASC]] and [[GECM]] helps it reach its desired engagement window, and an extra ton of armor gives staying power.&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 [[cERMBL]]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 five [[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 [[cERLBL]] 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;
&lt;br /&gt;
The ''Cougar'' is a Clan Jade Falcon re-design of the ''Adder''/''Puma'', produced in the wake of the Refusal War with Clan Wolf.&lt;br /&gt;
&amp;lt;br&amp;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>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2532</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Puma&amp;diff=2532"/>
				<updated>2017-11-03T13:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Puma01.png&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 5&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +55°&lt;br /&gt;
| PitchCrouch = -35° to +64°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 36 276&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&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;[[GECM]]&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;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 750&lt;br /&gt;
| ArmorT A = 34 335&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 [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;-0.5t Armor&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 = 57 750&lt;br /&gt;
| ArmorT B = 34 335&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 250&lt;br /&gt;
| ArmorT C = 34 335&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 350&lt;br /&gt;
| ArmorT D = 40 152&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CHSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CHML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;[[GECM]]&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;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 57 350&lt;br /&gt;
| ArmorT E = 34 335&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ATM12]] (HE)&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 51 850&lt;br /&gt;
| ArmorT F = 34 335&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6]] (Std)&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6]] (HE)&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC|CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[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;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 G = 45 500&lt;br /&gt;
| ArmorT G = 34 335&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;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;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor LRT = 3402&lt;br /&gt;
| Armor CT = 5888&lt;br /&gt;
| Armor B = 3140&lt;br /&gt;
| Armor LRA = 2748&lt;br /&gt;
| Armor LRL = 2544 Internal +&amp;lt;br&amp;gt;4240 External&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
The '''Puma''' is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most Pumas are also equipped with [[GECM]], allowing them to reduce the range at which they can be detected on [[Radar]]. Pumas do have relatively weak [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Like most Primes this is the most flexible design of the bunch due to its [[CERPPC]]s. Though prone to heat complications, chain fire should allow two and a half rounds of fire as soon as they are available. Close and long range fighting are both options due to the [[Window of Engagement]] being so short and splash damage very high. To take advantage of its strengths, hit and run tactics and a wide Staggered Approach with [[Eoptics]] are recommended to minimize danger of return fire. Also, using flamers to finish off heavily damaged hostiles rather than a CERPPC shot will save heat.  When facing this variant, use smaller, faster assets and close range quickly in an Angled Approach, then engage in a [[Gameplay Tactics#Circle Lock|circle lock]] and wait for it to overheat and break off, then follow behind him keeping out of his poor torso turn. Heavier assets should keep in cover and fire on the the Puma from range before it has its own chance to fire.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant is a slight tweak of the Puma Prime, with one [[CERPPC]] and the [[GECM]] swapped out for a [[CUAC10]] plus one ton of free space at a significantly reduced c-bill cost in comparison. Heat is much easier to control in the Puma A, making it a more viable Mech on hotter maps, while reducing its vulnerability to Flamer attack. The A is weaker at extreme ranges without the second ERPPC and the Ultra AC10 has a longer travel time, making it more challenging to land shots at range. Like all Pumas, the centre torso [[Flamer]] makes short work of any [[Battle Armor]] foolish enough to attack it from the front.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Where the Puma Prime and A use [[CERPPC]]s to dish out damage at range, the Puma B focuses on precision targeting at range with three [[CERLBL]]s, all while still being cheaper than the Prime. This setup turns the B into a well-rounded sniper, effective against Mechs, tanks and even aerospace assets. Like the Puma Prime, heat can be a problem, one which can be overcome by using chainfire. The B also retains [[GECM]] and is well-protected from [[BA]] attack thanks to the [[Flamer]]. &lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
More of a hunter than the others, precision is needed as if you miss with even part of the beam, you will be punished with a heat spike and chain firing the lasers can lead to a long [[Window of Engagement]] and put you at risk. However, an [[Gameplay Tactics#Alpha Strike|alpha strike]] with the 6 [[CERMBL]]'s focuses a total of 2178 energy damage on point, capable of destroying most lightly-armored opponents or disabling crucial components of heavier assets in 2 or 3 well-aimed shots. A Flanking Approach at long range hidden by your [[GECM]] may allow you to destroy crucial components on much heavier assets before they realize you are there. Both when using and fighting against this Puma, keep in mind extremely close range can make it difficult to hit with the lasers. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, is the knife fighter of the bunch, the D has extremely high pin point damage and excellent heat management even with liberal use of [[MASC]]. However, the majority of its weapons only work to a dangerous 200m. To complicate things further, the [[Window of Engagement]] is extremely long forcing you to face your enemy at close range for long periods of time. As the Puma is a very wide, lightly armored chassis, this is a worst case scenario and this variant is a high risk high reward asset. It is best used to chase and destroy lightly armed assets in a fast Direct Approach where return fire is minimal. If caught by a larger asset, crippling it may be the only option as the Puma is not a great runner if having to run from a 200m engagement. &lt;br /&gt;
If you are caught in close range by this Puma, quick swinging of the torso will spread the damage of the Heavy Lasers. Never look directly into this Puma's eyes for too long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Best used at short range, the E has more flexibility than the other Pumas due to its [[MASC]], the radar cover of its [[GECM]] and the homing of its [[ATM12]]s, loaded with HE ammunition. &lt;br /&gt;
A threat to both lights and heavies if given enough time, pilots should be aware of the long dead time between missile volleys making swift decisions on staying to maximise their DPS or jumping behind cover to give their launcher time to reload. This is best used as a close-range fire support unit or to surprise and smash other light Mechs with deadly barrages of ATMs. The quad [[CERSBL]]s are excellent for following up on an ATM strike; with a good pilot at the controls, the E can easily punch above its weight.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Similar to a [[Cougar]] C at first glance, sporting a [[cERMBL]], a [[cERLBL]], two missile racks and a [[cNARC]] launcher, the Puma F plays the role of spotter quite differently. The switch from [[cLRM]]s to [[ATM]]s as well as the single point defence [[Flamer]] standard to all Pumas took a toll tonnage wise, and as a result the variant carries no electronics or equipment to assist it in spotting or approaching its targets. Loading one launcher with fast locking Standard ammunition and another with deadly at close range High Explosive, while carrying more armour as a chassis, the Puma F is more of a skirmisher with the ability to designate targets than a spotter that then takes advantage of its own targeting beacons. Its two main downfalls are its complete inability to afford any tonnage for extra ammo, necessitating careful target prioritisation as a spotter, as well as the very small sweet spot between the 300m range of its HE ATMs and the 120m minimum range of its Std launcher where it can fire all of its weapons. It is only equipped with a single extra [[DHS]], but it isn't a heat intensive variant nor designed for prolonged engagements.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This is the [[Solitaire]] C's big brother, but with more of a solid bite. Sporting four [[Flamers]], this Puma is made for overheating enemy Mechs into self-destruction. Since forcing an enemy Mech into blowing themselves up gives the Puma G's pilot little c-bills for the effort, it is backed up with an [[LBX10]] for the finishing blow and a pair of [[cMPL]] for more sustained damage. The cheapest Puma, just a small donation outside of starting money, it's a good choice for an early game flamer boat with reliable backup weapons for the times when it can't charge into the extreme short range required to burn up the enemy. A single [[DHS]] will force it to choose between using its flamers or pulse lasers.&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:Puma.jpg|Puma ca. version 0.3.0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Adder'', nicknamed by Inner Sphere forces as the ''Puma'', is a light and fast OmniMech which was designed to emulate the weapons configurations commonly seen on IS medium 'Mechs. As a result, it carries a far more potent load of firepower than its tonnage might suggest. Originally designed by Clan Star Adder in preparation for the invasion of the Inner Sphere, the Clan was not able to retain exclusive rights to the design, and by 3045 it had become a common design throughout the Clan military. Used primarily as a fire support unit, the ''Adder''/''Puma'' devotes nearly half its tonnage to modular weaponry, providing easy modification for a variety of roles. The prime configuration, marrying twin [[ERPPC]]s with the finesse of an advanced targeting computer, is deadly at almost any range, but has issues with overheating.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Adder_(Puma) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Raven&amp;diff=2531</id>
		<title>Raven</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Raven&amp;diff=2531"/>
				<updated>2017-11-03T13:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image=File:Raven 086.png&lt;br /&gt;
| Class=Light&lt;br /&gt;
| Faction=Inner Sphere&lt;br /&gt;
| Tickets=4&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Speed =97.2&lt;br /&gt;
| SpeedWithMasc =136&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 = 55 350&lt;br /&gt;
| ArmorT Prime = 25 486&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Streak Short Range Missiles|SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[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; [[MASC]]&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; 1 [[free ton]]&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;
| Price A = 56 500&lt;br /&gt;
| ArmorT A = 27 667&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; [[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; 4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 42 700&lt;br /&gt;
| ArmorT B = 27 667&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[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; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&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; 4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 500&lt;br /&gt;
| ArmorT C = 27 667&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MBL]]&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; [[C3]]&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; [[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; 4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 200&lt;br /&gt;
| ArmorT D = 27 667&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[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; [[C3]]&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 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 45 750&lt;br /&gt;
| ArmorT E = 30 936&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&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; 5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 46 000&lt;br /&gt;
| ArmorT F = 27 667&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[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; 0 [[DHS]]&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;
| Price G = 47 250&lt;br /&gt;
| ArmorT G = 31 329&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[PPC]]&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; [[BAP]]&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; [[EOptics]]&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; 5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor CT = 3793&lt;br /&gt;
| Armor LRT = 2466&lt;br /&gt;
| Armor LRA = 2181&lt;br /&gt;
| Armor LRL = 2048 Internal +&amp;lt;br&amp;gt;3414 External&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor B = 2276&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Current for 0.8.6--&amp;gt;&lt;br /&gt;
The ''Raven'' is an [[Inner Sphere]] [[Light Mech]] primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-like legs. Well-[[Armor|Armored]] for an InnerSphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as [[LAMS|Laser Anti-Missile Systems]], [[Active Radar Probes]], [[MASC|Myomer Accelerator Signal Circuitry]], [[GECM|Guardian Electronic Countermeasures]], and [[Eoptics|Enhanced Optics]]. Some variants are also equipped with [[TAG|Target Acquisition Gear]] or [[NARC]] beacon launchers, allowing them to direct friendly [[Missiles|missile]] fire. Due to this vast array of target-marking and electronic warfare equipment found in nearly every variant of it, the Raven makes an excellent scouting and fire support platform.&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two [[MBL|Medium Beam Lasers]] and a single [[Streak Short Range Missiles|Streak Short Range Missile Six-Pack]] comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime only has a [[BAP|Beagle Active Probe]], instead of the [[BHP|Bloodhound Probe]] carried by some other variants, yet it still fills the role of scout wonderfully by adding in MASC and carrying GECM. While the Prime has no additional [[HS|Heatsinks]], when not firing its weapons it can afford to use its MASC quite often. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat very quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.&lt;br /&gt;
&lt;br /&gt;
Unlike other, slower Ravens, the Prime has an [[iNARC|improved NARC]] beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one spare ton available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries [[C3|Command/Control/Communications (C3)]] equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like nearly all Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MBLs with a pair of [[LPL|Large Pulse Lasers]]s. This change in weaponry frees up enough tonnage to carry three [[DHS|Double Heat Sinks]]. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries both C3 and GECM, as well as EOptics, to fulfill its role as a dedicated scouting platform.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant dramatically changes the Raven's role, packing different gear and weapons to turn this scout into a support-brawler. The signature GECM is still in place, however it is now complimented by a single LAMS, making the B a poor choice for a scout mech, but an excellent choice as a support asset that stays close to its allies. It still carries C3 but removes the BAP. Weapons-wise the B variant takes on a more hard-hitting loadout; three [[SPL|Small Pulse Lasers]] and one [[LBX10|Lubalin Ballistics-X AC10]]. The LBX10 offers some limited [[AA|Anti-Air]] capabilites, but is best used in ground-based operations, supporting allies and exploiting holes in enemy armor. Despite this variant's focus on short- and medium-range support, no additional armor is carried. Therefore, pilots must be wary of their surroundings and avoid being left behind should their team be forced to retreat or fall back.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one [[ERPPC|Extended Range Particle Projector Cannon]], allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of GECM further decreases this variant's noticeability, while MASC allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a BHP - giving it a massive 1400m radar range - as well as EOptics. For close-range backup, the C also sports two MBLs. Mechwarriors should be aware that the C has only two DHSes, and firing all weapons constantly will quickly overheat it, even if its MASC is never engaged, making the C a poor choice in a brawl. As with most other Ravens, the C is equipped with C3 to share radar information with its comrades.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Raven D fits soundly into the role of medium- to long-range fire support. It is fitted with BHP, C3, GECM, and EOptics, which all significantly contribute to this variant's secondary role of scouting. Its weapons include one [[SRM2|Short Range Missile Two-Pack]], one [[ERLBL|Extended Range Large Laser]] and three [[ERMBL|Extended Range Medium Lasers]], giving it a larger array of weapons than any other variant, but at the cost of range. As the D only carries two DHSes, Mechwarriors are encouraged to chain fire the ERMBLs on the D for this reason. Most of this variant's firepower is contained within the three ERMBLs in its left arm, therefore Mechwarriors are advised to ensure that arm's survival.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Echo was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at dealing heavy, sustained damage, even late-game. The E variant has GECM, BAP, C3, a pair of [[MXPL|Medium X-Pulse Lasers]], and a single heavy-hitting [[MRM20|Medium Range Missile 20-Pack]]. The MXPLs' fast fire rate, incredibly easy fire control, combined with the Raven's 360 degree torso rotation, make this variant at least somewhat decent against fast targets. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E does have increased armor, but is still a scout mech, and as such should not engage alone. Additionally, all of its weapons are mounted in its arms, so pilots should take care to protect them.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Packing two [[AC2|Autocannon Class 2s]] to back up an [[ELRM15|Extended Long Range Missile 15-Pack]] give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having two free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A departure from other Ravens, the G variant mounts a [[RAC2|Rotary AC2]] and a [[PPC|Particle Projector Cannon]], the former of which allows it to pour a high rate of fire into a target whenever the mech emerges from cover to fire its PPC. An [[AECM|Angel ECM]] takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies, while providing radar info with its [[C3]] suite. This, on top of a LAMS, turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)&lt;br /&gt;
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Raven BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Owens&amp;diff=2530</id>
		<title>Owens</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Owens&amp;diff=2530"/>
				<updated>2017-11-03T13:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Owens_086.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Speed = 129.6&lt;br /&gt;
| SpeedWithMasc = 181&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -19° to +30°&lt;br /&gt;
| PitchCrouch = -19° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 750&lt;br /&gt;
| ArmorT Prime = 34 077&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 850&lt;br /&gt;
| ArmorT A = 34 077&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 42 650&lt;br /&gt;
| ArmorT B = 34 077&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 44 050&lt;br /&gt;
| ArmorT C = 34 077&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 650&lt;br /&gt;
| ArmorT D = 34 077&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&lt;br /&gt;
| Price E = 40 450&lt;br /&gt;
| ArmorT E = 34 077&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 45 450&lt;br /&gt;
| ArmorT F = 34 077&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 42 150&lt;br /&gt;
| ArmorT G = 34 077&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor CT = 4718&lt;br /&gt;
| Armor LRT = 3067&lt;br /&gt;
| Armor LRA = 2713&lt;br /&gt;
| Armor LRL = 2548 Internal +&amp;lt;br&amp;gt;4246 External&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor B = 2831&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Current for 0.8.6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An [[Inner Sphere]] [[Light Mech]], the Owens is one of the [[Mechs]] available at the start of a game. The Owens is well [[Armor|Armored]] and possesses impressive speed as well as arguably the most difficult to hit [[Armor|Center Torso]] for a starter Mech. Some Owens variants have electronics such as [[BAP]], [[MASC]], and [[C3]]. All variants are equipped with [[TAG]] as part of the chassis. While not carrying quite as much electronic [[Equipment]] as most [[Raven]]s, the Owens is equipped with much heavier and varied [[Weapons|Weaponry]], allowing the Owens to fulfill various combat roles such as brawler, skirmisher, or long range fire support. &lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Owens Prime is armed with 3 [[LRM5]]s making it a long range specialist. When used in conjunction with its [[BAP]], the Prime variant can spot and engage targets from a great distance. The Owens impressive speed allows it to kite it's enemies, an important tactic for using LRMs. The 2 [[MBL]]s allow it to effectively defend itself against [[Battle Armor]], but its lack of other defensive weapons makes the Prime useful only in a support role. Although hard to maintain its sweet spot of all weapons firing, it allows it impressive firepower for a starter. The final piece of the Prime's arsenal is a [[TAG]] laser, allowing the Prime to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Despite its lack of extra tons for ammo, the LRM5 launchers are ammo efficient enough that pilots who manage to run through their reserves are guaranteed to have earned enough cbills for an upgrade.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is similar to the Prime variant, mounting 2 [[ELRM10]]s, giving it one of the most long-ranged (1500m) punches near the beginning of a match. The A costs 44,850 CBills after its launchers were upgraded from [[ELRM5]]s, putting it just outside of the starting allowance in normal matches (pilots should ask their teammates for a donation in order to play the A at the beginning of a game), along with depriving it of any extra tons for ammo. The [[BAP]] and [[EOptics]] make the A a very good choice for countering enemy snipers and missile boats. The A only has two [[MG]]s as defensive weapons in the event enemies get in too close for the ELRMs to work, so while the Owens A can defend itself from [[BA]]s, it needs to keep its distance from hostile mechs at all costs.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The new Owens B is the only pure close-range brawler Owens at game start, capable of circling its prey, pummeling it with a continuous barrage of fire. The B variant mounts 2 [[SSRM4]]s, 2 [[SPL]]s, and carries 2 free tons for ammo. It can be considered the younger brother of the D and F variants, combining dual launchers with the lock on capabilities of [[SSRM]]s. Despite having lost the MASC of its previous iteration for the sake of lowering its price, it's one of the most survivable assets at game start by merit of being an Owens. Like most Owens variants, the Owens B also employs [[C3]] in conjunction with a [[BAP]]. Its [[TAG]] lets it paint hostile targets for missile barrages. Its heat is now more manageable, but that is more due to losing its MASC rather than the second [[HS]] it gained.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Owens C is a close-in to medium range knife fighter. It carries 4 [[MBL]]s and 2 [[SBL]]s, which gives it fearsome medium to close-range pin-point damage.  The heat generated by 6 [[Lasers]] is mostly offset by the addition of 3 [[Heat Sinks]], allowing the Owens C to use its [[MASC]] for longer periods of time. Using [[Energy Weapons]] also means the Owens C isn't constrained by ammunition, allowing it to fight for much longer than other mechs. It basically can stay out until it needs repairs. The impressive sustained speed from the heat sinks and MASC, coupled with [[C3]], [[BAP]], and [[TAG]] makes the Owens C one of the best high-speed scout mechs in the game, and a perfect match for long range artillery like [[Long Tom]]s or [[Arrow]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The 'D' variant is very similar in nature to the B. Instead of 2 [[SPL]]s, the D mounts 2 [[SBL]]s, generating less heat and dealing less damage over time for the sake of a higher alpha. The D's two [[SRM6]]s don't have the tracking of the B's missile system, but makes up for it with a tighter missile spread and larger launcher size. Just like the B variant, the D has 2 free tons of ammo. It's one of two Owens variants equipped with [[MASC]], and along with the combination of missile launchers that don't need a lock and higher alpha lasers make it capable of rushing in, unloading an alpha strike and diving behind the nearest cover before the enemy has much time to react. Its 2 [[Heat Sinks]], along with its now reduced heat requirements, allow for extended use of the MASC system and the fact that it has [[BAP]] makes it an excellent scout and hit-and-run mech. A mech pilot who can land every shot from this mech can deal out massive damage over a short period of time. Like all the other Owens it too has [[TAG]] but most pilots leave the tagging to other TAG equipped mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Owens E, carrying some hefty hitting power in the form of two [[MRM10]]s backed by 2 [[ML]]s, is easily the most heavily armed Owens variant. However, it is less useful early game due to the relative inaccuracy of MRMs. It is, however, a god-send for latecomers, allowing them to threaten heavier, slower, more expensive mechs in the late game, and still having enough speed to run away should things go badly. The Owens E also does an excellent job of mopping up starter tanks and hovercraft at short range, though not too close due to the [[minimum range]] of [[MRM]]s. The E has no spare tons of ammo and the [[MRM]]s should be fired conservatively to avoid running out. Being an Owens, the E can quickly return to base for more ammo, but Mechwarriors should be cautious of their ammo consumption just the same. While the E does have [[BAP]] it is far from the best Owens for scouting. The C or D variants work much better for scouting. All of the weapons that the E carries are in it's arms, unlike most other Owens that carry some weapons in the torso. Mechwarriors should be careful to protect their arms while piloting the E. Again, like all Owens variants, the E has [[TAG]]. Since [[TAG]] currently has in-game bugs with [[MRM]] convergence, it should be assigned to the least often used key on your controller or mouse or not at all.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The F variant is one of the hardest-hitting Owens, mounting 2 [[MPL]]s and 2 [[SPL]]s, combined with an [[SSRM6]] for some disruptive power and a powerful punch. Not as capable of hit and run as the C, due to its lack of MASC, the lock on nature of its launcher and large array of pulse lasers that need to stay on target to rack up damage, the aforementioned weaponry point to a mech that is meant to stay close and brawl it out. While having an easier time of consistently dealing full damage, it has a harder time spreading damage simultaneously, as it needs to keep staring its opponent down in order to maintain lock and for the pulse laser damage to build up. Two [[Heat Sinks]] allows the F some ability to handle the massive heat load from the pulse lasers and because the F has no MASC there is no other system on the mech competing for heat capacity. &lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Owens G carries 1 [[ERLBL]] and 1 [[LBL]] giving it a range much longer than that of other light mechs. At only 42,150 CBills, the G is barely available at the start of a match. Unfortunately, most Mechs so early in the game are very fast and will close on the G too quickly for it to make proper use of it's long range. Unless a good sniping position is readily available, the G can find itself unable to leverage its superior range and pinpoint accuracy. Both of the weapons that the G carries are in it's arms, unlike most other Owens that carry some weapons in the torso. Mechwarriors should be careful to protect their arms while piloting the G. Where the G really shines is using its [[BAP]], [[C3]], and [[TAG]] as a long range scout for missile boats. This is especially effective against large groups of slower targets at the 1300m maximum range of [[TAG]]. This makes the G a good late game joiner if your team has acquired a few long range missile assets.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Owens.jpg|Owens Prime (ca. 0.3.0)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The ''Owens'' was built by the Draconis Combine after they saw the success of the ''Raptor'' OmniMech. Intended to replace the aging ''Jenner'', it was made as a cavalry and reconnaissance unit with an impressive array of electronic equipment. Deployed in 3056, it soon became a very common 'Mech assigned to almost every front-line regiment. The Prime variant was equipped with two LRM5 launchers with an additional ton of ammunition, one [[MBL|Medium Laser]] and two [[SBL|Small Lasers]] supported by TAG, C3 and a [[BAP|Beagle Active Probe]] under 7 tons of armor.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Owens BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=2529</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=2529"/>
				<updated>2017-11-03T12:58:41Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Added Tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Osiris.jpg&lt;br /&gt;
| Name = Osiris&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets=1&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed =118.8&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation =360&lt;br /&gt;
| PitchStand = -24° to +35°&lt;br /&gt;
| PitchCrouch = -24° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime= 34 600&lt;br /&gt;
| ArmorT Prime = 29 693&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERMBL]]&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;5.5t [[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;
| 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;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 32 000&lt;br /&gt;
| ArmorT B = 31 524&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&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;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 = 27 863&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&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;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 32 300&lt;br /&gt;
| ArmorT D = 26 031&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;/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;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 100&lt;br /&gt;
| ArmorT E = 26 031&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;[[iJJ]]&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 41 000&lt;br /&gt;
| ArmorT F = 29 693&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERSBL]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 33 500&lt;br /&gt;
| ArmorT G = 26 031&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;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commenting out due to armour display being unavailable currently&lt;br /&gt;
| Armor CT = 4086&lt;br /&gt;
| Armor LRT = 2656&lt;br /&gt;
| Armor LRA = 2349&lt;br /&gt;
| Armor LRL = 2206 Internal +&amp;lt;br&amp;gt;3677 External&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.8.6 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that packs heavy firepower and maneuverability at the cost of very limited armor. With a relatively similar appearance to the [[Raven]], an Osiris can be difficult to hit if the pilot maneuvers well and uses available cover effectively, but if blows start to land, or if the Osiris runs out of space to move, death can come rather abruptly.  All Osirises, except for the A and D variants are equipped with [[Jump Jets]], making it easy for pilots to approach and escape using unanticipated directions.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&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 [[ERMBL]]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, 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;
The A variant focuses entirely 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;
The B variant is the most heavily armored Osiris variant, surpassing even the dedicated brawlers, and an excellent starter for late joiners.  2 [[MPL]]s give the Osiris B some close- and mid-range power, but most of its punch comes from its [[Tbolt10]] and [[MRM10]]. Both weapons are difficult to land on smaller, faster targets, but allow the variant to pray on heavier assets, preferably jumping from cover with its jumpjets, against which more experienced players will find they can consistently land salvoes even while running passive radar.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&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 2 [[SXPL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso 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;
The Osiris D is a starter capable of providing sustained direct fire support. Equipped with a pair of [[RAC2]], the D variant can reach out to 800m. The leading required to consistently land its stream of fire on a single spot and the longer window of engagement necessary to pile on the damage might cause pilots with less than ideal aim to struggle in consistently damaging other swift and small starters. In comparison, the larger and more cumbersome later assets can prove a much more lucrative target. The spread of its rapid firing autocannons also means that its ideal engagement range encroaches into the mid-range, but pilots should be somewhat wary of prolonged close range brawling. The variant doesn't have the armor to withstand high damage close range weapons, while the necessity to keep cross-hairs trained on the target makes torso twisting problematic. A [[GECM]] means its prey won't realize they are being targeted until they start hearing the autocannon impact sounds, allowing the variant to maintain battlefield awareness as it maneuvers into place to lay down its hail of fire with the help of its [[iJJ|Improved Jumpjets]]. Two free tons for ammo give it enough autonomy and its swift land speed makes ammo runs more manageable. Even with but a singe [[DHS]] the Osiris D is practically impossible to overheat.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant carries a [[LtGauss]] along with two [[ERMBL]]s, giving it an especially long-range attack not common to light Mechs. Combined with [[EOptics]], its [[iJJ]]s and a free ton for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and jump sniping with relative ease. Unfortunately, this Mech's firepower is quite limited at full output, something it's not really supposed to achieve as by the point it can hit its target with its medium lasers, the pilot should be thinking of ways to use the improved nature of its jumpjets to put an obstacle between them and reposition.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Known as 'Rudolph', the Osiris F is  the last of the better armored brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the [[ERMBL]]s, the F carries 6 [[ERSBL]]s which trade range for efficiency and fire rate. The Prime's [[SRM6]] pack is replaced with an [[SSRM6]] and this modification yields a bonus ton for carrying additional SSRMs. The F mitigates its severe lack of range with [[MASC]], allowing it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|improved jump jets]] 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.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively anaemic, 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 jump sniping, although it carries one ton less armor than most other variants and should avoid brawls at all costs. This short-range weakness is excaberated 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;
==Canon==&lt;br /&gt;
The ''Osiris'' is based on the ''Viper'' (IS codename ''Dragonfly''), a Medium OmniMech design, and was built by the same engineers that produced the ''Anubis.'' While it compares well in terms of raw speed, it lacks the armor and the jump capabilities of the design it is based on, in addition to being ten tons lighter. It is also not compatible with modular components, making it a poor second cousin to a true OmniMech with its flexibility. Still, with an impressive array of five [[ERMBL|ER Medium Lasers]], an [[SRM6]] launcher, and double [[MGuns]], it is an effective hit-and-fade-style offensive platform, though it can be plagued with heat issues if the pilot is not careful.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Osiris BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2528</id>
		<title>Template:Mech/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2528"/>
				<updated>2017-11-03T12:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Hey, I think it works! Added tier to the documentation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This infobox template contains all essential information for MWLL's Mech assets.&lt;br /&gt;
==Usage=={{Mech&lt;br /&gt;
| Image = Image:Happy-Snake-wiki.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 120&lt;br /&gt;
|&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -75° to +80°&lt;br /&gt;
| PitchCrouch = -75° to +85°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65,000&lt;br /&gt;
| ArmorT Prime = 100,000&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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;[[C3]]&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;[[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;
| Price A = 65,000&lt;br /&gt;
| ArmorT A = 100,000&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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; [[C3]]&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; [[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;
|}}The infobox may be added by pasting the template as shown below into an article and then filling in the desired fields. Some parameters are not required and will not be displayed when left blank or omitted. This infobox currently supports up to 10 variants.&lt;br /&gt;
===Blank template===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;{{Mech&lt;br /&gt;
| Image = &lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = &lt;br /&gt;
| Class = &lt;br /&gt;
| Faction = &lt;br /&gt;
| Tickets = &lt;br /&gt;
| Tier = &lt;br /&gt;
| Speed = &lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = &lt;br /&gt;
| PitchStand = min° to max°&lt;br /&gt;
| PitchCrouch = min° to max°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = &lt;br /&gt;
| ArmorT Prime = &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt; &amp;lt;!-- Weapons and equipment must be added in this format as the standard bullet list format displays incorrectly. --&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price A = &lt;br /&gt;
| ArmorT A = &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price B = &lt;br /&gt;
| ArmorT B = &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price C = &lt;br /&gt;
| ArmorT C = &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Armor values===&lt;br /&gt;
Currently Armor is not working. However, the formatting for armor values on Mech assets will be as follows.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;&lt;br /&gt;
Armor CT = Center torso armor, number only&lt;br /&gt;
Armor LRT = Left and right torso armor if symmetrical, number only&lt;br /&gt;
Armor LT = Left torso armor if asymmetrical, number only&lt;br /&gt;
Armor RT = Right torso armor if asymmetrical, number only&lt;br /&gt;
Armor LRA = Left and right arm armor, number only&lt;br /&gt;
Armor LRL= Left and right leg armor, number only&lt;br /&gt;
Armor H = Head armor, number only&lt;br /&gt;
Armor B = Back armor, number only&lt;br /&gt;
Armor LE = Left external armor, number only (use only if all variants have external pods)&lt;br /&gt;
Armor RE = Right external armor, number only (use only if all variants have external pods)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
As noted before some parameters are optional, however some ''must'' be included. The following is a list of parameters, their functions, and whether or not they are required.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style= &amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Parameter&lt;br /&gt;
! Required&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| Image&lt;br /&gt;
| Yes&lt;br /&gt;
| Image name: File:abc.jpg, File:xpz.png, Image:123.gif; Image name must be prefixed with &amp;lt;code&amp;gt;Image:&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;File:&amp;lt;/code&amp;gt; to function. Image should be Prime variant on white, black, or transparent background.&lt;br /&gt;
|-&lt;br /&gt;
| ImageSize &lt;br /&gt;
| No &lt;br /&gt;
| Image size is the width of the image. Will also determine the width of the infobox. Defaults to 350px when omitted.&lt;br /&gt;
|-&lt;br /&gt;
| Tonnage &lt;br /&gt;
| No &lt;br /&gt;
| Tonnage (mass) of the Mech in question.&lt;br /&gt;
|-&lt;br /&gt;
| Class &lt;br /&gt;
| Yes &lt;br /&gt;
| Creates a link to the category page of the Mech's class. ''Light'', ''Medium'', ''Heavy'', or ''Assualt'' are the only options that should be entered here for the link to function properly.&lt;br /&gt;
|-&lt;br /&gt;
| Faction &lt;br /&gt;
| Yes &lt;br /&gt;
| The faction of the Mech's creators. Either ''Inner Sphere'' or ''Clan''. Creates a link to the Faction's page.&lt;br /&gt;
|-&lt;br /&gt;
| Tickets &lt;br /&gt;
| Yes &lt;br /&gt;
| The number of tickets this asset gives on destruction in the TC gametype.&lt;br /&gt;
|-&lt;br /&gt;
| Tier &lt;br /&gt;
| Yes &lt;br /&gt;
| The asset tier for purposes of score and cbill adjustment.&lt;br /&gt;
|-&lt;br /&gt;
| Speed &lt;br /&gt;
| Yes &lt;br /&gt;
| The top speed of the Mech.&lt;br /&gt;
|-&lt;br /&gt;
| SpeedWithMasc &lt;br /&gt;
| No &lt;br /&gt;
| The top speed of the Mech when MASC is activated.&lt;br /&gt;
|-&lt;br /&gt;
| Rotation &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso rotation of the Mech in degrees. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchStand &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while standing. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchCrouch &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while crouched. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| Price Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Price of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Total Armor of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Weapons used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Equipment used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Price A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Price for each additional variant (up to 9).&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Total Armor for each additional variant (up to 9). Total armor is the sum of armor points for components sans the external pods armor (to avoid confusion between variants with and without external pods).&lt;br /&gt;
|-&lt;br /&gt;
| Weapons A'''...''' J&lt;br /&gt;
| No*&lt;br /&gt;
| Weapons for each additional variant (up to 9). Variants will not display if this field is blank or omitted. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Equipment for each additional variant (up to 9). Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Mech&amp;diff=2527</id>
		<title>Template:Mech</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Mech&amp;diff=2527"/>
				<updated>2017-11-03T12:55:33Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: PLEASE WORK PLEASE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;Mech&amp;quot; style=&amp;quot;border:1px solid #250b2d; text-align:left; font-size:9pt; width:{{#if: {{{ImageSize|}}}|{{{ImageSize}}}px|350px}}; margin: 0px 0px 10px 10px;&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2a2a2a; text-align:center; width:{{#if: {{{ImageSize|}}}|{{{ImageSize}}}px|350px}}; font-size:12pt&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; | [[{{{Image}}} | {{#if: {{{ImageSize|}}}|{{{ImageSize}}}px|350px}}]] &lt;br /&gt;
|-&lt;br /&gt;
| Class: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | [[Mechs#{{{Class}}} Mechs|{{{Class}}} Mech]]&lt;br /&gt;
|-&lt;br /&gt;
| Faction: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | [[{{{Faction}}}]]&lt;br /&gt;
|-&lt;br /&gt;
| Ticket cost: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | [[Tickets|{{{Tickets}}} upon destruction]]&lt;br /&gt;
|-&lt;br /&gt;
| Tier: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | [[Points#Asset Tiers|{{{Tier}}}]]&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Tonnage|}}} |&lt;br /&gt;
{{!}} Tonnage:&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Tonnage}}} tons&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
| Speed: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; |&lt;br /&gt;
{{#if:{{{SpeedWithMasc|}}} | {{{Speed}}} km/h ({{{SpeedWithMasc}}} km/h with [[MASC]]) | {{{Speed}}} km/h}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso yaw: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | {{{Rotation}}}°&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Torso pitch: || colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#383838&amp;quot; | {{{PitchStand}}} while standing.&amp;lt;br&amp;gt;{{{PitchCrouch}}} while crouching.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2a2a2a;text-align:center;font-size:9pt&amp;quot; | '''Variant Armament'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#33333; min-width:100px&amp;quot; | Variant || style=&amp;quot;background:#383838; min-width:100px&amp;quot; | Weapons || style=&amp;quot;background:#333333; min-width:100px&amp;quot; | Equipment&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:8pt&amp;quot; | Prime:&amp;lt;br&amp;gt; Price: {{{Price Prime}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT Prime}}}&lt;br /&gt;
| style=&amp;quot;background:#383838&amp;quot; | {{{Weapons Prime}}}&lt;br /&gt;
| {{{Equip Prime}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons A|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} A:&amp;lt;br&amp;gt; Price: {{{Price A}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT A}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons A}}}&lt;br /&gt;
{{!}} {{{Equip A}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons B|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} B:&amp;lt;br&amp;gt; Price: {{{Price B}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT B}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons B}}}&lt;br /&gt;
{{!}} {{{Equip B}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons C|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} C:&amp;lt;br&amp;gt; Price: {{{Price C}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT C}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons C}}}&lt;br /&gt;
{{!}} {{{Equip C}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons D|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} D:&amp;lt;br&amp;gt; Price: {{{Price D}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT D}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons D}}}&lt;br /&gt;
{{!}} {{{Equip D}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons E|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} E:&amp;lt;br&amp;gt; Price: {{{Price E}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT E}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons E}}}&lt;br /&gt;
{{!}} {{{Equip E}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons F|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} F:&amp;lt;br&amp;gt; Price: {{{Price F}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT F}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons F}}}&lt;br /&gt;
{{!}} {{{Equip F}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons G|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} G:&amp;lt;br&amp;gt; Price: {{{Price G}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT G}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons G}}}&lt;br /&gt;
{{!}} {{{Equip G}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons H|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} H:&amp;lt;br&amp;gt; Price: {{{Price H}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT H}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons H}}}&lt;br /&gt;
{{!}} {{{Equip H}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons I|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} I:&amp;lt;br&amp;gt; Price: {{{Price I}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT I}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons I}}}&lt;br /&gt;
{{!}} {{{Equip I}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
{{#if: {{{Weapons J|}}} |&lt;br /&gt;
{{!}} style=&amp;quot;font-size:8pt&amp;quot; {{!}} J:&amp;lt;br&amp;gt; Price: {{{Price J}}} CBills&amp;lt;br&amp;gt; Total base armor: {{{ArmorT J}}}&lt;br /&gt;
{{!}} style=&amp;quot;background:#383838&amp;quot; {{!}} {{{Weapons J}}}&lt;br /&gt;
{{!}} {{{Equip J}}}&lt;br /&gt;
|}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{Class}}} Mechs]]&lt;br /&gt;
[[Category:{{{Faction}}} Mechs]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
[[Category:Infoboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2526</id>
		<title>Template:Mech/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2526"/>
				<updated>2017-11-03T12:54:59Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: This be a test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This infobox template contains all essential information for MWLL's Mech assets.&lt;br /&gt;
==Usage=={{Mech&lt;br /&gt;
| Image = Image:Happy-Snake-wiki.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Speed = 120&lt;br /&gt;
|&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -75° to +80°&lt;br /&gt;
| PitchCrouch = -75° to +85°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65,000&lt;br /&gt;
| ArmorT Prime = 100,000&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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;[[C3]]&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;[[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;
| Price A = 65,000&lt;br /&gt;
| ArmorT A = 100,000&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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; [[C3]]&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; [[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;
|}}The infobox may be added by pasting the template as shown below into an article and then filling in the desired fields. Some parameters are not required and will not be displayed when left blank or omitted. This infobox currently supports up to 10 variants.&lt;br /&gt;
===Blank template===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;{{Mech&lt;br /&gt;
| Image = &lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = &lt;br /&gt;
| Class = &lt;br /&gt;
| Faction = &lt;br /&gt;
| Tickets = &lt;br /&gt;
| Speed = &lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = &lt;br /&gt;
| PitchStand = min° to max°&lt;br /&gt;
| PitchCrouch = min° to max°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = &lt;br /&gt;
| ArmorT Prime = &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt; &amp;lt;!-- Weapons and equipment must be added in this format as the standard bullet list format displays incorrectly. --&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price A = &lt;br /&gt;
| ArmorT A = &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price B = &lt;br /&gt;
| ArmorT B = &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price C = &lt;br /&gt;
| ArmorT C = &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Armor values===&lt;br /&gt;
Currently Armor is not working. However, the formatting for armor values on Mech assets will be as follows.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;&lt;br /&gt;
Armor CT = Center torso armor, number only&lt;br /&gt;
Armor LRT = Left and right torso armor if symmetrical, number only&lt;br /&gt;
Armor LT = Left torso armor if asymmetrical, number only&lt;br /&gt;
Armor RT = Right torso armor if asymmetrical, number only&lt;br /&gt;
Armor LRA = Left and right arm armor, number only&lt;br /&gt;
Armor LRL= Left and right leg armor, number only&lt;br /&gt;
Armor H = Head armor, number only&lt;br /&gt;
Armor B = Back armor, number only&lt;br /&gt;
Armor LE = Left external armor, number only (use only if all variants have external pods)&lt;br /&gt;
Armor RE = Right external armor, number only (use only if all variants have external pods)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
As noted before some parameters are optional, however some ''must'' be included. The following is a list of parameters, their functions, and whether or not they are required.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style= &amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Parameter&lt;br /&gt;
! Required&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| Image&lt;br /&gt;
| Yes&lt;br /&gt;
| Image name: File:abc.jpg, File:xpz.png, Image:123.gif; Image name must be prefixed with &amp;lt;code&amp;gt;Image:&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;File:&amp;lt;/code&amp;gt; to function. Image should be Prime variant on white, black, or transparent background.&lt;br /&gt;
|-&lt;br /&gt;
| ImageSize &lt;br /&gt;
| No &lt;br /&gt;
| Image size is the width of the image. Will also determine the width of the infobox. Defaults to 350px when omitted.&lt;br /&gt;
|-&lt;br /&gt;
| Tonnage &lt;br /&gt;
| No &lt;br /&gt;
| Tonnage (mass) of the Mech in question.&lt;br /&gt;
|-&lt;br /&gt;
| Class &lt;br /&gt;
| Yes &lt;br /&gt;
| Creates a link to the category page of the Mech's class. ''Light'', ''Medium'', ''Heavy'', or ''Assualt'' are the only options that should be entered here for the link to function properly.&lt;br /&gt;
|-&lt;br /&gt;
| Faction &lt;br /&gt;
| Yes &lt;br /&gt;
| The faction of the Mech's creators. Either ''Inner Sphere'' or ''Clan''. Creates a link to the Faction's page.&lt;br /&gt;
|-&lt;br /&gt;
| Tickets &lt;br /&gt;
| Yes &lt;br /&gt;
| The number of tickets this asset gives on destruction in the TC gametype.&lt;br /&gt;
|-&lt;br /&gt;
| Speed &lt;br /&gt;
| Yes &lt;br /&gt;
| The top speed of the Mech.&lt;br /&gt;
|-&lt;br /&gt;
| SpeedWithMasc &lt;br /&gt;
| No &lt;br /&gt;
| The top speed of the Mech when MASC is activated.&lt;br /&gt;
|-&lt;br /&gt;
| Rotation &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso rotation of the Mech in degrees. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchStand &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while standing. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchCrouch &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while crouched. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| Price Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Price of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Total Armor of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Weapons used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Equipment used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Price A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Price for each additional variant (up to 9).&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Total Armor for each additional variant (up to 9). Total armor is the sum of armor points for components sans the external pods armor (to avoid confusion between variants with and without external pods).&lt;br /&gt;
|-&lt;br /&gt;
| Weapons A'''...''' J&lt;br /&gt;
| No*&lt;br /&gt;
| Weapons for each additional variant (up to 9). Variants will not display if this field is blank or omitted. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Equipment for each additional variant (up to 9). Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2525</id>
		<title>Template:Mech/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Mech/doc&amp;diff=2525"/>
				<updated>2017-11-03T12:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Okaolias: Undo revision 2524 by Okaolias (talk) Help, I don't know what I'm doing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This infobox template contains all essential information for MWLL's Mech assets.&lt;br /&gt;
==Usage=={{Mech&lt;br /&gt;
| Image = Image:Happy-Snake-wiki.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 15&lt;br /&gt;
| Speed = 120&lt;br /&gt;
|&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -75° to +80°&lt;br /&gt;
| PitchCrouch = -75° to +85°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65,000&lt;br /&gt;
| ArmorT Prime = 100,000&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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;[[C3]]&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;[[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;
| Price A = 65,000&lt;br /&gt;
| ArmorT A = 100,000&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HVAC|HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[MGun]]&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; [[C3]]&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; [[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;
|}}The infobox may be added by pasting the template as shown below into an article and then filling in the desired fields. Some parameters are not required and will not be displayed when left blank or omitted. This infobox currently supports up to 10 variants.&lt;br /&gt;
===Blank template===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;{{Mech&lt;br /&gt;
| Image = &lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = &lt;br /&gt;
| Class = &lt;br /&gt;
| Faction = &lt;br /&gt;
| Tickets = &lt;br /&gt;
| Speed = &lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = &lt;br /&gt;
| PitchStand = min° to max°&lt;br /&gt;
| PitchCrouch = min° to max°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = &lt;br /&gt;
| ArmorT Prime = &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt; &amp;lt;!-- Weapons and equipment must be added in this format as the standard bullet list format displays incorrectly. --&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price A = &lt;br /&gt;
| ArmorT A = &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price B = &lt;br /&gt;
| ArmorT B = &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price C = &lt;br /&gt;
| ArmorT C = &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&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;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Armor values===&lt;br /&gt;
Currently Armor is not working. However, the formatting for armor values on Mech assets will be as follows.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;&lt;br /&gt;
Armor CT = Center torso armor, number only&lt;br /&gt;
Armor LRT = Left and right torso armor if symmetrical, number only&lt;br /&gt;
Armor LT = Left torso armor if asymmetrical, number only&lt;br /&gt;
Armor RT = Right torso armor if asymmetrical, number only&lt;br /&gt;
Armor LRA = Left and right arm armor, number only&lt;br /&gt;
Armor LRL= Left and right leg armor, number only&lt;br /&gt;
Armor H = Head armor, number only&lt;br /&gt;
Armor B = Back armor, number only&lt;br /&gt;
Armor LE = Left external armor, number only (use only if all variants have external pods)&lt;br /&gt;
Armor RE = Right external armor, number only (use only if all variants have external pods)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
As noted before some parameters are optional, however some ''must'' be included. The following is a list of parameters, their functions, and whether or not they are required.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style= &amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Parameter&lt;br /&gt;
! Required&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| Image&lt;br /&gt;
| Yes&lt;br /&gt;
| Image name: File:abc.jpg, File:xpz.png, Image:123.gif; Image name must be prefixed with &amp;lt;code&amp;gt;Image:&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;File:&amp;lt;/code&amp;gt; to function. Image should be Prime variant on white, black, or transparent background.&lt;br /&gt;
|-&lt;br /&gt;
| ImageSize &lt;br /&gt;
| No &lt;br /&gt;
| Image size is the width of the image. Will also determine the width of the infobox. Defaults to 350px when omitted.&lt;br /&gt;
|-&lt;br /&gt;
| Tonnage &lt;br /&gt;
| No &lt;br /&gt;
| Tonnage (mass) of the Mech in question.&lt;br /&gt;
|-&lt;br /&gt;
| Class &lt;br /&gt;
| Yes &lt;br /&gt;
| Creates a link to the category page of the Mech's class. ''Light'', ''Medium'', ''Heavy'', or ''Assualt'' are the only options that should be entered here for the link to function properly.&lt;br /&gt;
|-&lt;br /&gt;
| Faction &lt;br /&gt;
| Yes &lt;br /&gt;
| The faction of the Mech's creators. Either ''Inner Sphere'' or ''Clan''. Creates a link to the Faction's page.&lt;br /&gt;
|-&lt;br /&gt;
| Tickets &lt;br /&gt;
| Yes &lt;br /&gt;
| The number of tickets this asset gives on destruction in the TC gametype.&lt;br /&gt;
|-&lt;br /&gt;
| Speed &lt;br /&gt;
| Yes &lt;br /&gt;
| The top speed of the Mech.&lt;br /&gt;
|-&lt;br /&gt;
| SpeedWithMasc &lt;br /&gt;
| No &lt;br /&gt;
| The top speed of the Mech when MASC is activated.&lt;br /&gt;
|-&lt;br /&gt;
| Rotation &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso rotation of the Mech in degrees. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchStand &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while standing. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| PitchCrouch &lt;br /&gt;
| Yes &lt;br /&gt;
| The torso pitch of the Mech, in degrees, while crouched. '''(minimum)° to (maximum)°'''&lt;br /&gt;
|-&lt;br /&gt;
| Price Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Price of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Total Armor of the Prime variant.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Weapons used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip Prime&lt;br /&gt;
| Yes&lt;br /&gt;
| Equipment used by the Prime variant. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Price A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Price for each additional variant (up to 9).&lt;br /&gt;
|-&lt;br /&gt;
| ArmorT A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Total Armor for each additional variant (up to 9). Total armor is the sum of armor points for components sans the external pods armor (to avoid confusion between variants with and without external pods).&lt;br /&gt;
|-&lt;br /&gt;
| Weapons A'''...''' J&lt;br /&gt;
| No*&lt;br /&gt;
| Weapons for each additional variant (up to 9). Variants will not display if this field is blank or omitted. Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
| Equip A'''...''' J&lt;br /&gt;
| No&lt;br /&gt;
| Equipment for each additional variant (up to 9). Weapons and Equipment require '''&amp;lt;nowiki&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;''' to function properly as unordered lists.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Okaolias</name></author>	</entry>

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