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		<updated>2026-04-29T13:47:47Z</updated>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mithras&amp;diff=13404</id>
		<title>Mithras</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mithras&amp;diff=13404"/>
				<updated>2022-07-15T00:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File: mithras.png&lt;br /&gt;
| ImageGif = File: Mithras_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| BoostSpeed = 99&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 31 100&lt;br /&gt;
| ArmorT Prime = 21 872&lt;br /&gt;
| Engine Prime = Fusion 150&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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;
| Price A = 38 800&lt;br /&gt;
| ArmorT A = 21 872&lt;br /&gt;
| Engine A = Fusion 150&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 32 900&lt;br /&gt;
| ArmorT B = 21 872&lt;br /&gt;
| Engine B = Fusion 150&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 41 600&lt;br /&gt;
| ArmorT C = 25 552&lt;br /&gt;
| Engine C = Fusion 150&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM2]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 40 800&lt;br /&gt;
| ArmorT D = 25 552&lt;br /&gt;
| Engine D = Fusion 150&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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 E = 30 600&lt;br /&gt;
| ArmorT E = 21 872&lt;br /&gt;
| Engine E = Fusion 125&lt;br /&gt;
| AltSpeed E = 84&lt;br /&gt;
| AltBoost E = 84&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 35 500&lt;br /&gt;
| ArmorT F = 21 872&lt;br /&gt;
| Engine F = Fusion 150&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 38 600&lt;br /&gt;
| ArmorT G = 21 872&lt;br /&gt;
| Engine G = Fusion 150&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
| Hull = 2000&lt;br /&gt;
| Armor T = 5376&lt;br /&gt;
| Armor F = 4320&lt;br /&gt;
| Armor S = 3888&lt;br /&gt;
| Armor B = 2400&lt;br /&gt;
&lt;br /&gt;
| Version150 = 0.15.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Matching the Solitare in weight, the Mithras is the [[Clan|Clan's]] relatively quick, lightly armored tank unit. Flexible enough to fit in the roll of an ultra-long range harasser to a close range brawler, all of the Mithras variants are inexpensive tanks available at the beginning of [[TC]] matches. With equivalent armor to the IS [[Harasser]], but with none of the speed and a higher profile, a single Mithras doesn't have much staying power on the battlefield. However, in a multi-unit fight a Mithras is unlikely to become a focus fire target, and can conceivably survive a fight long enough to pay for a better asset. At the same time, this unit gives much better than it can take, so opponents may want to remove its damage contribution from a fight as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
An excellent scout tank available with starting C-bills. Its dual [[cERML|ER-Medium Lasers]] and the [[CUAC5]] can deal respectable pinpoint damage to light 'mechs. However, fire rate is sub-par, and the autocannon can easily jam. The Prime is better suited to cutting off weaker components such as arms or legs, or already damaged torso pieces. 1v1 engagements should be avoided, as at best it will only be an even fight. Instead, use your speed to capture undefended bases, and engage targets alongside your comrades making sure to use them to protect your very light armor. A [[Free_tons|free ton]] for an extra magazine of UAC5 ammo allows for greater freedom with the trigger, though pilots should be cautions to avoid a jam.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
With a 900m maximum range and the hard hitting power of its [[cERPPC|Clan ERPPC]] enhanced by [[EOptics]], the A variant's primary roll is sniping. Its twin [[cSPL|Clan Small Pulse Lasers]] and dual [[Flamer]]s serve as close-in backup weaponry while the [[cERPPC]] recharges. It's best to keep your enemies at long range, as this variant can't take much punishment when going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. [[BA|Battlearmors]] are also easy picking for the flamers.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Black Sunshine&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A pure brawler, this Mithras can dish out some serious damage in an alpha-strike. Set to chain fire, its fast reloading twin [[ATM3#High_Explosive|ATM3 High Explosive]] launchers deliver screen shake every 2 1/2 seconds while the trio of heavy lasers, 1x [[HML]] &amp;amp; 2x [[HSL]], bore deep into enemy armor with precision. Keep your aim steady to rip enemy limbs off in short order. Always use cover to close the distance to surprise your prey as the Mithras doesn't have the raw speed to keep up with the faster light mechs. Keep in mind that its armor is thin: rotate damaged sides away from your enemy to survive. This variant can be used as a counter to enemies deploying multiple [[Owens]] chassis in the early game, as the heavy splash damage of the missiles can damage the center torso of that asset no matter how the pilot attempts to shield with his side torsos. The Mithras B is an excellent cheap [[starter asset guide|starter asset]], allowing the pilot to save [[cbills] for their next purchase or, if donations are enabled, [[CBills#Transferring_C-Bills|donate]] to an ally.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= The Mithras B is an amazing starter asset. Its weapons can be divided into as many as 4 groups, but function more than adequately when divided into just 2 weapon groups. Personally, I have one group for all 3 heavy lasers, a second group for the HEATMs on [[Combat_Guide#Chain_Fire|chain-fire]], and a third group for the one HML since it has 400m of range. If you want a fourth group, chain fire all 3 heavy lasers, it will give you better heat control on hot maps. Since it's a Mithras, driving it can be difficult. Slow down before turning if you are coming down a hill, you don't want to roll over. The B is great at anti-[[BA]] in most part thanks to it's [[PDS]], but also thanks to the splash damage from the HEATMs and the long burn of its heavy lasers. I often use the B to quickly earn a heavy mech after only a few minutes of gameplay. Mithrases are [[Points#Asset_Tiers|tier 1]] meaning they bring in extra cbills against almost any other asset. Mithrases have a low profile and can hide behind terrain that most assets cannot. When in a big fight, I often find myself ignored by my enemies giving me more time to deal damage and increasing the odds that I'll be one of the players to survive the fight. &lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The only Mithras to equip [[GECM|Guardian Electronic Countermeasures]], making it the most stealthy variant available. It also is a dedicated close in brawler with its dual [[CMPL|Clan Pulse Lasers]], single [[CSRM4]] and single [[CSRM2]] missile launchers alows it to easily surprise opponents by running in for quick pin-point strikes. 2 [[HS| heatsinks]] help keep the pulse lasers assault going for a good time before reaching critical heat temperatures. Reposition yourself often, using cover to help mask your different approaches. For added protection against enemy missiles the C is equipped with [[LAMS]] just be mindful that when in range for the LAMS to function it is also giving away your position. This asset is best served by sitting behind a brawl and applying its damage at the edge of SRM range.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Iris&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Close combat 450m &amp;amp; less, hard hitting combat vehicle, perfect for cities. The A mounts the largest Streak missiles there is, in Dual launcher mode no less [[CDSSRM6]] with a mere 0.3 second Lock-On time to automatically aquire your target. Followed by a dual [[CERSL]] to work the armor off your foes or keep Battle Armor at bay. [[EOptics]] for battlefield awareness, two [[Free tons|Free tons of Ammo]] and only one [[HS]], so be mindful of your heat.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Stug&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The heavy weight of the Stug's single [[cUAC10]] has it moving a bit slower than other Mithrases at '''84 km/h'''. The Stug's UAC10 makes it a medium range, high damage dealer capable of doing substantial burst damage. As the [[cUAC10]] shell speed isn't the fastest, hitting fast targets can be difficult at range. Thus, the E is best used against slow movers where it can really shine. The [[MG|machine guns]] serve as backup against [[BA|Battlearmor]] and can be used to harass distant targets.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Fireant&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Any pilot with a steady hand should climb into the Mithras F and give it a spin! Boasting the heaviest single burst damage weapon of all variants with the scalpel-like [[HLL|Heavy Large Laser]], this variant will cut through armored components with ease. Bring your opponent into close range to feed them chain fired screen shake from its twin [[CSSRM2]]s. Two [[HMG|Heavy Machine Guns]] add insult to injury. 3 [[HS]] aid in your heat management. Watch the heat and use good positioning to surprise your enemies. Try to stay at the edge of the [[HLL]] range, and don't be afraid to run between shots.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Gnat&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
An ultra-long range sniper, the Mithras G will lay down accurate [[HAG20|Hyper Assault Gauss]] rounds all the way out to 1200m. Fire its [[HAG20]] till it jams as it is designed to recycle more quickly that way. The suppressing fire capability of this variant will disrupt most opponent's operations, getting them to run for cover under the hail of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Type Modifiers==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class= &amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 100px;&amp;quot; class=&amp;quot;unsortable&amp;quot; rowspan =&amp;quot;2&amp;quot; | &amp;lt;div class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Damage Type'''&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | '''Armor Type'''&lt;br /&gt;
|- style=&amp;quot;height:50px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Front'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Side'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Back'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Turret'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Hull'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Mgun'''&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Light&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Heavy&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic&amp;amp;#8209;air'''&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flak'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
| 1.6 (0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Missile'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Frag'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.5 (0.25)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy'''&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.5)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy&amp;amp;#8209;air'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''EMP'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 0.025 (0.25)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flame'''&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Collision'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Canon==&lt;br /&gt;
The Mithras Light Tank is a combat vehicle that was originally intended to be a scout in addition to its place on the battlefield as a swift, light tank that is capable at all ranges. Its usefulness as a reconnaissance vehicle has been reduced with faster vehicles that field more advanced electronics. Capable of speeds up to 97 km/h, the Mithras can keep up with most units, while still providing respectable firepower with decent armor. Though that protection is only three tons worth, it is improved through the use of Ferro-Fibrous technology.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2845 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mithras Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mithras&amp;diff=9567</id>
		<title>Mithras</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mithras&amp;diff=9567"/>
				<updated>2020-01-31T05:45:24Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File: mithras.png&lt;br /&gt;
| ImageGif = File: Mithras_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 90&lt;br /&gt;
| BoostSpeed = 104&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 31 000&lt;br /&gt;
| ArmorT Prime = 21 872&lt;br /&gt;
| Engine Prime = ICE 150&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;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;
| Price A = 39 700&lt;br /&gt;
| ArmorT A = 21 872&lt;br /&gt;
| Engine A = ICE 150&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 32 800&lt;br /&gt;
| ArmorT B = 21 872&lt;br /&gt;
| Engine B = ICE 150&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 39 600&lt;br /&gt;
| ArmorT C = 20 768&lt;br /&gt;
| Engine C = ICE 150&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM2]]&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;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 34 600&lt;br /&gt;
| ArmorT D = 20 768&lt;br /&gt;
| Engine D = ICE 150&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&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 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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 E = 30 500&lt;br /&gt;
| ArmorT E = 21 872&lt;br /&gt;
| Engine E = ICE 150&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&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;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;
| Price F = 35 400&lt;br /&gt;
| ArmorT F = 21 872&lt;br /&gt;
| Engine F = ICE 150&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 38 500&lt;br /&gt;
| ArmorT G = 21 872&lt;br /&gt;
| Engine G = ICE 150&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[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;
| Hull = 2000&lt;br /&gt;
| Armor T = 5376&lt;br /&gt;
| Armor F = 4320&lt;br /&gt;
| Armor S = 3888&lt;br /&gt;
| Armor B = 2400&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
Matching the Solitare in weight, the Mithras is the [[Clan|Clan's]] relatively quick, lightly armored tank unit. Flexible enough from fitting in the roll of a ultra long range harasser to a close range brawler, all the Mithras variants are inexpensive tanks that are available at the beginning of [[TC]] matches. With equivalent armor to the IS [[Harasser]], but with none of the speed a higher profile, a single Mithras doesn't have much staying power on the battlefield. However, in a multi-unit fight a Mithras is unlikely to become a focus fire target, and can conceivably survive a fight long enough to pay for a better asset. At the same time, this unit gives much better than it can take, so opponents may want to remove its damage contribution from a fight as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
An excellent scout tank available with starting C-bills its dual [[cERML|ER-Medium Lasers]] and the [[CUAC5]] can deal respectable pinpoint damage to light 'mechs. However the rate of fire is sub-par, and the autocannon can jam easily with repeat firing. The Prime is better suited to cutting off weaker components such as arms or legs, or already damaged torso pieces. 1v1 engagements should be avoided, as at best it will only be an even fight. Rather, use your speed to capture undefended bases, and engage targets alongside your comrades making sure to use them to protect your very light armor. A [[Free_tons|free ton]] for an extra magazine of UAC5 ammo allows for greater freedom with the trigger, though can be careful to avoid a jam.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
With a 900m range and hard hitting power of its [[cERPPC|Clan ERPPC]] aided by [[EOptics]], the A variant's primary roll is sniping. Its twin [[cSPL|Clan Small Pulse Lasers]] and dual [[Flamer]]s serve as close-in backup weaponry while the [[cERPPC]] recharges. Though, it's best to keep your enemies at long range though as this variant can't take much punishment going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. [[BA|Battlearmors]] are also easy picking for the flamers.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Black Sunshine&amp;quot;''===&lt;br /&gt;
A pure brawler, this Mithras can dish out some serious damage in an alpha-strike. Set to chain fire, its fast reloading twin [[ATM3#High_Explosive|ATM3 High Explosive]] deliver screen shake every 2 1/2 seconds while the trio of heavy lasers 1x [[HML]] &amp;amp; 2x [[HSL]] bore deep into enemy armor with precision. Keep your aim steady to rip enemy limbs off in short order. Always use cover to close the distance to surprise your prey as the Mithras doesn't have the raw speed to keep up with the faster light mechs. Keep in mind that its armor is thin, rotate damaged sides away from your enemy to survive. This variant can be used as a counter to enemies deploying multiple [[Owens]] chassis, as the heavy splash damage of the missiles can damage the center torso of that asset no matter how the pilot attempts to shield with his side torsos.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The only Mithras to equip [[GECM|Guardian Electronic Countermeasures]], making it the most stealthy variant available. It also is a dedicated close in brawler with its dual [[CMPL|Clan Pulse Lasers]], single [[CSRM4]] and single [[CSRM2]] missile launchers alows it to easily surprise opponents by running in for quick pin-point strikes. 2 [[HS| heatsinks]] help keep the pulse lasers assault going for a good time before reaching critical heat temperatures. Reposition yourself often, using cover to help mask your different approaches. For added protection against enemy missiles the C is equipped with [[LAMS]] just be mindful that when in range for the LAMS to function it is also giving away your position. This asset is best served by sitting behind a brawl and applying its damage at the edge of SRM range.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Iris&amp;quot;''===&lt;br /&gt;
A Long Range unit designed to strike the enemy without fear of reprisal, the Mithras D will comfortably fit in as a multi-role harasser taking on both ground and air assets. [[EOptics]] aid for laying down accurate long 1x [[LRM15]] &amp;amp; medium 2x [[CERML]] Extended Range Medium Lasers blasts can target vulnerable enemy components. This unit works well in a Pack or in a pinch Back Capping. With only room for one [[HS|Heat Sink]] watch your temperatures as the lasers produce noticeably more heat.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Stug&amp;quot;''===&lt;br /&gt;
Based on the single [[cUAC10]] as a medium range, high damage dealer, the Mithras E can do significant burst damage. As the [[cUAC10]] shell speed isn't the fastest, hitting fast targets can be difficult at range. Thus, the E is best used against slow movers where it can really shine. The [[MG|machine guns]] serve as backup against [[BA|Battlearmor]] and can be used to harass distant targets. Perhaps the strongest part of this variant is its price tag. At 30500 cbills, its pilot can afford to give away 12500 cbills to her allies. Additionally, while a single Stug is a problem, 2 or 3 of them is a firing squad that demands the enemy's attention.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Fireant&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
Any pilot with a steady hand should climb into the Mithras F and give it a spin! Boasting the heaviest single burst damage weapon of all variants with the scalpel-like [[HLL|Heavy Large Laser]], this variant will cut through armored components with ease. Bring your opponent into close range to feed them chain fired screen shake from its twin [[CSSRM2]]s. Watch the heat and use good positioning to surprise your enemies. Try to stay at the edge of the [[HLL]] range, and don't be afraid to run between shots.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Gnat&amp;quot;''===&lt;br /&gt;
An ultra-long range sniper, the Mithras G will lay down accurate [[HAG20|Hyper Assault Gauss]] rounds all the way out to 1200m. Fire its [[HAG20]] till it jams as it is designed to recycle more quickly that way. The suppressing fire capability of this variant will disrupt most opponent's operations, getting them to run for cover under the hail of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Type Modifiers==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class= &amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 100px;&amp;quot; class=&amp;quot;unsortable&amp;quot; rowspan =&amp;quot;2&amp;quot; | &amp;lt;div class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Damage Type'''&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | '''Armor Type'''&lt;br /&gt;
|- style=&amp;quot;height:50px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Front'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Side'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Back'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Turret'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Hull'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Mgun'''&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Light&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Heavy&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic&amp;amp;#8209;air'''&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flak'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
| 1.6 (0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Missile'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Frag'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.5 (0.25)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy'''&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.5)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy&amp;amp;#8209;air'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''EMP'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 0.025 (0.25)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flame'''&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Collision'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Canon==&lt;br /&gt;
The Mithras Light Tank is a combat vehicle that was originally intended to be a scout in addition to its place on the battlefield as a swift, light tank that is capable at all ranges. Its usefulness as a reconnaissance vehicle has been reduced with faster vehicles that field more advanced electronics. Capable of speeds up to 97 km/h, the Mithras can keep up with most units, while still providing respectable firepower with decent armor. Though that protection is only three tons worth, it is improved through the use of Ferro-Fibrous technology.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2845 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mithras Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=9545</id>
		<title>Shadowcat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shadowcat&amp;diff=9545"/>
				<updated>2020-01-23T23:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Shadowcat.png&lt;br /&gt;
| ImageGif = File:Shadowcat_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 64 500&lt;br /&gt;
| ArmorT Prime = 40 364&lt;br /&gt;
| Engine Prime = RFUM 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 62 500&lt;br /&gt;
| ArmorT A = 44 220&lt;br /&gt;
| Engine A = RFUM 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 62 900&lt;br /&gt;
| ArmorT B = 44 220&lt;br /&gt;
| Engine B = RFUM 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 68 000&lt;br /&gt;
| ArmorT C = 38 436&lt;br /&gt;
| Engine C = RFUM 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 64 700&lt;br /&gt;
| ArmorT D = 42 292&lt;br /&gt;
| Engine D = RFUM 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM#High Explosive|ATM6 HE]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 66 000&lt;br /&gt;
| ArmorT E = 42 292&lt;br /&gt;
| Engine E = RFUM 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 68 000&lt;br /&gt;
| ArmorT F = 42 292&lt;br /&gt;
| Engine F = RFUM 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 68 800&lt;br /&gt;
| ArmorT G = 42 292&lt;br /&gt;
| Engine G = RFUM 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 3762&lt;br /&gt;
| Armor CT = 5787&lt;br /&gt;
| Armor B = 3472&lt;br /&gt;
| Armor LRA = 3472&lt;br /&gt;
| Armor INT = 2656&lt;br /&gt;
| Armor LRL = 4427&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Clan]] [[Medium Mech]], the '''Shadowcat''' is an incredibly versatile platform with good speed, maneuverability, and firepower, making it worth every penny.  It absolutely devastates [[Light Mechs]], and can go toe to toe with many heavier Mechs if used intelligently. Possessing speed nearly on par with light Mechs, as well as some of the hardest hitting weapons available, the Shadowcat is an excellent multi-classer. Additionally, every variant is equipped with [[MASC]] and at least standard [[JJ]]s. The only dull points that blemish the Shadowcat's otherwise excellent capabilities are its limited ammo space and a lack of armor, significantly lower than other medium Mechs.&lt;br /&gt;
&lt;br /&gt;
Shadowcat variants tend to carry their weapons almost exclusively in their arms, making these components a prime target. The arms are also very lightly armored, if not always easy to hit. Their protection is of paramount importance to Shadowcat pilots. The Mech's low profile makes aimed shots directed at a specific component (other than its arms) extremely difficult, which is compounded by its high speed. As a result, Shadowcats usually have incoming damage spread throughout all of their components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Shadowcat Prime is an agile sniper capable of dealing large amounts of damage at medium- to long-range. Armed with one [[CGauss]] and a pair of [[CERML]]'s, aimed with the assistance of [[EOptics]], the Shadowcat Prime is a grown-up [[Uller#Variant A|Uller A]], but with extra armor and maneuverability enhancing equipment. The [[MASC]] and [[JJ|Jumpjets]] give it a mobility that most other snipers lack, but its single [[DHS]], helps it deal with the extra heat load. A free ton allows an extra reload for the CGauss, but the Shadowcat Prime must still make frequent return trips to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant 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 [[CERSL]]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 only 2 [[DHS]], limiting its otherwise outstanding capabilities. Wary foes will seek to destroy the cannon arm as quickly as possible, meaning wise pilots will use their maneuverability to break off attacks and repair, since they are not obligated to see a fight through to the end. &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. Armed with one [[LBX20]], an [[SRM6]] and a twin [[MG]]s, 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 theaters. The single free ton for reloads will make the pilot think twice before committing it to any of the two hungry ammo guzzlers. Especially as the LBX Autocannon is more likely to be targeted by an aware adversary - it might prove wiser to carry spare SRM ammo to a duel. The single [[DHS]] will certainly struggle in hands of an rookie or anyone careless enough to overtax it with the many heat loading systems onboard this sophisticated medium war machine.&amp;lt;br&amp;gt;&lt;br /&gt;
While this unit's selling point is overwhelming firepower in a mobile package, remember it comes at a price - less heat capacity and most of the firepower gets shoot off early by an aware opponent. Not for the faint of heart.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Zaytsev&amp;quot;''===&lt;br /&gt;
The C variant forgoes the comparably diverse loadouts of other Shadowcat variants in favor of long-range firepower.  Mounting one [[CERPPC]] and a [[Gauss|Gauss Rifle]], the Shadowcat C can deal huge amounts of damage at long-range. When coupled with [[JJ|Jump Jets]] and [[Eoptics]], the C variant is a deadly Jump Sniper, superior even to the Shadowcat Prime. One free ton allows a reload for the CGauss, giving the Shadowcat C moderate staying power. Losing the sole [[DHS]] of the Prime and gaining the blistering heat spike of the clan version of the particle projector cannon, along with the [[MASC]] standard to all shadowcats, makes this variant nice and toasty. Cramming all that load onto a Shadowcat meant that half of that free ton for reloads had to be stripped from its armor, making it one of the most fragile variants.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The agility of the Shadowcat chassis perfectly complements the needs of a [[NARC]] launcher, quickly able to bob and weave in and out of dangerous positions to land a beacon. Even without a team supporting you with allied missiles, your beacon is more than payed for by homing in devastating salvos of [[ATM#High Explosive ATM|High Explosive ATM]] and [[CLRM| Clan LRM20]]. The [[Clan]] engineered [[LRM20]]'s reduced, 20m minimum range really shine on this 'Mech, once you get a handle on managing your missiles turn radius, this Shadowcat can drop mechs both at close and far ranges and even from behind cover and around walls. &lt;br /&gt;
While boasting some impressive damage numbers, remember that the two missile pods are the ''only'' weapons aboard this mech. It takes a seasoned mech pilot to reliably guide them to a specific component and even then, are easily shielded against. This further highlights the capacity for teamwork and coordination granted by the [[NARC]] launcher. This mech is a VIP member in any [[Gameplay_Tactics#LRM_Camping|LRM, ATM or ARROWIV focused]] team.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Shadow Cat E is a heavy mid range damage over time mech, that can brawl in a pinch. It does this job very well thanks to its [[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, and supply a constant source of damage as the heavy laser recycles. A great mech to take if you are looking to cut off enemy arms. The variant hard mounts [[MASC]] and [[iJJ|Improved Jumpjets]] as well, which allows it to both make mid-range jump strikes on a target, as well as engage in an extended brawl, using jumps and rapid [[MASC]] toggling to throw off enemy fire. The 7 [[DHS|Double Heat Sinks]] dissipate the heat from the [[CHLL|Heavy Laser]] and the pulse battery, but can struggle when frantic gunfire is combined with aggressive maneuvering. Alternatively the heat sinks are sufficient to allow for repeated heavy laser burns during jumps, but pulse shots will push the temperature to unsafe levels. Any cockpit shake can also work against this Shadow Cat while its firing its laser and will cause its damage to spread out more. A side benefit of having more heat sinks than any other variant is that this mech can maintain a [[MASC]] sprint longer, and sprint more often, than the other Shadow Cats, allowing it to rapidly respond in force and to threaten lightly defended capture zones.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A stand-off Mech utilising almost exclusively long range weaponry. The primary weapon is an extreme range [[HAG30]]. Backed by 2 [[free tons|Free Tons]] of ammo storage gives it staying power to inflict massive amounts of damage. At 900 meters the [[CERLL]] inflicts pinpoint damage, helping to finish off your opponent. Both weapons are enhanced by the [[EOptics]] package, and the [[iJJ|Improved Jumpjets]] allows pilots to jump snipe from cover. When caught in close range, it can utilize [[MASC]] to break distance, and resume long range offensive operations. However, if the pilot thinks she has enough armor (and that the enemy took enough while closing) she may opt to brawl with the attacker instead. While the gunload is geared towards long range burst damage, the jump jets and [[MASC]] can allow a pilot to deny a clean shot (or any shot) long enough to fire 2 HAG bursts unanswered. By going radar passive and feathering the jump jets the pilot can keep their mech over the enemy's head, and land in an unexpected spot. Similar tactics can be used with the A and B variants, but are less necessary with those loadouts. The single [[DHS]] can handle the [[CERLL]], but mind the iJJ heat when poptarting. One solution is to jump, alpha strike, immediately torso twist to deny return fire to the center torso, and power down mid-air. Wait to power up one second after touching down, and by the time you regain control, the HAG will be ready to fire again, and the heat level will have rapidly decreased due to being shut down. Following this procedure can allows a pilot to execute more jump shots, more quickly, than is typically possible.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A brawler and a scout, hot in both roles, the mere [[DHS]] trio is heavily taxed by either the [[cERPPC]] or the feared [[ATM9|ATM9(HE)]]. Backing up the short range missile barrage are the two [[CHSL|clantech small heavy-lasers]] that can precisely target specific enemy componets. If the weapons stay silent, the movement enhancing equipment consisting of both [[MASC]] and [[iJJ|improved jump jets]] will bring this unit far, and fastly so, however utmost caution is to be exerted not to rush into the height of a battle with the heat scale close to the alarm region! &amp;lt;br&amp;gt;&lt;br /&gt;
Selling point? A scout, fast, mobile and with a firing solution for almost every range and quite many situations. For the experienced players with developed situational awareness and heat management.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Since update 0.9.0, the Shadowcat chassis has enjoyed fixed Improved Jump Jets, which are counted as weighing as much as normal Jump Jets. Despite the weight savings and added mobility, variant cost is still affected.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3003, the Shadow Cat is a heavily-armed and maneuverable medium OmniMech developed by Clan Nova Cat to replace the Ice Ferret in the early 31st century during preparations for Operation Revival. Fulfilling the role of a heavy-hitting striker unit, it is one of the few Invasion-era Clan mechs to lack a separate Inner Sphere designation; all Inner-Sphere pilots who encountered it before the battle of Tukayyid died, and ComStar was informed of its designation before that battle, resulting in both sides using the same name. The Prime variant of the MWLL Shadowcat lacks the Active Probe of the CBT Shadowcat, and hard-mounts Improved Jump Jets rather than standard ones. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Shadow_Cat BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9540</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9540"/>
				<updated>2020-01-20T23:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9539</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9539"/>
				<updated>2020-01-20T23:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted [[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. On paper, this assets cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, this asset is graced with a 360 degree torso, which enables the asset to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9522</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9522"/>
				<updated>2020-01-18T06:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM9 HE]]s come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted [[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. On paper, this assets cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, this asset is graced with a 360 degree torso, which enables the asset to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9521</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9521"/>
				<updated>2020-01-18T06:12:52Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM9 HE]]s come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted [[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. On paper, this assets cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, this asset is graced with a 360 degree torso, which enables the asset to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9520</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9520"/>
				<updated>2020-01-18T06:05:50Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM9 HE]]s come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9519</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9519"/>
				<updated>2020-01-18T05:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM9 HE]]s come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9518</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9518"/>
				<updated>2020-01-18T05:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM9 HE]]s come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is inside of 300 m to its target it should refrain from firing the [[CERPPC]] unless is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9517</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9517"/>
				<updated>2020-01-18T05:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM 9 HE|Advanced Tactical High Explosive Missile Launchers]] come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is inside of 300 m to its target it should refrain from firing the [[CERPPC]] unless is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9516</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9516"/>
				<updated>2020-01-18T05:49:47Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two  [[ATM|ATM 9 HE|Advanced Tactical High Explosive Missile Launchers]] come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is inside of 300 m to its target it should refrain from firing the [[CERPPC]] unless is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9515</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9515"/>
				<updated>2020-01-18T05:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B - &amp;quot;Buzzard&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two Advanced Tactical High Explosive Missile Launchers [[ATM|ATM 9 HE]] come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire during a volley. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha striking is not recommended, and once this asset is inside of 300 m to its target it should refrain from firing the [[CERPPC]] unless is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9514</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=9514"/>
				<updated>2020-01-18T05:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 87 100&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 96 100&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 650&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[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;[[BAP]]&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;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]] 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. Four 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. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will start slicing off your opponents arms but produce quite a bit of waste heat which must be carefully managed to prevent overheating. Two Advanced Tactical High Explosive Missile Launchers [[ATM|ATM 9 HE]] come to life at 300m with a 1 second lock time causing your opponent continuous shaking due to the staggered launching pattern making it almost impossible for them to return fire. Even with 7 Double Heat Sinks [[DHS]] one needs to keep an strong eye on the temperature range.  Alpha strike is not recommended. When hunting with this unit, stay with your pack.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 [[cERLL]]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 almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. 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;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==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;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9513</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9513"/>
				<updated>2020-01-18T05:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant C - &amp;quot;MadHouse&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers apply both steady DPS and considerable screen shake, and once the three [[HML]]s are brought to bear, the enemy will be relieved of any component put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The armor level is not sufficient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as it will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and lo and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand and note how the battle is progressing, if you engage only aerial targets, and if you use your CERML sparingly for the occasional finishing blow, you might not even notice how hot this unit gets when used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers should jump out of cover, fire the laser battery, wait for the ATMs to lock on, and launch during the fall into cover. Take care not to fire them under the 120 m minimum range and apply coolant to stay off the yellow line. Turning and twisting damaged components out of harms way will allow the pilot to get in a few more volleys before being forced to repair.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ATM3]]s will likely be ready to fire by the time the jump jets have recharged, allowing for a near constant stream of fire. This is a decent mech for the price and it's common to see them live long enough to be sold at base for a net gain.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true calling and namesake is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. This unit is perhaps must at home when contributing its [[HAG20]] damage to a larger firing line, then breaking off to dive a weakened enemy, and using its armor to return to its own line. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9512</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9512"/>
				<updated>2020-01-18T05:11:36Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The amount of staying power is not suffcient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as so will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and lo and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand and note how the battle is progressing, if you engage only aerial targets, and if you use your CERML sparingly for the occasional finishing blow, you might not even notice how hot this unit gets when used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers should jump out of cover, fire the laser battery, wait for the ATMs to lock on, and launch during the fall into cover. Take care not to fire them under the 120 m minimum range and apply coolant to stay off the yellow line. Turning and twisting damaged components out of harms way will allow the pilot to get in a few more volleys before being forced to repair.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ATM3]]s will likely be ready to fire by the time the jump jets have recharged, allowing for a near constant stream of fire. This is a decent mech for the price and it's common to see them live long enough to be sold at base for a net gain.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true calling and namesake is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. This unit is perhaps must at home when contributing its [[HAG20]] damage to a larger firing line, then breaking off to dive a weakened enemy, and using its armor to return to its own line. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9511</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9511"/>
				<updated>2020-01-18T05:10:33Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The amount of staying power is not suffcient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as so will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and lo and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand and note how the battle is progressing, if you engage only aerial targets, and if you use your CERML sparingly for the occasional finishing blow, you might not even notice how hot this unit gets when used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers should jump out of cover, fire the laser battery, wait for the ATMs to lock on, and launch during the fall into cover. Take care not to fire them under the 120 m minimum range and apply coolant to stay off the yellow line. Turning and twisting damaged components out of harms way will allow the pilot to get in a few more volleys before being forced to repair.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ATM3]]s will likely be ready to fire by the time the jump jets have recharged, allowing for a near constant stream of fire. This is a decent mech for the price and it's common to see them live long enough to be sold at base for a net gain.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true calling and namesake is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. This unit is perhaps must at home when contributing its [[HAG20]] damage to a larger firing line, then breaking off to dive a weakened enemy, and using its armor to return to its own line. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9510</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9510"/>
				<updated>2020-01-18T05:06:35Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The amount of staying power is not suffcient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as so will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and lo and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand and note how the battle is progressing, if you engage only aerial targets, and if you use your CERML sparingly for the occasional finishing blow, you might not even notice how hot this unit gets when used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers should jump out of cover, fire the laser battery, wait for the ATMs to lock on, and launch during the fall into cover. Take care not to fire them under the 120 m minimum range and apply coolant to stay off the yellow line. Turning and twisting damaged components out of harms way will allow the pilot to get in a few more volleys before being forced to repair.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ATM3]]s will likely be ready to fire by the time the jump jets have recharged, allowing for a near constant stream of fire. This is a decent mech for the price and it's common to see them live long enough to be sold at base for a net gain.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9509</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9509"/>
				<updated>2020-01-18T04:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant D - &amp;quot;G.I.&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The amount of staying power is not suffcient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as so will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9508</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9508"/>
				<updated>2020-01-18T04:59:20Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant C - &amp;quot;MadHouse&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The amount of staying power is not suffcient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as so will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variants value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9507</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9507"/>
				<updated>2020-01-18T04:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant D - &amp;quot;G.I.&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
A decent all-rounder for the vary Clan Tech fan.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;G.I.&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&amp;lt;br&amp;gt;&lt;br /&gt;
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variants value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9506</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9506"/>
				<updated>2020-01-18T04:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: /* Variant B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
A decent all-rounder for the vary Clan Tech fan.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9505</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9505"/>
				<updated>2020-01-18T04:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&amp;lt;br&amp;gt;&lt;br /&gt;
But in all seriousness, the variant is powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
A decent all-rounder for the vary Clan Tech fan.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9504</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=9504"/>
				<updated>2020-01-18T04:43:33Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 77 300&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 59 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM3|ATM3 (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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 74 000&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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 = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.&amp;lt;br&amp;gt;&lt;br /&gt;
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.&amp;lt;br&amp;gt;&lt;br /&gt;
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''&amp;quot;poptart&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combatants. This variant is a terror for opposing smaller assets with its ability to get into close combat, high damage when it's there, and the durability to keep it there for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Classical design. Everyone just loves those!&amp;lt;br&amp;gt;&lt;br /&gt;
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;&amp;lt;br&amp;gt;&lt;br /&gt;
As seen on TV, as driven in school or the Mechwarrior academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Better hurry up and snatch this one son, they go like crazy these days!&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadHouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Tough as nails, and packing a tremendous punch in its own weight class in any range.&amp;lt;br&amp;gt;&lt;br /&gt;
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[HML]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.&amp;lt;br&amp;gt;&lt;br /&gt;
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.&amp;lt;br&amp;gt;&lt;br /&gt;
A decent all-rounder for the vary Clan Tech fan.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
''&amp;quot;G.I.&amp;quot;'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing too special, nothing too fancy, just old school &amp;quot;lock and load&amp;quot; marines!&amp;lt;br&amp;gt;&lt;br /&gt;
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
&lt;br /&gt;
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and woe and behold - [[iJJ|Improved Jump Jets]]!&amp;lt;br&amp;gt;&lt;br /&gt;
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.&amp;lt;br&amp;gt;&lt;br /&gt;
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the [[DHS]] pair become damaged for riding the yellow line for too long. &amp;lt;br&amp;gt;&lt;br /&gt;
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)&lt;br /&gt;
&lt;br /&gt;
Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9501</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9501"/>
				<updated>2020-01-17T07:57:18Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 700&lt;br /&gt;
| ArmorT Prime = 81 073&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 550&lt;br /&gt;
| ArmorT A = 81 073&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 110 300&lt;br /&gt;
| ArmorT B = 81 073&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&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;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 110 900&lt;br /&gt;
| ArmorT C = 81 073&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 700&lt;br /&gt;
| ArmorT D = 81 073&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;17 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 112 300&lt;br /&gt;
| ArmorT E = 81 073&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 107 100&lt;br /&gt;
| ArmorT F = 84 847&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 81 073&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 8356&lt;br /&gt;
| Armor CT = 10444&lt;br /&gt;
| Armor B = 6267&lt;br /&gt;
| Armor LRA = 7050&lt;br /&gt;
| Armor INT = 4794 &lt;br /&gt;
| Armor LRL = 7990&lt;br /&gt;
| Armor LE = 5222&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL,this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso twist speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso pitch ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 13 [[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;
Do you ever need to remove dezgra without risking them splattering on your beautiful Clantech? This is the Omnimech for you, then!&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that a trashborn does get close to you, you have a battery of 2x [[CERLL | large]] and 2x [[CERML | medium]] lasers to turn them to slag. 2x [[ATM3]](ER) missile racks and 1x [[HAG30]] aided by [[EOptics]], 3 [[Free tons | tons of spare ammo]] you can stay in the fight for a long time without resupplying. [[GECM]], [[BAP]] along with this units load-out turns you into walking Death Machine. Trial of Possession for a Masakari A today!&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards long-range precision [[EOptics]] fire compared to the Prime. With four [[CERLL]]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 - Both the dual [[ATM6]] and the [[ATM9]] 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 - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [[CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 17 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield and selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, it carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six tons of additional space allow the E to carry more ammo than it will likely ever use, SIX [[Free tons]] to be exact. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[EOptics]] to sneak into position and just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted heat sinks are inadequate for a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9500</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9500"/>
				<updated>2020-01-17T05:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 700&lt;br /&gt;
| ArmorT Prime = 81 073&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 550&lt;br /&gt;
| ArmorT A = 81 073&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 110 300&lt;br /&gt;
| ArmorT B = 81 073&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&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;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 110 900&lt;br /&gt;
| ArmorT C = 81 073&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 700&lt;br /&gt;
| ArmorT D = 81 073&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;17 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 112 300&lt;br /&gt;
| ArmorT E = 81 073&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 107 100&lt;br /&gt;
| ArmorT F = 84 847&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 81 073&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 8356&lt;br /&gt;
| Armor CT = 10444&lt;br /&gt;
| Armor B = 6267&lt;br /&gt;
| Armor LRA = 7050&lt;br /&gt;
| Armor INT = 4794 &lt;br /&gt;
| Armor LRL = 7990&lt;br /&gt;
| Armor LE = 5222&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL,this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso twist speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso pitch ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 13 [[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;
Do you ever need to remove dezgra without risking them splattering on your beautiful Clantech? This is the Omnimech for you, then!&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that a trashborn does get close to you, you have a battery of 2x [[CERLL | large]] and 2x [[CERML | medium]] lasers to turn them to slag. 2x [[ATM3]](ER) missile racks and 1x [[HAG30]] aided by [[EOptics]], 3 [[Free tons | tons of spare ammo]] you can stay in the fight for a long time without resupplying. [[GECM]], [[BAP]] along with this units load-out turns you into walking Death Machine. Trial of Possession for a Masakari A today!&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards long-range precision [[EOptics]] fire compared to the Prime. With four [[CERLL]]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 - Both the dual [[ATM6]] and the [[ATM9]] 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 - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 17 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield and selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, it carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six tons of additional space allow the E to carry more ammo than it will likely ever use, SIX [[Free tons]] to be exact. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[EOptics]] to sneak into position and just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted heat sinks are inadequate for a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9499</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=9499"/>
				<updated>2020-01-17T05:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Scrub god: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 700&lt;br /&gt;
| ArmorT Prime = 81 073&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 550&lt;br /&gt;
| ArmorT A = 81 073&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 110 300&lt;br /&gt;
| ArmorT B = 81 073&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&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;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 110 900&lt;br /&gt;
| ArmorT C = 81 073&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 700&lt;br /&gt;
| ArmorT D = 81 073&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;17 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 112 300&lt;br /&gt;
| ArmorT E = 81 073&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 107 100&lt;br /&gt;
| ArmorT F = 84 847&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 81 073&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 8356&lt;br /&gt;
| Armor CT = 10444&lt;br /&gt;
| Armor B = 6267&lt;br /&gt;
| Armor LRA = 7050&lt;br /&gt;
| Armor INT = 4794 &lt;br /&gt;
| Armor LRL = 7990&lt;br /&gt;
| Armor LE = 5222&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL,this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso twist speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso pitch ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 13 [[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;
Do you ever need to remove dezgra without risking them splattering on your beautiful Clantech? This is the Omnimech for you, then!&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that a trashborn does get close to you, you have a battery of 2x [[CERLL | large]] and 2x [[CERML | medium]] lasers to turn them to slag. 2x [[ATM3]](ER) missile racks and 1x [[HAG30]] aided by [[EOptics]], 3 [[Free tons | tons of spare ammo]] you can stay in the fight for a long time without resupplying. [[GECM]], [[BAP]] along with this units load-out turns you into walking Death Machine. Trial of Possession for a Masakari A today!&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards long-range precision [[EOptics]] fire compared to the Prime. With four [[CERLL]]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 - Both the dual [[ATM6]] and the [[ATM9]] 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 - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative to firing method is to set each arm's worth of [CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 17 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield and selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, it carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six tons of additional space allow the E to carry more ammo than it will likely ever use, SIX [[Free tons]] to be exact. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[EOptics]] to sneak into position and just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted heat sinks are inadequate for a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Scrub god</name></author>	</entry>

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