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		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10531</id>
		<title>Hellhound</title>
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				<updated>2020-08-04T07:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant D - &amp;quot;Stink Eye&amp;quot; */ added firehound's comment&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 = 73 500&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;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Compared to other clan mediums, speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums.&lt;br /&gt;
&lt;br /&gt;
The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and most are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A free ton for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
You want to see this one as a firesupport not an solo mission taker: Find the enemy by the ample BHP and share it with the C3, it's especially treacherous to nearby enemy Battle Armor as it makes it shine across the radars of your nearby allies. After your team has applied the bulk of the damage, you may come in and finish off what's left and trying to run away of the enemy force. &lt;br /&gt;
&lt;br /&gt;
| Writer2= - fire-hound}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A trio of [[ATM3]] launchers spread across external pods above the side torsos and in the left arm serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a [[Extended Range Lasers|Medium Laser]] in the right arm and right torso, which can also act as a backup weapon in case targets were to be within the ATM's minimum range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[Jump Jets|iJJs]] and trades some armor for a [[GECM]] to obfuscate itself against enemy sensors. An [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[Extended Range Lasers|small lasers]] in the left arm serve as backup weapons, synergizing with an array of 4 [[HMG]]s to provide extra damage in close quarters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Effectively an upsized Soli E, the same strategies used with the Soli E can be applied to this variant as well, albeit with far more risks to PPC jousting due to its lower speed. These risks are offset by the iJJs which can easily vector in and out of cover where needed, and the GECM that's really handy for keeping an eye on enemy positions without giving your own away. Poptarting is one of the most obvious ways to use this variant, but it leaves the damage potential of its other weapons untapped, so poptarting is best used to soften up targets before getting in closer for a good jousting, or even a full blown brawl if the situation allows it. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Lacking half a ton of armor and special equipment of any kind, this decisive striker variant is one of the few assets that mounts the [[Hyper Assault Gauss Rifle]], featured prominently in its right arm. It is capable of delivering precise streams of slugs to extreme ranges, yet remain just as relevant in brawls. Quadruple [[Heavy Small Laser]]s act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This is a fun variant that does very well with some teamwork. You could set up a firing line with some buddies and just plink at your targets until you feel that they're sufficiently softened up, then pretend that you're affixing bayonets to your rifle, and charge in to finish them off with the heavy small lasers. As all the weapons have a nearly 6 second recycle time, it may be wise to always be near cover, and practice lots of torso twisting between bursts. This variant may have half a ton less armor, but since it does not need to distribute armor to missile pods like the other Hellhounds, it's actually a bit more robust than the others.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)  Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10529</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10529"/>
				<updated>2020-08-03T15:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant G - &amp;quot;Bayonet&amp;quot; */ Revamped blurb to be shorter and more concise, added player comments&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A free ton for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A trio of [[ATM3]] launchers spread across external pods above the side torsos and in the left arm serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a [[Extended Range Lasers|Medium Laser]] in the right arm and right torso, which can also act as a backup weapon in case targets were to be within the ATM's minimum range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[Jump Jets|iJJs]] and trades some armor for a [[GECM]] to obfuscate itself against enemy sensors. An [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[Extended Range Lasers|small lasers]] in the left arm serve as backup weapons, synergizing with an array of 4 [[HMG]]s to provide extra damage in close quarters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Effectively an upsized Soli E, the same strategies used with the Soli E can be applied to this variant as well, albeit with far more risks to PPC jousting due to its lower speed. These risks are offset by the iJJs which can easily vector in and out of cover where needed, and the GECM that's really handy for keeping an eye on enemy positions without giving your own away. Poptarting is one of the most obvious ways to use this variant, but it leaves the damage potential of its other weapons untapped, so poptarting is best used to soften up targets before getting in closer for a good jousting, or even a full blown brawl if the situation allows it. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Lacking half a ton of armor and special equipment of any kind, this decisive striker variant is one of the few assets that mounts the [[Hyper Assault Gauss Rifle]], featured prominently in its right arm. It is capable of delivering precise streams of slugs to extreme ranges, yet remain just as relevant in brawls. Quadruple [[Heavy Small Laser]]s act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This is a fun variant that does very well with some teamwork. You could set up a firing line with some buddies and just plink at your targets until you feel that they're sufficiently softened up, then pretend that you're affixing bayonets to your rifle, and charge in to finish them off with the heavy small lasers. As all the weapons have a nearly 6 second recycle time, it may be wise to always be near cover, and practice lots of torso twisting between bursts. This variant may have half a ton less armor, but since it does not need to distribute armor to missile pods like the other Hellhounds, it's actually a bit more robust than the others.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)  Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10528</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10528"/>
				<updated>2020-08-03T14:42:05Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant F */ Revamped blurb to be shorter and more concise, added player comment&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A free ton for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A trio of [[ATM3]] launchers spread across external pods above the side torsos and in the left arm serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a [[Extended Range Lasers|Medium Laser]] in the right arm and right torso, which can also act as a backup weapon in case targets were to be within the ATM's minimum range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[Jump Jets|iJJs]] and trades some armor for a [[GECM]] to obfuscate itself against enemy sensors. An [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[Extended Range Lasers|small lasers]] in the left arm serve as backup weapons, synergizing with an array of 4 [[HMG]]s to provide extra damage in close quarters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Effectively an upsized Soli E, the same strategies used with the Soli E can be applied to this variant as well, albeit with far more risks to PPC jousting due to its lower speed. These risks are offset by the iJJs which can easily vector in and out of cover where needed, and the GECM that's really handy for keeping an eye on enemy positions without giving your own away. Poptarting is one of the most obvious ways to use this variant, but it leaves the damage potential of its other weapons untapped, so poptarting is best used to soften up targets before getting in closer for a good jousting, or even a full blown brawl if the situation allows it. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10527</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10527"/>
				<updated>2020-08-02T03:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant D - &amp;quot;Stink Eye&amp;quot; */ Rewords blurb a bit&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A free ton for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A trio of [[ATM3]] launchers spread across external pods above the side torsos and in the left arm serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a [[Extended Range Lasers|Medium Laser]] in the right arm and right torso, which can also act as a backup weapon in case targets were to be within the ATM's minimum range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10526</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10526"/>
				<updated>2020-08-02T03:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* 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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share sensor contacts and target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide sufficient vertical maneuverability for poptarting. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with an utterly devastating scorching beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. It should be noted that the machine guns only deal their full damage within 250m.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A trio of [[ATM3]] launchers spread across external pods above the side torsos and in the left arm serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a [[Extended Range Lasers|Medium Laser]] in the right arm and right torso, which can also act as a backup weapon in case targets were to be within the ATM's minimum range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10525</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10525"/>
				<updated>2020-08-02T03:18:11Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C - &amp;quot;MadMouse&amp;quot; */ Added dire's comment&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share sensor contacts and target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide sufficient vertical maneuverability for poptarting. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with an utterly devastating scorching beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. It should be noted that the machine guns only deal their full damage within 250m.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10524</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10524"/>
				<updated>2020-08-01T17:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant D - &amp;quot;Stink Eye&amp;quot; */ Revamped blurb to be shorter and more concise, added player comment.&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share sensor contacts and target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide sufficient vertical maneuverability for poptarting. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with an utterly devastating scorching beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. It should be noted that the machine guns only deal their full damage within 250m.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10523</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10523"/>
				<updated>2020-08-01T17:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C - &amp;quot;MadMouse&amp;quot; */ Revamped blurb to be shorter and more concise, added player comment.&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
&lt;br /&gt;
The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
&lt;br /&gt;
This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
&lt;br /&gt;
Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10514</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10514"/>
				<updated>2020-08-01T06:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C */ Added dire's comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 700&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Eoptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 200&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 000&lt;br /&gt;
| ArmorT G = 49 621&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.0 --&amp;gt;&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
The fastest AECM unit in the game! Perfect for rapid flanks and for bringing popup ambush capability to any point on the map, no matter how slow or heavy your teammates may be. A cool AECM tactic that your mobility plays to is initiating a brawl while slightly apart from your teammates in the AECM bubble - keep your teammates in the bubble as your group approaches, but towards the edge relative to you. The enemy may start tracking you instead of the real firepower, leaving them open to a flank. You'll be fast enough to run to your allies for safety when the shooting starts, but you're not just a radar bubble. Your AECM cover is your most important contribution to a fight and staying alive should be your top priority, but your kit does a significant amount of damage over time and you should leverage it whenever possible. The Charlie's DSSRM4 does a lot of damage and splash but chews through ammo exceptionally quickly, so it's usually worth spending both of your spare tons on it if you're planning on running in with your team (which you should!). Don't neglect the four CERSLs, too - each does about equivalent DPS to an IS medium laser, and the four together deal considerably more DPS than your UAC5! &lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[cLRM10]], 3 [[cSPL]]s, and a single [[cLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A stand-off Mech utilising almost exclusively longe range weaponry, the Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is with guiding in missiles from allied units or launching them itself, utilizing the [[TAG]] and twin LRM launchers, a [[CLRM15]] and a [[CLRM10]] mounted on the chassis. Further long range enemy harassment is done by its [[ERLL|extended range large laser]] and triple [[Mgun|machine guns]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10513</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10513"/>
				<updated>2020-08-01T06:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant A */ Added direwolf's comment&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s refire only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they refire fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10512</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10512"/>
				<updated>2020-08-01T05:58:31Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant B */ Tacked free ton stuff into blurb&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry. A single [[free ton]] of ammo is available, allowing an extra reload for the LBX10 to be stored.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10511</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10511"/>
				<updated>2020-08-01T05:37:55Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Prime */ Shorter, more concise blurb with weapon locations. Basic player tip added in player comments.&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 = 73 500&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;
| Version120 = 0.12.0&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;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid refire rate that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10510</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10510"/>
				<updated>2020-08-01T05:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant B */ Even more range prescriptions, updated comment with note about anti-air capabilities&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 = 73 500&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;
| Version120 = 0.12.0&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;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10509</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10509"/>
				<updated>2020-08-01T05:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant B */ Blurb now specifies weapon locations, mentions equipment functions a bit more as well.&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 = 73 500&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;
| Version120 = 0.12.0&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;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has standard [[Jump Jets]] for basic vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm, and an extra one in the left torso, provide adequate backup weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10508</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10508"/>
				<updated>2020-08-01T05:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant A */ Added weapon locations to blurb, made range prescriptions more precise.&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 = 73 500&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;
| Version120 = 0.12.0&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;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] and standard [[Jump Jets]]. An [[LBX10]] in the right arm provides far-reaching firepower, while 4 [[Extended Range Lasers|small lasers]] and a pair of [[SRM6]] launchers provide a hefty close range punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10507</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10507"/>
				<updated>2020-08-01T05:03:58Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 700&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Eoptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 200&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 000&lt;br /&gt;
| ArmorT G = 49 621&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.0 --&amp;gt;&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[cLRM10]], 3 [[cSPL]]s, and a single [[cLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A stand-off Mech utilising almost exclusively longe range weaponry, the Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is with guiding in missiles from allied units or launching them itself, utilizing the [[TAG]] and twin LRM launchers, a [[CLRM15]] and a [[CLRM10]] mounted on the chassis. Further long range enemy harassment is done by its [[ERLL|extended range large laser]] and triple [[Mgun|machine guns]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10506</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=10506"/>
				<updated>2020-07-31T16:31:03Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C */ Blurb is shorter and more concise now. Gameplay tips added in player comments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Black_Lanner.png&lt;br /&gt;
| ImageGif = File:Black_Lanner_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -30° to +50°&lt;br /&gt;
| PitchCrouch = -30° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 79 600&lt;br /&gt;
| ArmorT Prime = 48 019&lt;br /&gt;
| Engine Prime = 385 JF Extralight&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 76 700&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Eoptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 73 800&lt;br /&gt;
| ArmorT C = 48 019&lt;br /&gt;
| Engine C = 385 JF Extralight&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 76 200&lt;br /&gt;
| ArmorT D = 48 019&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 300&lt;br /&gt;
| ArmorT E = 48 019&lt;br /&gt;
| Engine E = 385 JF Extralight&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 71 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 79 000&lt;br /&gt;
| ArmorT G = 49 621&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.11.0 --&amp;gt;&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
This is the energy focused, aptly named &amp;quot;''SunnyD''&amp;quot; Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] round out this variant's loadout. 2 free tons are available for extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[cLRM10]], 3 [[cSPL]]s, and a single [[cLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A stand-off Mech utilising almost exclusively longe range weaponry, the Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is with guiding in missiles from allied units or launching them itself, utilizing the [[TAG]] and twin LRM launchers, a [[CLRM15]] and a [[CLRM10]] mounted on the chassis. Further long range enemy harassment is done by its [[ERLL|extended range large laser]] and triple [[Mgun|machine guns]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10505</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10505"/>
				<updated>2020-07-31T15:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* 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 = 73 500&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;
| Version120 = 0.12.0&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;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] grants this variant an extremely painful up-front punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] and standard [[Jump Jets]]. An [[LBX10]] in the right arm provides far-reaching firepower, while 4 [[Extended Range Lasers|small lasers]] and a pair of [[SRM6]] launchers provide a hefty close range punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10504</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10504"/>
				<updated>2020-07-31T15:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant A */&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 = 73 500&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;
| Version120 = 0.12.0&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;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] grants this variant an extremely painful up-front punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A skirmisher variant featuring slightly more [[armor]] but with a fragile XL engine. It sports [[AECM]] and standard [[Jump Jets]]. An [[LBX10]] in the right arm provides far-reaching firepower, while 4 [[Extended Range Lasers|small lasers]] and a pair of [[SRM6]] launchers provide a hefty close range punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10503</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10503"/>
				<updated>2020-07-31T15:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* 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 = 73 500&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;
| Version120 = 0.12.0&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;
A skirmisher variant featuring slightly more [[armor]] but with a fragile XL engine. It sports [[AECM]] and standard [[Jump Jets]]. An [[LBX10]] in the right arm provides far-reaching firepower, while 4 [[Extended Range Lasers|small lasers]] and a pair of [[SRM6]] launchers provide a hefty close range punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10502</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=10502"/>
				<updated>2020-07-31T14:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* 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 = 73 500&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;
| Version120 = 0.12.0&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;
A skirmisher variant featuring slightly more [[armor]] but with a fragile XL engine. It sports [[AECM]] and standard jumpjets. An [[LBX10]] in the right arm provides far-reaching firepower, while 4 [[Extended Range Lasers|small lasers]] and a pair of [[SRM6]] launchers provide a hefty close range punch.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
&lt;br /&gt;
Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
&lt;br /&gt;
This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
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;Stink Eye&amp;quot;''===&lt;br /&gt;
''&amp;quot;Stink Eye&amp;quot;'' is yet another non typical clan design right there. [[Jump Jets|Augmented mobility]] coupled with [[C3]] means spying and treachery by it self. Provided you have the guts to run your [[BHP|Radar Hot]]. And hot it will be - thanks to the [[BHP|Blood Hound Probe]] shedding light to those hidden away enemy [[APC|APCs]], or other small radar profile targets, moreover your C3 will rely them further to your team. That feat alone makes this asset a valuable addition to its lance or team.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
The [[HLL|Heavy Large Laser]] will direly tax both the scarce 2 [[DHS]] as well as the armor on the receiving end. Something that will mandate a lot of getting used to, especially as the [[ATM12]] launcher will generate even more heat to dissipate. The comfort comes from the trusty [[MG|Machine Gun]] array, that boasts 4 of them. Free of ammo, free of heat and reaching as far as 1600 meter if you don't care for actual damage. If you do care, watch to employ up to 250 meter as that is where their damage is still in full effect.&amp;lt;br&amp;gt;&lt;br /&gt;
A second liner you aren't likely catching off guard, valuable scout and avid money printer. Keep an eye on heat levels at all times and shine proudly at those BA spewing APCs!&amp;lt;br&amp;gt;&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)  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>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=10500</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=10500"/>
				<updated>2020-07-30T06:22:29Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.png&lt;br /&gt;
| ImageGif = File:Harasser_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 43 000&lt;br /&gt;
| ArmorT C = 18 124&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 37 100&lt;br /&gt;
| ArmorT D = 16 745&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 37 500&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 800&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.&lt;br /&gt;
&lt;br /&gt;
''The unique feature of Harasser is it's speed - unlike any other unit Harasser &amp;quot;boost&amp;quot; function does not create additional heat, giving it one additional ''gear''. This was made for easier control of this speed beast, as players were known to have difficult times controlling Harasser with its speed set to current boost level. Because of this player can move up to 116km/h of regular speed, and up to 163km/h with the ''6th gear'' for the cost of reduced turning rate. Careful use of the boost function can allow Harasser pilots to drive up extremely steep terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Sparkle&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The  &amp;quot;'''''Sparkle'''''&amp;quot;, is essentially a poor man's [[Epona]]. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 [[SXPL]]s firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with [[GECM]], and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The [[Harasser]] D &amp;quot;'''''Mr. Toast &amp;amp; Go'''''&amp;quot; comes with more high-risk than other variants because it mounts 6 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its [[GECM]] often leaves precious little warning of its approach.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser E is a low budget early game supporting brawling unit, which is best used in conjunction with teammates. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] along with [[EOptics|Enhanced Optics]] allows it to pepper foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continous laser fire. Keeping the laser focused on one spot will surely inflick massive amounts of damage, but beware of your tempreture as it is very easy to generate dangerous heat levels with sustained firing.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
One of the earliest [[NARC]] assets that you can bring into the field, it's potential is only limited by the lack of [[LRM]]s in the early game. However, with a bit of coordination, this can turn into a more or less viable tactic. During the later parts of the battle, it is still a viable choice for [[NARC]]ing target; however, by then, there are better vehicles available to offer guidance support for you LRM boats.&lt;br /&gt;
Alas, [[TBolt5]]'s steering is so slow, one almost cannot make use of the [[NARC]], making this a rather odd choice of weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Sacrificing [[armor]] and [[Electronic Warfare|electronics]] to become the ultimate glass cannon, this variant features an upsized engine that allows it to outpace practically every other asset in game. Its twin [[Short Range Missiles|SRM6 launchers]] may make it seem undergunned, but they pack an extremely painful punch capable of posing a threat to starter assets and lategame assault mechs alike.&lt;br /&gt;
&lt;br /&gt;
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=10499</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=10499"/>
				<updated>2020-07-30T06:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.png&lt;br /&gt;
| ImageGif = File:Harasser_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 43 000&lt;br /&gt;
| ArmorT C = 18 124&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 37 100&lt;br /&gt;
| ArmorT D = 16 745&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 37 500&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 800&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.&lt;br /&gt;
&lt;br /&gt;
''The unique feature of Harasser is it's speed - unlike any other unit Harasser &amp;quot;boost&amp;quot; function does not create additional heat, giving it one additional ''gear''. This was made for easier control of this speed beast, as players were known to have difficult times controlling Harasser with its speed set to current boost level. Because of this player can move up to 116km/h of regular speed, and up to 163km/h with the ''6th gear'' for the cost of reduced turning rate. Careful use of the boost function can allow Harasser pilots to drive up extremely steep terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Sparkle&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The  &amp;quot;'''''Sparkle'''''&amp;quot;, is essentially a poor man's [[Epona]]. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 [[SXPL]]s firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with [[GECM]], and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The [[Harasser]] D &amp;quot;'''''Mr. Toast &amp;amp; Go'''''&amp;quot; comes with more high-risk than other variants because it mounts 6 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its [[GECM]] often leaves precious little warning of its approach.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser E is a low budget early game supporting brawling unit, which is best used in conjunction with teammates. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] along with [[EOptics|Enhanced Optics]] allows it to pepper foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continous laser fire. Keeping the laser focused on one spot will surely inflick massive amounts of damage, but beware of your tempreture as it is very easy to generate dangerous heat levels with sustained firing.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
One of the earliest [[NARC]] assets that you can bring into the field, it's potential is only limited by the lack of [[LRM]]s in the early game. However, with a bit of coordination, this can turn into a more or less viable tactic. During the later parts of the battle, it is still a viable choice for [[NARC]]ing target; however, by then, there are better vehicles available to offer guidance support for you LRM boats.&lt;br /&gt;
Alas, [[TBolt5]]'s steering is so slow, one almost cannot make use of the [[NARC]], making this a rather odd choice of weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Sacrificing armor and electronics to become the ultimate glass cannon, this variant features an upsized engine that allows it to outpace practically every other asset in game. Its twin SRM6 launchers may make it seem undergunned, but they pack an extremely painful punch capable of posing a threat to starter assets and lategame assault mechs alike.&lt;br /&gt;
&lt;br /&gt;
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Epona&amp;diff=10498</id>
		<title>Epona</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Epona&amp;diff=10498"/>
				<updated>2020-07-30T06:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Epona.png&lt;br /&gt;
| ImageGif = File:Epona_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 99&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 59 000&lt;br /&gt;
| ArmorT Prime = 22 997&lt;br /&gt;
| Engine Prime = Fusion 215&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 55 600&lt;br /&gt;
| ArmorT A = 22 997&lt;br /&gt;
| Engine A = Fusion 215&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 61 700&lt;br /&gt;
| ArmorT B = 22 997&lt;br /&gt;
| Engine B = Fusion 215&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 56 200&lt;br /&gt;
| ArmorT C = 22 997&lt;br /&gt;
| Engine C = Fusion 215&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 700&lt;br /&gt;
| ArmorT D = 22 997&lt;br /&gt;
| Engine D = Fusion 215&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HML]]&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;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 64 100&lt;br /&gt;
| ArmorT E = 22 997&lt;br /&gt;
| Engine E = Fusion 215&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 62 900&lt;br /&gt;
| ArmorT F = 22 997&lt;br /&gt;
| Engine F = Fusion 215&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#High Explosive|ATM12 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 58 200&lt;br /&gt;
| ArmorT G = 22 997&lt;br /&gt;
| Engine G = Fusion 215&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3125&lt;br /&gt;
| Armor T = 4120&lt;br /&gt;
| Armor F = 4847&lt;br /&gt;
| Armor S = 3635&lt;br /&gt;
| Armor B = 3635&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.10.3--&amp;gt;&lt;br /&gt;
The Epona features extreme mobility, even more so then the other [[Hovercraft]], and relatively good armor for a vehicle of its size, giving a good pilot immense staying power. All variants have a high damage output, usually consisting of many small sized weapons combined. As the name &amp;quot;pursuit tank&amp;quot; suggests, it is near impossible to flee from an Epona that is set to destroy a wounded target. By the same token, this unit can easily flee a target if the battle seems to be turning south in favor of the enemy being attacked. Care must be taken when driving over uneven hilly ground to ensure that the craft stay upright. Unlike the [[Hephaestus|Hephaestus]], its turret is largely compact, without any of the weapons sticking significantly far enough out of it to provide a good tool for flipping oneself upright.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Its main disadvantages include the rather weak turret armor that gives a good marksman the possibility to destroy the Epona through a component that it can't really protect or hide, and the bad performance in a direct stand-up firefight with similar priced assets, where it lacks the raw burst damage most other assets have. The Epona thrives in being able to circle around an enemy, disallowing any return fire unless the unit can get turned around to face the unit; because of this, this can be exploited by destroying the turret, hampering the typical tactic used.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Epona prime is a classic hit and run hover craft that mounts enough firepower and ammo to the already well armored chassis to allow it hunt down and kill any already wounded enemy or inflict enough damage before it has to retreat that the enemy unit can be killed easily or force them to go back to base. In order to do its job as a hunter the Epona mounts 4 [[CMPL]]s backed up by a [[CSSRM4]] as a secondary weapon. The hovercraft mounts 5  [[Heat sink|heat sinks]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Epona A is a mobile [[LRM]] platform allowing it to easily sit on a hill, fire a volley, and slip behind cover before an enemy barrage hits it. Two [[free tons]] for ammo allow this variant field longevity, provided the pilot is careful and maintains distance to the target. While equipped with the normal Epona speed, this variant especially must be careful that it doesn't flip as the smaller LRM box turret leaves it nearly impossible to right itself. As with all vehicle-mounted LRMs, the Epona A's LRMs arc upward rather than immediately and only forward like those models mounted on Clan mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Epona B is a bit of a odd load out. Mainly meant for long range it mounts a [[CERPPC]] and [[LRM5]].. Using its [[CERPPC]] to strike at long range and dashing behind cover to cool down or hide from return fire is able to strike quickly. Its four [[CERSL]] spell death for any battle armor that chooses to pick on this variant, and give it some self defense from other assets. 6 heatsinks allow it to stay in the fight.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The Epona C sports a single [[CLBX10]] and [[Extended Range Lasers|CERMBL]], both with max ranges of 700m. To help dissipate the heat of the sole laser, it has a single [[HS|Heat Sink]]. This variant is a solid middle-range asset with reasonable anti-air capabilities. The CLBX10 and its high speed are useful in this regard. The [[EOptics|Enhanced Optics]] for zeroing in on your prey along with one [[Free tons|Free Ton]] of ammo for the CLBX10 helps to make it a formidable foe on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Epona D appears to be a hover equivalent to the former [[Puma]] D, sporting 4 [[Heavy Lasers|Heavy Medium Laser]]. When combining the maneuverability with the 360° turret rotation, the job of landing a Heavy Laser on the same spot repeatedly is made that much easier. The usual problem surrounding the short range of the lasers is somewhat dampened due to the speed of the Epona chassis that they are mounted to.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A long to extreme range variant, the E's main weapon is a [[HAG20]]. Four [[MG]] give it harassment potential against air units and enemy hovercraft, as well as [[BA]] repellent. The HAG is backed up by a [[LRM10]], providing harassment against anything in range. While it packs an [[free tons|additional ton of ammo]] bin space, it has to rely on it's speed if anything gets close.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Stinger&amp;quot;''===&lt;br /&gt;
The Epona F is a in your face, short ranged, powerful machine, that can really bring on the hurt. It's speed, [[GECM]] and [[EOptics]] see to that. Four [[CSPL]] and One [[ATM12 | ATM12(HE)]] give it precision and substantial firepower to anything that gets in it's way. Though with only 2 [[HS]] Pilots need to keep a close eye on their heat. Remember after 9 salvos your missiles run dry. Working in a Lance or Back Capping is idea for this unit.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G main armarment is the powerful [[CUAC10|Clan Ultra Cannon 10]] that can not only pound holes but inflict both high burst damage and has a impressive DPS. The Four [[HMG|Heavy machine Guns]] can whittle away armor at a alarming rate but only within close proximity of your target. [[GECM]] and the Epona's speed should make it easy to dart in, do your damage and flee to safety, only to repeat again and again.&lt;br /&gt;
Make sure to fill the [[Free ton|2 tons]] of storage with extra ammunition to feed the hungry UAC10; while the Epona is fast and nimble, its speed is wasted having to return base to buy forgotten ammo. The G is the least expensive unit.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Epona''' is a [[Clan]] [[Hovercraft]] released with the [[Mechwarrior: Living Legends/Versions#0.5.6|Beta 0.5.6]] update. It is a very agile hovercraft that sports heavy weaponry and good armor for a vehicle of its size. Like the other hovercraft it has a '6th gear' that raises its maximum speed to impressive 150km/h, sacrificing the turning rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Epona Pursuit Tank is a 50 ton Omni Hovercraft very unique to Clans, build on heaviest chassis possible for combat hover. It's prime configuration is build around very strong attack potential - 4 [[CMPL|Medium Pulse Lasers]] supported by [[SSRM4]] launcher and 6 heat sinks give it massive hitting power for it's weight, though the armor is relatively weak for a 50 ton vehicle - barely 5 tons of protection. Still though as an hovercraft Epona rarely has to relay on every single ton of it's armor - cursing speed of 97km/h with flanking speed of 150km/h allow it to outrun almost any opponent. Epona was used by most elite warriors as a frontline unit deployed exclusively by the Clan Hell's Horses.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2884 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Epona Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hephaestus&amp;diff=10497</id>
		<title>Hephaestus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hephaestus&amp;diff=10497"/>
				<updated>2020-07-30T05:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Hephaestus.png&lt;br /&gt;
| ImageGif = File:Hephaestus_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 84&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 46 100&lt;br /&gt;
| ArmorT Prime = 18 434&lt;br /&gt;
| Engine Prime = Fusion 110&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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 A = 38 500&lt;br /&gt;
| ArmorT A = 17 055&lt;br /&gt;
| Engine A = Fusion 110 &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 40 400&lt;br /&gt;
| ArmorT B = 21 194&lt;br /&gt;
| Engine B = Fusion 110 &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 42 250&lt;br /&gt;
| ArmorT C = 17 055&lt;br /&gt;
| Engine C = Fusion 110 &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 35 750&lt;br /&gt;
| ArmorT D = 18 434&lt;br /&gt;
| Engine D = Fusion 110 &lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 42 050&lt;br /&gt;
| ArmorT E = 18 434&lt;br /&gt;
| Engine E = Fusion 110 &lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 36 300&lt;br /&gt;
| ArmorT F = 18 434&lt;br /&gt;
| Engine F = Fusion 110 &lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Extended Range|ATM6 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 40 550&lt;br /&gt;
| ArmorT G = 18 434&lt;br /&gt;
| Engine G = Fusion 110 &lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1875&lt;br /&gt;
| Armor F = 4039&lt;br /&gt;
| Armor S = 3029&lt;br /&gt;
| Armor B = 3029&lt;br /&gt;
| Armor T = 3433&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Hephaestus''' is a [[Clan]] light scouting and spotting [[Hovercraft]] introduced with MWLL 0.4. All variants are equipped with advanced electronics packages, allowing it to spot enemies early with [[BHP]] while remaining undetected itself using [[GECM]] or providing cover for friendly units with [[AECM]]. Every Hephaestus has a infantry bay that serves as a spawn point and buy zone for [[Battle Armor]]. The Hephaestus can carry up to one [[Battle Armor]] passenger in addition to the driver. The driver, however, cannot hold any BA weapons, but can exit the vehicle and purchase weapons if needed. In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its [[CSPL|small pulse laser]] and twin [[CMPL|medium pulse lasers]]. The Hephaestus prime is also one of the few early units with [[AECM]] allowing it to cover its allies from enemy [[NARC]]'s all game and its fast enough to avoid most fire coming its way. Moreover it relays information about [[Radar|nearby shut down mechs]] or [[APC]] data to allies, as well as any enemy [[Battle Armor]] in the vicinity. One glaring weakness of Hovercraft in general, and particularly this variant- is its handling. Difficulty focusing damage while remaining mobile across bumpy terrain is particularly felt with this loadout of precision weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Extreme reach with a single [[cMPL]] for backup. This unit is all out to out reach any other in spotting and active radar tracking - lacking any electronic counter measures it trades it all for long range punch of the [[cLRM15]]. Should the [[TAG]] not be exploited by the team to the desired extent, this unit has more than enough to dish out by it's own. And quite for a while with the available two [[free tons| spare tons]] of reloads. Remember that clan LRM remain viable even in brawling distances!&amp;lt;br&amp;gt;&lt;br /&gt;
This units fearsome [[BHP]] is best used to spot shut down mechs and APCs, and then [[TAG]] them to the rest of the team while remaining passive and on a safe distance.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
While boasting the second highest damage output of the Hephaestus family - the 3 [[CSPL|cSPL]]s and [[ATM6#High Explosive|ATM6 (HE)]] require you to engage uncomfortably close to your enemies. The units one ton extra armor helps in this regard, but piloting this variant still requires constant focus on evasive maneuvering to be combat effective. However, pilots who can survive an extended stay on the battlefield reward their team with radar data from the onboard [[C3]], while sporting a reduced radar signature courtesy of the [[GECM]]. &lt;br /&gt;
While quite capable in close quarters against most Light, and even some Medium [[Mech| Mech's]], this unit will find itself quickly overwhelmed if outnumbered or outranged. This variant is best used in tow of a larger mech to draw enemies attention, giving free reign to unleash your incredible firepower on a distracted target.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This variant sports the least damage and armor of the Hephaestus variants, instead being dedicated to a support role. One of the more nimble [[AECM]] units of the game, paired with onboard [[BAP]] and [[C3]] ensure that your team is both informed on enemy position, while theirs is hidden from [[radar]]. The [[cNARC]] missile allows for marking an enemy target for allied missiles to home into, however it's own offensive capabilities are relatively limited. The single [[cERLL]] does allow you to contribute respectable damage that can be focused, even at range, directly into damaged components, and an additional [[cERSL]] comes in handy in emergencies against opposing [[Battle Armor]].&lt;br /&gt;
&lt;br /&gt;
While primarily used to bolster a [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]] due to its [[cNARC]] and Radar suite. While any [[AECM]] unit is valuable, the [[Hephaestus#Prime|Prime Variant]] should be considered for supporting a more mixed team.&lt;br /&gt;
&lt;br /&gt;
In conjunction with the Hephaestus chassis' in ability to spawn and arm friendly [[Battle Armor]], there is a small niche for using this in supporting a squad of [[Battle Armor]]- considering the [[AECM]] make the already evasive units [[radar|radar invisible and untargetable]], while the [[BAP]] and [[C3]] ensures enemy [[Battle Armor]] are visible to all allies, and at an extended range, too.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This is no skirmisher, it's weapons bordering on long range by 800m will hardly kill even the BA by a full burst. One has to work the damage in, or pick a nearly dead or severely crippled target. Being short of that, better be moving in a pack, or avoid engagement all together.&amp;lt;br&amp;gt;&lt;br /&gt;
This unit is best suited for the patient sharpshooter capable to dish and kite. The [[BAP]] will give some 200m advantage in detecting nearby units.&amp;lt;br&amp;gt;&lt;br /&gt;
An unspectacular yet cool starter - able to maintain its performance in most harsh environments and circumstances of most severe battlefield electronic lock down.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This scout is a brawler rather than a spotter. Lacking any automatic target relying equipment, short of the voice-coms of the pilot, this variant is closer to the spirit of ''reckon in force''.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the enemy breaks the distance of the two [[HML]] range it will find him self in the land of hurt. The vary pilot is advised to break radar silence as soon as the enemy closes to the range of it's trusty [[cDSSRM4]] launcher to benefit of the self homing salvos while the lasers reload. Coupled with the swift and mobile nature of the ''Heph'', one can stay out of the engagement window of most of the assets in game, save for the but few of the lightest and swiftest.&amp;lt;br&amp;gt;&lt;br /&gt;
The 4 [[SHS]] are quite enough for its weapons heat, chainfiring the heavy lasers would only hamper its effective damage output. The [[BAP]] will provide 200m head start versus most opponents and [[GECM]] will deny additional 200m off from the prying enemy radars netting some 400m of radar advantage - nothing to sneeze at.&amp;lt;br&amp;gt;&lt;br /&gt;
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The &amp;quot;F&amp;quot; there seems to stand for &amp;quot;Far&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
There is a sweet spot at 1300 meters where all of this variants weapons meet to bear at the extreme of long range. Out of reach of any lock-on missile and any radars not augmented by some Active Probe. The twin [[cLBX2]] and single [[ATM6#Extended Range|ATM6 (ER)]] guided by the 1350 meter reaching [[TAG]] will rain hurt while safe on the fringes of the battlefield. The allied guided missiles platforms will bring mutual benefit if the TAG does it's job right. Further, would an enemy try to break the distance, the care taken to position this unit properly will prove if the pilot has mastered the skill or still has lessons to learn. The free ton will spare the owner some time-loss when finally on the right spot.&amp;lt;br&amp;gt;&lt;br /&gt;
Selling point for this unit is ''chance'' - do you have the wast distance to engage from? - as in the close quarters, especially would the foe come more intimate than 150 meter, this units pilot damn better start cursing the enemy - as there is really little ''injury'' the insults can be added to.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Few heatsinks short of an skirmisher, few hundred meters short of long range fire support, a few weapons short of a brawler, this unit leaves quite some to be desired. Yet still we seem to see many of them on the battlefield - what gives?&amp;lt;br&amp;gt;&lt;br /&gt;
Team work. This unit is the best representative how proper teamwork augments firepower and performance:&amp;lt;br&amp;gt;&lt;br /&gt;
This one is made to be mid-range firesupport. The two [[cERML]]s and single [[ATM6]] launcher ideal range is around 600~700m. The [[GECM]] and [[BAP]] will both augment the radar for 200m while denying detection for further 200m to the enemies. Had this unit a ton to spare, it would equally well be spent for additional coolant flushes, ammo reloads and [[HS|heat skins]], yet it has none, so there is that.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have company you can count on, this unit will yield you quite some income if you use it wisely and efficiently. Are you, on the other hand, a lone rider, better seek another deal; You have been warned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnessaince role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents.&lt;br /&gt;
The prime configuration is designed for electronic warfare, carrying TAG and ECM.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3064 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Scout&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hephaestus Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hephaestus&amp;diff=10496</id>
		<title>Hephaestus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hephaestus&amp;diff=10496"/>
				<updated>2020-07-30T05:41:47Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Hephaestus.png&lt;br /&gt;
| ImageGif = File:Hephaestus_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 84&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 46 100&lt;br /&gt;
| ArmorT Prime = 18 434&lt;br /&gt;
| Engine Prime = Fusion 110&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[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 A = 38 500&lt;br /&gt;
| ArmorT A = 17 055&lt;br /&gt;
| Engine A = Fusion 110 &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 40 400&lt;br /&gt;
| ArmorT B = 21 194&lt;br /&gt;
| Engine B = Fusion 110 &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 42 250&lt;br /&gt;
| ArmorT C = 17 055&lt;br /&gt;
| Engine C = Fusion 110 &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 35 750&lt;br /&gt;
| ArmorT D = 18 434&lt;br /&gt;
| Engine D = Fusion 110 &lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 42 050&lt;br /&gt;
| ArmorT E = 18 434&lt;br /&gt;
| Engine E = Fusion 110 &lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 36 300&lt;br /&gt;
| ArmorT F = 18 434&lt;br /&gt;
| Engine F = Fusion 110 &lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Extended Range|ATM6 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 40 550&lt;br /&gt;
| ArmorT G = 18 434&lt;br /&gt;
| Engine G = Fusion 110 &lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1875&lt;br /&gt;
| Armor F = 4039&lt;br /&gt;
| Armor S = 3029&lt;br /&gt;
| Armor B = 3029&lt;br /&gt;
| Armor T = 3433&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Hephaestus''' is a [[Clan]] light scouting and spotting [[Hovercraft]] introduced with MWLL 0.4. All variants are equipped with advanced electronics packages, allowing it to spot enemies early with [[BHP]] while remaining undetected itself using [[GECM]] or providing cover for friendly units with [[AECM]]. Every Hephaestus has a infantry bay that serves as a spawn point and buy zone for [[Battle Armor]]. The Hephaestus can carry up to one [[Battle Armor]] passenger in addition to the driver. The driver, however, cannot hold any BA weapons, but can exit the vehicle and purchase weapons if needed. In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its [[CSPL|small pulse laser]] and twin [[CMPL|medium pulse lasers]]. The Hephaestus prime is also one of the few early units with [[AECM]] allowing it to cover its allies from enemy [[NARC]]'s all game and its fast enough to avoid most fire coming its way. Moreover it relays information about [[Radar|nearby shut down mechs]] or [[APC]] data to allies, as well as any enemy [[Battle Armor]] in the vicinity. One glaring weakness of Hovercraft in general, and particularly this variant- is its handling. Difficulty focusing damage while remaining mobile across bumpy terrain is particularly felt with this loadout of precision weaponry.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Extreme reach with a single [[cMPL]] for backup. This unit is all out to out reach any other in spotting and active radar tracking - lacking any electronic counter measures it trades it all for long range punch of the [[cLRM15]]. Should the [[TAG]] not be exploited by the team to the desired extent, this unit has more than enough to dish out by it's own. And quite for a while with the available two [[free tons| spare tons]] of reloads. Remember that clan LRM remain viable even in brawling distances!&amp;lt;br&amp;gt;&lt;br /&gt;
This units fearsome [[BHP]] is best used to spot shut down mechs and APCs, and then [[TAG]] them to the rest of the team while remaining passive and on a safe distance.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
While boasting the second highest damage output of the Hephaestus family - the 3 [[CSPL|cSPL]]s and [[ATM6#High Explosive|ATM6 (HE)]] require you to engage uncomfortably close to your enemies. The units one ton extra armor helps in this regard, but piloting this variant still requires constant focus on evasive maneuvering to be combat effective. However, pilots who can survive an extended stay on the battlefield reward their team with radar data from the onboard [[C3]], while sporting a reduced radar signature courtesy of the [[GECM]]. &lt;br /&gt;
While quite capable in close quarters against most Light, and even some Medium [[Mech| Mech's]], this unit will find itself quickly overwhelmed if outnumbered or outranged. This variant is best used in tow of a larger mech to draw enemies attention, giving free reign to unleash your incredible firepower on a distracted target.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This variant sports the least damage and armor of the Hephaestus variants, instead being dedicated to a support role. One of the more nimble [[AECM]] units of the game, paired with onboard [[BAP]] and [[C3]] ensure that your team is both informed on enemy position, while theirs is hidden from [[radar]]. The [[cNARC]] missile allows for marking an enemy target for allied missiles to home into, however it's own offensive capabilities are relatively limited. The single [[cERLL]] does allow you to contribute respectable damage that can be focused, even at range, directly into damaged components, and an additional [[cERSL]] comes in handy in emergencies against opposing [[Battle Armor]].&lt;br /&gt;
&lt;br /&gt;
While primarily used to bolster a [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]] due to its [[cNARC]] and Radar suite. While any [[AECM]] unit is valuable, the [[Hephaestus#Prime|Prime Variant]] should be considered for supporting a more mixed team.&lt;br /&gt;
&lt;br /&gt;
In conjunction with the Hephaestus chassis' in ability to spawn and arm friendly [[Battle Armor]], there is a small niche for using this in supporting a squad of [[Battle Armor]]- considering the [[AECM]] make the already evasive units [[radar|radar invisible and untargetable]], while the [[BAP]] and [[C3]] ensures enemy [[Battle Armor]] are visible to all allies, and at an extended range, too.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This is no skirmisher, it's weapons bordering on long range by 800m will hardly kill even the BA by a full burst. One has to work the damage in, or pick a nearly dead or severely crippled target. Being short of that, better be moving in a pack, or avoid engagement all together.&amp;lt;br&amp;gt;&lt;br /&gt;
This unit is best suited for the patient sharpshooter capable to dish and kite. The [[BAP]] will give some 200m advantage in detecting nearby units.&amp;lt;br&amp;gt;&lt;br /&gt;
An unspectacular yet cool starter - able to maintain its performance in most harsh environments and circumstances of most severe battlefield electronic lock down.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This scout is a brawler rather than a spotter. Lacking any automatic target relying equipment, short of the voice-coms of the pilot, this variant is closer to the spirit of ''reckon in force''.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the enemy breaks the distance of the two [[HML]] range it will find him self in the land of hurt. The vary pilot is advised to break radar silence as soon as the enemy closes to the range of it's trusty [[cDSSRM4]] launcher to benefit of the self homing salvos while the lasers reload. The disciplined warrior can dish out an nearly constant stream of hurt and sore should he opt to chain fire the lasers. Coupled with the swift and mobile nature of the ''Heph'', one can stay out of the engagement window of most of the assets in game, save for the but few of the lightest and swiftest.&amp;lt;br&amp;gt;&lt;br /&gt;
The 4 [[SHS]] are quite enough for its weapons heat. The [[BAP]] will provide 200m head start versus most opponents and [[GECM]] will deny additional 200m off from the prying enemy radars netting some 400m of radar advantage - nothing to sneeze at.&amp;lt;br&amp;gt;&lt;br /&gt;
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The &amp;quot;F&amp;quot; there seems to stand for &amp;quot;Far&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
There is a sweet spot at 1300 meters where all of this variants weapons meet to bear at the extreme of long range. Out of reach of any lock-on missile and any radars not augmented by some Active Probe. The twin [[cLBX2]] and single [[ATM6#Extended Range|ATM6 (ER)]] guided by the 1350 meter reaching [[TAG]] will rain hurt while safe on the fringes of the battlefield. The allied guided missiles platforms will bring mutual benefit if the TAG does it's job right. Further, would an enemy try to break the distance, the care taken to position this unit properly will prove if the pilot has mastered the skill or still has lessons to learn. The free ton will spare the owner some time-loss when finally on the right spot.&amp;lt;br&amp;gt;&lt;br /&gt;
Selling point for this unit is ''chance'' - do you have the wast distance to engage from? - as in the close quarters, especially would the foe come more intimate than 150 meter, this units pilot damn better start cursing the enemy - as there is really little ''injury'' the insults can be added to.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Few heatsinks short of an skirmisher, few hundred meters short of long range fire support, a few weapons short of a brawler, this unit leaves quite some to be desired. Yet still we seem to see many of them on the battlefield - what gives?&amp;lt;br&amp;gt;&lt;br /&gt;
Team work. This unit is the best representative how proper teamwork augments firepower and performance:&amp;lt;br&amp;gt;&lt;br /&gt;
This one is made to be mid-range firesupport. The two [[cERML]]s and single [[ATM6]] launcher ideal range is around 600~700m. The [[GECM]] and [[BAP]] will both augment the radar for 200m while denying detection for further 200m to the enemies. Had this unit a ton to spare, it would equally well be spent for additional coolant flushes, ammo reloads and [[HS|heat skins]], yet it has none, so there is that.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have company you can count on, this unit will yield you quite some income if you use it wisely and efficiently. Are you, on the other hand, a lone rider, better seek another deal; You have been warned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnessaince role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents.&lt;br /&gt;
The prime configuration is designed for electronic warfare, carrying TAG and ECM.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3064 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Scout&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hephaestus Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9543</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9543"/>
				<updated>2020-01-21T01:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 98 000&lt;br /&gt;
| ArmorT Prime = 71 312&lt;br /&gt;
| Engine Prime = XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 110 000&lt;br /&gt;
| ArmorT A = 67 024&lt;br /&gt;
| Engine A = XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Snub-Nose Thumper| SnThumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 104 900&lt;br /&gt;
| ArmorT B = 71 312&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 97 000&lt;br /&gt;
| ArmorT C = 67 024&lt;br /&gt;
| Engine C = XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 107 300&lt;br /&gt;
| ArmorT D = 71 312&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 [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 000&lt;br /&gt;
| ArmorT E = 69 165&lt;br /&gt;
| Engine E = XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 400&lt;br /&gt;
| ArmorT F = 67 024&lt;br /&gt;
| Engine F = XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 300&lt;br /&gt;
| ArmorT G = 71 312&lt;br /&gt;
| Engine G = XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9893&lt;br /&gt;
| Armor LRT = 6431&lt;br /&gt;
| Armor B = 5936&lt;br /&gt;
| Armor LRA = 5689&lt;br /&gt;
| Armor RE = 5689&lt;br /&gt;
| Armor INT = 4274&lt;br /&gt;
| Armor LRL = 7123&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
It's twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twinlinked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screenshake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable followup to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive Snub Nose Thumper artillery cannon, this variant performs best at under 400m due to the steep parabolic trajectory of its main gun, which does not require deployment to fire. ER Large Lasers in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. SRM4s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of Heavy Machine Guns provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of PPCs and a trio of RAC2s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the small lasers. The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep heat under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of kiting and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal UAC20 can relentlessly slam targets while the pair of SRM6s softens their armor and provide some amount of screenshake. A hexad of plain Medium Lasers then provides an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain and a whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 4 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in sustained fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with it's 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9542</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9542"/>
				<updated>2020-01-21T01:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 98 000&lt;br /&gt;
| ArmorT Prime = 71 312&lt;br /&gt;
| Engine Prime = XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 110 000&lt;br /&gt;
| ArmorT A = 67 024&lt;br /&gt;
| Engine A = XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Snub-Nose Thumper| SnThumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 104 900&lt;br /&gt;
| ArmorT B = 71 312&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 97 000&lt;br /&gt;
| ArmorT C = 67 024&lt;br /&gt;
| Engine C = XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 107 300&lt;br /&gt;
| ArmorT D = 71 312&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 [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 000&lt;br /&gt;
| ArmorT E = 69 165&lt;br /&gt;
| Engine E = XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 400&lt;br /&gt;
| ArmorT F = 67 024&lt;br /&gt;
| Engine F = XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 300&lt;br /&gt;
| ArmorT G = 71 312&lt;br /&gt;
| Engine G = XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9893&lt;br /&gt;
| Armor LRT = 6431&lt;br /&gt;
| Armor B = 5936&lt;br /&gt;
| Armor LRA = 5689&lt;br /&gt;
| Armor RE = 5689&lt;br /&gt;
| Armor INT = 4274&lt;br /&gt;
| Armor LRL = 7123&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
It's twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twinlinked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screenshake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable followup to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive Snub Nose Thumper artillery cannon, this variant performs best at under 400m due to the steep parabolic trajectory of its main gun, which does not require deployment to fire. ER Large Lasers in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. SRM4s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of Heavy Machine Guns provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of PPCs and a trio of RAC2s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the small lasers. The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep heat under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain and a whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 4 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in sustained fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with it's 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9541</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=9541"/>
				<updated>2020-01-21T00:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Toriate: /* Variant A - &amp;quot;Magnum&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 98 000&lt;br /&gt;
| ArmorT Prime = 71 312&lt;br /&gt;
| Engine Prime = XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 110 000&lt;br /&gt;
| ArmorT A = 67 024&lt;br /&gt;
| Engine A = XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Snub-Nose Thumper| SnThumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 104 900&lt;br /&gt;
| ArmorT B = 71 312&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 97 000&lt;br /&gt;
| ArmorT C = 67 024&lt;br /&gt;
| Engine C = XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 107 300&lt;br /&gt;
| ArmorT D = 71 312&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 [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 000&lt;br /&gt;
| ArmorT E = 69 165&lt;br /&gt;
| Engine E = XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 400&lt;br /&gt;
| ArmorT F = 67 024&lt;br /&gt;
| Engine F = XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 300&lt;br /&gt;
| ArmorT G = 71 312&lt;br /&gt;
| Engine G = XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9893&lt;br /&gt;
| Armor LRT = 6431&lt;br /&gt;
| Armor B = 5936&lt;br /&gt;
| Armor LRA = 5689&lt;br /&gt;
| Armor RE = 5689&lt;br /&gt;
| Armor INT = 4274&lt;br /&gt;
| Armor LRL = 7123&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
It's twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twinlinked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screenshake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable followup to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive Snub Nose Thumper artillery cannon, this variant performs best at under 400m due to the steep parabolic trajectory of its main gun, which does not require deployment to fire. ER Large Lasers in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. SRM4s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of Heavy Machine Guns provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain and a whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 4 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in sustained fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with it's 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Toriate</name></author>	</entry>

	</feed>