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		<id>https://wiki.mechlivinglegends.net/index.php?title=Long_Range_Missiles&amp;diff=15487</id>
		<title>Long Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Long_Range_Missiles&amp;diff=15487"/>
				<updated>2026-04-13T06:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Updated lock-on times to 1.6s for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Long Range Missiles''', or '''LRM'''s, are long range support weapons capable locking onto targets and of [[indirect fire]] when supported by [[NARC]] or [[TAG]] systems to direct the missiles.&lt;br /&gt;
&lt;br /&gt;
See: [[ELRM]]s for ''Extended'' Long Range Missiles.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:LRM15.jpg|thumb|300px|A [[Bushwacker]] firing an LRM15.]]&lt;br /&gt;
Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. Although LRM (IS and vehicle LRMs) and cLRM (Clan LRM) are statistically identical, cLRM mounted on mechs are actually direct fire missiles in contrast to vehicular and non-clan LRMs launching-arc behavior. The non-vehicular clan assets with CLRMs are thus more effective for brawling and direct firing at targets, which however, comes at a cost - CLRMs are easier dodged by cover. The LRMs on the other side are launched at an angle upward, preventing them to reliably hit targets closer than 175m, even thou warheads activate after 100m of flight, but allowing them to traverse the battlefield at a higher altitude and more effectively score hits on targets behind considerably high obstacles.&lt;br /&gt;
&lt;br /&gt;
The weapon's long range and ability to be fired [[indirect fire|indirectly]] from safe location (with the aid of NARC or TAG) makes LRMs popular support weapons in MWLL.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''LRM5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;175&amp;quot; | ~175m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ~1365m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1000m&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; Data-sort-value=&amp;quot;1.6&amp;quot; | 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;436&amp;quot; | 5 x 87&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;436&amp;quot; | 5 x 87&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 13.1&lt;br /&gt;
| 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 175&lt;br /&gt;
| 38&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 180&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''LRM10'''&lt;br /&gt;
| Data-sort-value=&amp;quot;872&amp;quot; | 10 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;872&amp;quot; | 10 x 87&lt;br /&gt;
| 9.9&lt;br /&gt;
| 147&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''LRM15'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1308&amp;quot; | 15 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;1308&amp;quot; | 15 x 87&lt;br /&gt;
| 8.7&lt;br /&gt;
| 193&lt;br /&gt;
| 113&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''LRM20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1743&amp;quot; | 20 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;1743&amp;quot; | 20 x 87&lt;br /&gt;
| 7.6&lt;br /&gt;
| 226&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''CLRM5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 10m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ~1400m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1000m&lt;br /&gt;
| Data-sort-value=&amp;quot;435&amp;quot; | 5 x 87&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;435&amp;quot; | 5 x 87&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 13.1&lt;br /&gt;
| 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 185&lt;br /&gt;
| 38&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 180&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''CLRM10'''&lt;br /&gt;
| Data-sort-value=&amp;quot;870&amp;quot; | 10 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;870&amp;quot; | 10 x 87&lt;br /&gt;
| 9.9&lt;br /&gt;
| 147&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;7&amp;quot; | '''CLRM15'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1305&amp;quot; | 15 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;1305&amp;quot; | 15 x 87&lt;br /&gt;
| 8.7&lt;br /&gt;
| 193&lt;br /&gt;
| 113&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;8&amp;quot; | '''CLRM20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1740&amp;quot; | 20 x 87&lt;br /&gt;
| Data-sort-value=&amp;quot;1740&amp;quot; | 20 x 87&lt;br /&gt;
| 7.6&lt;br /&gt;
| 226&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;9&amp;quot; | '''Air LRM5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 100m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1520m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1000m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1s&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;430&amp;quot; | 5 x 86*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;430&amp;quot; | 5 x 86*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 7.2&lt;br /&gt;
| 53&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 175&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 44&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 180&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;10&amp;quot; style=&amp;quot;color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Air LRM10'''&lt;br /&gt;
| 14.1&lt;br /&gt;
| 103&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;11&amp;quot; style=&amp;quot;color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Air LRM15'''&lt;br /&gt;
| 20&lt;br /&gt;
| 146&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;12&amp;quot; style=&amp;quot;color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Air LRM20'''&lt;br /&gt;
| 25.3&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1700px | Footnote1 = *All Air&amp;amp;nbsp;LRMs launch five missiles per shot | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
There are three important things to keep in mind about LRM weapons. &lt;br /&gt;
*The missiles only have modest maneuverability and can have difficulty striking fast-moving targets. &lt;br /&gt;
*Like all missile weapons, if the target is protected by an [[LAMS]], fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target. &lt;br /&gt;
*Because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range. This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.&lt;br /&gt;
&lt;br /&gt;
===LRM Launchers and Indirect Fire===&lt;br /&gt;
The arcing trajectory of LRM launchers (IS and vehicle LRMs) makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either [[TAG]] or [[NARC]]. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit.  One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the marked unit.&lt;br /&gt;
*LRMs can be surprisingly effective at mid-range despite their long max range. At shorter distances, opponents will have less time to react and dodge the missiles (via [[MASC]] or [[Jump Jets]]).&lt;br /&gt;
&lt;br /&gt;
===cLRM Launchers and Direct Fire===&lt;br /&gt;
Mech-mounted cLRMs launch in straight lines and have a minimum range of 10m.&lt;br /&gt;
*Despite the ability to be used at brawling distance, the low maneuverability of LRMs means they will often miss fast targets moving laterally in close quarters.&lt;br /&gt;
*If in close range, try to fire at slower assets (Heavies/Assaults/Tanks) or at targets forced to slow down (i.e. on top of a Control Point).&lt;br /&gt;
*Aim up or backwards to shoot around cover at [[NARC|NARCed]] enemies.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Long Range Missiles were developed for range rather than punch and were first introduced in the early 2300's by the Terran Hegemony.  They are typically deployed in five tube groups, up to twenty tubes in a single launcher, although Clan ProtoMechs make use of smaller numbers of tubes.  Standard LRM's proved to be quite versatile, capable of indirect fire support missions and were easily upgraded with Artemis IV FCS, enhancing the the accuracy of the missiles, and could even accept a variety of special munitions.&lt;br /&gt;
&lt;br /&gt;
Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts.  In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/LRM BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip LRMs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1030px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)LRM5'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)LRM10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)LRM15'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)LRM20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air LRM10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air LRM15'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air LRM20'''&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis Prime ]]&lt;br /&gt;
||Mech||IS||30||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Osiris|Osiris G ]]&lt;br /&gt;
||Mech||IS||30||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uller|Uller G ]]&lt;br /&gt;
||Mech||CL||30||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar Prime ]]&lt;br /&gt;
||Mech||CL||35||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar A ]]&lt;br /&gt;
||Mech||CL||35||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar C ]]&lt;br /&gt;
||Mech||CL||35||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Owens|Owens Prime ]]&lt;br /&gt;
||Mech||IS||35||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera G ]]&lt;br /&gt;
||Mech||IS||40||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat D ]]&lt;br /&gt;
||Mech||CL||45||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound C]]&lt;br /&gt;
||Mech||CL||50||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel F ]]&lt;br /&gt;
||Mech||IS||50||||3||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner Prime ]]&lt;br /&gt;
||Mech||CL||55||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner A ]]&lt;br /&gt;
||Mech||CL||55||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner D ]]&lt;br /&gt;
||Mech||CL||55||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker Prime ]]&lt;br /&gt;
||Mech||IS||55||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow A ]]&lt;br /&gt;
||Mech||CL||55||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow G ]]&lt;br /&gt;
||Mech||CL||55||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus Prime ]]&lt;br /&gt;
||Mech||IS||60||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus F ]]&lt;br /&gt;
||Mech||IS||60||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture Prime ]]&lt;br /&gt;
||Mech||CL||60||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture C ]]&lt;br /&gt;
||Mech||CL||60||||||1||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture G ]]&lt;br /&gt;
||Mech||CL||60||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult Prime ]]&lt;br /&gt;
||Mech||IS||65||||4||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn Prime ]]&lt;br /&gt;
||Mech||CL||65||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn B ]]&lt;br /&gt;
||Mech||CL||65||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn D ]]&lt;br /&gt;
||Mech||CL||65||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki A ]]&lt;br /&gt;
||Mech||CL||65||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
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----&lt;br /&gt;
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&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15486</id>
		<title>Thunderbolt</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15486"/>
				<updated>2026-04-13T06:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ reverted air tbolt edit, as 0.19.0 only affected ground-based missiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Thunderbolt''', or '''TBolt''', is a powerful, direct-fire [[Missiles|Missile]] used by [[Inner Sphere]] units. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Thunderbolt launchers fire single heavy damage missile causing intense [[screenshake]] and [[splash damage]]. Tbolts can [[lock on|lock]] onto targets within 750 meters, and having no [[minimum range|minimum arming range]] means that they can also be used in close combat, with or without a lock. When [[dumb firing]], pilots should make sure to give enough lead ahead of the target as Tbolts are not fast projectiles. Tbolts can also be fired to marked ([[TAG]], [[NARC]]) targets, or [[dumb fired]], from nearly 2000 meter distance. Tbolt turning speed is quite low so hitting fast moving units can prove challenging and [[flicking]] should only be done at medium or long range.&lt;br /&gt;
&lt;br /&gt;
Air Thunderbolts are quite different from their ground-based siblings in that they are primarily meant for [[AA]], and deal reduced damage against ground assets.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units use Thunderbolt launchers.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''TBolt5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1940m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;1.6&amp;quot; | 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;327&amp;quot; | 327&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 52&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''TBolt10'''&lt;br /&gt;
| Data-sort-value=&amp;quot;654&amp;quot; | 654&lt;br /&gt;
| 10&lt;br /&gt;
| 105&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''TBolt15'''&lt;br /&gt;
| Data-sort-value=&amp;quot;980&amp;quot; | 980&lt;br /&gt;
| 8.3&lt;br /&gt;
| 131&lt;br /&gt;
| 150&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''TBolt20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1308&amp;quot; | 1308&lt;br /&gt;
| 7.5&lt;br /&gt;
| 157&lt;br /&gt;
| 200&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air TBolt'''&lt;br /&gt;
| ---&lt;br /&gt;
| 5200m&lt;br /&gt;
| 750m&lt;br /&gt;
| Data-sort-value=&amp;quot;1&amp;quot; | 1s&lt;br /&gt;
| Data-sort-value=&amp;quot;160&amp;quot; | 160&lt;br /&gt;
| Mgun&lt;br /&gt;
| 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 44&lt;br /&gt;
| 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1480px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*Upon impact, TBolts create large explosions, causing intense cockpit shake, and an intense flash, which can be blinding in [[Night Vision]].&lt;br /&gt;
&lt;br /&gt;
*One possible way to use TBolts is to fire them at Tagged [[Heavy Mechs|Heavy]] or [[Assault Mechs]] from beyond 1000 meters, allowing the TBolter to avoid most enemy fire. These units are too slow to effectively dodge the TBolt, thus increasing the chance of a hit.  One can also unleash a sneak attack by performing a dumb-fire of a TBolt barrage while in passive radar mode, as long as your target is either stationary or moving slowly and can't see the missiles coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
First developed by the Federated Commonwealth in the mid-3050s for the Solaris arenas, the Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing a group of missiles, the Thunderbolt launchers fire a single missile that inflicts as much damage as an Autocannon/5, an Autocannon/10, a Gauss rifle or an Autocannon/20, respectively. This increased damage is made up for by the slightly reduced range and increases to the weapon's heat and weight. The Thunderbolt missile is also more vulnerable to anti-missile systems.&lt;br /&gt;
&lt;br /&gt;
In CBT, Thunderbolt missile launchers cannot use Artemis IV or Narc guidance systems, but operate like LRMs in every other way. &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.sarna.net/wiki/Thunderbolt_5 BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip Thunderbolts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:860px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt5'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt15'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air Tbolt'''&lt;br /&gt;
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|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin A ]]&lt;br /&gt;
||Vehicle||IS||45||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator D ]]&lt;br /&gt;
||Vehicle||IS||45||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel Prime ]]&lt;br /&gt;
||Vehicle||IS||65||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth E ]]&lt;br /&gt;
||Vehicle||IS||100||6||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth C ]]&lt;br /&gt;
||VTOL||IS||25||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk A ]]&lt;br /&gt;
||ASF||IS||30||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair A ]]&lt;br /&gt;
||ASF||IS||50||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rusalka|Rusalka A ]]&lt;br /&gt;
||ASF||IS||65||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 850px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Advanced_Tactical_Missiles&amp;diff=15485</id>
		<title>Advanced Tactical Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Advanced_Tactical_Missiles&amp;diff=15485"/>
				<updated>2026-04-13T06:06:23Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Updated ground std/er lock-on times to 1.6s for 0.19.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Tactical Missiles''', or '''ATMs''' are a medium-long range weapon system with improved tracking compared to other missile weapons.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
An Advanced Tactical Missile Launcher fires  fast direct flying warheads that are able to quickly lock onto and impact an enemy target. ATM Launchers come in three distinct types: Standard (STD), Extended Range (ER) and High Explosive (HE). The STD and ER variants are hampered by a [[minimum range]] (120m for STD and 150m for ER), making them less useful for close-range engagements. The HE variant on the other hand is the weapon of choice for close-range combat and brawling, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions.&lt;br /&gt;
&lt;br /&gt;
The ATM is a Clan-only weapon system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''ATM3 (Std)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 120m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 780m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; Data-sort-value=&amp;quot;1.6&amp;quot; | 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;414&amp;quot; | 3 x 138&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;414&amp;quot; | 3 x 138&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 11.1&lt;br /&gt;
| 78&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| 43&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''ATM6 (Std)'''&lt;br /&gt;
| 1.2s&lt;br /&gt;
| Data-sort-value=&amp;quot;828&amp;quot; | 6 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;828&amp;quot; | 6 x 138&lt;br /&gt;
| 8&lt;br /&gt;
| 112&lt;br /&gt;
| 86&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''ATM9 (Std)'''&lt;br /&gt;
| 1.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;1242&amp;quot; | 9 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;1242&amp;quot; | 9 x 138&lt;br /&gt;
| 6.8&lt;br /&gt;
| 144&lt;br /&gt;
| 129&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''ATM12 (Std)'''&lt;br /&gt;
| 1.8s&lt;br /&gt;
| Data-sort-value=&amp;quot;1656&amp;quot; | 12 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;1656&amp;quot; | 12 x 138&lt;br /&gt;
| 5.8&lt;br /&gt;
| 164&lt;br /&gt;
| 172&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''ATM3 (ER)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 150m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1500m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1250m&lt;br /&gt;
| 1s&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Kinetic-air&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 11.3&lt;br /&gt;
| 56&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| 33&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''ATM6 (ER)'''&lt;br /&gt;
| 1.2s&lt;br /&gt;
| Data-sort-value=&amp;quot;582&amp;quot; | 6 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;582&amp;quot; | 6 x 97&lt;br /&gt;
| 8.2&lt;br /&gt;
| 81&lt;br /&gt;
| 66&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;7&amp;quot; | '''ATM9 (ER)'''&lt;br /&gt;
| 1.4s&lt;br /&gt;
| Data-sort-value=&amp;quot;873&amp;quot; | 9 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;873&amp;quot; | 9 x 97&lt;br /&gt;
| 7.1&lt;br /&gt;
| 105&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;8&amp;quot; | '''ATM12 (ER)'''&lt;br /&gt;
| 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;1164&amp;quot; | 12 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;1164&amp;quot; | 12 x 97&lt;br /&gt;
| 6.1&lt;br /&gt;
| 120&lt;br /&gt;
| 132&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;9&amp;quot; | '''ATM3 (HE)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 320m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 0.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;555&amp;quot; | 3 x 185&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;555&amp;quot; | 3 x 185&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 9.8&lt;br /&gt;
| 93&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 200&lt;br /&gt;
| 51&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;10&amp;quot; | '''ATM6 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1110&amp;quot; | 6 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;1110&amp;quot; | 6 x 185&lt;br /&gt;
| 7.7&lt;br /&gt;
| 145&lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;11&amp;quot; | '''ATM9 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1665&amp;quot; | 9 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;1665&amp;quot; | 9 x 185&lt;br /&gt;
| 7&lt;br /&gt;
| 197&lt;br /&gt;
| 153&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;12&amp;quot; | '''ATM12 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;2220&amp;quot; | 12 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;2220&amp;quot; | 12 x 185&lt;br /&gt;
| 6.2&lt;br /&gt;
| 234&lt;br /&gt;
| 204&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;13&amp;quot; | '''Air ATM3 (Std)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 40m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 810m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1s&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;360&amp;quot; | 3 x 120*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;360&amp;quot; | 3 x 120*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 7.9&lt;br /&gt;
| 48&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 43&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;14&amp;quot; | '''Air ATM6 (Std)'''&lt;br /&gt;
| 18.5&lt;br /&gt;
| 113&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;15&amp;quot; | '''Air ATM9 (Std)'''&lt;br /&gt;
| 25.7&lt;br /&gt;
| 157&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;16&amp;quot; | '''Air ATM12 (Std)'''&lt;br /&gt;
| 32&lt;br /&gt;
| 196&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;17&amp;quot; | '''Air ATM3 (ER)'''&lt;br /&gt;
| 50m&lt;br /&gt;
| 1500m&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1s&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97*&lt;br /&gt;
| Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97*&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 7.9&lt;br /&gt;
| 39&lt;br /&gt;
| 300&lt;br /&gt;
| 33&lt;br /&gt;
| 108&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1710px | Footnote1 = *All Air ATMs launch 3 missiles per shot | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*The main advantage of the STD and ER ATM weapons are their fast travel speed and maneuverability, which when coupled with the flat trajectory makes them best suited for shooting at targets in the open and out of cover.&lt;br /&gt;
*When shooting at aircraft, it is often best to wait until they are moving away before firing, as even the awesome maneuverability of ATMs has a hard time keeping up with a high speed flyover.&lt;br /&gt;
* The [[Damage types|Kinetic-air]] damage type of ER ATMs gives them bonus damage against aircraft and vehicles.&lt;br /&gt;
*Ballistic trajectory can be achieved by launching missiles away from the target and upwards.&lt;br /&gt;
*The HE ATM weapon fires in a staggered launching pattern and imparts [[screenshake|screen shaking]], making it good for preventing accurate return fire.&lt;br /&gt;
*Smaller salvo size of ATM's means they are affected by enemy [[AMS]] more than systems with larger salvos.&lt;br /&gt;
*As with all missiles, crouching will decrease lock-on time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3054 by Clan Coyote, the Advanced Tactical Missiles featured the ability to select different ammunition types.  ER Ammunition significantly extended the range of the launcher beyond that of even LRM's, HE Ammunition gave the missiles a much more powerful warhead at a cost of range, and Standard Ammunition split the difference.  With each launcher having an integrated Artemis IV FCS the Advanced Tactical Missile launchers also featured improved cluster accuracy over traditional LRM and SRM launchers.  ATM's are mounted in tube clusters of three.  The release of the ATM is significant because it ended the technological stagnation of the Clans (along with the [[Heavy Lasers|Heavy Laser]] that would be introduced a few years later).&lt;br /&gt;
&lt;br /&gt;
To date the Inner Sphere has not attempted to duplicate the ATM, instead focusing on specialized munitions for the LRM and SRM launchers already available in the field.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Advanced_Tactical_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Clan assets equip ATMs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM12'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM12'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC C]]&lt;br /&gt;
||Mech||CL||25||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar E ]]&lt;br /&gt;
||Mech||CL||35||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound D]]&lt;br /&gt;
||Mech||CL||50||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow C ]]&lt;br /&gt;
||Mech||CL||55||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture D ]]&lt;br /&gt;
||Mech||CL||60||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn C ]]&lt;br /&gt;
||Mech||CL||65||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki B ]]&lt;br /&gt;
||Mech||CL||65||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor B ]]&lt;br /&gt;
||Mech||CL||70||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat E ]]&lt;br /&gt;
||Mech||CL||75||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp B ]]&lt;br /&gt;
||Mech||CL||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp C ]]&lt;br /&gt;
||Mech||CL||90||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII D ]]&lt;br /&gt;
||Mech||CL||90||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII E ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi F ]]&lt;br /&gt;
||Mech||CL||100||||||2||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus G ]]&lt;br /&gt;
||Vehicle||CL||30||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares C ]]&lt;br /&gt;
||Vehicle||CL||40||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro E ]]&lt;br /&gt;
||Vehicle||CL||60||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden Prime]]&lt;br /&gt;
||Vehicle||CL||70||||||3||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu E ]]&lt;br /&gt;
||Vehicle||CL||80||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli E ]]&lt;br /&gt;
||Vehicle||CL||85||||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars A ]]&lt;br /&gt;
||Vehicle||CL||100||||||||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar F ]]&lt;br /&gt;
||VTOL||CL||25||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar B ]]&lt;br /&gt;
||ASF||CL||35||||||||||3||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla A ]]&lt;br /&gt;
||ASF||CL||45||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla D ]]&lt;br /&gt;
||ASF||CL||45||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Xerxes|Xerxes B ]]&lt;br /&gt;
||ASF||CL||85||||||||||||2||2||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1070px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM12'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM12'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC A]]&lt;br /&gt;
||Mech||CL||25||||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC B]]&lt;br /&gt;
||Mech||CL||25||1||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire C ]]&lt;br /&gt;
||Mech||CL||25||||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar G ]]&lt;br /&gt;
||Mech||CL||35||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma E ]]&lt;br /&gt;
||Mech||CL||35||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat D ]]&lt;br /&gt;
||Mech||CL||45||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat G ]]&lt;br /&gt;
||Mech||CL||45||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound A]]&lt;br /&gt;
||Mech||CL||50||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner B ]]&lt;br /&gt;
||Mech||CL||55||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner E ]]&lt;br /&gt;
||Mech||CL||55||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow D ]]&lt;br /&gt;
||Mech||CL||55||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow F ]]&lt;br /&gt;
||Mech||CL||55||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture B ]]&lt;br /&gt;
||Mech||CL||60||||||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn G ]]&lt;br /&gt;
||Mech||CL||65||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki C ]]&lt;br /&gt;
||Mech||CL||65||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki G ]]&lt;br /&gt;
||Mech||CL||65||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Novacat|Novacat D ]]&lt;br /&gt;
||Mech||CL||70||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor D ]]&lt;br /&gt;
||Mech||CL||70||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor F ]]&lt;br /&gt;
||Mech||CL||70||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat C ]]&lt;br /&gt;
||Mech||CL||75||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat F ]]&lt;br /&gt;
||Mech||CL||75||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari A ]]&lt;br /&gt;
||Mech||CL||85||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari B ]]&lt;br /&gt;
||Mech||CL||85||||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari C ]]&lt;br /&gt;
||Mech||CL||85||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp A ]]&lt;br /&gt;
||Mech||CL||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp D ]]&lt;br /&gt;
||Mech||CL||90||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII A ]]&lt;br /&gt;
||Mech||CL||90||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII F ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi A ]]&lt;br /&gt;
||Mech||CL||100||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak D ]]&lt;br /&gt;
||Mech||CL||100||||||||||1||3||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras B ]]&lt;br /&gt;
||Vehicle||CL||25||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus B ]]&lt;br /&gt;
||Vehicle||CL||30||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus F ]]&lt;br /&gt;
||Vehicle||CL||30||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares F ]]&lt;br /&gt;
||Vehicle||CL||40||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares G ]]&lt;br /&gt;
||Vehicle||CL||40||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona F ]]&lt;br /&gt;
||Vehicle||CL||50||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro G ]]&lt;br /&gt;
||Vehicle||CL||60||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden D]]&lt;br /&gt;
||Vehicle||CL||70||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu D ]]&lt;br /&gt;
||Vehicle||CL||80||||||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars B ]]&lt;br /&gt;
||Vehicle||CL||100||||||||||||||||3&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars D ]]&lt;br /&gt;
||Vehicle||CL||100||||||3||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar D ]]&lt;br /&gt;
||VTOL||CL||25||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1070px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=15484</id>
		<title>NARC</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=15484"/>
				<updated>2026-04-13T06:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Updated lock-on times to 1.6s for 0.19.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
Upon striking the target vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully &amp;quot;stuck&amp;quot; to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly guidable missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once. While relying on allies for NARCed targets is often an effective tactic, especially when allies are coordinating well, sometimes [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-NARCing]] may be necessary.&lt;br /&gt;
&lt;br /&gt;
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Beacon&amp;lt;br&amp;gt;Active'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Beacon&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''NARC'''&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | ---&lt;br /&gt;
| Data-sort-value=&amp;quot;500&amp;quot; | 500m&lt;br /&gt;
| Data-sort-value=&amp;quot;500&amp;quot; | 500m&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;1.6&amp;quot; |  1.6s&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;25&amp;quot; | 25s&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;1000&amp;quot; | 1000m&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | ---&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 400&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 60&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 20&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 6&lt;br /&gt;
| rowspan= &amp;quot;2&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''CNARC'''&lt;br /&gt;
| Data-sort-value=&amp;quot;700&amp;quot; | 700m&lt;br /&gt;
| Data-sort-value=&amp;quot;700&amp;quot; | 700m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''iNARC'''&lt;br /&gt;
| Data-sort-value=&amp;quot;900&amp;quot; | 900m&lt;br /&gt;
| Data-sort-value=&amp;quot;900&amp;quot; | 900m&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1330px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
* There's two major ways to counter NARCs:&lt;br /&gt;
&lt;br /&gt;
:: 1. NARC beacons can not succesfuly broadcast from units under the protection of an [[AECM]] field, and every beacon fired at such a unit will not be able to activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.&lt;br /&gt;
&lt;br /&gt;
:: 2. NARCs can be removed by non-cluster [[Arrows]], [[LGB]]s or any EMP effect from [[PPC]]s (of all sizes), '''as long as the EMP splash reaches the core''' of the NARCed unit (Mech center torso, Tank Hull, etc). With this it is possible to remove a NARC from a friendly unit, or from yourself, by firing a PPC to near environment (wall for example) or direcly to component. Just hitting mechs foot won't usually help, because the EMP splash won't reach the CT.&lt;br /&gt;
&lt;br /&gt;
* Most assets with a NARC will have missile launchers of their own. [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-NARCing]] can greatly reduce incoming damage, as you won't need to stare at an opponent to lock-on.&lt;br /&gt;
&lt;br /&gt;
* NARCs can be dumb-fired, even while [[Radar#Passive_Radar|radar-passive]]! They also have a fast refire rate, but the projectile is somewhat slow. This can be useful against slow, radar-passive enemies at close range.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]&lt;br /&gt;
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip NARCs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:635px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)NARC'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''iNARC'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC B]]&lt;br /&gt;
||Mech||CL||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar C ]]&lt;br /&gt;
||Mech||CL||35||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven Prime ]]&lt;br /&gt;
||Mech||IS||35||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven D ]]&lt;br /&gt;
||Mech||IS||35||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera G ]]&lt;br /&gt;
||Mech||IS||40||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat D ]]&lt;br /&gt;
||Mech||CL||45||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner D ]]&lt;br /&gt;
||Mech||CL||55||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus Prime ]]&lt;br /&gt;
||Mech||IS||60||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki A ]]&lt;br /&gt;
||Mech||CL||65||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Orion|Orion Prime ]]&lt;br /&gt;
||Mech||IS||75||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos B ]]&lt;br /&gt;
||Mech||IS||75||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari F ]]&lt;br /&gt;
||Mech||CL||85||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas E ]]&lt;br /&gt;
||Mech||IS||100||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak E ]]&lt;br /&gt;
||Mech||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus C ]]&lt;br /&gt;
||Vehicle||CL||30||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars A ]]&lt;br /&gt;
||Vehicle||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars F ]]&lt;br /&gt;
||Vehicle||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar B ]]&lt;br /&gt;
||VTOL||CL||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth F ]]&lt;br /&gt;
||VTOL||IS||25||||X&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk D ]]&lt;br /&gt;
||ASF||IS||30||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla C ]]&lt;br /&gt;
||ASF||CL||45||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair B ]]&lt;br /&gt;
||ASF||IS||50||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair H ]]&lt;br /&gt;
||ASF||IS||50||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva F ]]&lt;br /&gt;
||ASF||IS||85||||X&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 625px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenade weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15483</id>
		<title>Thunderbolt</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15483"/>
				<updated>2026-04-13T06:03:19Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ forgot to add data-sort-value for lock-on time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Thunderbolt''', or '''TBolt''', is a powerful, direct-fire [[Missiles|Missile]] used by [[Inner Sphere]] units. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Thunderbolt launchers fire single heavy damage missile causing intense [[screenshake]] and [[splash damage]]. Tbolts can [[lock on|lock]] onto targets within 750 meters, and having no [[minimum range|minimum arming range]] means that they can also be used in close combat, with or without a lock. When [[dumb firing]], pilots should make sure to give enough lead ahead of the target as Tbolts are not fast projectiles. Tbolts can also be fired to marked ([[TAG]], [[NARC]]) targets, or [[dumb fired]], from nearly 2000 meter distance. Tbolt turning speed is quite low so hitting fast moving units can prove challenging and [[flicking]] should only be done at medium or long range.&lt;br /&gt;
&lt;br /&gt;
Air Thunderbolts are quite different from their ground-based siblings in that they are primarily meant for [[AA]], and deal reduced damage against ground assets.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units use Thunderbolt launchers.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''TBolt5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1940m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; Data-sort-value=&amp;quot;1.6&amp;quot; | 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;327&amp;quot; | 327&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 52&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''TBolt10'''&lt;br /&gt;
| Data-sort-value=&amp;quot;654&amp;quot; | 654&lt;br /&gt;
| 10&lt;br /&gt;
| 105&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''TBolt15'''&lt;br /&gt;
| Data-sort-value=&amp;quot;980&amp;quot; | 980&lt;br /&gt;
| 8.3&lt;br /&gt;
| 131&lt;br /&gt;
| 150&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''TBolt20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1308&amp;quot; | 1308&lt;br /&gt;
| 7.5&lt;br /&gt;
| 157&lt;br /&gt;
| 200&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air TBolt'''&lt;br /&gt;
| ---&lt;br /&gt;
| 5200m&lt;br /&gt;
| 750m&lt;br /&gt;
| Data-sort-value=&amp;quot;160&amp;quot; | 160&lt;br /&gt;
| Mgun&lt;br /&gt;
| 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 44&lt;br /&gt;
| 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1480px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*Upon impact, TBolts create large explosions, causing intense cockpit shake, and an intense flash, which can be blinding in [[Night Vision]].&lt;br /&gt;
&lt;br /&gt;
*One possible way to use TBolts is to fire them at Tagged [[Heavy Mechs|Heavy]] or [[Assault Mechs]] from beyond 1000 meters, allowing the TBolter to avoid most enemy fire. These units are too slow to effectively dodge the TBolt, thus increasing the chance of a hit.  One can also unleash a sneak attack by performing a dumb-fire of a TBolt barrage while in passive radar mode, as long as your target is either stationary or moving slowly and can't see the missiles coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
First developed by the Federated Commonwealth in the mid-3050s for the Solaris arenas, the Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing a group of missiles, the Thunderbolt launchers fire a single missile that inflicts as much damage as an Autocannon/5, an Autocannon/10, a Gauss rifle or an Autocannon/20, respectively. This increased damage is made up for by the slightly reduced range and increases to the weapon's heat and weight. The Thunderbolt missile is also more vulnerable to anti-missile systems.&lt;br /&gt;
&lt;br /&gt;
In CBT, Thunderbolt missile launchers cannot use Artemis IV or Narc guidance systems, but operate like LRMs in every other way. &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.sarna.net/wiki/Thunderbolt_5 BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip Thunderbolts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:860px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt5'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt15'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air Tbolt'''&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando F ]]&lt;br /&gt;
||Mech||IS||25||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis Prime ]]&lt;br /&gt;
||Mech||IS||30||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera D ]]&lt;br /&gt;
||Mech||IS||40||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII C ]]&lt;br /&gt;
||Mech||IS||45||2||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel D ]]&lt;br /&gt;
||Mech||IS||50||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker F ]]&lt;br /&gt;
||Mech||IS||55||1||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus E ]]&lt;br /&gt;
||Mech||IS||60||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult F ]]&lt;br /&gt;
||Mech||IS||65||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avatar|Avatar Prime ]]&lt;br /&gt;
||Mech||IS||70||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer D ]]&lt;br /&gt;
||Mech||IS||70||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler F ]]&lt;br /&gt;
||Mech||IS||90||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder F ]]&lt;br /&gt;
||Mech||IS||90||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas F ]]&lt;br /&gt;
||Mech||IS||100||2||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir C ]]&lt;br /&gt;
||Mech||IS||100||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin A ]]&lt;br /&gt;
||Vehicle||IS||45||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator D ]]&lt;br /&gt;
||Vehicle||IS||45||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel Prime ]]&lt;br /&gt;
||Vehicle||IS||65||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth E ]]&lt;br /&gt;
||Vehicle||IS||100||6||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth C ]]&lt;br /&gt;
||VTOL||IS||25||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk A ]]&lt;br /&gt;
||ASF||IS||30||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair A ]]&lt;br /&gt;
||ASF||IS||50||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rusalka|Rusalka A ]]&lt;br /&gt;
||ASF||IS||65||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 850px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15482</id>
		<title>Thunderbolt</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thunderbolt&amp;diff=15482"/>
				<updated>2026-04-13T06:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Updated lock-on times to 1.6s for 0.19.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Thunderbolt''', or '''TBolt''', is a powerful, direct-fire [[Missiles|Missile]] used by [[Inner Sphere]] units. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Thunderbolt launchers fire single heavy damage missile causing intense [[screenshake]] and [[splash damage]]. Tbolts can [[lock on|lock]] onto targets within 750 meters, and having no [[minimum range|minimum arming range]] means that they can also be used in close combat, with or without a lock. When [[dumb firing]], pilots should make sure to give enough lead ahead of the target as Tbolts are not fast projectiles. Tbolts can also be fired to marked ([[TAG]], [[NARC]]) targets, or [[dumb fired]], from nearly 2000 meter distance. Tbolt turning speed is quite low so hitting fast moving units can prove challenging and [[flicking]] should only be done at medium or long range.&lt;br /&gt;
&lt;br /&gt;
Air Thunderbolts are quite different from their ground-based siblings in that they are primarily meant for [[AA]], and deal reduced damage against ground assets.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units use Thunderbolt launchers.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''TBolt5'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1940m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;327&amp;quot; | 327&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 52&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''TBolt10'''&lt;br /&gt;
| Data-sort-value=&amp;quot;654&amp;quot; | 654&lt;br /&gt;
| 10&lt;br /&gt;
| 105&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''TBolt15'''&lt;br /&gt;
| Data-sort-value=&amp;quot;980&amp;quot; | 980&lt;br /&gt;
| 8.3&lt;br /&gt;
| 131&lt;br /&gt;
| 150&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''TBolt20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1308&amp;quot; | 1308&lt;br /&gt;
| 7.5&lt;br /&gt;
| 157&lt;br /&gt;
| 200&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air TBolt'''&lt;br /&gt;
| ---&lt;br /&gt;
| 5200m&lt;br /&gt;
| 750m&lt;br /&gt;
| Data-sort-value=&amp;quot;160&amp;quot; | 160&lt;br /&gt;
| Mgun&lt;br /&gt;
| 1.5m&lt;br /&gt;
| 10&lt;br /&gt;
| 44&lt;br /&gt;
| 600&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1480px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*Upon impact, TBolts create large explosions, causing intense cockpit shake, and an intense flash, which can be blinding in [[Night Vision]].&lt;br /&gt;
&lt;br /&gt;
*One possible way to use TBolts is to fire them at Tagged [[Heavy Mechs|Heavy]] or [[Assault Mechs]] from beyond 1000 meters, allowing the TBolter to avoid most enemy fire. These units are too slow to effectively dodge the TBolt, thus increasing the chance of a hit.  One can also unleash a sneak attack by performing a dumb-fire of a TBolt barrage while in passive radar mode, as long as your target is either stationary or moving slowly and can't see the missiles coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
First developed by the Federated Commonwealth in the mid-3050s for the Solaris arenas, the Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing a group of missiles, the Thunderbolt launchers fire a single missile that inflicts as much damage as an Autocannon/5, an Autocannon/10, a Gauss rifle or an Autocannon/20, respectively. This increased damage is made up for by the slightly reduced range and increases to the weapon's heat and weight. The Thunderbolt missile is also more vulnerable to anti-missile systems.&lt;br /&gt;
&lt;br /&gt;
In CBT, Thunderbolt missile launchers cannot use Artemis IV or Narc guidance systems, but operate like LRMs in every other way. &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.sarna.net/wiki/Thunderbolt_5 BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip Thunderbolts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:860px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt5'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt15'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Tbolt20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air Tbolt'''&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando F ]]&lt;br /&gt;
||Mech||IS||25||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis Prime ]]&lt;br /&gt;
||Mech||IS||30||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera D ]]&lt;br /&gt;
||Mech||IS||40||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII C ]]&lt;br /&gt;
||Mech||IS||45||2||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel D ]]&lt;br /&gt;
||Mech||IS||50||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker F ]]&lt;br /&gt;
||Mech||IS||55||1||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus E ]]&lt;br /&gt;
||Mech||IS||60||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult F ]]&lt;br /&gt;
||Mech||IS||65||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avatar|Avatar Prime ]]&lt;br /&gt;
||Mech||IS||70||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer D ]]&lt;br /&gt;
||Mech||IS||70||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler F ]]&lt;br /&gt;
||Mech||IS||90||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder F ]]&lt;br /&gt;
||Mech||IS||90||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas F ]]&lt;br /&gt;
||Mech||IS||100||2||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir C ]]&lt;br /&gt;
||Mech||IS||100||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin A ]]&lt;br /&gt;
||Vehicle||IS||45||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator D ]]&lt;br /&gt;
||Vehicle||IS||45||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel Prime ]]&lt;br /&gt;
||Vehicle||IS||65||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth E ]]&lt;br /&gt;
||Vehicle||IS||100||6||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth C ]]&lt;br /&gt;
||VTOL||IS||25||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk A ]]&lt;br /&gt;
||ASF||IS||30||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair A ]]&lt;br /&gt;
||ASF||IS||50||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rusalka|Rusalka A ]]&lt;br /&gt;
||ASF||IS||65||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 850px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=15387</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=15387"/>
				<updated>2026-02-16T05:07:47Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Adjusted Varient A price for 0.19.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 101 500&lt;br /&gt;
| ArmorT Prime = 67 400&lt;br /&gt;
| Engine Prime = Vlar 300XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 120 000&lt;br /&gt;
| ArmorT A = 67 400&lt;br /&gt;
| Engine A = Vlar 300XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper Artillery|Snub-Nosed Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 106 400&lt;br /&gt;
| ArmorT B = 67 400&lt;br /&gt;
| Engine B = Vlar 300XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 101 000&lt;br /&gt;
| ArmorT C = 67 400&lt;br /&gt;
| Engine C = Vlar 300XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 110 300&lt;br /&gt;
| ArmorT D = 67 400&lt;br /&gt;
| Engine D = Vlar 300XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 113 500&lt;br /&gt;
| ArmorT E = 67 400&lt;br /&gt;
| Engine E = Vlar 300XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 67 400&lt;br /&gt;
| Engine F = Vlar 300XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 67 400&lt;br /&gt;
| Engine G = Vlar 300XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9329&lt;br /&gt;
| Armor LRT = 6064&lt;br /&gt;
| Armor B = 5597&lt;br /&gt;
| Armor LRA = 5364&lt;br /&gt;
| Armor RE = 5364&lt;br /&gt;
| Armor LRL = 6717&lt;br /&gt;
| Armor INT = 4030&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy 'Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest 'Mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other 'Mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twin-linked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive [[Snub-Nose Thumper]] [[artillery]] cannon, this variant performs best at under 400m due to the somewhat steep parabolic trajectory of its main gun, which does not require deployment to fire. [[ERLL|ER Large Laser]]s in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. [[SRM4]]s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of [[HMG|Heavy Machine Guns]] provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=&lt;br /&gt;
Picture yourself piloting the Magnum with your radar set to passive on the high bridges of Zoetermeer while carefully flanking a slow moving enemy deathball that's busy trading shots with your team below. Exposing only the tip of your high-mounted snub-nose Thumper to possible counter-fire, you mash the fire button and immediately turn away, breaking line-of-sight while your shell satisfyingly impacts seconds later. Your hapless target will be rocked by the massive concussive force, desperately looking for their tormentor. But you'll already be repositioning yourself for the next shot, again using partial cover to your advantage. You might get lucky and get a couple more shells off but don't push it - choose to break off. Chances are that at least some of the enemies with jump jets will come hunting for you and they'll know that your overall sustained DPS isn't the greatest. So ping your radar, quickly cycle through the targets, call out damaged assets to your teammates and only jump down into the fray below if you think you'll be able to finish off a higher value asset than yourself with your close ranged weapons.&lt;br /&gt;
&lt;br /&gt;
You'll also have to recognize that leading your relatively slow moving shells to land on mechs past 300m that can dodge is quite difficult! You can lean on your twin ER large lasers somewhat for medium to long range engagements but they'll overheat you quickly when used with the Thumper so be ready to tap that coolant key to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
The Magnum performs best in urban environments that offer lots of cover. Its ability to unleash a devastating alpha attack with all of its weapons at close ranges, quickly torso twist away from counter fire and seek cover at a fast 86 KPH can shock even the hardiest assaults. Don't get too eager as one missed Thumper shot can leave you in a world of pain!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - {12thVR}RickHunter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of [[PPC]]s and a trio of [[RAC2]]s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the [[ERSL|4 Extended Range Small Lasers]] . The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep [[heat]] under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of [[kiting]] and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal [[UAC20]] can relentlessly slam targets while the pair of [[SRM6]]s softens their [[armor]] and provide some amount of screenshake. Five plain [[Medium laser]]s then provide an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through. One [[Free tons|Free Ton]] of ammo for the UAC20 and two [[Flamers]] to use as needed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
Mounting eleven [[DHS|Double Heat Sinks]] for good reason, as the D is equipped with a single [[HPPC|Heavy Particle Projection Cannon]] producing enormous hit/splash damage every 10.9 seconds backed up by no less than four [[LPPC|Light Particle Projection Cannons]] chainfired to keep your opponent rocking until you can close the range to use the five [[SPL|Small Pulse Lasers]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain. A whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 3 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in steady fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G is a medium / close unit with a [[AC10|AutoCannon 10]] and two banks of [[MRM20|Medium Range Missles 20]] that can begin battering foes at 650m, and four [[MPL|Medium Pulse Lasers]] can start drilling at 400m. Battering is the key word here, considering the tremendous screenshake potential the trio of the AC10 and MRM20's have to offer, this variant excels at punching up to heavier assets, scrambling more expensive gunboats, and ablating larger mechs with MRM - all mounted on a chassis fast and strong enough to remain a persistent thorn in their side.&lt;br /&gt;
&lt;br /&gt;
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three [[free ton|Free Tons of Ammo]] is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Wandering Samurai Studio had originally planned the Marauder to be a surprise bonus asset for a future 0.9 or 1.0 release.&lt;br /&gt;
* For a time, the Marauder was a canceled asset. At the time of Wandering Samurai Studios' final major update 0.7.0, the 'Mech was only 40% completed and therefore not ready for release. An entirely new model was later built and released in version 0.11.3, well after development of MWLL was revived by its community.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support 'Mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Old_UnfinishedAssets_Marauder.png|Unfinished model revealed at the time of v0.7.0's release&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Heavy_Lasers&amp;diff=15382</id>
		<title>Heavy Lasers</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Heavy_Lasers&amp;diff=15382"/>
				<updated>2026-02-05T00:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Updated hsl range for 0.18.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Heavy Lasers''' are powerful [[Clan]] used [[Lasers|laser weapons]], sacrificing range for raw firepower.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:MHL.gif|framed|[[Battle Armor Weapons#Micro Heavy Laser|Micro Heavy Laser]] in action]]&lt;br /&gt;
Heavy Lasers are Clan weapons which deal more damage per shot than any other laser weapon. A Heavy Laser's beam fires for a noticeably longer (1.5s) time than [[Standard Lasers]] or [[Extended Range Lasers]], and like those weapons it deals damage over time requiring the beam to be maintained upon its target. Because of the long beam duration, it can be difficult to maintain fire on a single location on the target -- especially if it is actively evading.&lt;br /&gt;
&lt;br /&gt;
In exchange for this high damage yield, Heavy Lasers have to sacrifice other qualities. Their range is lower than that of other Clan energy weapons and they produce quite a bit of waste [[heat]] which must be carefully managed to prevent overheating. This makes them best suited for shorter-range brawling and hit-and-run units firing the weapons in carefully controlled volleys to manage their heat. Smart use of [[Coolant]] and taking advantage of bodies of water can help deal with the heavy heat load.&lt;br /&gt;
&lt;br /&gt;
There is also a handheld version available for [[BA|Battle Armor]] known as the [[Battle Armor Weapons#Micro Heavy Laser|Micro Heavy Laser]]. Although Heavy Lasers are exclusively Clan technology, even Inner Sphere [[BA|Battle Armor]] can equip the BA mHL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Max&amp;lt;br&amp;gt;Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Beam Duration'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 110px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Micro_Heavy_Laser | BA mHL]]'''&lt;br /&gt;
| 80m&lt;br /&gt;
| 1.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;1349&amp;quot; | 1349&lt;br /&gt;
| Energy&lt;br /&gt;
| 8.6&lt;br /&gt;
| 203&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Hitscan&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''HSL'''&lt;br /&gt;
| 250m&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| 1.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;420&amp;quot; | 420&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Energy&lt;br /&gt;
| 11.4&lt;br /&gt;
| 84&lt;br /&gt;
| 46&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''HML'''&lt;br /&gt;
| 400m&lt;br /&gt;
| Data-sort-value=&amp;quot;720&amp;quot; | 720&lt;br /&gt;
| 9.2&lt;br /&gt;
| 117&lt;br /&gt;
| 106&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''HLL'''&lt;br /&gt;
| 600m&lt;br /&gt;
| Data-sort-value=&amp;quot;1500&amp;quot; | 1500&lt;br /&gt;
| 7.1&lt;br /&gt;
| 186&lt;br /&gt;
| 331&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air HSL'''&lt;br /&gt;
| 400m&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| 1.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;420&amp;quot; | 420&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Energy-air&lt;br /&gt;
| 11.4&lt;br /&gt;
| 98&lt;br /&gt;
| 46&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''Air HML'''&lt;br /&gt;
| 500m&lt;br /&gt;
| Data-sort-value=&amp;quot;720&amp;quot; | 720&lt;br /&gt;
| 9.2&lt;br /&gt;
| 135&lt;br /&gt;
| 106&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;7&amp;quot; | '''Air HLL'''&lt;br /&gt;
| 650m&lt;br /&gt;
| Data-sort-value=&amp;quot;1500&amp;quot; | 1500&lt;br /&gt;
| 7.1&lt;br /&gt;
| 216&lt;br /&gt;
| 298&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1010px | Version143=0.14.3}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
===[[Battle Armor Weapons#Micro Heavy Laser|BA mHL]]===&lt;br /&gt;
The most powerful [[Battle Armor Weapons|Battle Armor weapon]] but extremely range limited. This can be problematic when out in the open so it is best to only use on maps where there is ample cover to dodge behind, making it a good weapon choice in urban-like environments or when defending a base in [[Terrain Control]] matches. It is important to note that the BA mHL is a dedicated Battle Armor weapon, meaning that it cannot be taken on [[Mechs|BattleMechs]], [[VTOL]]s, [[Aerospace|Fighters]], or [[Vehicles]] (excluding the [[APC]]).&lt;br /&gt;
&lt;br /&gt;
===CHSL and CHML===&lt;br /&gt;
The CHSL and CHML only have the range to be effective during short-range encounters. While they are impressively powerful for weapons their size the associated heat load can be problematic over time if the unit boasts more than a couple. If you get in prolonged combat situation, it might be useful to avoid firing off too many in a single volley, so either break the weapons into separate groups or take advantage of the [[Combat Guide#Chainfire|chain fire]] firing mode.&lt;br /&gt;
&lt;br /&gt;
===CHLL===&lt;br /&gt;
The CHLL produces more heat than any other weapon in the game. It also deals the highest pinpoint alpha damage of any [[Energy Weapon]] and as with all lasers can operate independent of ammunition supplies. The main drawback of the CHLL is that its range restricts it from being a truly effective sniper weapon, and the intense heat load can be dangerous even if fired conservatively. Still, units mounting even a single CHLL represent a significant threat to any enemy that crosses their path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Developed by the Star Adders in 3059, the first heavy lasers to see combat in the Inner Sphere were deployed by the Ghost Bears against the Draconis Combine during the abortive Combine Dominion War. The heavy laser is one of the standout achievements of the scientist castes’ attempts to leap past the Inner Sphere’s toiling engineers and provide the Clans’ warriors with better weapons than they had during Operation Revival. Utilizing a brute-force approach that Lyran engineers would have understood, the Star Adders strengthened and enlarged most of the components of a standard laser to build a stronger, more damaging beam than had ever been constructed for ground-based use before. Available in all three standard laser classes—small, medium, and large—they are deliriously powerful weapons, rivaling even particle projector cannon for firepower. Their lasing systems inflict targeting problems that frustrate warriors familiar with laser weaponry, but the possible damage done more than offsets this disadvantage. The lasers lost much of their range advantage (with ranges similar to that of Inner Sphere Standard Lasers) and have a significant pre-charging period, however a Clan Medium Heavy Laser had the same punch as an Inner Sphere PPC at a fraction of the weight.&lt;br /&gt;
&lt;br /&gt;
Although not particularly innovative, the weapon system, in addition to the [[Advanced Tactical Missiles]] introduced by Clan Coyote a few years earlier, are significant because they represent an end to the technological stagnation the Clans had settled into.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Laser  BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Clan assets equip Heavy Lasers:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:920px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HSL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HML'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HLL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air HSL'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air HML'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air HLL'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC D]]&lt;br /&gt;
||Mech||CL||25||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC F]]&lt;br /&gt;
||Mech||CL||25||4||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire Prime ]]&lt;br /&gt;
||Mech||CL||25||3||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uller|Uller F ]]&lt;br /&gt;
||Mech||CL||30||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar D ]]&lt;br /&gt;
||Mech||CL||35||1||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma D ]]&lt;br /&gt;
||Mech||CL||35||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat E ]]&lt;br /&gt;
||Mech||CL||45||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat G ]]&lt;br /&gt;
||Mech||CL||45||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound C]]&lt;br /&gt;
||Mech||CL||50||||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound D]]&lt;br /&gt;
||Mech||CL||50||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound G]]&lt;br /&gt;
||Mech||CL||50||4||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner B ]]&lt;br /&gt;
||Mech||CL||55||6||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner F ]]&lt;br /&gt;
||Mech||CL||55||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow D ]]&lt;br /&gt;
||Mech||CL||55||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture B ]]&lt;br /&gt;
||Mech||CL||60||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn B ]]&lt;br /&gt;
||Mech||CL||65||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn G ]]&lt;br /&gt;
||Mech||CL||65||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki D ]]&lt;br /&gt;
||Mech||CL||65||||4||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Novacat|Novacat D ]]&lt;br /&gt;
||Mech||CL||70||||2||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor B ]]&lt;br /&gt;
||Mech||CL||70||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor D ]]&lt;br /&gt;
||Mech||CL||70||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor G ]]&lt;br /&gt;
||Mech||CL||70||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat D ]]&lt;br /&gt;
||Mech||CL||75||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat G ]]&lt;br /&gt;
||Mech||CL||75||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari C ]]&lt;br /&gt;
||Mech||CL||85||||6||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp Prime ]]&lt;br /&gt;
||Mech||CL||90||||4||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp D ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp E ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII G ]]&lt;br /&gt;
||Mech||CL||90||2||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi E ]]&lt;br /&gt;
||Mech||CL||100||||4||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi G ]]&lt;br /&gt;
||Mech||CL||100||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras B ]]&lt;br /&gt;
||Vehicle||CL||25||2||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras F ]]&lt;br /&gt;
||Vehicle||CL||25||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus E ]]&lt;br /&gt;
||Vehicle||CL||30||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares B ]]&lt;br /&gt;
||Vehicle||CL||40||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona D ]]&lt;br /&gt;
||Vehicle||CL||50||||4||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro D ]]&lt;br /&gt;
||Vehicle||CL||60||2||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden D]]&lt;br /&gt;
||Vehicle||CL||70||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu B ]]&lt;br /&gt;
||Vehicle||CL||80||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars E ]]&lt;br /&gt;
||Vehicle||CL||100||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars G ]]&lt;br /&gt;
||Vehicle||CL||100||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar E ]]&lt;br /&gt;
||VTOL||CL||25||||||||2||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar F ]]&lt;br /&gt;
||VTOL||CL||25||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar C ]]&lt;br /&gt;
||ASF||CL||35||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar E ]]&lt;br /&gt;
||ASF||CL||35||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar F ]]&lt;br /&gt;
||ASF||CL||35||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla D ]]&lt;br /&gt;
||ASF||CL||45||||||1||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla E ]]&lt;br /&gt;
||ASF||CL||45||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth A ]]&lt;br /&gt;
||ASF||CL||60||||||||||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth E ]]&lt;br /&gt;
||ASF||CL||60||||||||4||||&lt;br /&gt;
|-&lt;br /&gt;
![[Xerxes|Xerxes B ]]&lt;br /&gt;
||ASF||CL||85||||||||2||2||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 920px | Version143=0.14.3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Battle Armor Weapons]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15379</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15379"/>
				<updated>2026-01-20T01:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant A */ fluff fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 119 700&lt;br /&gt;
| ArmorT Prime = 77 299&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 113 550&lt;br /&gt;
| ArmorT A = 77 299&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 116 400&lt;br /&gt;
| ArmorT B = 77 299&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 111 900&lt;br /&gt;
| ArmorT C = 77 299&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 109 700&lt;br /&gt;
| ArmorT D = 77 299&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;18 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 117 300&lt;br /&gt;
| ArmorT E = 77 299&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 107 100&lt;br /&gt;
| ArmorT F = 77 299&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 99 700&lt;br /&gt;
| ArmorT G = 77 299&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 7953&lt;br /&gt;
| Armor CT = 9941&lt;br /&gt;
| Armor B = 5965&lt;br /&gt;
| Armor LRA = 6710&lt;br /&gt;
| Armor LRL = 7605&lt;br /&gt;
| Armor LE = 4971&lt;br /&gt;
| Armor INT = 4563&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso [[yaw|twist]] speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso [[pitch]] ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The second of 3 long range assaults'. The A equipped with [[GECM]], [[BAP]] and [[EOptics]] places it in the sniper mode. Two [[ATM|ATM3(ER)]] missile launchers with a reach of 1500m, 1 [[HAG30]] at 1200m and two [[CERLL]] hitting at 900m allow it to select it's target with impunity. Three [[Free tons|Extra Tons of Ammo]] for the Missiles and Hag. Seven [[DHS]] to help keep things running cool. Two [[CERML]] for anything that breaks the 700m mark or to dispatch Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards mid-range support fire. A [[ERPPC|cERPPC]] and a battery of triple [[ATM6]] Launchers provide heavy damage and [[screenshake]]. A [[UAC10]] provides adds solid DPS alongside four [[ERSL|cERSLs]]. For equipment, [[AECM|Angel ECM]] and a single [[LAMS|Laser Anti-Missile System]] covers allies while 7 [[DHS]] struggle to keep the heat down. A single [[free ton]] feeds the UAC10. &lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [[CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 18 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, the E carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six [[Free ton|tons]] of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[GECM]] and [[EOptics]] to sneak into position, just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 [[DHS|heat sinks]] are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Denny's&amp;quot;''===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units, for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only four remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
*In 0.17.0, The Warhawk's maxheat curve was buffed to 915°c from 900°c. This makes up for MWLL's lack of a targeting computer and how the heat system is more punishing toward Clan mechs.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=15374</id>
		<title>Black Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Black_Lanner&amp;diff=15374"/>
				<updated>2026-01-04T19:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant D */ comment update&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 = 10&lt;br /&gt;
| Tier = 10&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 200&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 = 76 200&lt;br /&gt;
| ArmorT A = 48 019&lt;br /&gt;
| Engine A = 385 JF Extralight&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Eoptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 75 200&lt;br /&gt;
| ArmorT B = 48 019&lt;br /&gt;
| Engine B = 385 JF Extralight&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[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 = 75 600&lt;br /&gt;
| ArmorT D = 46 092&lt;br /&gt;
| Engine D = 385 JF Extralight&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 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 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 F = 73 300&lt;br /&gt;
| ArmorT F = 48 019&lt;br /&gt;
| Engine F = 385 JF Extralight&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 83 050&lt;br /&gt;
| ArmorT G = 49 943&lt;br /&gt;
| Engine G = 385 JF Extralight&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6999&lt;br /&gt;
| Armor LRT = 4550&lt;br /&gt;
| Armor B = 4200&lt;br /&gt;
| Armor LRA = 4025&lt;br /&gt;
| Armor LRL = 5284&lt;br /&gt;
| Armor INT = 3171&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Black Lanner''' (aka &amp;quot;Blanner&amp;quot;) is a fast medium OmniMech built by the [[Clans]] with [[MASC]] installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLL|ER Large Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERML|ER Medium Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERML|extended range medium lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;SunnyD&amp;quot;''===&lt;br /&gt;
The SunnyD is an [[Energy_Weapons|energy]]-focused Black Lanner that wants to come in close and personal. With 7 [[Double Heat Sinks]], the SunnyD can run quickly for longer than nearly any other Black Lanner when using [[MASC]] making it an excellent [[back capper]]. It is quite fast and generally well-suited for [[seek-and-destroy]] missions, except that it can't do so very stealthily because its [[c3]] unit creates a stronger [[radar signature]] when the SunnyD is in [[Passive Radar]] mode. Under hot conditions, the SunnyD should focus on using its [[ATM6|ATM 6 High Explosive]] since it is the SunnyD's more heat-efficient weapon. During the beginning of combat, so long as the SunnyD wasn't already running hot from using MASC, the SunnyD can afford to [[group fire]] all of its six [[cHSL|Heavy Small Lasers]] and one [[cHML|Heavy Medium Laser]], but after that, the SunnyD typically performs best using [[chain fire]] in order to spread out the heat&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The SunnyD is the most evil mech in the game. It's the best [[back capping|back capper]] because it is the second fastest Black Lanner since it has only one fewer heatsink than the Black Lanner A and enough weapons to challenge nearly any medium or heavy mech for a post in Terrain control. Sure, its not the stealthiest choice of a Black Lanner, the Prime or one of the brawler Lanners is a better choice for stealth, but the SunnyD doesn't really need stealth with how much speed it can put out. Thanks to the the Lanner's 360 torso and the flexible nature of having 7 Heavy Lasers as well as a high [[splash damage]] HEATM6 finisher, The SunnyD can also easily switch between a group fire twist-fight or a max DPS stare mode as long as the pilot has enough weapon groups set up. During a group fire twist fight, any moment that the enemy isn't exposing whatever component the pilot has chosen to target, is a moment that the SunnyD can cool down, waiting for the perfect moment to unleash all of its heavy lasers.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A multirole support variant, this unit comes equipped with [[AECM]] which obfuscates nearby allies. An [[UAC5|Ultra Autocannon 5]] in the right arm provides precise, long-range burst damage that remains functional in close quarters while a [[cDSSRM4|Dual Streak SRM4 launcher]] mounted in the left torso grants this variant a potent close-range punch. A quartet of [[Extended Range Lasers|small lasers]] spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The main selling point of this variant is the AECM, and it is very much dependent on having good coordination with your team mates. It is only able to reliably win 1-on-1 brawls with assets smaller than itself.&lt;br /&gt;
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.&lt;br /&gt;
&lt;br /&gt;
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.&lt;br /&gt;
&lt;br /&gt;
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku &lt;br /&gt;
&lt;br /&gt;
| Comment2=&lt;br /&gt;
The fastest AECM unit in the game! Perfect for rapid flanks and for bringing popup ambush capability to any point on the map, no matter how slow or heavy your teammates may be. A cool AECM tactic that your mobility plays to is initiating a brawl while slightly apart from your teammates in the AECM bubble - keep your teammates in the bubble as your group approaches, but towards the edge relative to you. The enemy may start tracking you instead of the real firepower, leaving them open to a flank. You'll be fast enough to run to your allies for safety when the shooting starts, but you're not just a radar bubble. Your AECM cover is your most important contribution to a fight and staying alive should be your top priority, but your kit does a significant amount of damage over time and you should leverage it whenever possible. The Charlie's DSSRM4 does a lot of damage and splash but chews through ammo exceptionally quickly, so it's usually worth spending both of your spare tons on it if you're planning on running in with your team (which you should!). Don't neglect the four CERSLs, too - each does about equivalent DPS to an IS medium laser, and the four together deal considerably more DPS than your UAC5! &lt;br /&gt;
&lt;br /&gt;
| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The ultimate drive-by support mech housing [[EOptics]] &amp;amp; 5 [[DHS]]. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts 2 [[CMPL|cMPL]]s, a [[CLRM15|cLRM15]], and a single [[ATM|ATM6 (HE)]] launcher, giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it won't out DPS dedicated [[Asset_Roles#Brawler|brawlers]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=To make the most out of this loadout, try to take advantage of [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-NARCing]]. This offsets the [[CLRM15|cLRM15]]'s long lock-on time, which is otherwise awkward to use within the short 300m range of the [[ATM|ATM6 (HE)]]. Both missile launchers have long cycle times, so staying in cover is a must. NARCed targets can be fired upon around cover, or with quick peaks now that you can ignore locking-on. Stay at high speeds and use [[MASC]] to dash between pieces of cover and fire off a volley (easily done in urban environments or walled Control Points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cNARC only has 6 shots, but the Delta's speed should make reloading relatively easy despite the lack of [[free ton]]s.&lt;br /&gt;
| Writer1= - Xcalibur&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Airsoft&amp;quot;''===&lt;br /&gt;
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Black Lanner G is a unique Black Lanner in that it comes with an extra half ton of [[armor]] and is the only Black Lanner with support for allied missile guidance in the form of [[TAG]]. The G was born to [[brawl]], with absolutely no weaponry reaching beyond 350m. Terrifying on the battlefield, the G can easily [[heat|heat up]], melt, or shut down most other ground assets with its three [[Flamers]]. Then with a frighteningly powerful [[alpha strike]], the G can unload its staggering 22 SRM missile tubes from two [[cDSRM4]] and one [[cSRM6]]. Despite its ammo-hungry build, the G has quite a bit of staying power thanks to three [[free tons]] of ammo.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots -  Mechthild - CL, Mechwarrior - MERC, ~SJ~ Red - CL&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3052 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Black_Lanner BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mars&amp;diff=15347</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mars&amp;diff=15347"/>
				<updated>2025-11-28T00:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Typo on Prime, updated fluff on F for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Mars.png&lt;br /&gt;
| ImageGif = File:Mars_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 34&lt;br /&gt;
| BoostSpeed = 36&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -8° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 136 900&lt;br /&gt;
| ArmorT Prime = 67 116&lt;br /&gt;
| Engine Prime = XL&lt;br /&gt;
| AltSpeed Prime = 48&lt;br /&gt;
| AltBoost Prime = 55&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 122 400&lt;br /&gt;
| ArmorT A = 67 116&lt;br /&gt;
| Engine A = Fusion 200&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 140 400&lt;br /&gt;
| ArmorT B = 67 116&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| AltSpeed B = 48&lt;br /&gt;
| AltBoost B = 55&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM12 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 115 100&lt;br /&gt;
| ArmorT C = 63 436&lt;br /&gt;
| Engine C = Fusion 200&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 124 800&lt;br /&gt;
| ArmorT D = 67 116&lt;br /&gt;
| Engine D = Fusion 200&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 124 000&lt;br /&gt;
| ArmorT E = 67 116&lt;br /&gt;
| Engine E = Fusion 200&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;16 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 105 700&lt;br /&gt;
| ArmorT F = 65 276&lt;br /&gt;
| Engine F = Fusion 200&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 142 900&lt;br /&gt;
| ArmorT G = 67 116&lt;br /&gt;
| Engine G = Fusion 200&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Sniper Artillery]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 7500&lt;br /&gt;
| Armor F = 19440&lt;br /&gt;
| Armor S = 10368&lt;br /&gt;
| Armor B = 7200&lt;br /&gt;
| Armor T = 12240&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Assault Combat Vehicle&amp;quot; '''Mars''' [[tank]] is one of the premier combat vehicles that the [[Clans]] field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics &amp;amp;  Laser Anti-Missile System.  Defensively, they are protected by AutoFlamers &amp;amp; PDS. It can be a little sluggish in the turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime's use of long-range weapons constitutes the [[CGauss]] &amp;amp; [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|Clan Long Range Missles15]] add even more damage potential at range, though a ton of ammunition for each limits the amount of times they can be utilized. Defensively, it is protected by a [[CDSSRM4]], two [[AutoFlamer]]s, and three [[PDS]]. 7 [[HS]] to help keep temps in check but an alpha strike is out of the question, 5 [[Free tons]] to ensure its stay in the field and [[GECM]] to mask your position. Its XL engine grants it extra mobility at ~55 KPH.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|C3 Radar Sharing]] to allies. While the A has three [[free tons]] of ammo, they must all be dedicated to the A's ammo-hungry trio of [[ATM12]]s. This means that the A's [[cNARC]] must function without any extra ammo and will have to be used sparingly. The NARC allows the A to pound enemy targets with deadly barrages of [[indirect fire]]. Simply NARC the target, then fire ATMs straight up or even backwards in order to arc the missiles over hills and other intervening terrain. As backup weapons, the A comes with three [[cERML]]s, two [[cERSL]]s, and one [[cLBX10]]. Because of the A's pair of [[AutoFlamers]] and modest set of close combat weapons are insufficient to deter most mid- to late-game [[brawlers]], the A should focus on staying close to allies in case enemies come within the ATM's [[minimum range]]. The A's 9 [[heat sinks]] are hardly enough to keep it cool when firing all weapons. Players will have to choose between [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Tonberry&amp;quot;''===&lt;br /&gt;
The B &amp;quot;Tonberry&amp;quot; like its namesake is a close-in formidable brawler. A battery of three [[ATM12|Advanced Tactical Missile12 (HE)]] launchers will significantly damage even the most armored assaults. Prioritize the ATM12s as the main damage dealer as they're more heat efficient than the twin [[CMPL|Clan Medium Pulse Lasers]] and dual [[CERSL|Clan ER Small Lasers]]. Use the powerful [[CLBX20|Lubalin Ballistics-X AutoCannon20]] to target and remove individual components from your chosen target. The more powerful XL engine allows the Tonberry to match the speed (~55 KPH) of  many assaults to close into range aided by the stealth of its [[GECM]] equipment. Defensively, it is protected by two [[AutoFlamer|Autoflamers]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C is all about enemy denial of their captured bases and demoralizing the opposing force. A battery of three [[Arrow IV|Clan ArrowIV Missiles]] are its main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|Enhanced Optics]] a skilled pilot can lay down devastating rain of terror. Its main guns house two [[CUAC2]] assisted by two [[CERML]] for those bold enough to charge your position.&lt;br /&gt;
Six [[Free tons]] for the Arrow IVs and eight [[HS]] to try to hold you heat in check, so be mindful of your temperature as the ArrowIV's can quickly raise it up. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Doomtrain&amp;quot;''===&lt;br /&gt;
The D is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Twin [[HAG30|Hyper-Assault Gauss Rifle30s]] are its main guns with a long reach of 1200m, solid kinetic damage DPS and low waste heat. A battery of three [[ATM9| Advanced Tactical Missiles9 (ER)]] can travel out to 1250m raining terror on your foe, while your own single [[LAMS]] protects you from incoming missiles.  Defensively, it is protected by a four [[MG]], one [[CERML]] and two [[AutoFlamer]]. 5 [[HS]] to help keep temps in check and 5 [[Free tons]] to ensure its stay in the field.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E unit can Harass foes with its long reaching [[CERPPC]] &amp;amp; [[CUAC5]] using [[EOptics]]. Where it really shines is at the 450m mark pounding/shaking the enemy with three [[CDSSRM6|Clan Dual Streak SRMs6]], Melting armor with four [[CERSL|Clan Extended Range Small Lasers]] and one [[HML|Heavy Medium Laser]]. If leaning on the Lasers too much the 16 [[HS]] will feel the strain. Six [[Free tons|Extra Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Mars F is a long-[[range]] [[self-NARC]]ing [[asset]]. Three [[cLBX5]]s and two [[cERLL]]s reach out to 900m.The vertical mounting of the F's three [[cLRM15]]s provide more [[indirect fire]] potential compared to Clan LRMs on other assets, but suffer in close combat. The F can take advantage of the this indirect fire capability with its [[cNARC]] by NARCing an enemy and then raining LRMs. Three [[cSRM2]] provide some direct fire while two [[PDS]] and two [[AutoFlamers]] provide cover from [[BA]] and [[aircraft]] that come in too close. The F also comes with one [[LAMS]] to thin out incoming missiles. Only three [[free tons]] are available for ammo. Pilots are advised to buy two tons of LRMs to resupply the LRM15s and one ton of NARC ammo so that the F can keep its indirect fire onslaught going, or at least continue to [[support]] allies by painting targets once most of the F's LRM ammo is gone.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Knock Knock&amp;quot;''===&lt;br /&gt;
The Mars G, Close up and Deadly. A departure from its family of long range machines as this units main gun holds the terrifying [[Sniper Artillery|Sniper Artillery Cannon]]. Its reach may only be 700m but the devastation it brings is enormous, the same massive damage and area of effect that the [[Long_Tom_Artillery|Long Tom Artillery]] has. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain their charge, they'll be met with three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat &amp;amp; Five [[Free tons|Spare Tons of Ammo]]. A word of caution, just don't be caught out in the open where you are out ranged. Defensively, it is protected by two [[AutoFlamer|AutoFlamers]] and one [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Pro Tip:===&lt;br /&gt;
As with most Tanks, Turret Pitch &amp;amp; the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in it's operation.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems under the guise of Series XXXII Multitrack IWS with Artemis IV FCS Targeting and Tracking System. Popular legend attributes the design of the tank to ilKhan Wilson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago. &lt;br /&gt;
Carrying more than eleven tons of advanced-composite armor (Compound Zeta Ferro-Fibrous), the Mars can sustain multiple hits with minimal risk of penetration. A general purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.&lt;br /&gt;
&lt;br /&gt;
Notable Pilots: firestorm - MERC, Spooky - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2842 during the Era known as &amp;quot;Early Succession War&amp;quot; - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Mars_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Flamer&amp;diff=15344</id>
		<title>Flamer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Flamer&amp;diff=15344"/>
				<updated>2025-11-20T21:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Added to gameplay &amp;amp; hints section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flamers''' are short range flamethrower weapons causing [[heat]] buildup on the target.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Flamer.gif|frame|[[Battle Armor| Longinus BA]] heating up the night air]]&lt;br /&gt;
Flamer is essentially a flamethrower that uses the reactor exhaust of [[Mechs]] or [[Tanks]] as a flame projector with extremely short range. It causes very minor damage to groud assets, and the main use is in overheating enemy units, forcing them to Power-Down or take extra heat damage. Continuous stream of fire and splash damage of the flamers can also be effective against [[Battle Armor]]s.&lt;br /&gt;
&lt;br /&gt;
The Flamer is usually mounted on mechs and tanks as a backup weapon, but there are couple of specialised roasting units. It has unlimited ammo, and similarly to the [[machine guns]], only weapon and unit heat buildup limits the shooting.&lt;br /&gt;
&lt;br /&gt;
The actual damage impacts after the flame animation, which forces the user to aim a little further ahead than seems intuitive.&lt;br /&gt;
&lt;br /&gt;
Heavy Flamers are Clan weapons only, and shoot purple flames.&lt;br /&gt;
&lt;br /&gt;
For the kind of flamers mounted on [[Mars]] and [[Behemoth]] assault tanks, see [[AutoFlamer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Max&amp;lt;br&amp;gt;Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 110px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Heat Damage&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Burst&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Cooldown&amp;lt;br&amp;gt;Time''' &amp;lt;!-- Full weapon heat bar to 0 --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Overheat&amp;lt;br&amp;gt;Duration'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Flamer| BA Flamer]]'''&lt;br /&gt;
| 100m&lt;br /&gt;
| Data-sort-value=&amp;quot;40&amp;quot; | 40&lt;br /&gt;
| Data-sort-value=&amp;quot;40&amp;quot; | 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flame&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flame&lt;br /&gt;
| 8m / 10m&lt;br /&gt;
| 20&lt;br /&gt;
| 185 (300)*&lt;br /&gt;
| 129&lt;br /&gt;
| 193&lt;br /&gt;
| 184&lt;br /&gt;
| ---&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''Flamer'''&lt;br /&gt;
| 150m&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 20&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 20&lt;br /&gt;
| 45&lt;br /&gt;
| 6m / 8m&lt;br /&gt;
| 10&lt;br /&gt;
| 68 (150)*&lt;br /&gt;
| 40&lt;br /&gt;
| 88&lt;br /&gt;
| 300&lt;br /&gt;
| 5&lt;br /&gt;
| 6s&lt;br /&gt;
| 8s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''Heavy Flamer'''&lt;br /&gt;
| 200m&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 40&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 40&lt;br /&gt;
| 74&lt;br /&gt;
| 6m / 8m&lt;br /&gt;
| 12&lt;br /&gt;
| 68 (150)*&lt;br /&gt;
| 80&lt;br /&gt;
| 172&lt;br /&gt;
| 300&lt;br /&gt;
| 5&lt;br /&gt;
| 6s&lt;br /&gt;
| 8s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1750px | Footnote1 = *Max rate of fire | Version145=0.14.5}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*A single flamer or even a pair can rarely produce enough heat to endanger armored ground units on &amp;quot;normal&amp;quot; and cool temperature maps. On hot or low conductivity maps ([[TC_Inferno|Inferno]], [[TC_Phlegeton|Phlegeton]], [[TC_Scorched|Scorched]]), overheating the enemy units becomes a more effective tactic.&lt;br /&gt;
&lt;br /&gt;
*Heat damage means flamers are effective against assets with low heat sink count, and care less about armor.&lt;br /&gt;
**This means light flamer assets can easily &amp;quot;punch up&amp;quot; to heavier assets, though you'll likely want to engage enemies when they are distracted by teammates.&lt;br /&gt;
&lt;br /&gt;
*Typically, flamers will force opponents to dump coolant or hold their fire, reducing their DPS.&lt;br /&gt;
&lt;br /&gt;
*Decent anti-[[Battle Armor]] weapon due to its splash damage. It is able to hit BA that hide inside buildings or behind cover where they are protected from more common anti infantry weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release. An extremely short-ranged weapon, the Flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat levels. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Flamer BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip Flamers:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:550px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Flamer'''&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire C ]]&lt;br /&gt;
||Mech||CL||25||4&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis E ]]&lt;br /&gt;
||Mech||IS||30||4&lt;br /&gt;
|-&lt;br /&gt;
![[Osiris|Osiris B ]]&lt;br /&gt;
||Mech||IS||30||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma Prime ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma A ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma B ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma C ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma D ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma E ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma F ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma G ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven E ]]&lt;br /&gt;
||Mech||IS||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera D ]]&lt;br /&gt;
||Mech||IS||40||2&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII B ]]&lt;br /&gt;
||Mech||IS||45||2&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner G ]]&lt;br /&gt;
||Mech||CL||55||3&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker G ]]&lt;br /&gt;
||Mech||IS||55||2&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki D ]]&lt;br /&gt;
||Mech||CL||65||2&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer F ]]&lt;br /&gt;
||Mech||IS||70||3&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat F ]]&lt;br /&gt;
||Mech||CL||75||4&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder C ]]&lt;br /&gt;
||Mech||IS||75||2&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir D ]]&lt;br /&gt;
||Mech||IS||100||3&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser D ]]&lt;br /&gt;
||Vehicle||IS||25||4&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras A ]]&lt;br /&gt;
||Vehicle||CL||25||2&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin E ]]&lt;br /&gt;
||Vehicle||IS||45||2&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro C ]]&lt;br /&gt;
||Vehicle||CL||60||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel C ]]&lt;br /&gt;
||Vehicle||IS||65||2&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden G]]&lt;br /&gt;
||Vehicle||CL||70||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 540px | Version1410=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Battle Armor Weapons]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Heavy_Flamer&amp;diff=15343</id>
		<title>Heavy Flamer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Heavy_Flamer&amp;diff=15343"/>
				<updated>2025-11-20T20:56:20Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Added redirect to Flamer weapon page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Flamer]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Category:Energy_weapons&amp;diff=15342</id>
		<title>Category:Energy weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Category:Energy_weapons&amp;diff=15342"/>
				<updated>2025-11-20T20:55:48Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Undoing redirect, guessing it's intentional so you can see all related pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Category:Energy_weapons&amp;diff=15341</id>
		<title>Category:Energy weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Category:Energy_weapons&amp;diff=15341"/>
				<updated>2025-11-20T20:54:10Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Added redirect to Category for Energy Weapons page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Energy_Weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Flamer&amp;diff=15340</id>
		<title>Flamer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Flamer&amp;diff=15340"/>
				<updated>2025-11-20T20:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ Added Heavy Flamer stats. Uncertain about DPS numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flamers''' are short range flamethrower weapons causing [[heat]] buildup on the target.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Flamer.gif|frame|[[Battle Armor| Longinus BA]] heating up the night air]]&lt;br /&gt;
Flamer is essentially a flamethrower that uses the reactor exhaust of [[Mechs]] or [[Tanks]] as a flame projector with extremely short range. It causes very minor damage to groud assets, and the main use is in overheating enemy units, forcing them to Power-Down or take extra heat damage. Continuous stream of fire and splash damage of the flamers can also be effective against [[Battle Armor]]s.&lt;br /&gt;
&lt;br /&gt;
The Flamer is usually mounted on mechs and tanks as a backup weapon, but there are couple of specialised roasting units. It has unlimited ammo, and similarly to the [[machine guns]], only weapon and unit heat buildup limits the shooting.&lt;br /&gt;
&lt;br /&gt;
The actual damage impacts after the flame animation, which forces the user to aim a little further ahead than seems intuitive.&lt;br /&gt;
&lt;br /&gt;
For the kind of flamers mounted on [[Mars]] and [[Behemoth]] assault tanks, see [[AutoFlamer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Max&amp;lt;br&amp;gt;Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 85px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 110px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Heat Damage&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Burst&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Cooldown&amp;lt;br&amp;gt;Time''' &amp;lt;!-- Full weapon heat bar to 0 --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Overheat&amp;lt;br&amp;gt;Duration'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Flamer| BA Flamer]]'''&lt;br /&gt;
| 100m&lt;br /&gt;
| Data-sort-value=&amp;quot;40&amp;quot; | 40&lt;br /&gt;
| Data-sort-value=&amp;quot;40&amp;quot; | 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flame&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flame&lt;br /&gt;
| 8m / 10m&lt;br /&gt;
| 20&lt;br /&gt;
| 185 (300)*&lt;br /&gt;
| 129&lt;br /&gt;
| 193&lt;br /&gt;
| 184&lt;br /&gt;
| ---&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''Flamer'''&lt;br /&gt;
| 150m&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 20&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 20&lt;br /&gt;
| 45&lt;br /&gt;
| 6m / 8m&lt;br /&gt;
| 10&lt;br /&gt;
| 68 (150)*&lt;br /&gt;
| 40&lt;br /&gt;
| 88&lt;br /&gt;
| 300&lt;br /&gt;
| 5&lt;br /&gt;
| 6s&lt;br /&gt;
| 8s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''Heavy Flamer'''&lt;br /&gt;
| 200m&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 40&lt;br /&gt;
| Data-sort-value=&amp;quot;10&amp;quot; | 40&lt;br /&gt;
| 74&lt;br /&gt;
| 6m / 8m&lt;br /&gt;
| 12&lt;br /&gt;
| 68 (150)*&lt;br /&gt;
| 80&lt;br /&gt;
| 172&lt;br /&gt;
| 300&lt;br /&gt;
| 5&lt;br /&gt;
| 6s&lt;br /&gt;
| 8s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1750px | Footnote1 = *Max rate of fire | Version145=0.14.5}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*A single flamer or even a pair can rarely produce enough heat to endanger armored ground units on &amp;quot;normal&amp;quot; and cool temperature maps. On hot or low conductivity maps ([[TC_Inferno|Inferno]], [[TC_Phlegeton|Phlegeton]], [[TC_Scorched|Scorched]]), overheating the enemy units becomes a more effective tactic.&lt;br /&gt;
&lt;br /&gt;
*Decent anti-[[Battle Armor]] weapon due to its splash damage and because it is able to hit BA that hide inside buildings or behind cover where they are protected from more common anti infantry weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release. An extremely short-ranged weapon, the Flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat levels. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Flamer BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip Flamers:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:550px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Flamer'''&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire C ]]&lt;br /&gt;
||Mech||CL||25||4&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis E ]]&lt;br /&gt;
||Mech||IS||30||4&lt;br /&gt;
|-&lt;br /&gt;
![[Osiris|Osiris B ]]&lt;br /&gt;
||Mech||IS||30||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma Prime ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma A ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma B ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma C ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma D ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma E ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma F ]]&lt;br /&gt;
||Mech||CL||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma G ]]&lt;br /&gt;
||Mech||CL||35||2&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven E ]]&lt;br /&gt;
||Mech||IS||35||1&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera D ]]&lt;br /&gt;
||Mech||IS||40||2&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII B ]]&lt;br /&gt;
||Mech||IS||45||2&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner G ]]&lt;br /&gt;
||Mech||CL||55||3&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker G ]]&lt;br /&gt;
||Mech||IS||55||2&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki D ]]&lt;br /&gt;
||Mech||CL||65||2&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer F ]]&lt;br /&gt;
||Mech||IS||70||3&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat F ]]&lt;br /&gt;
||Mech||CL||75||4&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder C ]]&lt;br /&gt;
||Mech||IS||75||2&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir D ]]&lt;br /&gt;
||Mech||IS||100||3&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser D ]]&lt;br /&gt;
||Vehicle||IS||25||4&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras A ]]&lt;br /&gt;
||Vehicle||CL||25||2&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin E ]]&lt;br /&gt;
||Vehicle||IS||45||2&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro C ]]&lt;br /&gt;
||Vehicle||CL||60||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel C ]]&lt;br /&gt;
||Vehicle||IS||65||2&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden G]]&lt;br /&gt;
||Vehicle||CL||70||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 540px | Version1410=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Battle Armor Weapons]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=15339</id>
		<title>Rusalka</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=15339"/>
				<updated>2025-11-10T06:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant F - &amp;quot;Malleus&amp;quot; */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF&lt;br /&gt;
| Image = File:Rusalka.png&lt;br /&gt;
| ImageGif = File:Rusalka_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 10&lt;br /&gt;
&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Price Prime = 97 700&lt;br /&gt;
| ArmorT Prime = 24 937&lt;br /&gt;
| Engine Prime = Hermes 325 XL&lt;br /&gt;
| Maneuver Prime = 5.3&lt;br /&gt;
| MaxSpeed Prime = 467&lt;br /&gt;
| TurnSpeed Prime = 290&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Price A = 88 500&lt;br /&gt;
| ArmorT A = 24 937&lt;br /&gt;
| Engine A = Hermes 325 XL&lt;br /&gt;
| Maneuver A = 6.6&lt;br /&gt;
| MaxSpeed A = 488&lt;br /&gt;
| TurnSpeed A = 285&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LXPL|LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Thunderbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
| Class B = Attacker&lt;br /&gt;
| Price B = 100 500&lt;br /&gt;
| ArmorT B = 24 937&lt;br /&gt;
| Engine B = Hermes 325 XL&lt;br /&gt;
| Maneuver B = 5.3&lt;br /&gt;
| MaxSpeed B = 467&lt;br /&gt;
| TurnSpeed B = 290&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;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;
| Class C = Fighter&lt;br /&gt;
| Price C = 84 100&lt;br /&gt;
| ArmorT C = 24 937&lt;br /&gt;
| Engine C = Hermes 325 XL&lt;br /&gt;
| Maneuver C = 6.6&lt;br /&gt;
| MaxSpeed C = 488&lt;br /&gt;
| TurnSpeed C = 285&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Price D = 93 500&lt;br /&gt;
| ArmorT D = 24 937&lt;br /&gt;
| Engine D = Hermes 325 XL&lt;br /&gt;
| Maneuver D = 5.3&lt;br /&gt;
| MaxSpeed D = 467&lt;br /&gt;
| TurnSpeed D = 280&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;2x [[MRM30|Air MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Price E = 98 600&lt;br /&gt;
| ArmorT E = 25 888&lt;br /&gt;
| Engine E = Hermes 325 XL&lt;br /&gt;
| Maneuver E = 4.1&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| TurnSpeed E = 295&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Price F = 102 500&lt;br /&gt;
| ArmorT F = 25 888&lt;br /&gt;
| Engine F = Hermes 325 XL&lt;br /&gt;
| Maneuver F = 4.1&lt;br /&gt;
| MaxSpeed F = 448&lt;br /&gt;
| TurnSpeed F = 295&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss|Air HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Price G = 104 000&lt;br /&gt;
| ArmorT G = 25 888&lt;br /&gt;
| Engine G = Hermes 325 XL&lt;br /&gt;
| Maneuver G = 4.1&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| TurnSpeed G = 295&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 9305&lt;br /&gt;
| Armor LRW = 3573&lt;br /&gt;
| Armor E = 5062&lt;br /&gt;
| Armor T = 3424&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Rusalka''' is an [[Inner Sphere]] [[Aerospace]] dogfighter with excellent speed and armor for dueling other fighters. Capable of sustained bursts of up to five-and-a-half Gs, one of these fighters can be more than enough for an enemy to handle. Most identified configurations in Lore focus on energy weapons for maximum combat endurance, enabling this agile fighter to hang in the fight longer.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
A flexible Attacker capable of hitting most targets, though it requires long attack runs which can leave it vulnerable. A [[HPPC|Heavy PPC]] delivers splash damage (and huge heat spikes) while four [[ERML|Air ERML]] pick out specific components for destruction. The two [[LRM10]] racks are nice to have, although they alert targets to your approach and add to an already toasty per-run heat burden. Two [[Bomb|Laser Guided Bombs]] enhance the first run alpha strike or help pick off damaged foes, but beware the painfully long [[staring|stare time]] required to guide them in—if you break off, the bombs will miss. All in all, a viable Rusalka but not one commonly seen.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A Fighter with a strong focus on air-to-air combat. Two [[TBolt|Air TBolts]] seek out and destroy enemy fighters' engines while 2x [[LXPL|Large X-Pulse Lasers]] chew through armor. Larger fighters can't ignore you, making this a good counter to enemy [[Shiva]]s and [[Xerxes]]. But the lack of a single high-alpha damage source makes it harder to engage smaller, more nimble targets.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Morrigan&amp;quot;''===&lt;br /&gt;
A long-range Attacker with a [[BAP]] for enhanced target detection, and an [[Gauss]] and two [[ERPPC|ERPPC]]s as long-range armament. Because the weapons don't share a travel time, they are probably best fired in separate groups. Two [[Bomb|Cluster Bomb Units]] will help soften or finish up targets if the airspace is permissive, but the Morrigan is generally a better pick for situations where you can't get close to your targets due to ground fire.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A Fighter with plenty of ammo for its three [[RAC2|Air Rotary AutoCannon 2]]s. The spin-up on the autocannons means it's best to use them as hoses, especially against larger air targets; correct the stream of tracers onto the target. WWithin 400m, four [[ERSL|Air Small Extended Range Lasers]] add a useful hitscan alpha. Like the Rusalka A, this variant is best used to deny airspace to large enemy ASF.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Incus&amp;quot;''===&lt;br /&gt;
The premium Attacker variant, and probably the most commonly sighted Rusalka on the field, the 'Incus' is limited not by ammunition or armor but by the endurance of its heat sinks. Each attack run deals out massive splash damage and screenshake with two [[MRM30|Air MRM30s]] and an [[HPPC]], and the addition of two [[Bomb|High Explosive Bombs]] on the first pass can often secure a single-pass kill. But between weapons fire and afterburner, the Incus will probably leave each pass with heatsink damage. It's not uncommon to suicide by melting yourself by using all your weapons when your heatsinks are already damaged. Note that in a pinch the [[HPPC]] is a decent air to air weapon.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
When aided by a [[NARC]] or [[TAG]], the Rusalka E as a truly formidable weapons platform. This allows the E can strike from over 1300m away with two [[LRM20|Air LRM20s]] and two [[Bomb|Laser Guided Bomb]]s. When acquiring its own targets, the E should launch it's bombs from just inside 1500m from the target while flying at top speed (but not at high heat since LGBs cause a lot of heat). Then, cut the throttle to zero as the bombs are guided toward their target and the LRMs [[lock on]]. Then the E becomes a [[staring|stare-down]] plane with even more damage in the form of a [[RAC5|Air RAC5]] and 2x [[ERML|Air ERMLs]]. Funds permitting, the whopping 5 [[Free ton|Free Tons of Ammo]] should be used for a single ton of RAC ammo and four spare bombs.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= On its own, the Rusalka E is far less scary than the Rusalka F (the HGauss one). The E also can't deal with enemy aircraft as well as the F. But where the E truly excels is when there are friendlies providing targeting in the form of NARC or TAG. The E can rain down Laser-Guided Bombs and LRMs with impunity on a far cheaper and more maneuverable chassis than the Shiva G or the Xerxes A. The most comparable plane to the E is the Visigoth F. The only real advantages of the Rusalka E over the Visigoth F are price and shape, since the Visigoth F has more distinct, easier to hit wings. For players that don't expect to acquire their own targets, a 5th LGB can be taken instead of a ton of RAC ammo.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Malleus&amp;quot;''===&lt;br /&gt;
Like its cousin the Incus, the Malleus is built around a single massive main gun—in this case, an [[HGauss|Air HGauss]]. Although technically a Bomber, the Malleus can down enemy ASF in as little as one or two hits with this weapon, and two [[LPL|Air LPLs]] are perfect for finishing off damaged rivals. As soon as you've fired the Heavy Gauss you can break off your run, but the closer you get to the target before firing the more damage it'll do, creating an interesting risk/reward tradeoff. Five free tons let you carry spare Heavy Gauss ammo as well as four reloads for your pair of [[Bomb|Cluster Bombs]], which should be used to pile area damage onto a target you've breached with your guns. Enemy ASF must respect the Malleus whenever it's present, making you a double threat to air and ground alike—but also a primary target for enemy fighters.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A Bomber with two standard [[PPC|Particle Projection Cannons]] and an [[UAC20|Air UAC20]], which will deliver massive screenshake and damage—if you can survive the long, flat run required to use the autocannon. By the time you're on top of the target, short range missiles and [[Bomb|High Explosive Bombs]] provide followup and the chance for a one-pass kill. Four [[Free ton|Free Tons]] allow for bomb reloads. This variant is not well suited for contested airspace, but can absolutely devastate targets in more permissive environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rusalka was released in update 0.9.2, alongside the [[Anubis]] and [[Mithras]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The second in the Word of Blake's Spectral trio of Omnifighters, the Rusalka is among the Blakists' greatest feats of aerospace engineering. Incorporating excellent speed, maneuverability, and protection into one craft, Blakist engineers managed to make enough room to allow 33 tons of pod space. This all converges to make the Rusalka an especially deadly dogfighter, all the more augmented by the fighter's high endurance, thanks to its fixed eleven double heatsinks. The Prime - or ''Invictus'' - configuration mounts an ERPPC, an LRM-15 with Artemis IV, four ER Medium Lasers, two Medium Pulse Lasers, and an aft-mounted ER Small Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3071 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: Fast Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rusalka BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Huit&amp;diff=15337</id>
		<title>Huit</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Huit&amp;diff=15337"/>
				<updated>2025-10-25T06:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: All around fluff changes and player comments about the AIV launch angles between the Prime and C varients. Up-to-date for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Huit.png&lt;br /&gt;
| ImageGif = File:Huit_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 40&lt;br /&gt;
| BoostSpeed = 47&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +90°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 95 800&lt;br /&gt;
| ArmorT Prime = 33 296&lt;br /&gt;
| Engine Prime = Engine 170 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 000&lt;br /&gt;
| ArmorT A = 35 504&lt;br /&gt;
| Engine A = Engine 170 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 89 700&lt;br /&gt;
| ArmorT B = 39 920&lt;br /&gt;
| Engine B = Engine 170 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;22 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 94 800&lt;br /&gt;
| ArmorT C = 35 504&lt;br /&gt;
| Engine C = Engine 170 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 91 000&lt;br /&gt;
| ArmorT D = 44 336&lt;br /&gt;
| Engine D = Engine 170 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|CArrowIV-C]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 110 000&lt;br /&gt;
| ArmorT E = 48 752&lt;br /&gt;
| Engine E = Engine 170 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 100 600&lt;br /&gt;
| ArmorT F = 39 920&lt;br /&gt;
| Engine F = Engine 170 I.C.E.&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CUAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 99 300&lt;br /&gt;
| ArmorT G = 35 504&lt;br /&gt;
| Engine G = Engine 170 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV|CArrowIV-C]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 6800&lt;br /&gt;
| Armor F = 7360&lt;br /&gt;
| Armor S = 5088&lt;br /&gt;
| Armor B = 3200&lt;br /&gt;
| Armor T = 5760&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Huit''' (short form of '''Huitzilopochtli''', also called '''Huey''') is a [[Clan]] fire support [[tank]]. It is one of 3 tanks capable of bearing the [[ArrowIV]] launchers along with additional heavy weaponry. &lt;br /&gt;
&lt;br /&gt;
A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of all is the Huit's low armor, more comparable to the [[Partisan]] rather than other high tonnage tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Huit Prime is a [[ArrowIV|Clan Arrow IV]] platform, with two launchers mounted to the hull. [[GECM]] makes it difficult to locate and [[lock on]] to the Huit Prime. But this protection is meager as the Prime's ArrowIV missiles leave a considerable smoke trail allowing observant enemies to home in on the Prime's location. Its 2 [[PDS]]s, two [[MG]]s, two [[CMPL]]s and single [[cUAC5]] help defend the Prime from [[Aerospace]] and enemy [[BA|Battle Armor]]. This meager armament is able to deal with most light tanks and mechs, but as the Prime is the most poorly [[armor|armored]] Huit, it struggles to defend itself against anything more substantial. Pilots are advised to dedicate all four of the Prime's [[free tons]] to ArrowIV missiles as they should avoid getting into any kind of situation where an extra ton of UAC5 ammo would be necessary.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= Compared to the C variant, the Prime's twin Arrow launchers fire at an upward trajectory. This results in more altitude and a steeper descent angle that can bypass enemy cover, providing an artillery playstyle. However, this results in a longer flight time that gives opponents more time to move or for [[LAMS]] to shoot missiles down.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Huit A is geared for more direct combat against long to extreme [[range]] targets. Two [[ATM12|ATM12 (ER)]] launchers are mounted directly to the hull and are vertically launched. Quad [[LBX2]] and twin [[cERLL]] give it some punch against airborne targets and provide modest defense against lightly [[armor|armored]] targets that come within the 150m minimum range. 4 [[Free tons]] of additional ammunition make it capable of moving further from supply lines while using its ATM (ER) launchers. 13 [[HS]] give it good sustained fire capabilities with its missiles are fired alone, though it may struggle with the heat spikes from the lasers.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= The speed, maneuverability, and vertical launch of the ATM12 (ER)s means the missiles often come raining straight down onto a target.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Anaconda&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Anaconda.jpg|center|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''''&amp;quot;Anaconda&amp;quot;''''', a famous [[CLPL]] variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and also mounts no missiles. It wields an impressive array of 3 [[CLPL]]s and a single [[cGauss]] backed up by 22 [[SHS|Heat Sinks]], enabling it to lay down a deadly stream of direct fire onto a target. An extra 1.5 tons of [[armor]] and 2 [[free tons]] help with longevity, but be mindful of the tank's slow speed and overall low armor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Force of Nature&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:13px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Force of Nature.jpg|center|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''''&amp;quot;Force of Nature&amp;quot;''''' somewhat resembles the Puma C in its laser loadout of 6 [[CERML]]. That said, the Force of Nature is an Arrow boat with two [[ArrowIV|Arrow IV launchers]]. Compared to the Anaconda, the Force of Nature is much less capable at managing [[heat]]. The Force of Nature is limited 2 [[Free tons|Tons of spare ammunition]] which makes it dependent on [[APC]] or [[bases]] with ammo to stay supplied. This variant best works using [[chainfire]] for both its lasers and ArrowIV missiles, allowing it to better control [[heat]].&amp;lt;br&amp;gt;&lt;br /&gt;
Remember: ''you can always [[Dumb-Fire]] the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Compared to the Prime variant, the C's twin Arrow launchers fire at a more forward trajectory. This results in a shorter flight time and gives enemies less time to avoid the missiles, providing an aggressive playstyle. However, this results in less altitude which may cause the missiles to impact cover.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Huit D sports a more traditional fire support loadout. A single [[Cluster ArrowIV]] launcher is mounted to the hull and can whittle down opponents around cover or deny repairs. Twin [[LRM15]] launchers are mounted to the turret, and may require aiming to curve them around cover. Other weapons include two [[cUAC5]]s backed up by two [[ERSL|cERSL]]s. This Huit comes with an extra 2.5 tons of [[armor]], 10 [[SHS|Heat Sinks]], and 5 [[free tons]] for all ammo-dependent weapons.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Between the extra armor and LRMs over standard Arrows, this variant sits between the Prime and E in terms of how aggressively it can push with its team while still providing missile support. If [[NARC]] or [[TAG]] is being used, remember that your LRM launch angle depends about where you are aiming, since the launchers are turret mounted.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Black Beard MK-VI&amp;quot;''===&lt;br /&gt;
Nicknamed the '''''&amp;quot;Black Beard MK-VI&amp;quot;''''', the Huit E is a jack of all trades. A single [[HAG40]] and [[cERPPC]] provide long range firepower. The Black Beard's primary damage comes in the form of three [[ATM6]]s. Unfortunately, with only 2 [[Free tons]] of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their [[minimum range]]. To offset this weakness, the Black Beard comes with [[GECM]], an extra 3.5 tons of [[armor]], and a [[TAG]] laser that gives it the ability to fire its ATMs without first acquiring a [[lock on|missile lock]], as well as allowing it to [[flick]] its missiles much more easily. Unlike other Huits, that can rotate their [[chassis]] to make their missiles into an [[indirect fire]] weapon, the Black Beard has all of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to [[Anti Aircraft]] duties, the Black Beard is modestly effective compared to other Huits. The [[HAG40|HAG]] does well with good aim, and the Black Beard's [[Point Defense System]] provides some deterrence to both [[aircraft]] and [[Battle Armor]]. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;The Senate&amp;quot;''===&lt;br /&gt;
The Senate is a multi-role [[DPS]] juggernaut. To this end, it packs a full 8 [[CUAC2]]s backed with with 8 [[Free Tons]] of ammo. Slow [[assets]] will find themselves racing for cover regardless if they are in close-[[range]] or at The Senate's [[maximum range]] of 1250m. The Senate is unique among Huits in that it is able to bring 100% of its firepower out to extreme long-range, while other Huits divide their damage between multiple range brackets and lead times. Dedicated [[Missile boats]] face an uphill battle against The Senate. Even if The Senate is out field of view and the Missile Boat attempts [[indirect fire]], The Senate protects its allies and itself from [[NARC]]s with [[AECM]] and from all other missiles with its two [[LAMS]]. Despite having 1250m of range, The Senate struggles to deal consistent damage against [[aircraft]] at extreme long-range. Aircraft that come in close for an attack run, on the other hand, will suffer greatly if then Senate notices them soon enough. The Senate is an effective ground-based deterrence against the [[Hawkmoth|'Evil Eye' Hawkmoth]] and other long-ranged [[VTOL]]s.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G, with its duo of [[cGauss]] rifles and single [[Cluster Arrow IV]], is a heavy [[fire support]] [[asset]] with an excellent [[AA]] presence, both able to eliminate targets with very high [[burst damage]] or harass them with a hail of missiles. Two [[cMPL]]s help in dealing with enemy [[BA|Battle Armor]] should allies let them get too close, but won't help much against enemy [[brawler]]s, as it doesn't have armor nor firepower to survive a sustained engagement. The G's low [[DPS]] lends it to [[sniping]] and [[poking]] roles that generally require a modicum of [[stealth]]. The lack of any electronics means the G can struggle to walk the fine line between [[battlefield awareness]] or stealthy operation (To be stealthy the G must go [[passive radar]], but doing so effectively leaves it blind).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Huit B was found to be overpowered in the first beta version of MWLL, leading to an 11 page forum thread, &amp;quot;BALANCE: Huit tank far too powerful for cost&amp;quot;, along with several others. Some players decided to use Huit B in protest all the time, making them the most common tanks on some maps, most notably Marshes where it could keep constant fire for nearly a minute while standing in water. The problem was solved in Beta 0.1.0 by decreasing its heat efficiency and increasing price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Canon ==&lt;br /&gt;
The Huitzilopochtli Assault Tank is an 85 ton artillery platform. Better known as ''Huey'', this tank is too slow to move across distances on its own, instead being transported by Drop Ship, but the weapons it carries are most impressive. [[Arrow IV]] launchers can be packed with [[TAG]]-guided missiles, area-effect or FASCAM submunitions dropping mines on the battlefield. For close range defense it has turret-mounted [[MPL|Medium Pulse Lasers]] and [[ERSL|ER Small Laser]]s with additional side-mounted [[MGun]]s giving it overwhelming firepower against the troops or [[Battle Armor]]s. For defense against vehicles the Huey carries [[UAC5]]. An [[GECM|ECM suite]] makes it harder to engage a Huitzilopochtli, though it's not enough to hide it entirely from the enemy sensors. A low five and a half tons of armor force it however to stay behind the lines.&lt;br /&gt;
&lt;br /&gt;
Hueys were used first time by the Clan Jade Falcon during invasion on Coventry, though they are manufactured by other Clans as well.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2845 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Huitzilopochtli BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=15336</id>
		<title>Awesome</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Awesome&amp;diff=15336"/>
				<updated>2025-10-25T04:25:20Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant Prime */ added player comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Awesome.png&lt;br /&gt;
| ImageGif = File:Awesome_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 11&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 64.8&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 103 650&lt;br /&gt;
| ArmorT Prime = 75 076&lt;br /&gt;
| Engine Prime = Pitban XL 240&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 94 000&lt;br /&gt;
| ArmorT A = 73 471&lt;br /&gt;
| Engine A = Pitban XL 240&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 98 500&lt;br /&gt;
| ArmorT B = 75 076&lt;br /&gt;
| Engine B = Pitban XL 240&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 96 900&lt;br /&gt;
| ArmorT C = 75 076&lt;br /&gt;
| Engine C = Pitban XL 240&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[PPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 99 500&lt;br /&gt;
| ArmorT D = 78 920&lt;br /&gt;
| Engine D = Pitban XL 240&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 99 750&lt;br /&gt;
| ArmorT E = 73 471&lt;br /&gt;
| Engine E = Pitban XL 240&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 97 500&lt;br /&gt;
| ArmorT F = 73 471&lt;br /&gt;
| Engine F = Pitban XL 240&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 95 200&lt;br /&gt;
| ArmorT G = 75 076&lt;br /&gt;
| Engine G = Pitban XL 240&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11129&lt;br /&gt;
| Armor LRT = 7234&lt;br /&gt;
| Armor B = 6677&lt;br /&gt;
| Armor LRA = 6399&lt;br /&gt;
| Armor LRL = 8514&lt;br /&gt;
| Armor INT = 5108&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Awesome''' is a fast [[Inner Sphere]] [[Assault Mech]] with a focus on medium to long range combat. The characteristics of the Awesome, with a lower price point and good speed for its weight class, may be better compared those of a [[Heavy Mech]]. However, it distinguishes itself with exceptional armor coverage, featuring a smaller than average profile for it's weight class and more armor than even some [[Clan]] Assault Mechs. The Awesome's firepower is usually based on a heavy reliance on [[Energy Weapons]], backed up by large arrays of [[Heat Sinks]] to enable it to lay down continuous barrages with little worry for ammo depletion or heat buildup. Combined with specialized [[Ballistic Weapons|Ballistics]] or [[Missile Weapons|Missiles]], and its good speed and armor, the Awesome makes for a rugged and adaptable Mech. However, this is not without some weaknesses. The Awesome has a limited torso [[twist]] and somewhat poor maneuverability, leaving the Mech open to being easily flanked by fast vehicles. Combined with a substandard weapon array compared to it's Assault class cousins, an over-confident Awesome pilot may find themselves hopelessly swarmed if caught flat-footed. To be most effective and mitigate these problems, the Awesome should be piloted with cunning, maintaining maximum range when possible and utilising [[GECM|Guardian ECM]] and [[Passive Radar]] to remain hidden while punishing enemies from afar with sustained barrages, and treating it's superior armor as a tool to outlast counter-fire rather than as a battle-line juggernaut. It should be noted that the Awesome's weapons are mounted in a horizontal line spread across arms and side torsos making it more difficult to render an Awesome combat-ineffective, but this also means that the Awesome can be vulnerable to enemy fire before it can fire back due to the relatively low placement of its weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Awesome Prime carries a trio of [[ERPPC]]s as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twist away]] from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 10 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. Furthermore, [[Eoptics|enhanced optics]] allows easier sniping. At short range, the Prime can bring a [[MPL|Medium Pulse Laser]] and a [[SSRM4|Streak SRM4]] to bear. While only a small deterrence to most vehicles, these weapons, along with [[B-Pod]], help protect the Awesome against [[Battle Armor]] - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The right arms holds an ERPPC and the MPL, while the left arm only has the SSRM4. Keep this in mind while torso twisting, or while fighting enemies in this mech.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
One of the cheaper Awesomes, this variant is geared towards long range combat aided by its [[EOptics | Enhanced Optics]] and is particularly effective against faster targets and aircraft. Three [[ERLBL | ER Large Lasers]] forms the bulk of this Awesome's equipment, and can deliver highly accurate damage at a maximum range of 800m. This is backed up with a single [[LRM15]], which can lock on to moving targets. These weapon systems combined allows this Awesome to easily deal considerable damage to lights and mediums, though requires some additional battlefield awareness on the behalf of the pilot - LRMs require time to lock on and travel to their target, who may enter cover before they arrive, and lasers require time on target to discharge their full damage potential. Thus, pilots should deploy this Awesome in open areas to make best use of its weapons systems. The load-out is rounded out by a single [[LtGauss|Light Gauss Rifle]], enabling it to gain first strike against most other enemies and punish those trying to escape it's most effective range.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant is a capable short and medium range brawler that breaks from the Awesome's typical support role profile. The mech's primary armament is a pair of [[UAC10|Ultra AC10s]]. While lacking the sheer stopping power of true brawler autocannons like the [[UAC20|Ultra AC20]], it makes up for the lost damage output with greater range, fire rate and shell velocity, allowing it to place the first strike before entering short range combat and making it able to better engage fast moving targets like Light Mechs and aircraft. After blowing holes in the enemy armor from afar, the Awesome B can close and engage with four accurate [[MPL|Medium Pulse Lasers]] that can sear off components with ease. A Guardian ECM suite allows this Awesome to remain hidden until just before it reaches firing range, and protects the ungainly Mech against LRM assets. Five double heat sinks are adequate under most circumstances, though desperate firefights will require pilots to use small amounts of [[Coolant]] to stay below critical levels.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This variant uses low-tech equipment and carries a simple but deadly loadout of four [[PPC|PPCs]] and an array of 14 [[Heat Sink|Single Heat Sinks]], making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to an occaisional alpha strike. Pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their undamaged torso sides to the enemy while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults, the Awesome C should make use of its Guardian ECM suite or Passive Radar and attack stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Awesome D is a mid-range attacker that exemplifies the Awesome's role as an energy-heavy, sustained-damage support asset. This Mech's primary armament is a trio of [[LXPL|Large X-Pulse Lasers]] that can shear off significant armor over time at a decent range. To enable sustained firing of these massive heat generators, a staggering array of 15 Double Heat Sinks can dissipate tremendous amounts of heat, massively reducing the time spent between bursts and even enabling continuous fire in cold environments. Rounding out the armament is a single [[MRM20| Medium Range Missile Launcher 20]], capable of sandpapering off decent amounts of armor at a time and exposing weaknesses in armor to focus upon with laser fire. The key to using this asset is to take the flank of the main firefight under Passive Radar and exploit weak, distracted or stationary enemies, sapping their armor and assisting friendly brawlers. Do not try to take the brunt of the fight yourself - while this variant sports an extra ton of armor over most other Awesomes, this is not sufficient to counter its inability to spread damage while staring with X-Pulse fire. &lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Awesome E is configured for extremely long range combat, boasting a pair of [[Gauss|Light Gauss Rifles]] mounted in each arm and a pair of torso mounted [[ERPPC]]s. This Mech's Light Gauss Rifles enable it to strike targets from 1250m, out-ranging many other assets in the game, and a [[Beagle Active Probe]] enables pilots to identify potential targets at this extreme distance. Two additional tons of Gauss ammo allow the Awesome E to lay down a decently long barrage upon the enemy. At slightly shorter ranges the ERPPCs can provide powerful punch, useful for closing and knocking out targets after whittling them down with Light Gauss Rifle fire. Pilots should be careful using the ERPPCs too often though, with only 4 [[Double Heat Sinks]] to help dissipate the immense heat these weapons generate. This variant fares poorly at short range, as the long recharge time for its two weapon systems and its lesser armor can be exploited by assets carrying short range and fast firing weaponry. While its burst firepower is enough to dissuade most light vehicles, pilots should always opt to use this Mech at maximum range to avoid being jumped upon by larger assets, and use the Awesome's decent speed for its size to retreat into friendly formations once within 800m of the enemy.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This Awesome is another permutation of the A variant, downgrading it's energy weapon compliment to add tonnage to its ballistic and missile armaments. Replacing the EPPCs with a quad [[RAC2]] &amp;amp; triple [[LRM|LRM5]] provides a comparable damage output while trading range for better heat management. With a more heat and ammo efficient build, more tonnage is devoted to defensive capabilities, bringing the variant up to the standard 15 tons of armor and fitting a GECM unit. These refits bring some unique benefits to the Mech to help it excel in its support role. The LRM trio can be chainfired to frustrate attackers with screenshake while the [[GECM]] suite protects against counter-LRM fire. Four [[Free tons]] will keep it well-fed.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Nutcracker&amp;quot;''===&lt;br /&gt;
The aptly named '''&amp;quot;Nutcracker&amp;quot;''' is a medium to short-ranged Awesome variant that sustains high damage output over time. At 700m the Awesome G is able to open up with a pair of torso mounted [[PPC]]s, useful for softening up damaged targets before closing to unleash a pair of deadly [[RAC5|Rotary AC5s]], which do the brunt of the high DPS shredding. This combination of weaponry is extremely potent, as the [[RAC5|Rotary ACs]] can burn through torso sides with focused fire, while the splash damage of a follow-up [[PPC]] blast can still hit destroyed torso sides even if the enemy attempts to hide their damaged components. Against heavier targets, pilots can exploit the screen shake caused by [[PPC]]s by chain-firing them with the Autocannons, maximizing damage output while reducing the enemy's ability to return it. 4 [[free tons]] for Autocannon ammo allows the Mech to fire with impunity, though with only 7 additional low-tech [[Heat Sink|Single Heat Sinks]], firing the PPCs too readily will lead to dangerous heat buildup. Lacking any other electronics, the Awesome G is unsuited to flanking maneuvers. Instead, it should form part of a main battle line during base assaults, using its heavy armor and significant DPS to overwhelm and destroy defenders. [[B-Pod]] helps finishing off hurt [[Battle Armor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry.&lt;br /&gt;
&lt;br /&gt;
The Awesome as represented in MWLL is based off of the AWS-9M model introduced in 3049, just prior to the Clan Invasion. Featuring an upgraded XL engine and double heat sinks, the 9M was faster than the original 8Q model and replaced the original armament with three ERPPCs, two Streak SRM2s, a Medium Pulse Laser and a Small Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2665 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Awesome BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellion&amp;diff=15335</id>
		<title>Hellion</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellion&amp;diff=15335"/>
				<updated>2025-10-25T04:16:51Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant E */ added player comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Hellion.png&lt;br /&gt;
| ImageGif = File:Hellion_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 119&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +45°&lt;br /&gt;
| PitchCrouch = -30° to +44°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 41 900&lt;br /&gt;
| ArmorT Prime = 30 400&lt;br /&gt;
| Engine Prime = 210 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERSL]]&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;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 42 900&lt;br /&gt;
| ArmorT A = 30 400&lt;br /&gt;
| Engine A = 210 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 40 900&lt;br /&gt;
| ArmorT B = 30 400&lt;br /&gt;
| Engine B = 210 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 38 300&lt;br /&gt;
| ArmorT C = 28 794&lt;br /&gt;
| Engine C = 210 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 43 800&lt;br /&gt;
| ArmorT D = 30 400&lt;br /&gt;
| Engine D = 210 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 43 800&lt;br /&gt;
| ArmorT E = 30 400&lt;br /&gt;
| Engine E = 210 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&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;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 41 100&lt;br /&gt;
| ArmorT F = 30 400&lt;br /&gt;
| Engine F = 210 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 900&lt;br /&gt;
| ArmorT G = 30 400&lt;br /&gt;
| Engine G = 210 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&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;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 4254&lt;br /&gt;
| Armor LRT = 2871&lt;br /&gt;
| Armor B = 2552&lt;br /&gt;
| Armor LRA = 2340&lt;br /&gt;
| Armor INT = 1952&lt;br /&gt;
| Armor LRL = 3254&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Hellion''' is a [[Clan]] [[Light Mech]] introduced in update 0.17.0. The Hellion is a fast generalist OmniMech that often has a respectable mix of diverse firepower for its size. Most variants have additional equipment such as [[eoptics]], allowing better battlefield intel to choose when to chase down an opponent or when to retreat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&amp;lt;!-- Current for 0.17.0 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Skirmisher]]. [[MASC]] allows for effective [[backcapping]] and can help with repositioning to avoid the ATM's [[minimum range]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Be careful. It's easy to overheat. Don't try to use MASC and weapons at the same time.&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Another [[generalist]], Clan [[LRM]]s allow for engagements of many different [[range|ranges]]. Can switch to being [[fire-support]].&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= Use [[iJJ]]s to find a good perch when acting as [[fire-support]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[brawler]] and [[backcapper]]. Similar to the [[Solitaire#Variant C|Solitaire C]], but trades the Solitaire C's extra speed for [[iJJ]]s and more firepower.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Brawler]] with plenty of [[range|medium range]] [[skirmisher|skirmishing]] ability.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=[[Chain fire]] Clan [[SSRM]]s to improve [[heat management]] or to spread out [[screen shake]]. Can operate for a long time without [[rearm|ammo resupply]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
[[Brawler]]. Possibly the fastest [[backcapper]] mech in all of MWLL.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
[[Supporter]] and [[Scout]] with a [[Generalist]] weapon loadout.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Clan [[LRM]]s can be fired into the air at a high pitch in the general direction of the enemy, then the [[TAG]] can be used to achieve missile control that's even better than [[flicking]]. In close combat the various missile weapons can be [[chain fired]] to improve [[heat management]] and [[screen shake]].&lt;br /&gt;
| Writer1= - Warlord Kentax}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]] capable of [[poking]]. Runs out of [[ammo]] quickly.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
[[Generalist]], able to effectively [[sniper|snipe]], [[backcap]] and [[brawl]].&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1= Similar to the [[Solitaire#Variant_E|Solitaire E]], but superior at brawling due to better turnrate, torso twist, and armor. MASC enables quick escapes and can provide evasion mid-battle, if you can balance the heat.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hellion is the direct result of Clan Ice Hellion’s philosophy of swift warfare. Using a heavier version of the Mist Lynx chassis, the Ice Hellions have created an effective blend of speed, armor and firepower. A fast and capable fighter, the Hellion can enter a battlefield, approach and strike a target before being touched. The Hellion was designed to balance speed and firepower on the battlefield. Though slower than heavier models such as the Ice Ferret and Viper, it supports more pod space than either of them. The ’Mech can also outpace lighter models that can mount a larger weapons array, especially when its myomer acceleration signal circuitry (MASC) is engaged. With both long- and short-range punch, the primary configuration can hold its own on any ground. The four medium lasers and trio of Streak 2-packs also make it a potent headhunter’ Mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3059 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hellion BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15334</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=15334"/>
				<updated>2025-10-25T04:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant B */ updaed fluff for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Osiris.png&lt;br /&gt;
| ImageGif = File:Osiris_spin.gif&lt;br /&gt;
| Name = Osiris&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets= 2&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 118.8&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -25° to +35°&lt;br /&gt;
| PitchCrouch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime= 34 600&lt;br /&gt;
| ArmorT Prime = 29 693&lt;br /&gt;
| Engine Prime = Pharaoh 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 400&lt;br /&gt;
| ArmorT A = 29 693&lt;br /&gt;
| Engine A = Pharaoh 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 41 200&lt;br /&gt;
| ArmorT B = 28 255&lt;br /&gt;
| Engine B = Pharaoh 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 36 650&lt;br /&gt;
| ArmorT C = 26 031&lt;br /&gt;
| Engine C = Pharaoh 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 32 500&lt;br /&gt;
| ArmorT D = 30 808&lt;br /&gt;
| Engine D = Pharaoh 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 100&lt;br /&gt;
| ArmorT E = 26 031&lt;br /&gt;
| Engine E = Pharaoh 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 41 000&lt;br /&gt;
| ArmorT F = 30 808&lt;br /&gt;
| Engine F = Pharaoh 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 33 200&lt;br /&gt;
| ArmorT G = 26 031&lt;br /&gt;
| Engine G = Pharaoh 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 4086&lt;br /&gt;
| Armor LRT = 2656&lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
| Armor LRA = 2349&lt;br /&gt;
| Armor LRL = 3677&lt;br /&gt;
| Armor INT = 2206 &lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. 360 degree [[torso twist]] helps with [[kiting]] and [[damage spreading|spreading the damage]], increasing the survivability of this lightly armored mech. Most Osirises are also equipped with [[Jump Jets]], giving pilots more options to approach and escape combat situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[skirmisher]]. Use cover while weapons recharge. Use [[iJJ]]s to get behind cover.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Amazing [[fire-support]] mech with a very high [[DPS]]. When [[overheating]], focus on using the more heat efficient [[SSRM]]s. Use the Osiris' 360° [[torso twist]] to [[kite]] enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A [[Generalist]] focused on burst damage with its [[Blazer]]. Quad [[flamers]] disrupt enemy fire while a single [[SPL]] eeks out a little more DPS. Use your high maneuverability and [[iJJ]]s to stay in cover while the blazer recharges.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[generalist]] capable of [[jump sniping]], [[poking]], and [[brawling]]. [[iJJ]]s are good for getting behind cover while the [[PPC]] recharges.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Powerful [[early game]] [[fire-support]] and [[AA]] mech. Requires [[staring]] to be effective. [[torso twist|Twist your torso]] and [[Damage spread|spread damge]] while the [[RAC2]]s cool down.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Bear&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Poor choice on most [[terrain control]] maps. Low [[DPS]]. Excellent [[extreme-range]] [[jump sniper]] in [[organized play]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Rudolph&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[brawler]], great at [[arming]], and an amazing [[backcapper]]. Be careful when using [[MASC]] while in combat, the Rudolph can [[overheat]]. Focus on using the [[SSRM6]] when overheating, since it's more heat efficient.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]]. Mostly focused on [[jump sniping]]. Good [[tank hunter]] when in [[short-range]].&lt;br /&gt;
&lt;br /&gt;
==Historical==&lt;br /&gt;
Osiris Variant E with Light Gauss - &amp;quot;Bear&amp;quot;  Named in homage to our beloved senior fallen comrade Bear, who in the battle of life mounted his trusty Osiris E on February 2022 and rode off into what would become his final battle. Rest In Peace old friend, the day will come when we meet again.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL engine. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage. Notable Pilots -  RickHunter{12thVR} - IS, grog - MERC, Naikel - MERC, Mechthild - CL, Bear - MERC&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Osiris BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15333</id>
		<title>Mauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15333"/>
				<updated>2025-10-24T07:35:37Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant F - &amp;quot;Great Fox&amp;quot; */ minor fluff change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Mauler.png&lt;br /&gt;
| ImageGif = File:Mauler_spinning_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 270&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 94 900&lt;br /&gt;
| ArmorT Prime = 76 729&lt;br /&gt;
| Engine Prime = Hermes 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 300&lt;br /&gt;
| ArmorT A = 73 145&lt;br /&gt;
| Engine A = Hermes 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 102 500&lt;br /&gt;
| ArmorT B = 73 145&lt;br /&gt;
| Engine B = Hermes 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 500&lt;br /&gt;
| ArmorT C = 78 519&lt;br /&gt;
| Engine C = Hermes 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]] &lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 500&lt;br /&gt;
| ArmorT D = 80 311&lt;br /&gt;
| Engine D = Hermes 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 73 145&lt;br /&gt;
| Engine E = Hermes 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 73 145&lt;br /&gt;
| Engine F = Hermes 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 104 500&lt;br /&gt;
| ArmorT G = 69 562&lt;br /&gt;
| Engine G = Hermes 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11248&lt;br /&gt;
| Armor LRT = 9466&lt;br /&gt;
| Armor B = 6125&lt;br /&gt;
| Armor LRA = 5290&lt;br /&gt;
| Armor LRL = 8464&lt;br /&gt;
| Armor INT = 5078&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Mauler''' is an [[Inner Sphere]] [[Assault Mech]], normally specialized as a long-range fire support. While having least [[armor]] in its class and being one of the slowest Mechs, the Mauler is relatively cheap and packs tremendous firepower, allowing it to quickly disable or destroy almost any opponent. Like other Assault Mechs, the Mauler suffers from extremely slow speed, leaving it vulnerable to attacks by more agile foes, so it should rarely be deployed on the front lines, but if it must be, wise pilots would do so with an escort of lighter Mechs to provide support against speedier assets as well as to distract foes so the Mauler can unleash its firepower without being destroyed first.&lt;br /&gt;
&lt;br /&gt;
The Mauler does enjoy some of the faster turn speeds, wider torso [[yaw]], higher torso [[pitch]], and only slight speed loss (-26%) when in reverse when compared with similarly sized Mechs (-53% for the [[Atlas]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mauler Prime is the cheapest Mauler variant, but is no less of a threat.  Armed with 2 [[LRM15]]'s and 2 [[ERLL]]'s, the Prime variant packs a powerful and accurate long-range attack capable of disabling or destroying any targets it can find.  4 [[UAC2]]'s give it a fearsome backup array of weapons, capable of shredding lighter Mechs and [[Vehicles]], as well as giving the Mauler Prime limited anti aircraft capabilities. [[Eoptics]] allows it to accurately target and engage long range foes. 4 [[free tons]] of ammo are best used for the long range missile launchers as they will run out far more quickly than the UAC2s. Though packing quite a long range punch, the Mauler Prime only has average heat management - four [[DHS|double heat sinks]] can somewhat manage the combined heat from the ERLL and ultra autocannons.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Yamato&amp;quot;''===&lt;br /&gt;
Emphasized for longer range assault with somewhat meager close range defense, the Mauler A carries an array of very powerful weapons. Under the radar concealment of [[GECM]], the Yamato will initially surprise many foes with a massive opening volley of 40 missiles from its two [[LRM20]]s while also being hit by accurately fired high speed [[Gauss]] slugs aided by [[eoptics]]. Enemy mechs that try to close the distance under 650m will only get hit by staggering blasts from the rare [[HPPC|Heavy PPC]] that does twice the damage of a regular PPC. Backup weapons are dual [[SXPL|small X-pulse lasers]] and twin [[ERSL|ER small lasers]] that will give some protection against [[Battle Armor]], along with its [[B-Pod]]. 3 [[free tons]] of ammo give each ammo dependent weapon a reload, ensuring longer time on the contested battlefield. The 4 [[DHS|double heat sinks]] are not enough for continuous weaponry firing, so mechwarriors will have to keep a careful eye on the heat levels. The Mauler A's fearsome long range alphastrike can heavily damage even the toughest assaults in only two volleys while being able to core anything lighter.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In order to conserve [[heat]], the Mauler B forgoes the usual [[ERLL]]s in favor of 4 [[LL]]s which, combined with two [[PPC]]s, places the majority of the Mauler B's firepower solidly focused at 700m. It can still can reach targets up to 1000m with a pair of [[LRM10]]s. The damage dealt at that range will antagonize shorter-ranged enemies into coming in closer. Once they do, the B's dual PPCs can be brought to bear on them, blasting them with [[screen shake]] making it more difficult for them to return fire. During that time, the B can unleash a barrage of pinpoint laser strikes from its four [[LL|Long Range Lasers]]. Despite having 11 [[DHS]], the B struggles with heat. Even on relatively cool [[map]]s, the B can't [[alpha strike]], and even when using [[chain fire]], it requires [[coolant]]. Because of this, even though the B's weapons are mostly energy-based and it requires little ammo to operate effectively, the B benefits from maps with high [[logistics|logistical]] support in order to refuel its coolant. On colder maps and maps with easy access to [[water]], the B has much more staying power.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Broadside&amp;quot;''===&lt;br /&gt;
The C variant deviates from the standard long-range fire support role and focuses on close-range combat with a multitude of ammo dependent weaponry. Armed with a [[UAC20]], [[AC20]], a hard hitting [[MRM30]] and backed up by no less than five [[SRM2]]s, the Mauler C has incredible firepower capable of quickly destroying [[Light Mechs]] and devastating anything that survives the the initial barrage. The Broadside can lockdown targets with heavy [[screenshake]], and its [[splash damage]] makes [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso-twisting]] less effective against it. [[GECM]] helps close the distance for its short-range weaponry. Consider using the two free tons on the UAC20, or splitting it with the MRM30. As it lacks any long range weapons and moves at a slow pace, MechWarriors should never find themselves on the open battlefield alone.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D variant is a hard hitting close to mid-ranged mech. The dual [[PPC]]s allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad [[X-Pulse_Lasers|small x-pulse lasers]] protect it from [[Battle Armor]] and fast mechs. The mech's 7 [[DHS]] struggle to handle the combined heat for its weapons load, making it overheat if the mechwarrior doesn't watch it. Its been blessed with an extra  armor, making it considerably tougher than the other variants which can catch opponents off guard. 2 [[free tons]] of ammo help this slow mech stay in the midst of battle for a while.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rain Rain&amp;quot;''===&lt;br /&gt;
An extreme range combatant, the Mauler E sacrifices all close range firepower for maximum poking potential. A [[Light Gauss]] and 4 [[AC2]] allow it to continuously annoy targets from beyond traditional weapon range, while its [[ERPPC]] and twin [[ELRM15]] allow it to inflict real damage. It'll do all this under the radar cover of [[GECM]], immensely frustrating enemies as they get hit by shots they can't even acquire visually or electronically. 5 [[free tons]] are available for spare ammo; pilots are recommended to dedicate most of it to the hungry ELRM launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Great Fox&amp;quot;''===&lt;br /&gt;
The Mauler F is the bigger, meaner, and uglier brother to the [[Rifleman#Variant A|Rifleman A]], carrying four [[UAC5]] as its primary armament. Two [[ERLL]] give it precision long-range damage, and twin [[Tbolt5]] give it some minor screen-shake power. It carries both [[BAP]] and [[GECM]] allow it to slink about, and 4 [[free tons]] are available for ammo. While it appreciates distance and cover to cycles its weapons, the Great Fox's direct fire loadout does not choke in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
While the Mauler G fits into the same range bracket as the Mauler B, it accomplishes a different role. Carrying a full additional 20 LRMs over the B, the Mauler G mounts two [[LRM20]]s. Its pair of [[LL]]s and set of four [[Standard_AutoCannons|LAC5]] are perfect medium-[[range]] [[pinpoint damage]]. When enemies force the G into a brawl, the heat issue from its LRM20s disappear. In mid range confrontations, where all of the B's weapons can be brought to bear, [[heat]] can be a real issue. To avoid heat issues, the pilot can [[chain fire]] the LLs, using them only sporadically. Alternatively, the pilot can use [[coolant]], but keeping all weapons firing constantly on the G will cause coolant to empty quickly. Beware of the LRM20s' long [[lock on]] time. While the G can stay in [[active radar]] mode more easily than most, thanks to its [[GECM]], a lack of its own additional [[targeting equipment]] means that the G works best with supporting [[NARC]] or [[TAG]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Luthien Armor Works in the Draconis Combine, the ''Mauler'' was first seen in 3050. It is actually a complete overhaul of an earlier design, the ''Daboku'', itself adapted from a House Liao design called the ''Linesman'', which was plagued by flaws in every major component. After improving every aspect of the older design, they renamed it with the designation given to it by Davion units during the War of 3039 to avoid the stigma around the ''Daboku''. Everything about the ''Mauler'' is geared towards long range battle; the AC/2s allow for a constant barrage of AutoCannon fire in addition to the long-range reach of it's two LRM launchers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3048 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mauler BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=15332</id>
		<title>NARC</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=15332"/>
				<updated>2025-10-24T07:21:44Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated Hints section. Updated Usage box to reflect updated mech loadouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
Upon striking the target vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully &amp;quot;stuck&amp;quot; to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly guidable missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once. While relying on allies for NARCed targets is often an effective tactic, especially when allies are coordinating well, sometimes [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-NARCing]] may be necessary.&lt;br /&gt;
&lt;br /&gt;
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Beacon&amp;lt;br&amp;gt;Active'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Beacon&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''NARC'''&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | ---&lt;br /&gt;
| Data-sort-value=&amp;quot;500&amp;quot; | 500m&lt;br /&gt;
| Data-sort-value=&amp;quot;500&amp;quot; | 500m&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;1.4&amp;quot; |  1.4s&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;25&amp;quot; | 25s&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; Data-sort-value=&amp;quot;1000&amp;quot; | 1000m&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | ---&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 400&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 60&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 20&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; | 6&lt;br /&gt;
| rowspan= &amp;quot;2&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''CNARC'''&lt;br /&gt;
| Data-sort-value=&amp;quot;700&amp;quot; | 700m&lt;br /&gt;
| Data-sort-value=&amp;quot;700&amp;quot; | 700m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''iNARC'''&lt;br /&gt;
| Data-sort-value=&amp;quot;900&amp;quot; | 900m&lt;br /&gt;
| Data-sort-value=&amp;quot;900&amp;quot; | 900m&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1330px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
* There's two major ways to counter NARCs:&lt;br /&gt;
&lt;br /&gt;
:: 1. NARC beacons can not succesfuly broadcast from units under the protection of an [[AECM]] field, and every beacon fired at such a unit will not be able to activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.&lt;br /&gt;
&lt;br /&gt;
:: 2. NARCs can be removed by non-cluster [[Arrows]], [[LGB]]s or any EMP effect from [[PPC]]s (of all sizes), '''as long as the EMP splash reaches the core''' of the NARCed unit (Mech center torso, Tank Hull, etc). With this it is possible to remove a NARC from a friendly unit, or from yourself, by firing a PPC to near environment (wall for example) or direcly to component. Just hitting mechs foot won't usually help, because the EMP splash won't reach the CT.&lt;br /&gt;
&lt;br /&gt;
* Most assets with a NARC will have missile launchers of their own. [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-NARCing]] can greatly reduce incoming damage, as you won't need to stare at an opponent to lock-on.&lt;br /&gt;
&lt;br /&gt;
* NARCs can be dumb-fired, even while [[Radar#Passive_Radar|radar-passive]]! They also have a fast refire rate, but the projectile is somewhat slow. This can be useful against slow, radar-passive enemies at close range.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]&lt;br /&gt;
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip NARCs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:635px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''(c)NARC'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''iNARC'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC B]]&lt;br /&gt;
||Mech||CL||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar C ]]&lt;br /&gt;
||Mech||CL||35||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven Prime ]]&lt;br /&gt;
||Mech||IS||35||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven D ]]&lt;br /&gt;
||Mech||IS||35||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera G ]]&lt;br /&gt;
||Mech||IS||40||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat D ]]&lt;br /&gt;
||Mech||CL||45||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner D ]]&lt;br /&gt;
||Mech||CL||55||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus Prime ]]&lt;br /&gt;
||Mech||IS||60||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki A ]]&lt;br /&gt;
||Mech||CL||65||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Orion|Orion Prime ]]&lt;br /&gt;
||Mech||IS||75||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos B ]]&lt;br /&gt;
||Mech||IS||75||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari F ]]&lt;br /&gt;
||Mech||CL||85||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas E ]]&lt;br /&gt;
||Mech||IS||100||||X&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak E ]]&lt;br /&gt;
||Mech||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Harasser|Harasser C ]]&lt;br /&gt;
||Vehicle||IS||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus C ]]&lt;br /&gt;
||Vehicle||CL||30||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars A ]]&lt;br /&gt;
||Vehicle||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars F ]]&lt;br /&gt;
||Vehicle||CL||100||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar B ]]&lt;br /&gt;
||VTOL||CL||25||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth F ]]&lt;br /&gt;
||VTOL||IS||25||||X&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk D ]]&lt;br /&gt;
||ASF||IS||30||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla C ]]&lt;br /&gt;
||ASF||CL||45||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair B ]]&lt;br /&gt;
||ASF||IS||50||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair H ]]&lt;br /&gt;
||ASF||IS||50||X||&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva F ]]&lt;br /&gt;
||ASF||IS||85||||X&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 625px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenade weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=15331</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chimera&amp;diff=15331"/>
				<updated>2025-10-24T06:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Added line about its armor distribution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Chimera.png&lt;br /&gt;
| ImageGif = File:Chimera_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 40&lt;br /&gt;
| Speed = 86&lt;br /&gt;
&amp;lt;!-- | SpeedWithMasc = 125 --&amp;gt;&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 600&lt;br /&gt;
| ArmorT Prime = 40 881&lt;br /&gt;
| Engine Prime = GM 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 000&lt;br /&gt;
| ArmorT A = 39 294&lt;br /&gt;
| Engine A = 385 GM 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2|Light AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 53 200&lt;br /&gt;
| ArmorT B = 39 294&lt;br /&gt;
| Engine B = 385 GM 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 48 000&lt;br /&gt;
| ArmorT C = 40 881&lt;br /&gt;
| Engine C = 385 GM 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 48 750&lt;br /&gt;
| ArmorT D = 40 881&lt;br /&gt;
| Engine D = 385 GM 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 51 200&lt;br /&gt;
| ArmorT E = 40 881&lt;br /&gt;
| Engine E = 385 GM 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 46 600&lt;br /&gt;
| ArmorT F = 40 881&lt;br /&gt;
| Engine F = 385 GM 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 50 900&lt;br /&gt;
| ArmorT G = 39 294&lt;br /&gt;
| Engine G = 385 GM 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 5671&lt;br /&gt;
| Armor LT = 3800&lt;br /&gt;
| Armor RT = 5671&lt;br /&gt;
| Armor B = 3403&lt;br /&gt;
| Armor LRA = 3119&lt;br /&gt;
| Armor LRL = 4168&lt;br /&gt;
| Armor INT = 2501&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it the rocket launcher on the right torso slightly obscures vision.&lt;br /&gt;
The right torso has extra armor to protect the mounted weapon, at the cost of less armor on the left torso. The wide hitbox and low armor of the mech makes its back torso one of the most vulnerable in the game.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Chimera A is a pretty straightforward long range fire support unit. The A's [[ELRM15]] is capable of [[indirect fire]] and comprises the majority of its [[DPS]]. This is fed by two [[Free tons|free tons]] of ammo and backed up with a [[direct fire]] [[ERPPC]] and twin [[AC2#Light_AC2_and_AC5|Light AC2s]]. The ERPPC is capable of deactivating enemy NARC beacons, but liable to doing the same for friendly ones, condemning the variant to working at reduced capacity against NARCed targets. A pair of [[ERSL]] open up at 400m, but beware letting enemies within your ELRM's 290m minimum range. Note that overtaxing the energy based weapons will put a strain on its single [[DHS]] that is barely adequate to manage the heat generated.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.&amp;lt;br&amp;gt;&lt;br /&gt;
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.&amp;lt;br&amp;gt;&lt;br /&gt;
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's &amp;quot;zero throttled&amp;quot; just to receive the ponderous [[MRM30]] volley to the face.&amp;lt;br&amp;gt;&lt;br /&gt;
The minimal pair of [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.&amp;lt;br&amp;gt;&lt;br /&gt;
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''&amp;quot;missiles first&amp;quot;'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 [[medium laser|Medium Lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual [[Flamer|Flamers]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 4 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[Coolant]] in tight situations. An extra half ton of [[Armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Chimera E is a tank-hunter. While its [[SSRM4]] and two [[MPL]]s don't get any bonuses against tanks, they do put out moderate [[DPS]]. Where the E really shines as a tank-hunter is its [[LBX10]] and two [[HMG]]s which both have the [[Damage_Types|Light Kinetic]] damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max [[pitch]], the E can use its [[iJJ]]s to jump into the air above the tank while the LBX10 is reloading or HMGs are [[Jam|cooling down]], to deny the tank the ability to shoot back. Careful, the E only has 1 [[DHS]] and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.&amp;lt;br&amp;gt;&lt;br /&gt;
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moments all else fails, remember to fire the [[BPod]] at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Chimera02.jpg|thumb|175px|A Chimera Prime sporting desert camo (ca. 0.7.1)]]&lt;br /&gt;
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]&lt;br /&gt;
&lt;br /&gt;
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chimera BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=15330</id>
		<title>A Primer for MWO Players</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=15330"/>
				<updated>2025-10-23T04:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Minor edits to some outdated text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This primer is intended for players of ''MechWarrior Online'' (MWO) who want to try playing ''[[MechWarrior: Living Legends]]'' (MWLL). It will explore the differences between MWO and MWLL, from touching on each games' particular design elements to the finer mechanics of how some BattleTech concepts are handled, as while each game may seem similar to one another on the surface, there are many fundamental differences between the two.&lt;br /&gt;
&lt;br /&gt;
Overcoming these differences can be confusing and frustrating for new MWLL players whose previous MechWarrior experience is grounded in MWO. As a result, this page was created to help you learn what to expect when playing MWLL, compared to the behaviour of game elements you are used to from MWO.&lt;br /&gt;
&lt;br /&gt;
Please note that this primer is '''''NOT''''' meant to demonstrate one game as being better than the other -- it is solely a tool to aid MWO players in becoming more accustomed to MWLL's mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Design Differences==&lt;br /&gt;
&lt;br /&gt;
There are a number of basic game design choices that both MWO and MWLL have chosen to handle quite differently and are easily the most noticeable things you will come across.&lt;br /&gt;
&lt;br /&gt;
===Mechlab===&lt;br /&gt;
&lt;br /&gt;
The first and perhaps foremost is that MWLL does '''not''' feature a Mechlab function. Originally, a Mechlab functionality of some sort was planned for MWLL, however attempting to implement a Mechlab properly and seamlessly into the game's framework at the time proved to be impossible for the original development team. Over time, the lack of a Mechlab became more of a feature rather than a drawback or problem with the game. &lt;br /&gt;
&lt;br /&gt;
In comparison, MWO was designed from the ground-up around having a working Mechlab from the beginning in order to deliver an experience that closely mirrored older Mechwarrior titles such as ''MechWarrior 2'', which followed the Classic BattleTech (CBT) system of critical slots, while also borrowing elements from ''MechWarrior 4'' in each location or component having a fixed limit of how many and what types of weapons can be fitted to certain locations.&lt;br /&gt;
&lt;br /&gt;
===General Gameplay===&lt;br /&gt;
&lt;br /&gt;
MWLL's gameplay is based off of the ''Battlefield'' series of games and lets players control a wide range of vehicles (referred to as assets) found in the ''BattleTech'' universe that include [[Battle Armor]], [[Tanks]], [[Aerospace Fighters]], [[VTOLs]] and of course, [[Mechs]] where teamwork and combined-arms strategies are encouraged. The most popular game-type is [[Terrain Control]], where players capture strategic locations and hold them to deprive the other team of tickets. It is similar to the Conquest game mode in MWO, except with the inclusion of repair bays and forward 'Mech factories, these bases take on much more significance than you may be used to. Capturing a base with a 'Mech bay can be crucial in securing victory on some maps as it forces the other team to respawn at their main base and spend time walking to the front lines.&lt;br /&gt;
&lt;br /&gt;
As a result of this design choice, there is an economy system where you earn [[CBills]] (money) for dealing damage, capturing bases and a few other activities, such as spotting enemies while using [[C3]]. You use saved [[CBills]] to purchase fixed-configuration assets of your choice. As a result of having an economy, players can respawn in typical games when they die. In addition to this, players are guarenteed a minimum amount of [[CBills]] upon respawn, which is governed by their [[rank]]. You rank up by gaining points, which are earned the same way as you earn [[CBills]].&lt;br /&gt;
&lt;br /&gt;
MWO focuses on deathmatch gameplay, similar to games like ''World of Tanks'' or ''World of Warships'', where the main goal is to defeat the other team by killing them. This is aided with the use of the matchmaking service that allows you to get into a game quickly and that also lets you enter the matchmaking queue with a number of your friends who will be on your team. MWLL has no matchmaking service; instead, players join servers/games in progress and pick a team before they spawn in. The game will prevent too many players from joining one team at a time, although with a much smaller community, it is up to the players in the match to ensure the match is not stacked, either by numbers or skill, in favour of one side.&lt;br /&gt;
&lt;br /&gt;
Given their different approaches to gameplay, MWLL's pacing is slower than MWO. A typical MWLL match takes up to an hour to resolve, while in MWO a match is usually over within 15 minutes or less.&lt;br /&gt;
&lt;br /&gt;
===Source Material===&lt;br /&gt;
&lt;br /&gt;
MWLL follows CBT when it can, but it breaks with the tabletop game in some areas. Reasons for modifying CBT concepts are usually gameplay-based, where a mechanic from tabletop does not fit well with the game, is difficult to implement or is found to be unbalanced or simply not fun to play with. A good example of this is with [[ML|Medium Lasers]] --  all of these weigh two tons for MWLL's variants instead of being one ton like CBT, regardless of being regular, extended-range or Clan. This change was made because MLs of any kind are very efficient weapons for their weight, leading some configurations that use multiple MLs to have a disproportionate amount of firepower.&lt;br /&gt;
&lt;br /&gt;
MWO adheres much more closely to CBT, down to weapon ranges, tonnage, slots and damage dealt. Instead of modifying weapon stats like MWLL, MWO uses mechanics such as ghost heat (heat scaling) to curtail the boating of weapons like MLs.&lt;br /&gt;
&lt;br /&gt;
===Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In MWLL, light 'Mechs are primarily used as starters. They are all you can afford at the start of a match and you use them to bankroll more expensive assets later in the game. Lighter assets are also useful as scouts or flankers to capture lightly-defended rear bases in [[Terrain Control]] games, especially later into the game after most players have moved into slower assets. In MWO, light 'Mechs are commonly used as assault hunters, using their high speed/acceleration and high-DPS, short-range loadouts to harass or take down assault 'Mechs that are out of position or simply to very quickly dart in and out of cover using massed lasers to precisely carve their targets up.&lt;br /&gt;
&lt;br /&gt;
* Because of the economy system and concept of asset progression throughout the course of a match, MWLL does not balance its light assets directly against heavier ones. Instead, they are balanced around their cost and role(s) that they are intended to be used for. This means that it is very unlikely you can bring down an [[Atlas]] using a [[Cougar]], since the Atlas costs twice as much as the Cougar and will be the stronger unit in a duel due to the higher price tag. That being said, more expensive assets are not automatically better; the best tool for the job depends on the strategic situation you are currently in and how many CBills you have available to spend.&lt;br /&gt;
&lt;br /&gt;
* MWLL has no skill trees of any kind, as there is no in-game framework to keep track of them and it is incompatible with the way the game is set up. There are also no consumable items or skills akin to Cool Shot or Airstrikes in MWLL.&lt;br /&gt;
&lt;br /&gt;
* 'Mechs are generally less agile in MWLL than MWO, with slower torso turn rates, acceleration and leg turn rates, that reflect the slower pace of play. It also means assault 'Mechs are more vulnerable to being crippled by [[Battle Armor]], [[Aerospace Fighters]] or long-range fire. However, 'Mechs tend to have greater torso [[yaw|twist]]/[[pitch]] ranges in MWLL to give them some ability to defend themselves against aerospace units. This difference is not only balance-related as mentioned previously, but is also related to the lack of a skill tree providing agility benefits. Of all the general balance differences, this one is perhaps the hardest for most MWO players to adjust for, as a 'Mech will not hit top speed in two or three steps, so there is a higher demand on making smart choices with regard to positioning.&lt;br /&gt;
&lt;br /&gt;
* It is also somewhat easier to headshot a 'Mech in MWLL than in MWO. This being said, headshot-kills are quite uncommon with a couple of exceptions, namely the [[Awesome]]. The head hitbox for all 'Mechs tends to &amp;quot;bleed&amp;quot; damage to the center torso, making a deliberate head-kill require time and consistent gunnery to pull off. In many cases, it is often faster to simply focus the center torso than the head to get a kill.&lt;br /&gt;
&lt;br /&gt;
* Since MWLL features air assets as well as artillery in the form of the [[Long Tom Artillery Tank|Long Tom]] (LT) and the [[Rommel#Variant A|Thumper]], stalemates or camping standoffs can be broken far more easily in MWLL than in MWO. Bombing runs by aerospace fighters can deliver crippling damage to slow ground units, while shelling by a competent LT or Thumper gunner can devastate 'Mechs that do not turn their radar off. Since most LRM 'Mechs do not carry [[GECM|Guardian ECM]] and need active radar to achieve locks in the absence of a spotter using [[NARC]]s or [[TAG]], they are especially vulnerable to being hit by Long Tom shells.&lt;br /&gt;
&lt;br /&gt;
* Lastly, MWLL has no third-person view, unlike in MWO. This was a decision made as it was believed that giving players a third-person perspective would lead to an unfair advantage as it allows for peeking around corners or cover. It was also done to maintain a higher level of immersion for the game.&lt;br /&gt;
&lt;br /&gt;
==Mechanic Differences==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As mentioned previously, since MWLL utilizes a system of fixed variants for its 'Mech and non-Mech assets, there is no ghost heat whatsoever.&lt;br /&gt;
&lt;br /&gt;
* Another consequence of using fixed variants is that targeting an asset in MWLL does not display its weapons loadout. This makes visually identifying opposing units more important. With some time in MWLL games, you will learn to notice the particular silhouettes of common variants, as variants are almost always visually distinct from one another.&lt;br /&gt;
&lt;br /&gt;
* Dealing damage earns you points, which allow you to gain [[rank]]s and [[CBills]] that let you purchase more expensive assets. From a direct gameplay standpoint, scoring kills is not as vital as in MWO, though kills do provide a CBill bonus, even if you are nowhere nearby -- you will still gain a bonus provided you dealt damage to the player that died. For MWO, damage is not as important as securing kills on your opponents, since killing the other team is generally the easiest way to win.&lt;br /&gt;
&lt;br /&gt;
* The time-to-kill (TTK) is generally somewhat longer in MWLL than MWO. This is primarily the result of assets not using Mechlab-optimized loadouts for maximum efficiency, but also MWLL does not model engine critical hits the same way as MWO does. An Inner Sphere 'Mech with an XL engine will not be destroyed upon loss of a side torso; instead, any hits to the destroyed torso will transfer to the centre torso and deal twice the damage as it normally would have. When a side torso is lost in MWLL, the accompanying arm is '''not''' lost as well, nor is your top speed &amp;amp; heat dissipation impacted, unlike MWO.&lt;br /&gt;
&lt;br /&gt;
* To continue from the previous point, shooting a destroyed side torso is a good idea in MWLL, whereas in MWO, doing this is to be avoided at all costs since shooting destroyed side torsos in MWO reduces the damage you deal. For more information on damage modelling in MWLL, check out the [[Armor]] article.&lt;br /&gt;
&lt;br /&gt;
* Rear torsos in MWLL work a bit differently as well. There is only one armor section that covers the entire back of a 'Mech. This rear torso section typically has slightly less armor than a side torso section. When the rear torso is breached, your 'Mech is &amp;quot;engined&amp;quot;, losing half its maximum speed. Damage dealt when the rear torso is breached transfers to the center torso with a 3.0x multiplier.&lt;br /&gt;
&lt;br /&gt;
* [[LRM]]s, [[SSRM]]s, [[ATM]]s and [[Arrow IV]]s in MWLL cannot lock onto targets that are not in your line of sight. In order to indirectly fire these missile weapons, the target must be painted with either a [[NARC]] beacon or using [[TAG]]. This helps prevent LRM spam tactics from making the game significantly less enjoyable. It also rewards teamwork.&lt;br /&gt;
&lt;br /&gt;
* Unlike MWO, MWLL does not feature radar sharing by default. In order to share your radar with your team, your asset must be equipped with [[C3]], a specialized piece of equipment. This can be also circumvented by talking with your team and calling out contacts as you see them so your team knows where the opposing team is at and thus can respond effectively.&lt;br /&gt;
&lt;br /&gt;
* In MWLL, you can switch your radar between ''active'' and ''passive'' with the R key. When passive, you will be much harder to detect on radar yet will have a vastly reduced radar/targeting range yourself. MWO has no passive radar toggle. You can also target opponents out of your line of sight in MWLL, whereas you must see the target to lock onto it in MWO. See the [[radar]] article for more information.&lt;br /&gt;
&lt;br /&gt;
* MWO's version of the Advanced Tactical Missile ([[ATM]]) launcher is a missile weapon that loses damage the further the missiles travel. MWLL uses a setup closer to that found in CBT by having three different types of ATM: extended range (ER), standard (STD) and high explosive (HE). Each type of launcher deals damage that remains the same no matter how far the missiles fly.&lt;br /&gt;
&lt;br /&gt;
* [[SRM]]s in MWLL fire as a stream of missiles, whereas in MWO they fire all at once in a single burst.&lt;br /&gt;
&lt;br /&gt;
* [[MRM]]s in MWLL are dumbfired like in MWO and cannot have their course corrected once fired.&lt;br /&gt;
&lt;br /&gt;
* [[UAC]]s in MWLL do not feature random chances for jamming. Only when fired for too long or too quickly do these weapons 'jam' and thus require time to be ready again, similar to [[RAC]]s in both MWLL and MWO.&lt;br /&gt;
&lt;br /&gt;
* Players can eject from their assets in MWLL. While doing this in general combat is not recommended, in a duel (1v1) setting doing so can enable you to win, provided your opponent is weakened to the point where the [[Battle_Armor_Weapons#Claw_Machine_Gun|BA Claw MG]] can kill them. Also, on the off chance you run across a 'Mech listed as NO DRIVER with a destroyed head section, you can actually take control of that 'Mech and drive it home to repair it or sell for the CBills.&lt;br /&gt;
&lt;br /&gt;
* MWLL does not feature any UAVs at all. This can make gaining visuals on the other team's deployments more difficult, but also opens the door for dedicated scout units. Also, with aerospace fighters and VTOLs, obtaining aerial recon is always an option but requires a player to take that role on.&lt;br /&gt;
&lt;br /&gt;
* Overheating in MWO briefly shuts your 'Mech down until it cools enough to automatically start up again -- you only die if you massively exceed heat capacity. In MWLL, exceeding your asset's heat capacity will cause you to begin taking damage almost right away, which can be lethal if you are heavily damaged. As a result, avoid exceeding your heat capacity as much as possible. You can use the flush coolant key (C key, by default) to help keep heat under control.&lt;br /&gt;
&lt;br /&gt;
* MWLL features both screen- and aim-shake, whereas MWO only has minor screen-shake. This is a useful mechanic for some variants as it allows them to buy time during battle to gain the upper hand. That being said, only a few weapons induce any kind of shaking, namely missiles, PPCs and larger autocannons.&lt;br /&gt;
&lt;br /&gt;
* Trees, rocks and other obstacles in MWLL have a physical 'presence' on the map and will slow down or stop your 'Mech down if you walk into them. Some trees will be destroyed when walked into, while some will not. In MWO, you can freely walk into/through trees without any effect on your 'Mech. This is often a difficult adjustment for many MWO players to make and it will challenge your piloting abilities.&lt;br /&gt;
&lt;br /&gt;
* MWLL utilizes constant throttle by default, meaning when you stop pressing W, your 'Mech maintains its throttle setting until you slow down or brake. In MWO, the default is throttle decay, so not pressing W will bring your 'Mech to a stop. You can use the default '''K''' key to switch between constant and decaying throttle if you need throttle decay to play.&lt;br /&gt;
&lt;br /&gt;
* Hostile TAG lasers can only be seen using [[Night Vision]] in MWLL, whereas they are always visible to all players in MWO. There is also no heat/IR-vision in MWLL.&lt;br /&gt;
&lt;br /&gt;
* Stealth Armor exists in MWLL as a hard-mount on certain assets, such as the [[Anubis]], which allows them to be detected at only 350m compared to the regular 500m for all [[GECM]]-carrying assets. While stealth armor does not build heat, interferes with seeing hostile target icons, and is always active, assets with it carry no coolant to compensate.&lt;br /&gt;
&lt;br /&gt;
* There is no ballistic AMS, and [[LAMS]] does not generate heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jump Jets===&lt;br /&gt;
&lt;br /&gt;
Jump Jets in MWLL are generally simpler to use than in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWLL offers two types of Jump Jets - standard (often simply written as &amp;quot;JJ&amp;quot;) and improved (often written as &amp;quot;iJJ&amp;quot;) - while MWO only has a single type of Jump Jets.&lt;br /&gt;
&lt;br /&gt;
* MWLL's standard JJ offer a simple, relatively short jump that can be vectored in whichever direction a player's 'Mech was initially moving, although provides nearly no room for mid-jump direction change. &lt;br /&gt;
** Improved Jump Jets allow a player to vector their 'Mech's jump in any direction the player wishes to move, even while in mid-air, and provides roughly twice as much fuel as standard Jump Jets.&lt;br /&gt;
** Jump vectoring can be controlled with the same movement keys as those used to move a 'Mech. It is key to note that the jump vectoring is '''relative to your ''torso'' facing''', not your legs as in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWO's Jump Jets allow for almost the same movement which is possible with MWLL's improved Jump Jets, and can even allow a player's 'Mech to rotate itself 180 degrees while in mid-air, and while keeping original momentum. &lt;br /&gt;
&lt;br /&gt;
* Furthermore, MWO features fall damage, and jumping from great heights will result in minor damage to both of a 'Mech's legs. This mechanic is absent in MWLL.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
* [[MWLL Basics Guide]]&lt;br /&gt;
* [[Starter Asset Guide]]&lt;br /&gt;
* [[Terrain Control Guide]]&lt;br /&gt;
* [https://docs.google.com/document/d/131pcY01x-O0IS-vHmLlqzSsrXpr8EGHMCG5WgRh_0Fg/edit?usp=sharing The Proving Grounds], a training initiative open to all players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--include stuff about tanks, vtols, asfs and BA work--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Machine_Gun&amp;diff=15329</id>
		<title>Machine Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Machine_Gun&amp;diff=15329"/>
				<updated>2025-10-20T04:20:49Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Machine Gun */ added line about revealing nametags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The '''Machine Gun''' or '''MGun'''/'''MG''', is a rapid fire [[weapons | Ballistic Weapon]]. It is comparable to contemporary machine guns (with caliber less than 20mm, above it's [[AC2]]), simply upscaled to Mechwarrior standards. Its rapid fire and fast projectile movement speed makes it an effective counter to [[Battle Armor]]. However it does little damage against any other target, unless used en masse over a long period of time. With that being said do not dismiss the MG particularly while other weapons are reloading or are out of range. A smart pilot ensures that the MG's are tied to every weapon group, as a hail of bullets against a heavy damaged opponent just may score you a kill or increase your C-Bills to the next rank.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;/m'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Burst&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Cooldown&amp;lt;br&amp;gt;Time''' &amp;lt;!-- Full weapon heat bar to 0 --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Jam&amp;lt;br&amp;gt;Duration'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Light_Machine_Gun | BA Claw MG]]'''&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Data-sort-value=&amp;quot;7&amp;quot; | 7&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 1000 (1200)*&lt;br /&gt;
| 140&lt;br /&gt;
| 168&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2000&lt;br /&gt;
| ---&lt;br /&gt;
| 1s&lt;br /&gt;
| 3s&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''[[Battle_Armor_Weapons#Medium_Machine_Gun | BA Medium MG]]'''&lt;br /&gt;
| 550m&lt;br /&gt;
| 50m&lt;br /&gt;
| 0.04&lt;br /&gt;
| Data-sort-value=&amp;quot;20&amp;quot; | 20&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 583 (700)*&lt;br /&gt;
| 233&lt;br /&gt;
| 280&lt;br /&gt;
| ---&lt;br /&gt;
| 1s&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''Machine Gun'''&lt;br /&gt;
| 1600m&lt;br /&gt;
| 250m&lt;br /&gt;
| 0.001&lt;br /&gt;
| Data-sort-value=&amp;quot;5&amp;quot; | 5&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 533 (800)*&lt;br /&gt;
| 53&lt;br /&gt;
| 80&lt;br /&gt;
| ---&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''Heavy MG'''&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 0.05&lt;br /&gt;
| Data-sort-value=&amp;quot;15&amp;quot; | 15&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| 240 (360)*&lt;br /&gt;
| 83&lt;br /&gt;
| 124&lt;br /&gt;
| 0.5&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1540px | Footnote1 = *Max rate of fire | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mgun_Damage_Dropoff_with_Labels.jpg|500px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Raw Damage Dropoff&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mgun_DPS_Dropoff_with_Labels.jpg|500px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Raw [[DPS]] Dropoff&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Mgun, [[Battle_Armor_Weapons#Medium_Machine_Gun|BA Medium Machine Gun]], and HMG have [[damage dropoff]] and do less damage at longer ranges.&lt;br /&gt;
*No [[spin up time]], MGuns and HMGs begin firing immediately.&lt;br /&gt;
&lt;br /&gt;
===Machine Gun===&lt;br /&gt;
*[[Damage types| Kinetic damage]] deals some bonus damage against air units.&lt;br /&gt;
*Has utility in revealing player nametags on hit, which is useful while radar passive or when the map obscures vision (e.g. trees or fog).&lt;br /&gt;
&lt;br /&gt;
===Heavy Machine Gun===&lt;br /&gt;
*[[Damage types| Light Kinetic damage]] makes the HMG more effective against vehicles.&lt;br /&gt;
*Worth using all the way out to its [[maximum range]] at 500m.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Heavy Machine Gun added in release 0.11.0&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging BattleMechs. Vehicular-scale machine guns mounted on BattleMechs can lay low entire platoons in just a few passes thanks to their high rate of fire, though they are more commonly found on Combat Vehicles and ProtoMechs.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Machine_Gun BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
As its name implies, the Heavy Machine Gun is a larger version of the standard Machine Gun. First introduced by Clan Smoke Jaguar, their demise hastened its dissemination to the other Clans, while the Taurian Concordat was able to perfect the Inner Sphere version of the weapon. Twice as heavy as its more traditional cousin, the Heavy Machine Gun does half again as much damage, though at the cost of a third of the already short range.&lt;br /&gt;
&lt;br /&gt;
[http://http://www.sarna.net/wiki/Heavy_Machine_Gun BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip Machine Guns:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:630px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MG'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HMG'''&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando A]]&lt;br /&gt;
||Mech||IS||25||6||&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando B]]&lt;br /&gt;
||Mech||IS||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando D]]&lt;br /&gt;
||Mech||IS||25||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC A]]&lt;br /&gt;
||Mech||CL||25||||6&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire B ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire D ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire E ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis D ]]&lt;br /&gt;
||Mech||IS||30||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Osiris|Osiris D ]]&lt;br /&gt;
||Mech||IS||30||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Uller|Uller C ]]&lt;br /&gt;
||Mech||CL||30||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma C ]]&lt;br /&gt;
||Mech||CL||35||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera Prime ]]&lt;br /&gt;
||Mech||IS||40||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera B ]]&lt;br /&gt;
||Mech||IS||40||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera E ]]&lt;br /&gt;
||Mech||IS||40||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat B ]]&lt;br /&gt;
||Mech||CL||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound D]]&lt;br /&gt;
||Mech||CL||50||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound F]]&lt;br /&gt;
||Mech||CL||50||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel Prime ]]&lt;br /&gt;
||Mech||IS||50||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel A ]]&lt;br /&gt;
||Mech||IS||50||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner E ]]&lt;br /&gt;
||Mech||CL||55||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker Prime ]]&lt;br /&gt;
||Mech||IS||55||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker A ]]&lt;br /&gt;
||Mech||IS||55||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus C ]]&lt;br /&gt;
||Mech||IS||60||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult C ]]&lt;br /&gt;
||Mech||IS||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn A ]]&lt;br /&gt;
||Mech||CL||65||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki Prime ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki A ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki B ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki C ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki E ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki G ]]&lt;br /&gt;
||Mech||CL||65||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer B ]]&lt;br /&gt;
||Mech||IS||70||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat Prime ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat A ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat B ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat D ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder A ]]&lt;br /&gt;
||Mech||IS||75||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder E ]]&lt;br /&gt;
||Mech||IS||75||5||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp E ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII C ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII E ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII F ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder A ]]&lt;br /&gt;
||Mech||IS||90||6||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder E ]]&lt;br /&gt;
||Mech||IS||90||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas G ]]&lt;br /&gt;
||Mech||IS||100||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi D ]]&lt;br /&gt;
||Mech||CL||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi G ]]&lt;br /&gt;
||Mech||CL||100||||10&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir A ]]&lt;br /&gt;
||Mech||IS||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak C ]]&lt;br /&gt;
||Mech||CL||100||||8&lt;br /&gt;
|-&lt;br /&gt;
![[Apc|Apc Prime ]]&lt;br /&gt;
||Vehicle||IS/CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras E ]]&lt;br /&gt;
||Vehicle||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras F ]]&lt;br /&gt;
||Vehicle||CL||25||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus D ]]&lt;br /&gt;
||Vehicle||CL||30||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator Prime ]]&lt;br /&gt;
||Vehicle||IS||45||||3&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator B ]]&lt;br /&gt;
||Vehicle||IS||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona E ]]&lt;br /&gt;
||Vehicle||CL||50||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona G ]]&lt;br /&gt;
||Vehicle||CL||50||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro E ]]&lt;br /&gt;
||Vehicle||CL||60||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel B ]]&lt;br /&gt;
||Vehicle||IS||65||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel G ]]&lt;br /&gt;
||Vehicle||IS||65||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli Prime ]]&lt;br /&gt;
||Vehicle||CL||85||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars D ]]&lt;br /&gt;
||Vehicle||CL||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars G ]]&lt;br /&gt;
||Vehicle||CL||100||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar G ]]&lt;br /&gt;
||VTOL||CL||25||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth Prime ]]&lt;br /&gt;
||VTOL||IS||25||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth B ]]&lt;br /&gt;
||VTOL||IS||25||||5&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth F ]]&lt;br /&gt;
||VTOL||IS||25||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla A ]]&lt;br /&gt;
||ASF||CL||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth A ]]&lt;br /&gt;
||ASF||CL||60||4||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 620px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Ballistic weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hyper-Velocity_AutoCannons&amp;diff=15328</id>
		<title>Hyper-Velocity AutoCannons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hyper-Velocity_AutoCannons&amp;diff=15328"/>
				<updated>2025-10-03T20:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated HVAC10 stats for 0.18.3. Removed specific asset references and changed gameplay &amp;amp; hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Hyper-Velocity AutoCannon''' (HVAC) is a modernization of the standard [[AutoCannon]] line-up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;!--WIP--&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;HVACs improve upon ACs of the same caliber by offering longer range and a slightly higher bullet velocity, for example, the HVAC2 has a range of 1500m, compared to the AC2's range of 1000m. Only [[Inner Sphere]] units use the HVAC weapon system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;HVACs currently come in the /2, /5, and /10 calibers. There is no HVAC equivalent to the AC20 in MWLL.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;/m'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''HVAC2'''&lt;br /&gt;
| ~1500m&lt;br /&gt;
| 1500m&lt;br /&gt;
| 10&lt;br /&gt;
| Data-sort-value=&amp;quot;276&amp;quot; | 12 x 23&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| Data-sort-value=&amp;quot;276&amp;quot; | 12 x 23&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| Data-sort-value=&amp;quot;60&amp;quot; | 12 x 5&lt;br /&gt;
| Frag&lt;br /&gt;
| 0.5m / 1.0m&lt;br /&gt;
| 8.8&lt;br /&gt;
| 112&lt;br /&gt;
| 3500&lt;br /&gt;
| 25&lt;br /&gt;
| 360&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''HVAC5'''&lt;br /&gt;
| ~1400m&lt;br /&gt;
| 1300m&lt;br /&gt;
| 10&lt;br /&gt;
| Data-sort-value=&amp;quot;480&amp;quot; | 24 x 20&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| Data-sort-value=&amp;quot;480&amp;quot; | 24 x 20&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| Data-sort-value=&amp;quot;1920&amp;quot; | 24 x 80&lt;br /&gt;
| Frag&lt;br /&gt;
| 0.8m / 2.0m&lt;br /&gt;
| 8.0&lt;br /&gt;
| 193&lt;br /&gt;
| 2800&lt;br /&gt;
| 72&lt;br /&gt;
| 480&lt;br /&gt;
| 750&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''HVAC10'''&lt;br /&gt;
| 955m&lt;br /&gt;
| 950m&lt;br /&gt;
| 100&lt;br /&gt;
| Data-sort-value=&amp;quot;225&amp;quot; | 225&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| Data-sort-value=&amp;quot;225&amp;quot; | 225&lt;br /&gt;
| Energy&lt;br /&gt;
| Data-sort-value=&amp;quot;550&amp;quot; | 550&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.45m / 2.8m&lt;br /&gt;
| 22.5&lt;br /&gt;
| 199&lt;br /&gt;
| 1800&lt;br /&gt;
| 28&lt;br /&gt;
| 22&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1820px |Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
===HVAC2===&lt;br /&gt;
*Fires bursts of 12 projectiles dealing [[Damage Types| Light Kinetic damage]], offering bonus damage against against [[Vehicles]] and [[Aerospace]]  /  [[VTOL]] &lt;br /&gt;
*Extremely long range&lt;br /&gt;
&lt;br /&gt;
===HVAC5===&lt;br /&gt;
*Fires bursts of 24 projectiles for approximately 2 seconds, dealing bonus [[Damage Types| Light Kinetic damage]] against against [[Vehicles]] and [[Aerospace]]  /  [[VTOL]] &lt;br /&gt;
*Extreme long range&lt;br /&gt;
&lt;br /&gt;
===HVAC10===&lt;br /&gt;
*Fires a single [[Damage Types| Light Kinetic]] explosive projectile causing intense [[screenshake]] and [[splash damage]].&lt;br /&gt;
*Long range&lt;br /&gt;
*Good option for [[suppressing]] [[sniper]]s and attacking [[Vehicles]].&lt;br /&gt;
*Somewhat low damage and a high rate of fire requires good aim and repeated hits to dish out full DPS.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Hyper-Velocity Autocannons are ballistic weapons first developed by the Capellan Confederation in the 3050s based on standard Autocannons common to many Inner Sphere units. HVACs feature an extended range in comparison to standard ACs of the same calibre without sacrificing damage output. In order to carry the propellant necessary for the shells to travel so far, each HVAC round is larger than its equivalent AC counterpart, meaning that less ammo is carried per ton. This difference in the type of round required also means that HVACs are incompatible with the specialized munitions available to regular ACs such as precision or armor-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hypervelocity_Autocannon BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip HVACs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:685px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot;  | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot;  | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HVAC2'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HVAC5'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HVAC10'''&lt;br /&gt;
|-&lt;br /&gt;
![[HollanderII|HollanderII G ]]&lt;br /&gt;
||Mech||IS||45||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Enfield|Enfield G ]]&lt;br /&gt;
||Mech||IS||50||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker Prime ]]&lt;br /&gt;
||Mech||IS||55||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Rifleman|Rifleman C ]]&lt;br /&gt;
||Mech||IS||60||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer B ]]&lt;br /&gt;
||Mech||IS||70||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Orion|Orion D ]]&lt;br /&gt;
||Mech||IS||75||1||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler G ]]&lt;br /&gt;
||Mech||IS||90||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher C ]]&lt;br /&gt;
||Vehicle||IS||80||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Partisan|Partisan D ]]&lt;br /&gt;
||Vehicle||IS||80||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Partisan|Partisan E ]]&lt;br /&gt;
||Vehicle||IS||80||4||||&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth Prime ]]&lt;br /&gt;
||Vehicle||IS||100||||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth F ]]&lt;br /&gt;
||Vehicle||IS||100||||2||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 675px | Version149=0.14.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Ballistic weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=15327</id>
		<title>Medium Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=15327"/>
				<updated>2025-10-03T20:04:37Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated min-range and hints for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with unguided missiles.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Medium Range Missile''' rack launches shotgun-like burst of fast moving missiles and similar to [[SRM]]s, there's no guidance system. Unlike SRM systems, MRM short range effectiveness is significantly reduced by the 55 meter [[minimum range]]. While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature can make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire. Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting, the enemy cockpit will be shaken quite violently. &lt;br /&gt;
&lt;br /&gt;
Only [[Inner Sphere]] units have access to MRMs.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''MRM10'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 55m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 675m&lt;br /&gt;
| Data-sort-value=&amp;quot;820&amp;quot; | 10 x 82&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;820&amp;quot; | 10 x 82&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1.5m / 5m&lt;br /&gt;
| 11.3&lt;br /&gt;
| 158&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 450&lt;br /&gt;
| 46&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 240&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1050&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''MRM20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1640&amp;quot; | 20 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;1640&amp;quot; | 20 x 82&lt;br /&gt;
| 8.6&lt;br /&gt;
| 239&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''MRM30'''&lt;br /&gt;
| Data-sort-value=&amp;quot;2460&amp;quot; | 30 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;2460&amp;quot; | 30 x 82&lt;br /&gt;
| 7.3&lt;br /&gt;
| 307&lt;br /&gt;
| 138&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''MRM40'''&lt;br /&gt;
| Data-sort-value=&amp;quot;3280&amp;quot; | 40 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;3280&amp;quot; | 40 x 82&lt;br /&gt;
| 6.5&lt;br /&gt;
| 364&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''Air MRM10'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 60m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 700m&lt;br /&gt;
| Data-sort-value=&amp;quot;820&amp;quot; | 10 x 82&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;820&amp;quot; | 10 x 82&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1.5m / 5m&lt;br /&gt;
| 9.2&lt;br /&gt;
| 129&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 500&lt;br /&gt;
| 46&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 240&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''Air MRM20'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1640&amp;quot; | 20 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;1640&amp;quot; | 20 x 82&lt;br /&gt;
| 8.6&lt;br /&gt;
| 239&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;7&amp;quot; | '''Air MRM30'''&lt;br /&gt;
| Data-sort-value=&amp;quot;2460&amp;quot; | 30 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;2460&amp;quot; | 30 x 82&lt;br /&gt;
| 8&lt;br /&gt;
| 335&lt;br /&gt;
| 138&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;8&amp;quot; | '''Air MRM40'''&lt;br /&gt;
| Data-sort-value=&amp;quot;3280&amp;quot; | 40 x 82&lt;br /&gt;
| Data-sort-value=&amp;quot;3280&amp;quot; | 40 x 82&lt;br /&gt;
| 7.5&lt;br /&gt;
| 418&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1500px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*MRM's tendency to spread enables them to saturate an area, ensuring that at least some hits are scored and makes the weapon especially effective against large targets (i.e. heavies and assaults). &lt;br /&gt;
&lt;br /&gt;
*MRM can be tricky to use efficiently against fast moving targets, or when shooting moving targets near the maximum range. &lt;br /&gt;
&lt;br /&gt;
*While the actual minimum range is 55m, the in-game UI displays 60m to encourage players to stay back for more consistent performance.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
DCMS engineers at Luthien Armor Works’ Shigunga Missiles Division unveiled their medium-range missile (MRM) launcher system in 3058. Basing their efforts on prototype “dead-fire” missiles &lt;br /&gt;
under development at the time, MRMs were intended to deliver a less expensive, homegrown weapon aimed at saturation fire in the mid-range bracket. Eschewing targeting and guidance systems &lt;br /&gt;
for smaller, unguided projectiles, the MRM system was essentially a giant step backward in terms of missile technology. Operating on the theory that quantity has a quality all its own, they managed &lt;br /&gt;
to create launchers that would double the missile throw-weight of traditional Inner Sphere long-range missile launchers at the cost of accuracy and range.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Inner Sphere assets equip MRMs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MRM10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MRM20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MRM30'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MRM40'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air MRM10'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air MRM20'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air MRM30'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air MRM40'''&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando D]]&lt;br /&gt;
||Mech||IS||25||1||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Owens|Owens E ]]&lt;br /&gt;
||Mech||IS||35||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Raven|Raven E ]]&lt;br /&gt;
||Mech||IS||35||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera Prime ]]&lt;br /&gt;
||Mech||IS||40||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera C ]]&lt;br /&gt;
||Mech||IS||40||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel B ]]&lt;br /&gt;
||Mech||IS||50||3||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker C ]]&lt;br /&gt;
||Mech||IS||55||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus C ]]&lt;br /&gt;
||Mech||IS||60||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult B ]]&lt;br /&gt;
||Mech||IS||65||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avatar|Avatar E ]]&lt;br /&gt;
||Mech||IS||70||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer F ]]&lt;br /&gt;
||Mech||IS||70||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder G ]]&lt;br /&gt;
||Mech||IS||75||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thanatos|Thanatos Prime ]]&lt;br /&gt;
||Mech||IS||75||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Awesome|Awesome D ]]&lt;br /&gt;
||Mech||IS||80||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler C ]]&lt;br /&gt;
||Mech||IS||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mauler|Mauler D ]]&lt;br /&gt;
||Mech||IS||90||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder D ]]&lt;br /&gt;
||Mech||IS||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Archangel|Archangel C]]&lt;br /&gt;
||Mech||IS||100||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas G ]]&lt;br /&gt;
||Mech||IS||100||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Chevalier|Chevalier D ]]&lt;br /&gt;
||Vehicle||IS||35||1||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin B ]]&lt;br /&gt;
||Vehicle||IS||45||1||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin|Goblin E ]]&lt;br /&gt;
||Vehicle||IS||45||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator C ]]&lt;br /&gt;
||Vehicle||IS||45||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher D ]]&lt;br /&gt;
||Vehicle||IS||80||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Demolisher|Demolisher F ]]&lt;br /&gt;
||Vehicle||IS||80||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Partisan|Partisan D ]]&lt;br /&gt;
||Vehicle||IS||80||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Schrek|Schrek C]]&lt;br /&gt;
||Vehicle||IS||80||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Behemoth|Behemoth B ]]&lt;br /&gt;
||Vehicle||IS||100||3||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth A ]]&lt;br /&gt;
||VTOL||IS||25||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[SparrowHawk|SparrowHawk B ]]&lt;br /&gt;
||ASF||IS||30||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Corsair|Corsair D ]]&lt;br /&gt;
||ASF||IS||50||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Rusalka|Rusalka D ]]&lt;br /&gt;
||ASF||IS||65||||||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Shiva|Shiva B ]]&lt;br /&gt;
||ASF||IS||85||||||||||||||||2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1070px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Partisan&amp;diff=15326</id>
		<title>Partisan</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Partisan&amp;diff=15326"/>
				<updated>2025-10-03T19:44:16Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant D - &amp;quot;RedBeard MK-VI&amp;quot; */ updated fluff for 0.18.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Partisan.png&lt;br /&gt;
| ImageGif = File:Partisan_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 80&lt;br /&gt;
| Speed = 60&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +90°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 63 000&lt;br /&gt;
| ArmorT Prime = 37 681&lt;br /&gt;
| Engine Prime = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[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;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 60 000&lt;br /&gt;
| ArmorT A = 28 480&lt;br /&gt;
| Engine A = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX5]]&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;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 100&lt;br /&gt;
| ArmorT B = 28 480&lt;br /&gt;
| Engine B = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 100&lt;br /&gt;
| ArmorT C = 30 320&lt;br /&gt;
| Engine C = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 56 300&lt;br /&gt;
| ArmorT D = 35 840&lt;br /&gt;
| Engine D = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 56 500&lt;br /&gt;
| ArmorT E = 24 799&lt;br /&gt;
| Engine E = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HVAC2]]&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;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 300&lt;br /&gt;
| ArmorT F = 37 681&lt;br /&gt;
| Engine F = Fusion 275&lt;br /&gt;
| AltSpeed F = 76&lt;br /&gt;
| AltBoost F = 76&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 62 100&lt;br /&gt;
| ArmorT G = 28 480&lt;br /&gt;
| Engine G = GM SuperLoad 240 I.C.E.&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSSRM6]]&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;[[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[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;
| Hull = 6400&lt;br /&gt;
| Armor F = 7556&lt;br /&gt;
| Armor S = 5440&lt;br /&gt;
| Armor B = 3778&lt;br /&gt;
| Armor T = 9067&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Partisan''' is an [[Inner Sphere]] [[tank]], specialized for [[AA|anti-aircraft]] roles. It is lightly armored and moves slowly, but its weapons allow it to sit behind the main battle line to perform its main function exceptionally well. With great turret rotation range and equipment, it excels at taking down aircraft. Its secondary roll is to provide an inexpensive but quite effective fire support platform. While its boost does not add any speed, it does give the Partisan a little more torque helping it get up hills and over uneven terrain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Partisan Prime's [[AC5]]s allow it to rip into aircraft and at fairly long range, while its enhanced optics aid in aiming. It is also highly effective against other ground light to medium assets. [[GECM]] and [[LAMS]] equipment gives the Prime much needed protection from enemy radar and missiles. 2 additional tons of [[armor]] greatly helps with survivability. Prime is a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant carries 4 [[Lubalin_Ballistics-X_AutoCannons|LBX5s]] which reach up to 800m range. It is very dangerous to hostile aircraft and tanks that wander within it's striking range. Furthermore, it'll fill the air with buckshot while staying hidden from enemy radar by its [[GECM]] equipment. This tank shines at destroying light and medium Mechs: two shots of all cannons, if all projectiles connect, will destroy the rear armor of any of these Mechs. One particularly devious tactic is to drive in the path of an enemy Mech circling another in a brawl- this may stop it entirely, allowing you to get a good shot at a component as well as helping your teammate.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant mounts 4 [[RAC2]]s, giving it a frightening rate of fire. It will devastate any BA that it encounters, and once in range it can take down most aircraft easily (there is a lot of spread, so it will burn through ammo quickly when firing at distant targets) as well as some light Mechs. When an enemy is distracted by other attackers, the Partisan's low profile and the RAC2's deceptively low, but constant damage, can allow the Partisan B to whittle away armor almost unnoticed. Even assault Mechs can find themselves missing an arm or side torso because of the otherwise meek-looking Partisan B.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is a simple but effective extreme range missile boat, with no close combat abilities. [[EOptics]] allow it to pick targets from a good distance. While more expensive than other early- to mid-game assets with ELRMs, it packs more punch with its [[ELRM20]]s and much needed 6 [[free tons]] of ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RedBeard MK-VI&amp;quot;''===&lt;br /&gt;
A variant that has undergone many revisions over the years, the current Partisan D continues the tradition of eschewing the role of anti-air in favor of frontline fire support. Two [[ERML]]s give respectable damage at 600m and an [[HVAC5]] can poke out to 1300m. Its long burst and cycling time works well with the [[MRM30]], which able to dish out serious damage at close range or land blows on slow, immobile, or oblivious targets out to 650m. The unit has 1 [[free tons|tons to spare]] for the MRM launcher. It also has an extra 1.5 tons of [[armor]] for increased protection. Zero [[HS|Heat Sinks]] demand heat management in extended battles. [[EOptics]] aids in surveying the battlefield before an engagement. A [[PDS|Point Defense System]] will deter novice Battle Armor while giving you the oppurtunity to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Entropy&amp;quot;''===&lt;br /&gt;
The variant E, is a long-range fire support unit as the cheapest of all Partisans with only 7 tons of [[Armor]] and [[EOptics]] it excels as a sniper. Mounting 4 [[HVAC2]]s give it a high damage potential and an extreme long range. The E has the ability to rip holes in any Aero wings, whittle down opponents from afar and picking off stragglers heading back to base. Partisan E is a support vehicle so try to keep your distance at all times. [[LAMS]] is mounted to assist you, should missiles come flying your way. Stay with a group when piloting this unit.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Manteuffel&amp;quot;''===&lt;br /&gt;
At '''76 km/h''' the Manteuffel is the fastest and most pricey Partisan. It is well suited for close range battles and for some medium range battles. Mounting the [[RAC5|Rotary AutoCannon 5]] and three [[MXPL| Medium X-Pulse Lasers]], the Manteuffel can chew into opponents' armor quickly with sustained firepower supported by 13 [[DHS|Heatsinks]]. Both weapon systems reach up to at least 500m, but the RAC5 is best used at closer range, or against slower targets. At longer ranges, players will find it impossible to hit fast moving targets with both weapon systems at the same time. One [[free tons|ton of ammo]] is insufficient for extended battles, the Manteuffel must make use of its high speed for frequent trips to [[rearm]]. This close range beast has a full 2 tons of extra [[armor]] which allows it to [[tanking|tank]] far longer than expected, surprising many enemy pilots. The Manteuffel is an effective choice on most maps and at most stages of the game, although the [[Rommel#Variant E - &amp;quot;Easy Eight&amp;quot;|Easy Eight]] can outperform the Manteuffel in many ways, the Manteuffel benefits from an amazing turret [[pitch]] that the Easy Eight does not have. This makes the Manteuffel more effective against [[BA]] and [[aircraft]] than other assets with similar weapon loadouts.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A pure brawler, the Partisan G mounts twin [[DSSRM6|Dual SSRM6]] launchers as its only weapons. Within 350m, enemies can expect either an alphastrike wall of 24 tracking missiles or a constant screen-shaking barrage of 12 tracking missiles launching every 2 seconds. With 6 [[free tons]] of ammo, the G will be able to stay in the battle for quite a while. Pilots should be wary of its limited engagement range as it is too slow to chase down all but the slowest opponents. Whenever an ally has an active [[TAG]] or [[NARC]] that is near the G, [[flick]] the SSRMs to achieve [[indirect fire]] to prevent the SSRMs from hitting cover.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed as a counterpart to Clan air superiority, Partisan was dedicated air defense tank. This 80 ton tank was deployed in 3057 as a first unit in Federated Commonwealth to incorporate [[C3]] computer. This allowed tanks to concentrate firepower quickly and efficiently, while all tanks had best available targeting data, making an efficient mobile anti-air defense. In between many successes of these tanks one can count crippling the Blakist Triumph-class Troop Carrier of total weight 5,600 tons. Typical Partisan is armed with twin [[LBX10]] and two [[AC2]] which could take advantage of precision-guided or armor-piercing rounds. 4 spare tons of ammunition were devoted mostly to LBX rounds. Maximum speed of tank was 54 km/h, while it's armor protection reached 8 tons&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2791 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/Partisan Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=15303</id>
		<title>Madcat MKII</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=15303"/>
				<updated>2025-09-02T00:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant A - &amp;quot;ER-BeatStick&amp;quot; */ fluff adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:MKII.png&lt;br /&gt;
| ImageGif = File:Madcat_MKII_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| Rotation = 170&lt;br /&gt;
| PitchStand = -25° to +40°&lt;br /&gt;
| PitchCrouch = -25° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 119 900&lt;br /&gt;
| ArmorT Prime = 76 714&lt;br /&gt;
| Engine Prime = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 106 500&lt;br /&gt;
| ArmorT A = 84 237&lt;br /&gt;
| Engine A = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 111 800&lt;br /&gt;
| ArmorT B = 80 226&lt;br /&gt;
| Engine B = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 115 500&lt;br /&gt;
| ArmorT C = 74 710&lt;br /&gt;
| Engine C = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 115 200&lt;br /&gt;
| ArmorT D = 78 720&lt;br /&gt;
| Engine D = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 114 300&lt;br /&gt;
| ArmorT E = 76 714&lt;br /&gt;
| Engine E = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Standard|ATM3 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 129 400&lt;br /&gt;
| ArmorT F = 82 356&lt;br /&gt;
| Engine F = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 124 700&lt;br /&gt;
| ArmorT G = 76 714&lt;br /&gt;
| Engine G = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6245&lt;br /&gt;
| Armor CT = 11528&lt;br /&gt;
| Armor B = 5764&lt;br /&gt;
| Armor LRA = 7445&lt;br /&gt;
| Armor LE = 2882&lt;br /&gt;
| Armor RE = 2882&lt;br /&gt;
| Armor LRL = 7349&lt;br /&gt;
| Armor INT = 4410&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.18.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso [[twist]] angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and is one of two Clan Assault Class Mechs with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERML]] and two [[CERSL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and [[Improved Jump Jets]] to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;ER-BeatStick&amp;quot;''===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The famous '''''&amp;quot;Beat Stick&amp;quot;''''' is one of toughest Mk II units to deal against. Wielding a formidable array of half a dozen (6!) [[cLBX5]]s, it has enough firepower to lay waste on any unit within 900 meters in a single salvo. An additional four [[cERSL|ER Small Lasers]] exploit any breaches from close up with pinpoint accuracy. This unit also sports an extra 1.5 tons of [[armor]]. While the mech is not equipped with spare ammo or any electronic counter measures, there's plenty of roles this unit can excel at - a jump sniper, a skirmisher, or as an excellent ambusher with the Assault class Improved [[Jump Jets]], allowing it to scale the most arduous obstacles. In and out of the fray!&amp;lt;br&amp;gt;&lt;br /&gt;
Still, the unit's greatest advantage may not be obvious on paper - its dreaded array of Luballin Bore Autocanons is distributed over its arms and externals, making any hasted attempts to disarm it futile and likely to fail - a single section rendered ineffective will not reduce the impeding salvo for any more than a third, if even that.&amp;lt;br&amp;gt;&lt;br /&gt;
It seems worthy noting that the '''''&amp;quot;Beat Stick&amp;quot;''''' stands out as the cheapest variant for this chassis.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant's simple loadout of two [[UAC20]] and two [[SRM6]] can unleash ''terrifying'' amounts of damage, obliterating anything that falls within 350m of your menacing presence. The (relatively) high mobility of the MKII chassis shines especially bright in this loadout, where you can always position yourself to be right where your enemies want you least- and have a fighting chance to slip away if you're caught out of position. Where its cousin ''&amp;quot;The Beatstick&amp;quot;'' boasts slightly higher damage numbers than the MKII B; the MKII B can operate without ever having to go [[radar|radar active]], and has all of its damage packed into two weapons, instead of having to manage three different ranges and reload times. The MKII B will suffer more if caught out of position, though- with an effective range of ~350m, and movespeed of 64kph; ''everything'' you face will have either a range or movespeed advantage over you- and ''will'' move to capitalize on it. Its up to a skilled pilot to use its [[Jump Jets|iJJ]] to trap your enemies within an 'event horizon' of this monster, and if successful- erase that sorry 'mech from the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from [[Battle Armor]] or etching away at armor. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long [[refire rate|refire rates]], making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of [[CLPL|Clan Large Pulse Lasers]], somewhat lessening the Mech's ammo-dependence. Though the two Large Pulse Lasers are excellent for long-range damage, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra [[free tons|2 tons of ammunition]], giving the MkII D a little more battlefield endurance. Equipped with [[BHP|Bloodhound Active Probe]] which increases standard Radar detection range by 400m, [[iJJ|Improved Jump Jets]] and 9 [[DHS]], makes the D a very formidable foe on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Siege Engine&amp;quot;''===&lt;br /&gt;
Known as the '''''&amp;quot;Siege Engine&amp;quot;''''', this behemoth will inflict massive damage up close. Group the four [[RAC5]]s and four [[MG]]s together to quickly tear through even the toughest opponents. Watch for counter fire that causes screenshake, it'll throw off your aim and spread your damage. The pair of [[ATM3]]s can be used as an opening salvo before closing into effective range (under 300m) for your [[RAC]]s. Though setting your radar to [[Radar#Passive_Radar|passive]] mode to help stay undetected while closing distance can be a massive payoff. The combined [[RAC]]s and [[MG]]s usually make quick work of [[Battle Armor]] but a [[B-Pod]] is provided to finish them off. The lack of Jump Jets means the MKII E is not nearly as mobile as most other MkII variants. Its arm mounted [[RAC]]s are prime targets to be shot off. Good positioning and team play is key for making this variant shine.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. At 1250m lock on to your victim, release a barrage of missiles to rain down on them. As they cross into 900 meter range open up with two [[CERPPC]] and at anytime let loose the four [[MG]],s.&lt;br /&gt;
Twelve [[DHS]] for heat dissipation, Two [[Free tons | Free tons]] supply the ATM9(ER) and 1 extra ton of Armor for staying power. Don't be bashful about letting your opponent know who's in charge.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Geared for long-range strikes, the MkII G can be a heavy hitter when its guns come into play. These guns include a twin [[HAG20 | Hyper-Assault Gauss 20]], and a pair of [[CLRM10|Clan LRM10]]s. The twin [[HAG20]]s are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light  and medium assets. The two LRM10s offer long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no [[minimum range]]. &lt;br /&gt;
The inclusion of Improved Jump Jets and an 4 extra tons for ammunition - ideally for the [[HAG20]] - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is the insufficient amount of [[DHS]] when G gets into a brawl, since 2 [[cHML]]s and 2 [[cHSL]]s generates a lot of heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans - and later sold to the Inner Sphere - this rebuild of the iconic Timber Wolf OmniMech carries thirteen tons of Ferro-Fibrous armor while being one of most nimble BattleMechs of its class, and still packs serious weaponry. The standard variant sports two Gauss Rifles and two LRM10s, which make for devastating long-range assaults, while four ER Medium Lasers provide adequate support at medium to short ranges. Other variants range from simple, unified long-range configurations, to more radical intermediate range monstrosities. On a limited basis, Clan Diamond Shark sold unmodified Mad Cat Mk IIs to a few Inner Sphere factions - most notably the Draconis Combine and Federated Commonwealth, and the Lyran Alliance would also buy an unknown amount.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15135</id>
		<title>Masakari</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masakari&amp;diff=15135"/>
				<updated>2025-04-27T20:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant B*/ Updated for 0.18.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Masakari.png&lt;br /&gt;
| ImageGif = File:Masakari_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 14&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc =&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 119 700&lt;br /&gt;
| ArmorT Prime = 77 299&lt;br /&gt;
| Engine Prime = General Systems 340 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;14 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 113 550&lt;br /&gt;
| ArmorT A = 77 299&lt;br /&gt;
| Engine A = General Systems 340 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|ATM3 (ER)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 114 900&lt;br /&gt;
| ArmorT B = 77 299&lt;br /&gt;
| Engine B = General Systems 340 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM6|ATM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&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;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 111 900&lt;br /&gt;
| ArmorT C = 77 299&lt;br /&gt;
| Engine C = General Systems 340 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 109 700&lt;br /&gt;
| ArmorT D = 77 299&lt;br /&gt;
| Engine D = General Systems 340 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;18 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 117 300&lt;br /&gt;
| ArmorT E = 77 299&lt;br /&gt;
| Engine E = General Systems 340 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CDSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 107 100&lt;br /&gt;
| ArmorT F = 77 299&lt;br /&gt;
| Engine F = General Systems 340 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 99 700&lt;br /&gt;
| ArmorT G = 77 299&lt;br /&gt;
| Engine G = General Systems 340 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 7953&lt;br /&gt;
| Armor CT = 9941&lt;br /&gt;
| Armor B = 5965&lt;br /&gt;
| Armor LRA = 6710&lt;br /&gt;
| Armor LRL = 7605&lt;br /&gt;
| Armor LE = 4971&lt;br /&gt;
| Armor INT = 4563&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso [[yaw|twist]] speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso [[pitch]] ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.&lt;br /&gt;
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The second of 3 long range assaults'. The A equipped with [[GECM]], [[BAP]] and [[EOptics]] places it in the sniper mode. Two [[ATM|ATM3(ER)]] missile launchers with a reach of 1500m, 1 [[HAG30]] at 1200m and two [[CERLL]] hitting at 900m allow it to select it's target with impunity. Three [[Free tons|Extra Tons of Ammo]] for the Missiles and Hag. Seven [[DHS]] to help keep things running cool. Two [[CERML]] for anything that breaks the 600m mark or to dispatch Battle Armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Warhawk's loadout is geared more towards mid-range support fire. A [[ERPPC|cERPPC]] and a battery of triple [[ATM6]] Launchers provide heavy damage and [[screenshake]]. A [[UAC10]] provides adds solid DPS alongside four [[ERSL|cERSLs]]. For equipment, [[AECM|Angel ECM]] and a single [[LAMS|Laser Anti-Missile System]] covers allies while 7 [[DHS]] struggle to keep the heat down. A single [[free ton]] feeds the UAC10. &lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Icy Hot&amp;quot;''===&lt;br /&gt;
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [[CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 18 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A cooler-running alternative to the Warhawk C, the E carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six [[Free ton|tons]] of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[GECM]] and [[EOptics]] to sneak into position, just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 [[DHS|heat sinks]] are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units, for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only four remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.&lt;br /&gt;
*In 0.17.0, The Warhawk's maxheat curve was buffed to 915°c from 900°c. This makes up for MWLL's lack of a targeting computer and how the heat system is more punishing toward clan mechs.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2999 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15134</id>
		<title>Mauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mauler&amp;diff=15134"/>
				<updated>2025-04-27T18:57:51Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant C*/ Updated for 0.18.0, Total Armor value not updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Mauler.png&lt;br /&gt;
| ImageGif = File:Mauler_spinning_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| Rotation = 270&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -34° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 94 900&lt;br /&gt;
| ArmorT Prime = 76 729&lt;br /&gt;
| Engine Prime = Hermes 270 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 112 300&lt;br /&gt;
| ArmorT A = 73 145&lt;br /&gt;
| Engine A = Hermes 270 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 102 500&lt;br /&gt;
| ArmorT B = 73 145&lt;br /&gt;
| Engine B = Hermes 270 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 500&lt;br /&gt;
| ArmorT C = 80 311&lt;br /&gt;
| Engine C = Hermes 270 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]] &lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 500&lt;br /&gt;
| ArmorT D = 80 311&lt;br /&gt;
| Engine D = Hermes 270 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 73 145&lt;br /&gt;
| Engine E = Hermes 270 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 73 145&lt;br /&gt;
| Engine F = Hermes 270 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 104 500&lt;br /&gt;
| ArmorT G = 69 562&lt;br /&gt;
| Engine G = Hermes 270 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 11248&lt;br /&gt;
| Armor LRT = 9466&lt;br /&gt;
| Armor B = 6125&lt;br /&gt;
| Armor LRA = 5290&lt;br /&gt;
| Armor LRL = 8464&lt;br /&gt;
| Armor INT = 5078&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Mauler''' is an [[Inner Sphere]] [[Assault Mech]], normally specialized as a long-range fire support. While having least [[armor]] in its class and being one of the slowest Mechs, the Mauler is relatively cheap and packs tremendous firepower, allowing it to quickly disable or destroy almost any opponent. Like other Assault Mechs, the Mauler suffers from extremely slow speed, leaving it vulnerable to attacks by more agile foes, so it should rarely be deployed on the front lines, but if it must be, wise pilots would do so with an escort of lighter Mechs to provide support against speedier assets as well as to distract foes so the Mauler can unleash its firepower without being destroyed first.&lt;br /&gt;
&lt;br /&gt;
The Mauler does enjoy some of the faster turn speeds, wider torso [[yaw]], higher torso [[pitch]], and only slight speed loss (-26%) when in reverse when compared with similarly sized Mechs (-53% for the [[Atlas]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mauler Prime is the cheapest Mauler variant, but is no less of a threat.  Armed with 2 [[LRM15]]'s and 2 [[ERLL]]'s, the Prime variant packs a powerful and accurate long-range attack capable of disabling or destroying any targets it can find.  4 [[UAC2]]'s give it a fearsome backup array of weapons, capable of shredding lighter Mechs and [[Vehicles]], as well as giving the Mauler Prime limited anti aircraft capabilities. [[Eoptics]] allows it to accurately target and engage long range foes. 4 [[free tons]] of ammo are best used for the long range missile launchers as they will run out far more quickly than the UAC2s. Though packing quite a long range punch, the Mauler Prime only has average heat management - four [[DHS|double heat sinks]] can somewhat manage the combined heat from the ERLL and ultra autocannons.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Yamato&amp;quot;''===&lt;br /&gt;
Emphasized for longer range assault with somewhat meager close range defense, the Mauler A carries an array of very powerful weapons. Under the radar concealment of [[GECM]], the Yamato will initially surprise many foes with a massive opening volley of 40 missiles from its two [[LRM20]]s while also being hit by accurately fired high speed [[Gauss]] slugs aided by [[eoptics]]. Enemy mechs that try to close the distance under 650m will only get hit by staggering blasts from the rare [[HPPC|Heavy PPC]] that does twice the damage of a regular PPC. Backup weapons are dual [[SXPL|small X-pulse lasers]] and twin [[ERSL|ER small lasers]] that will give some protection against [[Battle Armor]], along with its [[B-Pod]]. 3 [[free tons]] of ammo give each ammo dependent weapon a reload, ensuring longer time on the contested battlefield. The 4 [[DHS|double heat sinks]] are not enough for continuous weaponry firing, so mechwarriors will have to keep a careful eye on the heat levels. The Mauler A's fearsome long range alphastrike can heavily damage even the toughest assaults in only two volleys while being able to core anything lighter.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
In order to conserve [[heat]], the Mauler B forgoes the usual [[ERLL]]s in favor of 4 [[LL]]s which, combined with two [[PPC]]s, places the majority of the Mauler B's firepower solidly focused at 700m. It can still can reach targets up to 1000m with a pair of [[LRM10]]s. The damage dealt at that range will antagonize shorter-ranged enemies into coming in closer. Once they do, the B's dual PPCs can be brought to bear on them, blasting them with [[screen shake]] making it more difficult for them to return fire. During that time, the B can unleash a barrage of pinpoint laser strikes from its four [[LL|Long Range Lasers]]. Despite having 11 [[DHS]], the B struggles with heat. Even on relatively cool [[map]]s, the B can't [[alpha strike]], and even when using [[chain fire]], it requires [[coolant]]. Because of this, even though the B's weapons are mostly energy-based and it requires little ammo to operate effectively, the B benefits from maps with high [[logistics|logistical]] support in order to refuel its coolant. On colder maps and maps with easy access to [[water]], the B has much more staying power.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Broadside&amp;quot;''===&lt;br /&gt;
The C variant deviates from the standard long-range fire support role and focuses on close-range combat with a multitude of ammo dependent weaponry. Armed with a [[UAC20]], [[AC20]], a hard hitting [[MRM30]] and backed up by no less than five [[SRM2]]s, the Mauler C has incredible firepower capable of quickly destroying [[Light Mechs]] and devastating anything that survives the the initial barrage. The Broadside can lockdown targets with heavy [[screenshake]], and its [[splash damage]] makes [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso-twisting]] less effective against it. [[GECM]] helps close the distance for its short-range weaponry. Consider using the two free tons on the UAC20, or splitting it with the MRM30. As it lacks any long range weapons and moves at a slow pace, MechWarriors should never find themselves on the open battlefield alone.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D variant is a hard hitting close to mid-ranged mech. The dual [[PPC]]s allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad [[X-Pulse_Lasers|small x-pulse lasers]] protect it from [[Battle Armor]] and fast mechs. The mech's 7 [[DHS]] struggle to handle the combined heat for its weapons load, making it overheat if the mechwarrior doesn't watch it. Its been blessed with an extra  armor, making it considerably tougher than the other variants which can catch opponents off guard. 2 [[free tons]] of ammo help this slow mech stay in the midst of battle for a while.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rain Rain&amp;quot;''===&lt;br /&gt;
An extreme range combatant, the Mauler E sacrifices all close range firepower for maximum poking potential. A [[Light Gauss]] and 4 [[AC2]] allow it to continuously annoy targets from beyond traditional weapon range, while its [[ERPPC]] and twin [[ELRM15]] allow it to inflict real damage. It'll do all this under the radar cover of [[GECM]], immensely frustrating enemies as they get hit by shots they can't even acquire visually or electronically. 5 [[free tons]] are available for spare ammo; pilots are recommended to dedicate most of it to the hungry ELRM launchers.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Great Fox&amp;quot;''===&lt;br /&gt;
The Mauler F is the bigger, meaner, and uglier brother to the [[Rifleman#Variant A|Rifleman A]], carrying four [[UAC5]] as its primary armament. Two [[ERLL]] give it precision long-range damage, and twin [[Tbolt5]] give it some minor screen-shake power. It carries both [[BAP]] and [[GECM]] allow it to slink about, and 4 [[free tons]] are available for ammo. As with the Rifleman, it is best suited to sitting at its max range, stripping off enemy limbs.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
While the Mauler G fits into the same range bracket as the Mauler B, it accomplishes a different role. Carrying a full additional 20 LRMs over the B, the Mauler G mounts two [[LRM20]]s. Its pair of [[LL]]s and set of four [[Standard_AutoCannons|LAC5]] are perfect medium-[[range]] [[pinpoint damage]]. When enemies force the G into a brawl, the heat issue from its LRM20s disappear. In mid range confrontations, where all of the B's weapons can be brought to bear, [[heat]] can be a real issue. To avoid heat issues, the pilot can [[chain fire]] the LLs, using them only sporadically. Alternatively, the pilot can use [[coolant]], but keeping all weapons firing constantly on the G will cause coolant to empty quickly. Beware of the LRM20s' long [[lock on]] time. While the G can stay in [[active radar]] mode more easily than most, thanks to its [[GECM]], a lack of its own additional [[targeting equipment]] means that the G works best with supporting [[NARC]] or [[TAG]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created by Luthien Armor Works in the Draconis Combine, the ''Mauler'' was first seen in 3050. It is actually a complete overhaul of an earlier design, the ''Daboku'', itself adapted from a House Liao design called the ''Linesman'', which was plagued by flaws in every major component. After improving every aspect of the older design, they renamed it with the designation given to it by Davion units during the War of 3039 to avoid the stigma around the ''Daboku''. Everything about the ''Mauler'' is geared towards long range battle; the AC/2s allow for a constant barrage of AutoCannon fire in addition to the long-range reach of it's two LRM launchers.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3048 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Mauler BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15133</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15133"/>
				<updated>2025-04-27T18:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Prime */ Updated for 0.18.0, raw armor value and paper doll unchanged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
&amp;lt;!--| SpeedWithMasc = 91--&amp;gt;&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 74 000&lt;br /&gt;
| ArmorT Prime = 58 010&lt;br /&gt;
| Engine Prime = Magna 260 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 430&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 900&lt;br /&gt;
| ArmorT B = 51 694&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 538&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 853&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 66 400&lt;br /&gt;
|ArmorT E = 51 694&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 72 400&lt;br /&gt;
|ArmorT F = 51 694&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 84 700&lt;br /&gt;
|ArmorT G = 55 093&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Binary Laser Cannon]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5|Light AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9427&lt;br /&gt;
| Armor LRT = 6464&lt;br /&gt;
| Armor B = 5387&lt;br /&gt;
| Armor LRA = 4489&lt;br /&gt;
| Armor LRL = 5791&lt;br /&gt;
| Armor INT = 3474&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[Asset_Roles#Missile_Boat|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 4 [[LRM10]]s with 12.5 tons [[armor]], and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100 meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 2 [[ERSL]]s &amp;amp; 2 [[ML]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 5 [[DHS]] means pilots will be able to keep up their bombardment for some time with less concern on heat. One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Cringe&amp;quot;''===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, ''Cringe'' mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the Cringe can decimate targets up to 4km (4300m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s as backup weapons, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense. This makes the Cringe a poor choice in many [[Terrain Control]] matches where capturing [[posts]] and staying close to allies is important. The Cringe also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider [[chain fire|chain-firing]] the Arrow launchers to better manage their massive heat spikes. Other mechs are capable of [[jump sniping]], the Cringe definitely isn't, due to the heat and the ArrowIV's long [[lock on]] time. The C's jump jets are mostly just for maneuvering and acquiring better vantage points to rain down ArrowIVs on one's enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]]'s per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artillery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is also viable option. 4 [[DHS|double heat sinks]] are enough to prevent overheat in most situations, as [[JJ| Standard Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Catapult G is a direct fire variant focused on mid-ranged combat. Two [[Binary Laser Cannons]] provide great burst damage with a multiplier against tanks and ASF. Twin [[Standard_AutoCannons#Light_AC2_and_AC5|LAC5s]] follow up with a solid punch for minimal [[heat]]. The two [[SXPL|SXPLs]] serve as backup at close-range, but it may be a better move to twist, cool down, and cycle the main weapons. [[iJJ|iJJs]] can help dodge into cover after firing an alpha strike, especially since the 8 [[DHS]] dissipate faster at high [[heat]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Catapult_Concept.jpg|Pre-alpha high-poly concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=15132</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=15132"/>
				<updated>2025-04-27T17:53:56Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant E */ Fluff update, updated LAC links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Commando.png&lt;br /&gt;
| ImageGif = File:Commando_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 300&lt;br /&gt;
| ArmorT Prime = 25 689&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 000&lt;br /&gt;
| ArmorT A = 25 689&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 34 700&lt;br /&gt;
| ArmorT B = 25 689&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 33 400&lt;br /&gt;
| ArmorT C = 25 689&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 35 800&lt;br /&gt;
| ArmorT D = 25 689&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 800&lt;br /&gt;
| ArmorT E = 25 689&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Standard AutoCannons#Light_AC2_and_AC5|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 30 500&lt;br /&gt;
| ArmorT F = 25 689&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 33 500&lt;br /&gt;
| ArmorT G = 25 689&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3538&lt;br /&gt;
| Armor LRT = 2229 &lt;br /&gt;
| Armor B = 2123&lt;br /&gt;
| Armor LRA = 2282&lt;br /&gt;
| Armor INT = 1805&lt;br /&gt;
| Armor LRL = 3008&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most lightweight [[IS]] mech, the '''Commando''' is surprisingly [[tanking|tanky]] due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] when the Commando damages higher tier assets. All Commando variants are available for the starting [[rank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[brawler]] and somewhat functional [[skirmisher]] by using [[iJJ]]s. Best [[alpha strike]] of all Commandos.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Fire-support]] mech. Its [[Mgun]]s have a good [[Damage_Types|damage multiplier]] against air, making the Commando A useful as [[AA]] against early [[VTOL]]s. Don't try to [[jump snipe]], the Commando A uses its [[iJJ]]s to find good firing positions or to escape combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Generalist]]. When [[brawling]], [[group fire]] the [[MXPL]] with the [[Mgun]]s to reduce the number of total weapon groups from four to three. Can [[poke]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[brawler]]. [[Overheat]]s easily, prioritize the [[SSRM4]] when overheating because it is a more heat-efficient weapon. Good at [[arming]] and destroying individual [[component]]s. Excellent [[DPS]]. Works best in [[team fights]] where it might go unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Primarily a [[brawler]]. Watch out for the [[minimum range]] with the [[MRM10]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Effective [[mid range|mid-range]] [[skirmisher]] with some ability to [[brawl]]. Has great burst damage.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Commando F may not look like a [[generalist]], but it's ability to fight in [[close range]], [[jump snipe]] at [[medium range]], and shoot [[NARC]]ed and [[TAG]]ed targets at [[long range]], make it more than capable of filling the role.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A [[skirmisher]] able to get in and out of combat quickly. Good at cutting off individual [[component]]s by using [[group fire]]. Good at [[backcapping]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.&lt;br /&gt;
&lt;br /&gt;
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture.&lt;br /&gt;
By the time of the [[Clans|Clan]] Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions &amp;amp; was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=15131</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=15131"/>
				<updated>2025-04-27T17:50:46Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant Prime */ Updated for 0.18.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas.png&lt;br /&gt;
| ImageGif = File:Atlas_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 106 200&lt;br /&gt;
| ArmorT Prime = 92 755&lt;br /&gt;
| Engine Prime = Vlar 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 359&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 700&lt;br /&gt;
| ArmorT B = 94 359&lt;br /&gt;
| Engine B = Vlar 300 STD&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 400&lt;br /&gt;
| ArmorT C = 94 359&lt;br /&gt;
| Engine C = Vlar 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 106 300&lt;br /&gt;
| ArmorT D = 92 755&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 114 300&lt;br /&gt;
| ArmorT E = 91 146&lt;br /&gt;
| Engine E = Vlar 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 106 000&lt;br /&gt;
| ArmorT F = 94 359&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 100&lt;br /&gt;
| ArmorT G = 94 359&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13849&lt;br /&gt;
| Armor RT = 11080&lt;br /&gt;
| Armor LT = 9002&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 6925&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. Duel [[Standard_AutoCannons#Light_AC2_and_AC5|LAC2s]] complement the 900m range of the other weapons. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Mr. Bubbles&amp;quot;''===&lt;br /&gt;
The ''Atlas A'', dubbed '''''&amp;quot;Mr. Bubbles&amp;quot;''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.&lt;br /&gt;
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage beyond 650m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. With 4 [[DHS]], there will be no difficulty in continuously firing all weapons in close succession.&amp;lt;br&amp;gt;&lt;br /&gt;
However, its greatest weakness lays right in its greatest strength - Where both AC10 array and the formidable HPPC produce profound screenshake - it comes at the cost of damage. This designates this unit as an second line attacker, an excellent force magnifier rather than steamroller, like other Atlas variants. As such, the Atlas C is the perfect anchor for an attack lance consisting of shorter ranged units in need of medium range fire disruption.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Powerwalk&amp;quot;''===&lt;br /&gt;
The Powerwalk has little in the way of weapons, sporting less weaponry than most heavy Mechs. What makes the Powerwalk a viable option is that, thanks to [[MASC]], it does what no other Mech is capable of: Getting to the frontlines at nearly the speed of a Clan Heavy and with 26% more [[armor]]. Not only does the Powerwalk travel quickly, but it does so quietly as it is equipped with [[GECM]]. Careful not to ride the [[heat|yellow line]] too closely as an inopportune [[overheat]] will broadcast the Powerwalk's location to every enemy. Thanks to the Powerwalk's generous 8 [[DHS]], it can sustain fire with its 3 [[MPL]]s with little issue, even on hot [[maps]]. The Powerwalk has no long range weapons, so using MASC can be critical to bring its [[AC20]] and two [[SRM6]]s to bear. In general, Atlas Mechs tend to draw enemy fire and receive an overlarge [[threat assessment]]. The Powerwalk can take advantage of this. Even though the Powerwalk's weapons tend to lend themselves to [[staring]], the beauty of the Powerwalk's weapon distribution allows it to [[tanking|tank]] and [[damage spread]] quite effectively giving allies time to deal out damage. Each arm only carries a single [[MPL]] meaning little of the Powerwalk's function or firepower is lost from a destroyed arm. Only the Powerwalk's [[right torso]] mounts much firepower (SRM6 and AC20) and any enemy trying to destroy the Powerwalk through a side torso will be disappointed with its slow [[damage transfer]] thanks to the Powerwalk's [[standard engine]]. As for ammo, the Powerwalk does tend to run out of SRMs during long engagements, since its free ton should be dedicated to AC20 ammo. That said, the Powerwalk's MASC makes [[repair]] and [[rearming]] substantially easier that with other assault Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Master &amp;amp; Commander&amp;quot;''===&lt;br /&gt;
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for itself and friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and an [[ERML]] adds a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. As the anchor that the team together, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E's [[Free tons|3 tons of extra ammo]] give it modest staying power, but it is the least [[Armor|Armored]] Atlas and carries only 4 [[DHS]]. Pilots should watch their [[heat]] carefully and [[chain fire]] their weapons if needed. &lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the two heavy hitting [[Thunderbolt|Tbolt15]] missile launchers as effectively as possible. Their lock on range is 750m but will still do damage to targets out to 1940m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to [[dumbfire]] the Thunderbolt missiles at brawling range is somewhat difficult but oh so rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon &amp;amp; heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, so know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s 60m [[minimum range]], so be wary of fast brawlers and take them down quickly!&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Atlas.jpg|thumb|175px|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0]]&lt;br /&gt;
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.&lt;br /&gt;
*0.17.4 - Head hitbox reduced to just the right eye.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
{{Quote|&amp;quot;A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally.&amp;quot;|Aleksandr Kerensky}}&lt;br /&gt;
The Atlas, or &amp;quot;''Death's Head''&amp;quot; as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.&lt;br /&gt;
&lt;br /&gt;
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2755 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15116</id>
		<title>Corsair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=15116"/>
				<updated>2025-03-22T03:34:09Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Canon */ Fixed Sarna reference link (Thanks Pravin)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Corsair.png&lt;br /&gt;
| ImageGif = File:Corsair_spin.gif&lt;br /&gt;
| Name = Corsair&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 375&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 19 475&lt;br /&gt;
| Class Prime = Fighter&lt;br /&gt;
| Engine Prime = GM 200 &lt;br /&gt;
| Maneuver Prime = 7.9&lt;br /&gt;
| MaxSpeed Prime = 480&lt;br /&gt;
| TurnSpeed Prime = 255&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LL|Air LL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 250&lt;br /&gt;
| ArmorT A = 19 475&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = GM 200&lt;br /&gt;
| Maneuver A = 7.9&lt;br /&gt;
| MaxSpeed A = 480&lt;br /&gt;
| TurnSpeed A = 255&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 69 000&lt;br /&gt;
| ArmorT B = 19 475&lt;br /&gt;
| Class B = Fighter&lt;br /&gt;
| Engine B = GM 200&lt;br /&gt;
| Maneuver B = 7.9&lt;br /&gt;
| MaxSpeed B = 480&lt;br /&gt;
| TurnSpeed B = 255&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC2|Air UAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 85 750&lt;br /&gt;
| ArmorT C = 17 576&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = GM 200&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 459&lt;br /&gt;
| TurnSpeed C = 260&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 71 500&lt;br /&gt;
| ArmorT D = 17 576&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = GM 200&lt;br /&gt;
| Maneuver D = 6.8&lt;br /&gt;
| MaxSpeed D = 459&lt;br /&gt;
| TurnSpeed D = 260&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20|Air MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 77 500&lt;br /&gt;
| ArmorT E = 17 576&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = GM 200&lt;br /&gt;
| Maneuver E = 6.8&lt;br /&gt;
| MaxSpeed E = 459&lt;br /&gt;
| TurnSpeed E = 260&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 73 000&lt;br /&gt;
| ArmorT F = 16 625&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = GM 200&lt;br /&gt;
| Maneuver F = 5.5&lt;br /&gt;
| MaxSpeed F = 444&lt;br /&gt;
| TurnSpeed F = 265&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 68 600&lt;br /&gt;
| ArmorT G = 16 625&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = GM 200&lt;br /&gt;
| Maneuver G = 5.5&lt;br /&gt;
| MaxSpeed G = 444&lt;br /&gt;
| TurnSpeed G = 265&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price H = 82 000&lt;br /&gt;
| ArmorT H = 16 625&lt;br /&gt;
| Class H = Bomber&lt;br /&gt;
| Maneuver H = 5.5&lt;br /&gt;
| MaxSpeed H = 444&lt;br /&gt;
| TurnSpeed H = 265&lt;br /&gt;
| Weapons H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6976&lt;br /&gt;
| Armor LRW = 3081&lt;br /&gt;
| Armor E = 3953&lt;br /&gt;
| Armor T = 2384&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.&lt;br /&gt;
&lt;br /&gt;
Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of [[ERLL]], for longest range poking. Next come a pair of [[ERML]] for 650m engagement and more efficiency. Finishing off, a pair of tiny [[ERSL]] provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the  [[ERML|Air ERML]] and [[ERLL]] are safe to use against ground targets without risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 [[free tons]] of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Cobra&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
A different flavour of firepower from the A, the &amp;quot;'''''Cobra'''''&amp;quot; Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 [[free tons]], for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Ostrogoth&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Ostrogoth'''''&amp;quot; is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x [[LBX5|Air LBX5]] backed up with a [[SSRM6|Air SSRM6]] can savage enemy aircraft, and the single [[LPL|Air LPL]] can take out engines at range. A pair of [[Bomb#Laser-Guided|laser guided bombs]] allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 [[DHS]] to help with the heat. [[EOptics]] plus [[BAP]] allows it to spot inbound threats from further away. The &amp;quot;'''''Ostrogoth'''''&amp;quot; is agile enough to take on heavy aircraft like the [[Shiva]] and [[Visigoth]], but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot [[MRM20|Air MRM20]] launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin [[Bomb#Cluster|Cluster bombs]] can damage entire formations with careful bombing. A pair of [[Standard_AutoCannons|LAC5]]s give it some more burst damage. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. 2 [[free tons]] are included, as well as [[GECM]] for easing on its radar signature.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Corsair E is the last Attacker-class aircraft similar to the &amp;quot;D&amp;quot; but mounting the longer range 2x [[UAC5|Air UAC5]] allowing it to strike out against Ground Units as well as Aero. Dual [[SSRM6|Air SSRM6]] means getting up close and personal while commencing your bombing run with Two [[Bomb|High-Explosive Bombs]]. Two [[Free ton|Extra Tons of Ammo]], a [[DHS]], and 7.5 tons [[Armor]]. What more could a pilot ask for.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted [[ERPPC]] and fuselage-mounted duo of [[SRM6|Air SRM6]] give it potent direct firepower. Two [[Bomb#High Explosive|High explosive bombs]] allow it to send just about any mech back to the repair pad with careful flying. 4 [[free tons]] of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.&lt;br /&gt;
&lt;br /&gt;
===Variant H===&lt;br /&gt;
The Corsair H, the most expensive Bomber in this trio. It has [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the [[NARC|Narc Missile Beacon]] making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own [[Bomb|Laser-Guided Bomb]]s. No other aircraft has NARC and [[Bomb|Laser-Guided Bomb]]s. The H has a single [[MXPL|Air MXPL]] that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. [[GECM|Air GECM]] increases enemy [[lock on]] time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates, usually 3 [[Bomb|Laser-Guided Bomb]]s. Happy Hunting - You Bet.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=For a risky, maximum damage attack run, first fire the [[Bomb|Laser-Guided Bomb]]s at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual [[LtGauss|Air LtGauss]]. Third, start firing the Corsair H's backup weapon, a single [[MXPL|Air MXPL]]. Fourth, fly the Corsair H slow enough to get a lock with it's [[NARC|Narc Missile Beacon]]. Fifth, fire both of the Corsair H's [[Bomb|Laser-Guided Bomb]]s again and simultaneously fire a second salvo from the dual [[LtGauss|Air LtGauss]]. In most attack runs, pilots will find a second salvo from their [[LtGauss|Air LtGauss]] impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual [[LtGauss|Air LtGauss]], it is often best to just fire the last [[Bomb|Laser-Guided Bomb]] in the general direction of the NARCed target and flee.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service. &lt;br /&gt;
&lt;br /&gt;
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2779 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Corsair_(Aerospace_Fighter_class) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=15103</id>
		<title>Argus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Argus&amp;diff=15103"/>
				<updated>2025-03-13T03:55:11Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Argus.png&lt;br /&gt;
| ImageGif = File:Argus_spin.gif&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 8&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 121&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 80 300&lt;br /&gt;
| ArmorT Prime = 57 064&lt;br /&gt;
| Engine Prime = GM 300 XL&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 74 900&lt;br /&gt;
| ArmorT A = 57 064&lt;br /&gt;
| Engine A = GM 300 XL&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 80 300&lt;br /&gt;
| ArmorT B = 57 064&lt;br /&gt;
| Engine B = GM 300 XL&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 74 500&lt;br /&gt;
| ArmorT C = 58 663&lt;br /&gt;
| Engine C = GM 300 XL&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 75 400&lt;br /&gt;
| ArmorT D = 58 663&lt;br /&gt;
| Engine D = GM 300 XL&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 000&lt;br /&gt;
| ArmorT E = 57 064&lt;br /&gt;
| Engine E = GM 300 XL&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 72 100&lt;br /&gt;
| ArmorT F = 57 064&lt;br /&gt;
| Engine F = GM 300 XL&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 74 300&lt;br /&gt;
| ArmorT G = 57 064&lt;br /&gt;
| Engine G = GM 300 XL&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8546&lt;br /&gt;
| Armor LRT = 5235&lt;br /&gt;
| Armor B = 5128&lt;br /&gt;
| Armor LRA = 5235&lt;br /&gt;
| Armor LRL = 6153&lt;br /&gt;
| Armor INT = 3692&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Argus is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.9.0 update. &lt;br /&gt;
It ties the [[Rifleman]] as being the lightest IS heavy mech available but, unlike the glass cannon [[Rifleman]], the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have [[eoptics|enhanced optics]] as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty [[RAC5]] as well as 3 [[ERSL|extended range small laser]]s, while the left arm mounts an [[LRM15]] and [[NARC]] launcher. Twin [[ERML|extended range medium lasers]] are mounted in the torso, and a [[B-Pod]] is strapped to the legs. Antagonizing an enemy at the long range of 1000m with the LRM15 is tempting, but the prime really shines from 600m to 350m, where most of its weapons can be brought to bear save the three [[ERSL]] which will kick in only past 400m. The NARC helps negate enemy cover and the LRM15's long lock-on time while also assisting your team.&amp;lt;br&amp;gt;&lt;br /&gt;
Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage. Two [[free tons]] for the RAC5 and LRM15 keep the Prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The RAC5 and LRM15 should be given a free ton each. You'll find yourself running out of LRM ammo more often while self-NARCing, and the RAC5 is ammo-hungry in general. Dedicating both tons to the RAC5 or one to the NARC might be appealing, but I find the Argus's armor doesn't last long enough for a double RAC5 reload or NARC reload to be relevant.&lt;br /&gt;
| Writer1= - Xcalibur}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Sporting a [[Gauss]] to be a sniper or soften up incoming enemies to prepare for a knife fight. At close range the [[SRM6]] &amp;amp; [[SRM4]] launchers provides not only direct/ splash damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of [[ERML]] and [[ERSL]] are there to add ''insult to injury''. [[EOptics]] and One [[Free tons]] of ammo for the Gauss. The 'A' is not equipped with extra heatsinks, so keep an eye on your heat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
One of the very few mechs that mounts the fearsome [[HPPC|heavy PPC]], the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 [[SL|Standard Small Laser]]s allow mechwarriors to further damage appendages and a well placed volley from the dual [[SSRM4]] launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with [[MASC]] to bring all of its close range weapons into play. With only 5 [[DHS|Double Heatsinks]] dissipating the massive heat spike of an [[Gameplay_Tactics#Alpha_Strike|Alpha strike]], mechwarriors must manage their use of [[MASC]] carefully while chasing down their prey. Firing the heavy PPC, while at high heat, will melt off the player's own armor! A single ton of [[Free ton|free ammo]] is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This is one of those &amp;quot;Don't Go Alone&amp;quot; 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the [[AECM]] suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the [[MRM40]] and [[twist]] your torso to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread the damage out]]. By the time your enemies are close, 400m, the trio of [[MPL|Medium Pulse Lasers]] can open fire, amost indefinitely due to the 4 [[DHS]]. Three [[MG]]s continuously whittle away armor at any distance.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The heavy hitting pair of [[SSRM|SSRM4]]s, providing excellent [[screen shake]] when [[chain fired]]. The rather unique [[Blazer]] provides some mid-[[range]] punch and tank-hunting potential. The long [[recharge]] time of the Blazer would generally make the D a poor [[brawler]], but the eight streak SRMs go a long way toward accommodating the brawler role, if the pilot chooses that path. Generally, the D works better as a [[skirmisher]]—especially since most of its weapons have a high [[burst damage]]. The D's quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dish damage out to no less than 1350m and also have a [[damage multiplier]] against [[tanks]]. The four LBX2s only have about 80% of the burst damage of one [[LBX10|LB 10-X]] but have twice the range and have a 33% higher [[DPS]]. This isn't enough to make the D a sniper, but it does make the D quite flexible. Rounding the D out is the [[B-Pod]], which helps dealing with enemy [[Battle Armor]] that are too close to hit with the D's other weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Highly praised by seasoned players, this unit comes all in a sign of five: a trio of [[Tbolt5|Thunder bolt 5]] class missile launchers, and the pair of the [[UAC5|Ultra 5 auto cannons]] gives this mech the long ranged potential to injure, while the [[ERLL|Extended Range Large Laser]] rounds it up to an ever classical 1-2-3 setup. The unique [[Tbolt5]] trio makes this a very special asset. Being an [[Solaris_Arena|Solaris Arena]] invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only ''locks on'' up to 750m. This and the screen shake makes each of the 3 [[Tbolt5|Thunder bolt 5]] missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune [[Gameplay_Tactics#Alpha_Strike|Alpha strike]] moment. The quickly reloading [[UAC5|ultra auto cannons]], being prone to jam as they are, should best be fired in succession of the [[Tbolt5|missile]] launcher - one at a time. The ever so slow [[ERLL| large laser]] is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple [[LRM5]]s can sucker the enemy's [[LAMS ]] while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its [[GECM]] equipment. Backing this up is an [[UAC10]] and two [[ERML]] which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded [[UAC20|Ultra 20 auto cannon]], or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its [[SPL|Small Pulse Laser]] trio, and the occasional [[DSRM4|8 short range missiles]] volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its [[UAC20]] able to retaliate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Argus Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15066</id>
		<title>Kodiak</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=15066"/>
				<updated>2025-02-17T18:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant E - &amp;quot;Harbinger&amp;quot; */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Kodiak_new.png&lt;br /&gt;
| ImageGif = File:Kodiak_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 128 700&lt;br /&gt;
| ArmorT Prime = 85 722&lt;br /&gt;
| Engine Prime = 400 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 131 200&lt;br /&gt;
| ArmorT A = 85 722&lt;br /&gt;
| Engine A = 400 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 500&lt;br /&gt;
| ArmorT B = 85 722&lt;br /&gt;
| Engine B = 400 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&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;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 134 500&lt;br /&gt;
| ArmorT C = 85 722&lt;br /&gt;
| Engine C = 400 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 122 000&lt;br /&gt;
| ArmorT D = 85 722&lt;br /&gt;
| Engine D = 400 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ATM|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 135 700&lt;br /&gt;
| ArmorT E = 85 722&lt;br /&gt;
| Engine E = 400 XL&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 [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 133 900&lt;br /&gt;
| ArmorT F = 85 722&lt;br /&gt;
| Engine F = 400 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM20]]&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;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 128 600&lt;br /&gt;
| ArmorT G = 92 105&lt;br /&gt;
| Engine G = 400 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9763&lt;br /&gt;
| Armor CT = 12204&lt;br /&gt;
| Armor B = 7322&lt;br /&gt;
| Armor LRA = 7017&lt;br /&gt;
| Armor LRL = 9336&lt;br /&gt;
| Armor INT = 5602&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kodiak''' is jump-capable [[Clan]] [[Assault Mech]]. A fast moving assault ’Mech, the Kodiak was originally designed by Clan Ghost Bear as a second-line equivalent to the Gladiator OmniMech. While the Kodiak does not go to the extremes of other Totem ’Mechs such as the Thunder Stallion or Mandrill, it nevertheless represents the epitome of Ghost Bear thinking: mostly defensive but capable of surprising speed and a devastating attack when launched.&lt;br /&gt;
The primary focus of the Kodiak is its 400-rated extralight engine, which allows the one-hundred-ton monster to exceed speeds of sixty kilometers an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Almost all variants run rather hot on their weapons alone, with [[JJ|jump jets]] added to the mix, if the pilot lacks proper [[Heat|Heat management]] skills they're in for some serious trouble. Overheating and having your weapons dissabled, or even worse, shutting down in the middle of a battle, is a recipe for a disaster.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
THE Kodiak, Prime is the mech you want to be either near when brawl breaks out, or as far away as possible, depending on your team. Because [[cUAC20]] and [[cDSRM4]] cannot be ignored in any close range firefight, as well as rather terrifying reputation of Kodiaks will make Prime high priority target. 6 [[cERML]] are not backup weapon either, as they deal almost 2/3 of damage in [[Gameplay Tactics#Alpha Strike|Alpha Strike]] scenario. Standard [[JJ|jump Jets]] offer worse mobility than improved ones, but they are sure to become handy in plenty of situations, like dodging bombs, artilery shells or disrupting aim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big disadvantage is heat, as 9 [[DHS]] are barely able to handle [[cERML|Lasers]] alone, with other weapons and [[JJ]], strict [[Heat|Heat management]] is essential. 2 [[free tons]] are not good enough for prolonged engagements, as both [[cUAC20|Autocanon]] and [[cDSRM4|Dual SRM]] are ammo hungry and will chew through its onboard supply fast. Range might be problem on extremely open maps, but 700m range of [[cERML|Clan ER Medium Lasers]] offer some leeway with medium range skirmishes, as well as making life worse for heavy and assault [[ASF]] when they are picking their target, which will likely be the Prime itself.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Nemesis&amp;quot;''===&lt;br /&gt;
More specialised CQC variant of Kodiak, with 4 [[cMPL]]'s, [[LBX20]] and [[DSSRM6]] it encourages more of an assasin-like playstyle than UNGA SMASH of Prime. But with basic trigger discipline, 7 [[DHS|double heat sinks]] are suficient to keep the mech from overheating and [[iJJ]] give it awesome mobility that will be usefull when taking out targets. 1 [[Free tons|extra ton]] of [[LBX]] and 2 [[Free tons|extra tons]] of [[DSSRM|Streaks]] will keep you decently supplied in the field. You are more likely to [[MWLL Players Slang Guide#RTB|RTB]] for repairs than reloads.&amp;lt;br&amp;gt;&lt;br /&gt;
Good pick if you have plenty of cover to close the distance to atlast 450m and to hide behind and wait for reloads, when dealing with [[Hovercraft|Hovercrafts]], nimbler [[Tanks]] or pesky [[ASF|Bombers]], but not as great at spearheading attacks like Prime.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
B must stand for budget, the Kodiak B is the cheapest Kodiak. The B is a competent [[jump sniper]], and with its not terrible top speed the B can function as a skirmisher or [[poke]] mech. A quartet of [[cUAC5]] have the same burst damage as UAC20, but with higher rate of fire, faster projectile speed and much longer range of 800m, backed by duo of [[cLPL]]'s B can start distributing maximum hurt at respectable range. The B has no [[free tons]], because of this players will need to be especially mindful of remaining [[ammo]]. Frequent retreats to [[resupply]] can leave one's team outnumbered or outtonned. Players should plan ahead either by placing an easily accessible APC or operate close to [[bases]] that have ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C is your bear if skirmishing is the way to go, or perhaps enemy assault [[ASF]]'s are polluting the skies. [[HAG20]], [[cGauss]], [[CERPPC]] and [[CERLL]] makes it pack quite a punch at 900m out to 1200 for the HAG, but care needs to be taken as each weapon system have different projectile speeds, thus [[Gameplay Tactics#Alpha Strike|alpha strike]] is useful ONLY if enemy is charging you in a straight line. Leading weapons individually is necessary.&lt;br /&gt;
7 [[DHS|Double heatsinks]] are barely enough to keep you from overheating, as clan energy weapons run rather hot. Two [[free ton|free tons]], 1 each for the Ballistic weapons. Standard [[JJ]] provide an additional mobility bonus, for example when dodging bombs and Artillery, to get to better sniping spots, or just to spice things up in a brawl.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Ripper&amp;quot;''===&lt;br /&gt;
The Kodiak D has the shortest effective weapons range of any Kodiak. The Three [[ATM|ATM6 (HE)]] and Single [[ATM|ATM3 (HE)]] provides continous [[screen shake]] due to there staggered launching patterns. Rather strict heat discipline is necessary, especially when using its [[iJJ|Improved Jump Jets]] and [[MASC]] in the middle of a brawl. The payoff can be huge, however, since propelling the D skyward can be an effective tactic for denying enemy fire for a few short seconds while the D's weapons recycle. Nine [[DHS]] allow the D to use [[MASC]] indefinitely while traversing on most maps while [[GECM]] covers your tracks. Eight [[HMG]] will inflict damage at range or close quarters.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Harbinger&amp;quot;''===&lt;br /&gt;
Note that while there are variants capable of way more fire power and mobility, this unit's worth consists of mainly high end electronic warfare package. If you go in relying on its firepower alone you are certainly in for a bad surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of equipment this unit has it all - [[C3]], [[GECM]], [[BHP]], [[TAG]], [[NARC|Clan NARC]] &amp;amp; [[EOptics]]. Aside of that, all weapons present are of long range variety, the triple [[CLRM20]] and the duo [[CERML]] - even the NARC launcher reaches further than the inner sphere standard counter part.&amp;lt;br&amp;gt;&lt;br /&gt;
However, having no [[AMS|anti missile system]] and/or [[AECM]] nearby means this unit is both more visible on enemy radar due to its C3 radar chain equipment and more likely to attract attention of the mean prying eyes sitting in the second line, with Extreme Long Ranged Missiles and Arrows. Utmost care is to be taken not to be caught off guard and in the open field.&amp;lt;br&amp;gt;&lt;br /&gt;
The money printing capability of the [[C3]] radar chain will be strongly augmented by the occasional [[LRM20]] or [[CERML]] array opening shot or finishing blow. Take care not to overtax its 6 [[DHS]] by overzealous use of the weapons in the heat of a battle.&amp;lt;br&amp;gt;&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]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Tyrant&amp;quot;''===&lt;br /&gt;
Jack of all trades, master of 75% of it, Tyrant can do it all. With 8 [[cERSL]] you can brawl as it gives you 1600 alpha damage with very short reload speed, for anyone who dares to get too close. [[cLRM20]] with their manageable [[minimum range]] of 10m and max lock on range of 1000m, plenty of opportunities for screen shake and extra damage. [[HAG40]] deals damage equal to 2 LBX20 shots, with range of 1200m. This array of weapons will allow you to terrorize 90% of all assets, all the time being a serious threat and not just some minor inconvenience. But that's not all, [[iJJ| improved Jump Jets]] and [[GECM| Guardian ECM]] means you can expand your reign of terror hidden and from unexpected places. Choice of what to fill your 3 [[free tons]] with depends on situation. If there is plenty of cover for your victims to hide behind it's a viable choice to take 3 tons of [[HAG]] ammo. If there are opportunities to use both [[LRM]] and [[HAG]] i's worth taking 2 [[HAG]] and 1 [[LRM]], as this option gives you 18 reloads for [[HAG]] and 18 reloads for [[LRM]].&amp;lt;br&amp;gt;&lt;br /&gt;
6 [[DHS]] are barely enough to keep you from overheating from all your weapons alone, heat management is necessary in CQC. Another drawback being that dedicated assets will have higher damage output. OG brawlers have higher DPS in close range. Mid-range skirmishers, if they stay out of [[cERSL]] 450m range, will outdamage you easily. But, overall, a solid choice for any situation, be it pushing points, ambushes or long range support, Tyrant has the tools for it.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This Kodiak G is primarily a [[brawler]] with limited long-[[range]] [[poking]] and [[sniping]] capabilities and as much [[armor]] as a [[Daishi]]. The G's real strength lies in a unique flexibility between [[staring]] to maximize [[screenshake]], or [[twisting]] to maximize [[damage spreading]]. To facilitate this flexibility, pilots are recommended to assign four [[weapon groups]]. Coming in at 900m is the G's first weapon group: A single [[cERPPC]] that can be used for poking. At 700m is the G's second weapon group: A single [[cLBX10]]. Together the ERPPC and LBX10 have a modest poking capacity that are augmented by the G's [[iJJ]]s. At 350m, are the weapons that give the G its flexibility and define it as a brawler more than anything else: six [[cSRM2]]s and one [[cDSRM6]]. No other [[asset]] in the game has this many individual missile launchers. In order to switch between the stare/twist fire methods, the pilot can either press the [[chain fire]] button on the fly, or can have a second dedicated weapon group for chain firing. In order to avoid [[heat|overheating]] the G must be careful of its iJJ and ERPPC use when in close combat. With only five [[DHS]] the G can run a little hot and these two pieces of equipment affect the G's heat the most.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Kodiak.jpg|thumb|300px|Old Kodiak model]]&lt;br /&gt;
Kodiak was a '''canceled''' unit for a long time.&lt;br /&gt;
&lt;br /&gt;
A released render features a torso-mounted SRM launcher, 8 [[ERML|ER Medium Lasers]],a [[LL|Large Laser]] and the [[UAC20]].&lt;br /&gt;
&lt;br /&gt;
It did not make it in time to be released before the final beta 0.7.0. The reconstucted Kodiak was released by new development team in version 0.12.0&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Unique for Clan Ghost Bear, the Kodiak was a fast second-line Assault Mech created mostly for medium range combat. Torso-mounted weapons, the [[SSRM6]] and the [[UAC20]] provide close-range fire, although they lack ammunition for longer fights. Above the hands one can find four [[ERMBL|ER Medium Beam Lasers]] mounted like claws which with addition of the [[LBL|Large Laser]] below the engine can provide long-lasting firepower over long-range. By the time of Clans invasion Kodiaks weren't common 'Mechs, often serving as command units for assault groups.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3001 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Kodiak BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15058</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=15058"/>
				<updated>2025-02-05T06:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Variant G */ Updated fluff for 0.16.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
&amp;lt;!--| SpeedWithMasc = 91--&amp;gt;&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 71 600&lt;br /&gt;
| ArmorT Prime = 58 010&lt;br /&gt;
| Engine Prime = Magna 260 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 430&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 900&lt;br /&gt;
| ArmorT B = 51 694&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 538&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 853&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 66 400&lt;br /&gt;
|ArmorT E = 51 694&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 72 400&lt;br /&gt;
|ArmorT F = 51 694&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 84 700&lt;br /&gt;
|ArmorT G = 55 093&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Binary Laser Cannon]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5|Light AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9427&lt;br /&gt;
| Armor LRT = 6464&lt;br /&gt;
| Armor B = 5387&lt;br /&gt;
| Armor LRA = 4489&lt;br /&gt;
| Armor LRL = 5791&lt;br /&gt;
| Armor INT = 3474&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[Asset_Roles#Missile_Boat|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 4 [[LRM10]]s with 12 tons [[armor]], and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100 meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 2 [[ERSL]]s &amp;amp; 2 [[ML]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 6 [[DHS]] means pilots will be able to keep up their bombardment for some time with less concern on heat. One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Cringe&amp;quot;''===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, ''Cringe'' mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the Cringe can decimate targets up to 4km (4300m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s as backup weapons, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense. This makes the Cringe a poor choice in many [[Terrain Control]] matches where capturing [[posts]] and staying close to allies is important. The Cringe also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider [[chain fire|chain-firing]] the Arrow launchers to better manage their massive heat spikes. Other mechs are capable of [[jump sniping]], the Cringe definitely isn't, due to the heat and the ArrowIV's long [[lock on]] time. The C's jump jets are mostly just for maneuvering and acquiring better vantage points to rain down ArrowIVs on one's enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]]'s per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artillery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is also viable option. 4 [[DHS|double heat sinks]] are enough to prevent overheat in most situations, as [[JJ| Standard Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Catapult G is a direct fire variant focused on mid-ranged combat. Two [[Binary Laser Cannons]] provide great burst damage with a multiplier against tanks and ASF. Twin [[Standard_AutoCannons#Light_AC2_and_AC5|LAC5s]] follow up with a solid punch for minimal [[heat]]. The two [[SXPL|SXPLs]] serve as backup at close-range, but it may be a better move to twist, cool down, and cycle the main weapons. [[iJJ|iJJs]] can help dodge into cover after firing an alpha strike, especially since the 8 [[DHS]] dissipate faster at high [[heat]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Catapult_Concept.jpg|Pre-alpha high-poly concept model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Behemoth&amp;diff=15057</id>
		<title>Behemoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Behemoth&amp;diff=15057"/>
				<updated>2025-01-21T21:58:11Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Prime */  fluff fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Behemoth.png&lt;br /&gt;
| ImageGif = File:Behmoth_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 34&lt;br /&gt;
| BoostSpeed = 36&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -9° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 114 500&lt;br /&gt;
| ArmorT Prime = 68 220&lt;br /&gt;
| Engine Prime = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 116 800&lt;br /&gt;
| ArmorT A = 66 380&lt;br /&gt;
| Engine A = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 118 100&lt;br /&gt;
| ArmorT B = 66 380&lt;br /&gt;
| Engine B = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 109 800&lt;br /&gt;
| ArmorT C = 66 380&lt;br /&gt;
| Engine C = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 117 500&lt;br /&gt;
| ArmorT D = 62 700&lt;br /&gt;
| Engine D = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 140 900&lt;br /&gt;
| ArmorT E = 66 380&lt;br /&gt;
| Engine E = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 114 700&lt;br /&gt;
| ArmorT F = 62 700&lt;br /&gt;
| Engine F = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HVAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 125 200&lt;br /&gt;
| ArmorT G = 64 540&lt;br /&gt;
| Engine G = I.C.E. GM 285 HeavyLoad with PowerBoost&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&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;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[AutoFlamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;15.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 7500&lt;br /&gt;
| Armor F = 14667&lt;br /&gt;
| Armor S = 10560&lt;br /&gt;
| Armor B = 7333&lt;br /&gt;
| Armor T = 17600&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Inner Sphere]] &amp;quot;Assault Combat Vehicle&amp;quot; '''Behemoth''' [[tank]] was designed for increased firepower and heavy ArcShield Maxi II Armor rather than speed or maneuverability. The design at 100 tons allowed the Behemoth to engage both distant and short-range targets, while allowing it to stand up to almost any type of unit possible. The Behemoth is one of the few vehicles without a history of variant models. All variants are equipped with Enhanced Optics, Point Defense System and most come with AutoFlamers. Being a tank this size it handles quite well in the battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant of the Behemoth is a potent long-range fire support vehicle housing five [[LRM|Long Range Missiles 5]] for a devastating blow fired together in groupfire to punch through LAMS defences or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two [[HVAC10|Hyper-Velocity AutoCannons10]] which each Fires a single high explosive projectile causing intensive [[screenshake]] and splash damage. Lastly for close defense, a single [[SRM|Short-Range Missiles 2]]. Six [[Free tons|Extra Tons of Ammo]], Zero [[HS]] as extras aren't required, [[EOptics]] to size up the battle and two [[AutoFlamer|AutoFlamers]] &amp;amp; one [[PDS]] for self defense.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Apocalypse&amp;quot;''===&lt;br /&gt;
The A is a mid to close range fighter. Contained in its main guns are Two [[UAC10|Ultra AutoCannon10]] that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the [[jam]] Duration as it lasts 8 seconds. When the battle reaches 350m, two [[SSRM6|Streak SRMs6]] and two [[SSRM2|Streak SRMs2]] come to bear with their lock-on capabilities and combined devastating fire power while one [[PDS]] provides auto backup. Six [[Free tons|Tons of Ammo]] to divide up, five [[HS]] hold heat in check &amp;amp; [[EOptics]] to survey the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B's twin [[RAC2|Rotary AutoCannon2]] and dual [[RAC5|Rotary AutoCannon5]] makes this unit a high caliber Gatling gun. Ideal for ripping Aero wings, downing VTOLs or shredding armor off from its owner. Long range fire support is handled by the two [[LRM10|Long Range Missiles10]]. [[EOptics]] help aim the RACs and Eight [[Free tons|Tons of Ammo]] will allow you stay in the field for a good bit of time. Six [[HS]] for heat control and for Auto Protection Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C is a hard hitting long range unit with its main guns containing Two [[ERPPC|Extended Range Particle Projection Cannons]], dishing out heavy [[screenshake]] at the cost of heat. Three [[UAC5|Ultra AutoCannons5]] provide high DPS along with bonus kinetic damage to air units. Two [[LRM5|Long Range Missiles5]] help locate and soften up incoming attackers. Three [[Free tons]] to feed the UAC5s, Six [[HS]] to help keep things cool, Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]]. To zoom in on your targets [[EOptics]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The D houses [[GECM|Guardian Electronic Countermeasures]] to help close the distance with its slow speed and relatively short ranged weapons. Dual [[LBX10|Lubalin Ballistics-X AutoCannon 10s]] rip apart tanks along with devastating dual [[HPPC|Heavy Particle Projection Cannons]]. Two [[Free tons]] for the LBX10s and Eight [[HS]] help control the the heat of the HPPCs for one Alpha Strike, after which they must be Chainfired.  [[EOptics]] to insure your aim is right on. Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Sheila&amp;quot;''===&lt;br /&gt;
The E can be a bit of a challenge to master. Housing Six [[TBolt5|Thunderbolt5s]] which lock on out to 750m but can travel almost 2000m. The effectiveness increases with a [[TAG|Tagger]]. The main gun is the [[Thumper|Thumper Indirect Artillery Piece]] which can travel across the map to deliver enormous damage. Its shells arc while in flight, so learning to account for projectile drop is a must. Finally Three [[ML|Medium Lasers]] for enemies that break the 500m mark. [[GECM]] to help mask your position, [[EOptics]] to help select your targets, Three [[Free tons]] and Seven [[HS]] will more than handle the heatload.   Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The F is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Two [[HVAC5|Hyper-Velocity AutoCannons 5]] are its main guns reaching out to 1300m. Two [[ELRM20|Extended Long Range Missiles 20]] can travel out to 1870m while raining terror on your foe, while your own dual [[LAMS]] protects you from incoming missiles. Six [[Free tons]] to divide up as you see fit. [[EOptics]] to keep your eyes on target.  Auto Protection provided by Two [[AutoFlamer]]s &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Grounded&amp;quot;''===&lt;br /&gt;
The G can be considered one of the hardest hitting units out to 800m as its main gun holds the mighty [[iHGauss|Improved Heavy Gauss Rifle]]. Three [[ERLL|Extended Range Lasers]] match the same range and pack a punch along with some heat. [[BHP|Beagle Active Probe]] is installed to help flush out targets along with [[EOptics]] so stay focused and make each shot count. Six [[Free tons]] of Ammo and an added Three [[SRM2]] for close self defense, plus Three [[HS]] which can handle a Alpha Strike with ease.  Auto Protection provided by Two [[AutoFlamer|AutoFlamers]] &amp;amp; One [[PDS]].&lt;br /&gt;
&lt;br /&gt;
===Pro Tip:===&lt;br /&gt;
As with most Tanks, Turret Pitch &amp;amp; the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in its operation.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
In 2947, Aldis Industries (soon to be the producer of the Demolisher and the Schrek), received a commission to produce a super-heavy tank for House Davion. Their assignment was to forego maneuverability and speed in the interests of heavy armor and massive firepower. Five years later, Aldis released the 100-ton Behemoth Heavy Tank. Many studies had shown that a tank’s main weakness was its inability to deal with superior numbers of smaller units, such as infantry or scout vehicles. Another study showed that a main battle tank must have at least one very powerful weapon to be able to stand up against even the lightest ’Mech. The Behemoth's design resolved both of these problems. With two of the heaviest cannon available and numerous smaller weapons, the Behemoth is a match for almost any combat situation. Although the original design concept called for a staggering twenty-one tons of armor, only thirteen were used to provide more weight for weaponry. Though not as thick as originally planned, the protection is more than adequate against most threats.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2952 during the Era known as &amp;quot;Late Succession War&amp;quot; - LosTech (2901 - 3019) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Behemoth_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Altay&amp;diff=15055</id>
		<title>TC Altay</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Altay&amp;diff=15055"/>
				<updated>2025-01-18T22:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Bases */ Marked Out of Date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:TC_Altay.jpg&lt;br /&gt;
| Name = TC_Altay&lt;br /&gt;
| Created By = Vitos&lt;br /&gt;
| Environment = Coastal&lt;br /&gt;
| Temperature = +10°C ([[Conductivity]] 1)&lt;br /&gt;
| Planet = Strana Mechty&lt;br /&gt;
| Coords = 31.00, 1766.00&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero =&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = TC_Altay_Minimap.png&lt;br /&gt;
&lt;br /&gt;
| Clan_X = 315&lt;br /&gt;
| Clan_Y = 25&lt;br /&gt;
| Clan_Mech_1_X = 320&lt;br /&gt;
| Clan_Mech_1_Y = 58&lt;br /&gt;
&lt;br /&gt;
| IS_X = 135&lt;br /&gt;
| IS_Y = 315&lt;br /&gt;
| IS_Mech_1_X = 174&lt;br /&gt;
| IS_Mech_1_Y = 318&lt;br /&gt;
&lt;br /&gt;
| Neutral_Mech_1_X = 98&lt;br /&gt;
| Neutral_Mech_1_Y = 134&lt;br /&gt;
&lt;br /&gt;
| Neutral_ASF_1_X = 210&lt;br /&gt;
| Neutral_ASF_1_Y = 190&lt;br /&gt;
&lt;br /&gt;
| Neutral_Cap_1_X = 119&lt;br /&gt;
| Neutral_Cap_1_Y = 218&lt;br /&gt;
| Neutral_Cap_2_X = 174&lt;br /&gt;
| Neutral_Cap_2_Y = 175&lt;br /&gt;
| Neutral_Cap_3_X = 213&lt;br /&gt;
| Neutral_Cap_3_Y = 100&lt;br /&gt;
| Neutral_Cap_4_X = 265&lt;br /&gt;
| Neutral_Cap_4_Y = 195&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;A survey mission discovered the world that would become the capital of the Clans in 2792. Aleksandr Kerensky's wife Katyusha named it Strana Mechty, Land of Dreams. Slightly colder than Terra, Strana Mechty was nonetheless ideally suited to colonization.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
{{Out of date}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:10px&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-columns: 340px 3; -moz-columns: 340px 3; columns: 340px 3; font-size:0.95em; min-width:325px; white-space: nowrap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;B8&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' [[Clan]] home base&lt;br /&gt;
*'''Defenses:''' 3x [[Turrets#LAMS Turret|LAMS]], 7x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Hellgiver|Hellgiver]]&lt;br /&gt;
*'''Capture weight''': ---&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' all [[Mechs]] and [[Vehicles]]&lt;br /&gt;
*'''Services:''' [[Repair]], [[Rearm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;C6&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' neutral outpost&lt;br /&gt;
*'''Defenses:''' 1x [[Turrets#Hawk Eye|Hawk Eye]]&lt;br /&gt;
*'''Capture weight''': 1&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' none&lt;br /&gt;
*'''Services:''' [[Repair]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;D3&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' neutral base&lt;br /&gt;
*'''Defenses:''' 1x [[Turrets#Hellgiver|Hellgiver]]&lt;br /&gt;
*'''Capture weight''': 0.5&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' &amp;lt;span style=&amp;quot;white-space: normal&amp;quot;&amp;gt;≤35t [[Mechs]] and ≤65t [[Vehicles]] (+[[Partisan]])&amp;lt;/span&amp;gt;&lt;br /&gt;
*'''Services:''' [[Repair]], [[Rearm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;E5&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' neutral outpost&lt;br /&gt;
*'''Defenses:''' none&lt;br /&gt;
*'''Capture weight''': 1&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' none&lt;br /&gt;
*'''Services:''' none&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;E6 / E7(cap)&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' neutral air base&lt;br /&gt;
*'''Defenses:''' none&lt;br /&gt;
*'''Capture weight''': 0.5&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' all [[VTOL]]s&lt;br /&gt;
*'''Services:''' [[Repair]], [[Rearm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;F4&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' neutral outpost&lt;br /&gt;
*'''Defenses:''' 1x [[Turrets#Hawk Eye|Hawk Eye]]&lt;br /&gt;
*'''Capture weight''': 1&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' none&lt;br /&gt;
*'''Services:''' [[Repair]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid; margin-top:0.7em; padding:8px; border-style:solid; border-color:#3e3e3e; border-width:1px;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; font-size: 1.2em; font-weight: bold; text-align: center; background-color: #2c2c2c;&amp;gt;H5&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Type:''' [[IS]] home base&lt;br /&gt;
*'''Defenses:''' 3x [[Turrets#LAMS Turret|LAMS]], 7x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Hellgiver|Hellgiver]]&lt;br /&gt;
*'''Capture weight''': ---&lt;br /&gt;
*'''Spawn''': Yes&lt;br /&gt;
*'''Can build:''' all [[Mechs]] and [[Vehicles]]&lt;br /&gt;
*'''Services:''' [[Repair]], [[Rearm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showthumbnails heights=50px style=&amp;quot;display: block; margin-top:3px; margin-left:2%; margin-right:2%; text-align: center; font-size:18px; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Maps]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=15054</id>
		<title>Chevalier</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=15054"/>
				<updated>2025-01-16T00:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Added link to Tank page, note about its increased side armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Chevalier.png&lt;br /&gt;
| ImageGif = File:Chevalier_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 96&lt;br /&gt;
| BoostSpeed = 111&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -12° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 41 700&lt;br /&gt;
| ArmorT Prime = 30 400&lt;br /&gt;
| Engine Prime = RT 190 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Blazer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 41 300&lt;br /&gt;
| ArmorT A = 26 720&lt;br /&gt;
| Engine A = RT 190&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 49 750&lt;br /&gt;
| ArmorT B = 26 720&lt;br /&gt;
| Engine B = RT 190&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Stealth Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 35 700&lt;br /&gt;
| ArmorT C = 26 720&lt;br /&gt;
| Engine C = RT 190&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 42 000&lt;br /&gt;
| ArmorT D = 26 720&lt;br /&gt;
| Engine D = RT 190&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 100&lt;br /&gt;
| ArmorT E = 30 400&lt;br /&gt;
| Engine E = RT 190&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 400&lt;br /&gt;
| ArmorT F = 26 720&lt;br /&gt;
| Engine F = RT 190&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 39 800&lt;br /&gt;
| ArmorT G = 28 560&lt;br /&gt;
| Engine G = RT 190&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2800&lt;br /&gt;
| Armor F = 5888&lt;br /&gt;
| Armor S = 6256&lt;br /&gt;
| Armor B = 3680&lt;br /&gt;
| Armor T = 5520&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
The Chevalier is a well armored [[tank]] for its speed and price, though its firepower is light to moderate. Uniquely, it has more armor on its sides rather than the front.&lt;br /&gt;
&lt;br /&gt;
As it is a wheeled vehicle, it cannot turn in place like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[medium range]] [[skirmisher]] and [[tank hunter]]. Very low [[DPS]], hiding while the [[Blazer]] recharges is critical.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[AECM]] [[supporter]] and [[brawler]]. Can [[poke]] at [[medium range]], works best when close to [[teamwork|allies]]. Should almost always run [[active radar]]. Is so-so in the [[early game]] and gets even better in the [[mid game]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Chevalier B is the the most secretive and stealthy [[support asset]] in the entire game. [[Stealth armor]] brings the B's radar signature down to 300m. The Chevalier also has a very low profile and can easily hide behind small hills and short buildings to visually obscure it better than what most other assets are capable of. Although the B loses access to [[coolant]] by taking stealth armor, it doesn't need coolant at all since its one [[Heat Sink]] can easily handle its one [[ERLL]]. The B's other weapons, two [[AC2]]s produce almost no heat. One is likely to notice that these weapons do not amount to much, and this is true. The B offers little in [[burst damage]] or in [[DPS]]. Where the B really excels is in support. [[Beagle Active Probe]], [[C3]], and [[TAG]] all make the B a wonderful support asset. It's true that the Chevalier is a rather unstable [[chassis]] for mounting a [[TAG]], but with 1350m of range, the B can avoid most enemy return fire even while parked and stationary to use the TAG. One of the major downsides of the Chevalier B is that is cannot be purchased in the first two [[ranks]] and requires a mid- to late-game [[donation]], early [[C-Bill]] farming as [[BA]], or an early [[upgrade]], in order to afford it without those ranks.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[Stealth Armor]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Long-range]] [[fire-support]] tank. Higher [[DPS]] and more [[armor]] than similarly [[C-Bills|costed]] [[assets]] with the same specialty, although the Chevalier C is higher [[rank]]ed than the [[Harasser#Variant_E|Harasser E]]. Avoid [[jamming]] the [[UAC5]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
[[Sniper]] with some [[medium-range]] [[fire-support]] capabilities. Also capable of some [[skirmishing]]. Buy [[LtGauss]] [[ammo]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Good [[early game]] [[brawler]]. The [[AC10]]'s [[screen shake]] disrupts enemies and helps allies in [[team fights]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Excellent [[brawler]] and [[tank hunter]]. Capable of [[skirmisher]] tactics.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Dedicated [[sniper]]. Great at [[poking]] out to [[extreme range]].&lt;br /&gt;
&lt;br /&gt;
==Damage Type Modifiers==&lt;br /&gt;
The first number is used for primary damage (direct contact and/or splash), and the second value (in brackets) for secondary damage (splash).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class= &amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 100px;&amp;quot; class=&amp;quot;unsortable&amp;quot; rowspan =&amp;quot;2&amp;quot; | &amp;lt;div class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''[[Damage types|Damage Type]]'''&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | '''Armor Type'''&lt;br /&gt;
|- style=&amp;quot;height:50px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Front'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Side'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Back'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Turret'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px; color:#e69710;&amp;quot; | '''Hull'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Mgun'''&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
| 0.7 (0.1)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Light&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Heavy&amp;amp;nbsp;Kinetic'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Kinetic&amp;amp;#8209;air'''&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
| 1.2 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flak'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.3 (1.0)&lt;br /&gt;
| 1.6 (0)&lt;br /&gt;
| 1.15 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Missile'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Frag'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.5 (0.25)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy'''&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.5)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
| 1.0 (0.75)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Energy&amp;amp;#8209;air'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''EMP'''&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 0.025 (0.25)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
| 1.0 (1.0)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Flame'''&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
| 0.01 (0.01)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#e69710;&amp;quot; | '''Collision'''&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
| 0.05 (0.05)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Chevalier Light Tank was produced by and for the Star League. The Succession Wars devastated the stores of the Chevalier as the Successor States often cannibalized them for parts. Only Millennium Industries of Terra continued to produce the design, and that was snapped up by ComStar. Though the top speed is only 112 km/h, it is still respectable for a wheeled vehicle. It is protected by six and a half tons of armor.&lt;br /&gt;
Though the Chevalier's armament is weak compared to modern designs, it has an extremely ammunition-efficient design, allowing it to stay in the fight for longer than other vehicles from the same weight class. For long range, it mounts an ER Large Laser in its turret. A pair of front-mounted Streak SRM-2 allow it to exploit any holes it may have made in an opponent's armor.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2690 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Striker &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chevalier Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Chevalier''' is an [[Inner Sphere]] tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15050</id>
		<title>Gameplay Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15050"/>
				<updated>2025-01-08T19:00:43Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Spawn Camping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a number of the common gameplay tactics found in [[MWLL]].&lt;br /&gt;
&lt;br /&gt;
==Alpha Strike==&lt;br /&gt;
An '''alpha strike''' is an attack where a 'Mech fires all its weapons simultaneously.&lt;br /&gt;
&lt;br /&gt;
Alpha strikes are very effective because they tightly concentrate damage, leading to heavy damage to or destruction of some components. Some 'Mechs are designed to make use of alpha strikes. Notably, the [[Puma#Variant C|Puma variant C]] is capable of crippling any light 'Mech with few well-placed [[ERML | Medium Laser]] alpha strikes, as is the 2 CGauss [[Vulture#Variant A|Vulture A]], the [[Madcat MKII#Variant A|Madcat MKII A]] or most [[Fafnir]] variants.&lt;br /&gt;
&lt;br /&gt;
Any 'Mech can unleash the alpha strike, but it's not always an effective tactic. Firstly, the 'Mech should be wielding weapons with similar characteristics, for example only [[AutoCannon#Ultra AutoCannons|UAC]]s, only [[Lasers]], or only [[PPC]]s/[[Gauss]] (which behave similarly) -- these setups allow all weapons will hit the same or very close spot of the 'Mech, inflicting concentrated damage (though weapons can be grouped more freely when shooting slow targets at very close range). Secondly, some alpha strike configurations will cause severe overheating, which will damage one's own 'Mech and threaten a shut down or self-destruction. Examples of 'Mechs with hazardous alpha strikes include the [[Masakari#Prime|Masakari Prime]], [[Loki#Prime|Loki Prime]] and variants of the energy weapon-heavy [[Novacat]], some of which can peg the core temperature gauge in a single alpha strike.&lt;br /&gt;
&lt;br /&gt;
There isn't much defense against an alpha strike, other than attempting to make the enemy pilot miss the shot, or shielding vulnerable components by turning or using terrain. However, alpha strikes generate severe amounts of heat in a short time (especially when it's based on energy weapons), so it may help to raise his heat with [[PPC]] shots or (preferably) [[Flamer]]s. Further, if the opportunity arises, destroying or heavily damaging the back armor of an alpha-striking mech will force the pilot to be more conservative with heat or risk self-killing, since incurring heat damage after the back armor is destroyed will instantly destroy the mech.&lt;br /&gt;
&lt;br /&gt;
==Anti Aircraft==&lt;br /&gt;
'''Anti-Air''', often abbreviated to AA, refers to assets that are able to effectively combat [[aerospace fighters]] or [[VTOL]]s. Good AA assets often bring a combination of high pitch-up limit for shooting at high altitude targets along with a loadout of weapons that can deliver damage effectively to aircraft.&lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges to driving air assets off the field is being able to hit them. Regardless of whether you are using a rapid-fire weapon such as [[Ultra AutoCannons|UAC2]]s or a powerful, single-shot weapon like a [[Gauss Rifle]], the trick is a matter of finding the correct distance by which to lead the target and also knowing how to compensate for the convergence as well as location of your guns. There is no easy way to learn this other than by practice and experience.&lt;br /&gt;
&lt;br /&gt;
A good choice for performing early anti-air work is the [[Partisan|Partisan A]], as the LBX5s are very dangerous against aircraft without sacrificing a lot of damage potential against ground targets.&lt;br /&gt;
&lt;br /&gt;
Another way to force bombers or VTOLs off your team is to bring an aerospace fighter yourself. Choose one of the Fighter variants equipped with strong anti-air weaponry, such as the [[Air Weapons|Air UAC2]], [[Air Weapons|Air Thunderbolt]] or [[Air Weapons|Air Lasers]]. Be careful when pursuing your targets though, as they will often do one of two things: either they will fly back to base to the safety of the base defenses, or they will fly over their team, who will attempt to destroy you.&lt;br /&gt;
&lt;br /&gt;
==Arming, Externaling, and Winging==&lt;br /&gt;
By shooting and destroying a [[mech|mech's]] [[arm]]s or [[external]]s, some weapons can be permanently destroyed. This means that even if the mech is [[repair|repaired]], the destroyed component, and all the weapons it contained, will not be replaced. This is also true for weapons mounted on the [[wing]]s of a [[VTOL]] or [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
This tactic is most useful when shooting at an enemy that is going to be able to escape or an enemy that has a particularly dangerous destructible weapon (like the [[Thanatos#Thanatos A|Thanatos A]]'s [[Heavy Gauss]] in its left arm). This tactic can be risky against some enemy mechs as it leaves their torso untouched, and no closer to being defeated. Against aircraft, this tactic is very effective since a destroyed wing when shot again, will [[damage transfer|transfer damage]] to the [[body]] of the aircraft.&lt;br /&gt;
&lt;br /&gt;
==Back Capping==&lt;br /&gt;
The act of capturing enemy [[base]]s far from the front line in [[Terrain Control]] matches. Best done by dedicated [[Backcapper|back capping assets]]. Can cut off access to [[factories]], deny [[repair and rearm]], increase [[ticket bleed]], and distract enemies.&lt;br /&gt;
&lt;br /&gt;
==Ballooning==&lt;br /&gt;
&lt;br /&gt;
'''Ballooning''' is an [[Aerospace]] tactic, where weapons are fired from straight above the enemy's maximum [[pitch]] to avoid return fire. Only [[long range]] Aerospace weapons work well with balooning. Medium and short range weapons don't work for this tactic since the Aerospace has to fly fairly low before pulling up, giving the enemy an opportunity to shoot back. Balooning doesn't work very well against dedicated [[AA]] assets since many of them can aim straight up into the air. When [[VTOL]]s engage in Balooning, neither the VTOL, nor their enemies will be able to shoot at each other, making VTOL balooning a purely defensive tactic.&lt;br /&gt;
&lt;br /&gt;
==Cheating==&lt;br /&gt;
Using game exploits, or cheats, to gain unfair advantages that are otherwise unavailable to other players is frowned upon by the community and is grounds to be banned on nearly every server.&lt;br /&gt;
&lt;br /&gt;
==Circle Lock==&lt;br /&gt;
Circle Lock, popularly known as the &amp;quot;'''''Circle of Death'''''&amp;quot; is a maneuver that occurs when two opposing [[Mech]]s try to get behind one another in order to fire outside of their torso radius and thus risk no return fire. It often occurs at 200-50m as both Mechs run full speed while turning in the same direction while they have their torsos turned to face each other. This results in the two orbiting each other and firing trying to accurately fire, and ultimately trying to get behind the other mech for a free shot. &lt;br /&gt;
This happens at very fast speeds between [[Osiris]]es and [[Harasser]]s, and at very slow speeds even among Assault Mechs.&lt;br /&gt;
&lt;br /&gt;
The advantages of this maneuver are twofold:&lt;br /&gt;
*First, it forces the enemy to focus his movement and attention toward you, leaving teammates free to pick and choose when and what to fire at while keeping the enemy from running away towards his teammates, for if he does, he exposes his back to you. &lt;br /&gt;
*Secondly, it creates a situation where one can fire close range weapons but still be moving to avoid enemy fire who have difficult to lead weapons. This applies chiefly to the opponent you are engaged in the Circle with, as sprinting in a tight orbit can make leading ballistics projectiles, tracking accurately with lasers, and leading/tracking Short range missiles, all much more difficult than if standing still.&lt;br /&gt;
&lt;br /&gt;
However, it is worth noting here, that mechs with full torso rotation, such as [[Osiris]] or [[Thanatos]] have quite an advantage in such duels even against the most swiftly turning mechs such as the [[Argus]] or [[Thor]]. This is due to the fact that the angular speed of torso rotation is usually higher than the angular speed of an turning asset.&lt;br /&gt;
&lt;br /&gt;
Circle Lock can also occur when aircraft [[dogfight]].&lt;br /&gt;
&lt;br /&gt;
==Death Ball==&lt;br /&gt;
A Death Ball is the best way to prepare for a [[team fight]].&lt;br /&gt;
&lt;br /&gt;
By grouping all, or nearly all, allies from one team together in one place, even at the consequence of losing overall [[Terrain_Control_Guide|map control]], a team can substantially increase its ability to destroy its enemies.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* Team gains [[rank]] more quickly.&lt;br /&gt;
* Reduces [[ticket]] loss from lost assets.&lt;br /&gt;
* Good for [[Teamwork|team]] morale.&lt;br /&gt;
* [[Supporters]] can really support their team.&lt;br /&gt;
* [[Tanking]] becomes a viable tactic.&lt;br /&gt;
* Better [[AA]] coverage.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Higher [[ticket bleed]] from lost [[bases]].&lt;br /&gt;
* Reduced [[awareness]] and [[scouting]].&lt;br /&gt;
* Easier target for enemy [[artillery]] and [[bombs]].&lt;br /&gt;
* More at risk to be close to a [[Engines#Fusion_Engine_Explosions|Fusion Engine Explosion]].&lt;br /&gt;
&lt;br /&gt;
==Ejecting==&lt;br /&gt;
Ejecting, or leaving one's asset behind, is different depending on the asset and can be done for various reasons. In some game modes, such as [[Solaris Arena]], ejecting is disabled. When ejecting is disabled, the player must first power down their asset. Only then will they be allowed to leave the asset. Some assets, such as [[Mechs|Mech]], [[VTOLs|VTOL]], and [[Aerospace]] come equipped with an ejection seat. When the [[Controls|eject button]] is pressed twice within a few seconds the player will be rocket upwards some 150 meters. In the case of Mechs, the ejection seat and the mech's head armor are destroyed when the player ejects. If the player, or another player, gets back in the mech, the eject function will not work until the head armor has been repaired. In the case of VTOLs and Aerospace, the ejection seat will be permanently disabled. Repairing the asset will not restore ejection seat use. Aerospace and VTOL with disabled ejection seats must come to a complete stop in order to leave the asset.&lt;br /&gt;
&lt;br /&gt;
Tactically, ejection is often a poor decision. Since the player, once ejected from their asset, is a [[Battle Armor]], they will lose their team 2 tickets when they die. And their asset, even with no player driving it, will still lose their team tickets when destroyed. For example, if a player's [[Osiris]] is destroyed, while they are controlling it, their team will lose 2 tickets. If that same player decides to eject before the Osiris is destroyed and are then killed shortly after, their team will lose 4 tickets total. Dying in one's own asset, instead of ejecting, also means getting back to base to build a new asset sooner. Battle armor are slow, so running back to base in a Battle Armor can delay you by several minutes. Additionally, Battle Armor that have just ejected from their asset will only have 2 [[Battle_Armor_Weapons#SRM-2|SRMs]] and 1 [[Battle_Armor_Weapons#Claw_Machine_Gun|Machine Gun]], which are not enough to cause much damage.&lt;br /&gt;
&lt;br /&gt;
Good reasons to eject:&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.''' Your enemy is a few seconds of [[Claw Machine Gun]] fire away from being destroyed and your asset has no weapons left.&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.''' You are playing [[Terrain Control]] and you are certain that you can escape and there is a nearby post to capture.&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.''' You are in a part of the map where playing as a Battle Armor would be useful and there is a nearby [[APC]], [[Hephaestus]], [[Goblin]] or some other place to buy [[Battle_Armor_Weapons|BA Weapons]].&lt;br /&gt;
&amp;lt;li&amp;gt;'''4.''' There are nearby enemy Battle Armor, since that's one of the few things that SRMs and a Machine Gun are good against.&lt;br /&gt;
&amp;lt;li&amp;gt;'''5.''' You are playing a ticket-based game, like terrain control, and both teams are tied at zero tickets.&lt;br /&gt;
&lt;br /&gt;
==Flicking==&lt;br /&gt;
&lt;br /&gt;
Flicking is the act of firing [[LRM]]s, or any other [[missiles|missile weapon]] that require a [[lock on|lock]], at an angle away from the target. First, lock on to a target, then quickly aim the [[reticle]] up and/or rotate the [[yaw|torso/turret]] to one side. As the missiles fire, they will gain more elevation than normal before cruising toward their target and can maximize [[indirect damage]] potential. This is done to make it easier to hit targets behind cover similarly to the way [[Gameplay Tactics#Benefits of NARCed and TAGed Targets for LRM Campers|NARCs and TAGs]] allow for higher missile arcs. Unfortunately, for large missile salvos, like [[LRM20]]s, this can mean the first few missiles must be fired at a lower angle or else the player risks losing target lock before all of the salvo has been fired. Tanks with missiles mounted on the [[chassis]] instead of the [[turret]], like the [[Huit]], can gain this sort of firing arc by rotating their chassis 180 degrees away from the target. This gives these tanks the ability to make indirect fire without having to rely on NARC or TAG.&lt;br /&gt;
&lt;br /&gt;
In very specific situations, changing the firing arc for missiles can help to overwhelm enemy [[LAMS]] on NARCed and TAGed targets. This works especially well when using tanks with missile launchers fixed to the chassis instead of the turret. First, [[group fire]] all missiles with the launchers pointed 180 degrees away from the enemy. These missiles will take much longer to hit and have a much steeper arc. Quickly, rotate in order to fire a second salvo straight at the enemy and fire it as soon as possible. Depending on projectile speed and weapon reload speed, the missiles will impact the enemy closer together than normal missile volleys. This creates an effect similar to the [[Mobile_Long_Tom#Other Tactics|Multiple Round Simultaneous Impact]] technique that [[Mobile Long Tom|Long Toms]] are capable of.&lt;br /&gt;
&lt;br /&gt;
==Hiding and Taking Cover==&lt;br /&gt;
&lt;br /&gt;
Hiding and Taking Cover are two tactics that are often done at the same time.&lt;br /&gt;
&lt;br /&gt;
* Hiding can be moving to a place that is out of the enemy's line of sight. For example, behind a hill or trees or in a lake.&lt;br /&gt;
* Taking cover can be moving to where enemy weapons cannot hit. For example, moving underneath terrain, like a building or a cliff, to avoid [[missiles]].&lt;br /&gt;
* Hiding can be using obscuring terrain and/or [[camouflage]] to blend in.&lt;br /&gt;
* Hiding can be reducing one's [[radar signature]] using [[electronics]] or [[powering down]].&lt;br /&gt;
&lt;br /&gt;
These tactics are useful for [[Skirmishers]] so they can avoid enemy weapons fire while the skirmisher's high [[burst damage]] weapons [[recharge]]. Hiding, powering down, and abandoning an [[APC]] is an effective tactic to provide a backup [[spawn point]] or [[rearm|ammo supply]]. The [[Long Tom]] can also hide by using [[smoke launchers]].&lt;br /&gt;
&lt;br /&gt;
==Hit-and-Run==&lt;br /&gt;
&lt;br /&gt;
[[Assets]] with higher speed, or, in the correct kind of terrain, assets with [[jump jets]], can engage in Hit-and-Run tactics. When confronted with an enemy, many targets will move toward their allies or call for help. When pilots are operating solo, or with very little support, fighting a lone enemy (one that is separated from their team), can still be a risky move. By catching the target unawares or by out [[DPS|DPSing]] them, the pilot can destroy, disable, or at least harass the target before leaving. Even if the combat doesn't destroy the target, or even deal any [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|lasting damage]], it can cause the target to return to base for [[repair]] or [[rearm]]. Alternatively it can cause the target to leave an advantageous location for [[sniping]] or [[LRM Camping]]. Hit-and-run can also cause targets to return to their allies, ignoring important [[bases]] in [[terrain control]]. When [[back capping]] a fast asset can capture, or at least partially capture a [[base]] causing some enemies to leave the main group, getting out of position and weakening the enemies' [[death ball]]ing potential, even if the pilot never even comes into combat with the out of position enemy.&lt;br /&gt;
&lt;br /&gt;
==Legging==&lt;br /&gt;
'''Legging''' is the deliberate targeting of one or both legs of a Mech, with the intent of crippling and toppling it. Severe damage to a leg will reduce a Mech to a painfully slow limp and limit its turning ability, while destroying a leg will cause the Mech to fall over. Leg armor is stronger than center torso armor but tends to be a larger target, making this a potentially faster way to disable a Mech than chewing through the torso armor; however, once legged, the Mech can fall in such a way that it can still fire upon enemies. It may also be more difficult to guarantee a hit on a rapidly moving Light Mech leg with certain weapons such as [[Gauss|Gauss rifles]] that fires a fairly slowly reloading shot and provides no splash damage -- though a hit with such a weapon is extremely damaging to a Light Mech leg. Suddenly destroying the leg of a rapidly moving Mech can send it tumbling somewhat comically, and destroying the leg of a jumping mech will send it through a wild tumble to the ground.&lt;br /&gt;
&lt;br /&gt;
The pilot of a legged Mech may attempt to continue firing on enemies within his range of view. However, being unable to move, the pilot is often left unable to defend himself, and must choose between waiting for death in the crippled unit (which can make more sense from a [[CBills]] or time perspective), or ejecting in order to return to base or to continue fighting as a [[Battle Armor]]. If the legged mech mounts jump jets, it's possible to (clumsily) reorient your mech to have a good field of view of the enemy, or twist your mech into a position where it's almost impossible for enemy mechs to fire upon your torso.&lt;br /&gt;
&lt;br /&gt;
If a Mech pilot notices that the enemy is deliberately targeting legs, he can accelerate to make a shot on the legs more difficult. Terrain may also be used to shield legs, while still being able to fire upon the enemy -- in some situations, it may even be possible to fire on the enemy's legs without exposing your own legs to hostile fire.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Legging is often considered a cheap, dishonorable tactic, although its use tends to be forgiven when used in desperation or uncommonly. Chronically focusing primarily on enemies' legs, however, will draw ire and often result in other players going out of their way to leg you.&lt;br /&gt;
&lt;br /&gt;
===Points===&lt;br /&gt;
Legging a Mech will not immediately reward as many points as a traditional center-torso kill, but in many cases the legged Mech can be destroyed for points more or less at leisure.&lt;br /&gt;
&lt;br /&gt;
===Hitboxes===&lt;br /&gt;
A Mech that is legged and rolling around on the ground will often have [[hitboxes]] that are difficult to aim at, resulting is damage being spread around instead of focused. This effect is somewhat similar to being [[desynched]].&lt;br /&gt;
&lt;br /&gt;
==LRM Camping==&lt;br /&gt;
[[File:LRM camping.jpg|300px|right|thumb|[[Puma]] and [[Catapult]] camp on [[Clearcut]]]]&lt;br /&gt;
'''LRM Camping''', is a valid, but controversial tactic. It entails buying an asset with Long Range [[Missiles]] such as [[LRM]]s, [[ELRM]]s, [[ATM|ERATMs]], or [[ArrowIV]]s, picking an easily defensible spot on the map with good sight lines to targets within target lock range (typically at the very edge of the missile laucher's maximum range), and firing on any enemy targets.&lt;br /&gt;
&lt;br /&gt;
LRM campers enjoy the benefit of being able to wear down incoming enemies. By the time said enemies are in range to fire back, not only are they heavily damaged, but the LRM camper's teammates have usually moved to intercept and are ready to take out the enemy.&lt;br /&gt;
&lt;br /&gt;
The more players there are on a team, the easier it is to LRM camp effectively. For example, in a 1v1 game, the player that takes LRMs is more likely to lose since LRMs are often ineffective at the short ranges typical of 1 v 1 games. Alternatively, in a 10 v 10 game, having 1 or 2 players play as an LRM camper can be a very effective way to deal significant damage to slower targets. The later in the game it is, the better the LRM camping strategy gets. Later game assets are often slower moving giving an LRM camper more shots before the enemy can get in range with their own weapons. &lt;br /&gt;
&lt;br /&gt;
Note that LRM Campers aren't as effective at dealing damage to fast moving light and medium Mechs like [[Solitaire|Solitaires]] or [[Black Lanner|Black Lanners]], [[VTOL]]s, [[Aerospace]], or targets at close-range.&lt;br /&gt;
&lt;br /&gt;
LRM Camping is most effective when it's supported by other units utilizing [[NARC]]s or [[TAG]] lasers, as carried by many [[Light Mechs]], [[Battle Armor]], and [[VTOL]]s.&lt;br /&gt;
&lt;br /&gt;
===Benefits of NARCed and TAGed Targets for LRM Campers===&lt;br /&gt;
&lt;br /&gt;
* '''Improved Maximum Range''' – Weapons like  [[LRM]]s, [[ELRM]]s, and [[ArrowIV]]s are capable of dealing damage well past their maximum lock on range. Targets that are [[NARC|NARCed]] or [[TAG|TAGed]] will still attract missiles so long as the missiles were fired with active radar and so long as the missiles travel within 1000m of that target. &lt;br /&gt;
* '''Ability to Take Cover While Firing''' – LRM campers can hide behind terrain so long as their target is NARCed or TAGed.&lt;br /&gt;
&lt;br /&gt;
* '''Ability to Hit Targets That Are Hiding Behind Cover''' – Enemies not in line of site can still be hit with missiles if they are NARCed or TAGed. Additionally, so long as those targets are within 1000m, the LRM camper can fire their missiles away from the target causing the missiles to gain a higher arc and have a better chance of hitting a target behind cover, similar to [[flicking]].&lt;br /&gt;
&lt;br /&gt;
* '''Target Coordination''' – If there are multiple LRM campers working together, a NARC or TAG can mean massive damage against a single target.&lt;br /&gt;
&lt;br /&gt;
===Things That Counter LRM Campers===&lt;br /&gt;
&lt;br /&gt;
* '''Aerospace and VTOLs''' – [[Aerospace]] and VTOLs are merely forced to fly defensively when fired upon with most missiles and can easily fly behind enemy lines to attack LRM campers that would otherwise be safe.&lt;br /&gt;
&lt;br /&gt;
* '''Fast and/or Sneaky Brawlers''' –  Close range assets, like fast mechs with [[MASC]] or [[hovercraft]] and sneaky assets with [[radar|passive radar]] or better yet, [[GECM]], can often get in close to LRM campers, bypassing the rest of the team, forcing the LRM camper into a very disadvantageous brawl. Inner Sphere LRMs have a substantial [[minimum range]] at about 160m. Similarly ERATMs and ATMs have a [[minimum range]] of 140m. Clan LRMs have a [[minimum range]] of only 10m, but are suboptimal at short ranges.&lt;br /&gt;
&lt;br /&gt;
* '''Cover Shooters''' – By coming out of cover briefly, shooting, and returning behind cover, enemies can deal damage to LRM campers without taking any damage themselves. The brief exposure either prevents a lock on from occurring at all or allows terrain to intercept incoming missiles. This is especially easy for [[Poptarting|Poptarters]].&lt;br /&gt;
&lt;br /&gt;
* '''Being Outranged''' – Weapons like [[Long Tom Artillery|Long Tom]], [[Thumper Artillery|Thumper]], [[LtGauss]], [[HAG]], [[AC2]], [[UAC2]], and [[HVAC2]] outrange many of the long rage missiles in the game. [[ELRM]]s also have a longer lock on range than other missiles. LRM campers are forced to abandon camping when outranged. The camper has to run, hide, or move into closer range to attack.&lt;br /&gt;
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===The Effectiveness of LRM Camping Based On Game Mode===&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Control''' – LRM camping in most [[Terrain Control]] games is an ineffective strategy. Terrain Control typically requires players to remain mobile and capture bases. LRM camping is exactly the opposite of this and can cause a team to lose the game through loss of [[tickets]]. Occasionally LRM Camping is effective late in a game, in wider, more open maps like [[TC Tukayyid]] and in maps that have large capture zones like [[TC Lunacy]]. &lt;br /&gt;
&lt;br /&gt;
* '''Solaris Arena''' – LRM camping in [[Solaris Arena]] is very ineffective as the battlefields are small. Additionally, with no allies to support the player, as soon as an enemy gets too close, the LRM weapons on the LRM camper's asset become partially or completely useless causing the player to be at a disadvantage. &lt;br /&gt;
&lt;br /&gt;
* '''Team Solaris Arena''' – LRM camping is most effective in [[Team Solaris Arena]] games where holding territory isn't important. LRM camping can be a very effective strategy as it gives the player a lot of time to fire at the incoming enemy target before it can get in close and use its shorter range weapons. In Team Solaris Arena games were where points are the only way to win, LRM camping is very effective as it gives the player's team points without giving away points to the other team. In Team Solaris Arena games that use tickets, LRM camping is less effective as the threat of LRMs often make other players run away or hide. While they may take some damage, those players will typically survive, and their team won't lose any tickets. &lt;br /&gt;
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===Points of View on LRM Camping===&lt;br /&gt;
LRM Camping is a somewhat controversial tactic within the MWLL community. Many players who prefer &amp;quot;brawling&amp;quot; (ie close range combat) see LRM Camping as a low-risk and low-skill method of enemy engagement. Other players point out that LRM attacks have long been a part of Battletech canon, and that viable counter-measures exist to thwart LRM Campers. Newer players tend to gravitate towards LRM 'Mechs and will often partake in LRM camping due it being a lower-risk and low-intensity method of fighting.&lt;br /&gt;
&lt;br /&gt;
===History of LRM Camping===&lt;br /&gt;
As soon as the [[MWLL]] Beta became available to the public, LRM Camping with the support TAG Laser-equipped unit became a popular tactic.  Not only was it a low risk way for new players to score damage, but an error in score calculation awarded TAG-gers a disproportionately high number of C-Bills.&lt;br /&gt;
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With introduction of version 0.1.0, TAG-ing targets no longer awarded as many C-Bills, and the tactic became somewhat less popular.  &lt;br /&gt;
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In beta 0.2.0, maps were modified to introduce multiple terrain obstacles, so countering LRM camping become easier. Many units also gained [[AMS]] systems, which reduced somewhat the number of LRMs hitting them.  &lt;br /&gt;
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In beta 0.3, tweaks to weapon balance saw the damage dealt by LRMs reduced somewhat. LRM Camping is now a slow way to increase in rank, compared to other direct engagement strategies.&lt;br /&gt;
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==Poptarting==&lt;br /&gt;
&lt;br /&gt;
'''Poptarting''', a play on the popular breakfast pastry Poptarts, is a tactic in which a [[Mechs|Mech]] utilizes [[Jump Jets]] to rise up from behind cover, fire its weapons, and then sink back behind cover.  The term for players who utilize Poptarting is '''&amp;quot;Poptarters&amp;quot;'''.  Cover can be any particular part of the battlefield, or even another Mech, as long as it blocks line-of-sight from the Poptarter to the target. This is also known as 'jump-sniping' and is a form of [[MWLL_Players_Slang_Guide#Generic_Slang|poking]].&lt;br /&gt;
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This tactic allows the Poptarter the smallest window of vulnerability, while at the same time letting him unload his full arsenal on the target.&lt;br /&gt;
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===History===&lt;br /&gt;
Several changes in [[Jump Jets]] mechanics in release 0.3.0 have severely changed Poptarting as a popular tactic.&lt;br /&gt;
* Mech HUD shake on ascent - Reduced the amount of time the pilot has to locate and fire at a target to the descending arc of a jump&lt;br /&gt;
* Slower Jump Jet energy recharge - Increased delay before JJ energy starts to recharge. This reduces the frequency the pilot may poptart.&lt;br /&gt;
* Jump Jets produce more heat - Another balance change to reduce the effectiveness of Alpha strike poptarters.&lt;br /&gt;
&lt;br /&gt;
==Powering Down==&lt;br /&gt;
To power down means to shut down a vehicle. This can be done by pressing the ['''p'''] key. This is useful to make [[repair|repairs]] or to leave a 'Mech, VTOL or Aerospace Fighter without ejecting and destroying the cockpit. A powered down unit is [[Radar|undetectable]], unless an enemy unit is fielding a [[BAP|Beagle]] or [[BHP|Bloodhound]] probe, which can detect shut-down units only at very close range.&lt;br /&gt;
&lt;br /&gt;
There are few tactics that use powering down, due to the risk in exposing a shut down unit to potential enemy fire. Still, using a spotter under the cloak of an [[GECM|ECM]] suite, or an asset with active radar as bait, and a few powered down comrades to set up an ambush can cause a great amount of surprise and confusion, if executed properly. If done wrong, it will lead to several dead comrades, and a chuckle from the enemy team.&lt;br /&gt;
&lt;br /&gt;
Powering down can also be used to manage [[heat]]. After firing many, high heat weapons, [[Jump Jets|jump jets]], or [[MASC]], an asset can pull into cover, and power down. This will allow it to cool faster, but is risky since nearby enemies can use the opportunity to position themselves better. Additionally, when fighting against enemies with many [[Flamers]], powering down may be the only way to prevent armor loss from overheating or even total asset destruction.&lt;br /&gt;
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Note: [[Assets]] will [[autoshutdown]] on their own when staying above the red line on the [[heat]] gauge for too long.&lt;br /&gt;
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==Ramming and Zero-Throttling==&lt;br /&gt;
By driving directly into enemies with a [[tank]] or [[Mech]], a player can cause the enemy to slow or even stop completely. This makes both the player and the enemy easier targets. It works best when the player's allies in the area outnumber the enemies in the area. Heavier tanks and mechs will often find this tactic somewhat more difficult when attempting to ram lighter, faster [[assets]].&lt;br /&gt;
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When ramming a tank with another tank, typically the one initiating the ram will be forced underneath the other tank. The tank on top usually tips over and will have a difficult time returning fire while the tank underneath will usually be able to continue firing. This tactic, although legitimate and highly entertaining, is often considered to be rude if the player does not release the other tank from being tipped over.&lt;br /&gt;
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When ramming a tank with a tall mech, if it doesn't flip the tank, it can sometimes deny the the tank the ability to shoot the mech's torso if the tank has a low maximum [[pitch]].&lt;br /&gt;
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When ramming an [[aircraft]] with another aircraft, typically both aircraft will be destroyed, although usually only one player dies. This is generally considered to be even ruder than ramming a tank. Check the rules of the server you are playing on, this tactic may be banned.&lt;br /&gt;
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When ramming a mech or tank with an aircraft, typically the aircraft will be destroyed and the mech or tank will take a small amount of damage. This damage is often not worth the loss of the aircraft. Tanks may move a distance when rammed in this way. Players are advised to attempt to escape with their aircraft instead of ramming. If the aircraft has lost too many weapons to be viable in future attack runs, the player can land the plane and [[suicide]] to respawn with new money or [[sell]] the aircraft in order to upgrade, downgrade, or rebuy the same [[asset]].&lt;br /&gt;
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==Pushing==&lt;br /&gt;
To charge into short [[range]] close combat against stationary enemies. Typically lead by a [[brawler|brawling asset]] that is good at [[tanking]]. It is important to coordinate with allies to attack at the same time, otherwise the charge will very likely fail. In [[terrain control]] it is especially important to charge quickly with as many allies as possible. Otherwise enemies might be able to [[repair]] or [[respawn]] before the [[objective]] can be captured.&lt;br /&gt;
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==Scouting==&lt;br /&gt;
Scouting is a kind of [[supporting]] that can be conducted in a few ways. One such way is with [[C3]], by sharing enemy contacts with allies automatically. Alternatively, contacts can be shared with allies via text chat ex. &amp;quot;Contact D5&amp;quot; or &amp;quot;Two contacts E6.&amp;quot; Voice over internet protocol such as [[TeamSpeak]] or [[Discord]] can also be utilized, but require prior organization to make sure all allied players are able to hear the information. While faster [[assets]] work best for scouting, heavier assets also work, especially those equipped with longer range radar suites like [[BAP]] and [[BHP]] or with maximized mobility though [[MASC]].&lt;br /&gt;
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==Self-[[NARC]]ing/[[TAG]]ing==&lt;br /&gt;
&lt;br /&gt;
Not to be confused with accidentally shooting one's self with a [[NARC]], self-NARCing and [[TAG]]ing is the act of acquiring one's own targets with NARC or TAG. This can be a very effective way of ignoring [[lock on|lock on time]] for larger missile launchers like the [[ArrowIV]] or the [[LRM20]]. This can also improve one's ability to [[flicking|flick]]. LRMs and Arrows with substantial [[minimum range]]s struggle to use standard NARCs for self-NARCing due to the standard NARC's 500m range. Many enemies will be able to close within the minimum range before a second volley of LRMs can be fired. For this reason, [[iNARC]] and [[cNARC]] are preferred for self-NARCing. One of the benefits of self-NARCing is getting within range, NARCing the target, then retreating at full speed while firing missiles the opposite direction. This gives a superior advantage when compared to usual flicking and gives the self-NARCing [[asset]] an opportunity to [[kite]] the enemy.&lt;br /&gt;
&lt;br /&gt;
Self-[[TAG]]ing functions somewhat differently in that the user generally needs to have line of sight with the target at the time of impact for the given missile system. This confers the advantage of being able to fire missiles without a lock of any kind. Simply fire in the correct direction, especially at a high angle, then use the TAG as the missiles get close for a surprise barrage from directly above. Unfortunately, self-TAGing only works marginally well for [[kite|kiting]].&lt;br /&gt;
&lt;br /&gt;
==Sniping==&lt;br /&gt;
For the Asset role, see [[Asset_Roles#Sniper|Asset Roles]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Artillery weapon, see [[Sniper_Artillery_Cannon|Sniper Artillery Cannon]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Gameplay Tactic, see here:&amp;lt;br&amp;gt;&lt;br /&gt;
To '''snipe''' is to shoot the enemy accurately, from a distance, usually 700m+. This does not include guided weapons like [[LRM]]s, [[ATM]]s, etc. The best weapons for doing this include [[ERPPC]], [[Gauss]], [[ERLL]], [[Long Tom]], [[HVAC]], etc. The main advantage of sniping is that enemies have a difficult time returning fire if their weapons are shorter range. On the other hand, snipers often have a difficult time maintaining a high [[DPS]], especially when not all of their weapons might be in range, because long range weapons typically deal less damage per second than short range weapons, and because enemies can get behind cover much more easily when they are at long range.&lt;br /&gt;
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==Spawn Camping==&lt;br /&gt;
Spawn Camping usually occurs when one team has a significant disadvantage in amount of players or skill. Sometimes it's an effect of [[Team Stacking]], or the surprise attack of a few units at an enemy base. In any case - it is defined by a prolonged attack of an enemy spawn base or the units within, often combined with destroying [[Structures|turret]]s, or sometimes even units entering enemy hangar and hunting [[Battle Armor]] in there. [[Bomb|Bombing]] the enemy base can also considered Spawn Camping due to very high amount of damage given by this weapon and very low chances of defense against it, particularly if the base in question does not have base LAMS turrets.&lt;br /&gt;
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Camping can often be prevalent on smaller maps with open areas around a capturable base, such as on TC_Harvest. In this case, one team can get hemmed into one of the middle spawn-capable bases by the other and is forced to constantly pour more players/assets into the battle to keep the attackers at bay, who will snipe at anything they can see inside the base. While this is technically spawn camping, the contested base is a capture point and such as is more or less fair game.&lt;br /&gt;
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''Note: Attacking assets in their main base—including the ASF runway area—is a bannable offense.''&lt;br /&gt;
&lt;br /&gt;
===Countering Spawn Camping===&lt;br /&gt;
The simplest way is simply to ask enemy team for more space using public chat (default key: [Y] ). &lt;br /&gt;
&lt;br /&gt;
Alternatively try to spawn in a different base if possible. Some maps without another base contain airfields, so spawning there is another possibility.&lt;br /&gt;
&lt;br /&gt;
It is also possible to simply push back the attackers - for this it is required to pick best possible brawlers and exit the hangar in largest group available, focusing fire on a single target at a time. &lt;br /&gt;
&lt;br /&gt;
Finally, on some servers, mostly these sponsored by [[:Category:Community Clans and Units|Clans or Units]], it's possible to ask for admin intervention or collect screenshots of players Spawn Camping and post them on forums of the Unit.&lt;br /&gt;
&lt;br /&gt;
==Staring==&lt;br /&gt;
&lt;br /&gt;
Unlike damage spreading, staring has the player look directly at the enemy and never break eye contact. Although this makes the player easy to destroy by allowing enemies free reign to shoot at whatever [[armor|component]] they like, it does have some advantages. Weapons with long [[lock on|lock on time]]s (like the [[LRM20]]), that have a long time before [[jam|overheating]] (like the [[UAC2]]), or that can be constantly fired (like [[XPL]]s) will function better when staring, resulting in a higher [[DPS]]. Staring is a good tactic particularly when surrounded by allies that are taking most of the enemy fire away from the player.&lt;br /&gt;
&lt;br /&gt;
Players can make their aim even more accurate, by bringing their [[asset]] to a complete stop by [[zero-throttling]] their enemy and themselves or by pressing '''[x]''' to drop their own [[throttle]] to zero. The downside, of course, is that the player becomes an even easier target.&lt;br /&gt;
&lt;br /&gt;
Although [[mechs]] can only rotate their [[leg]]s while staring, [[tanks]] can continue to twist their chassis to spread damage.&lt;br /&gt;
&lt;br /&gt;
==Suicide Run==&lt;br /&gt;
&lt;br /&gt;
Kamikaze, seek-and-destroy, whatever you want to call it, a suicide run is a particular kind of attack where the target is high-value, valuable enough that it is worth oneself being destroyed to eliminate them. This is common for heavily damaged heavy and assault Mechs that are returning to base for [[repair]] and [[rearm]] and especially true for [[artillery]] and larger [[aerospace]] like the [[Shiva]], [[Xerxes]], [[Rusalka]], and [[Visigoth]]. [[Long Tom]] and [[assets]] with [[Arrow IV]], on the right map with the right [[supporting|support]], pose substantial threats where they are capable of decimating the opposing team. Suicide runs are frequently the only options to [[assets]] that are too slow and/or too poorly maneuverable to make a proper [[hit and run]] attack. For the best suicide runs [[brawlers]], [[GECM|stealthy]] assets, speedy assets, and [[aircraft]] are most suitable.  &lt;br /&gt;
&lt;br /&gt;
==Supporting==&lt;br /&gt;
Some [[asset]]s in MechWarrior: Living Legends have special equipment that don't just help the user, they also help other friendly players. These assets can come equipped with only one or two of these special systems, but others come with many of them, like the [[Raven#Variant G|Raven G]] or the [[Loki#Variant Prime|Loki Prime]]. Examples of support equipment includes [[LAMS]], [[TAG]], [[NARC]], [[infantry bay]]s, [[C3]], [[AECM]], [[PDS]], and [[AutoFlamer]]s. Bringing an asset with support equipment can be vital to victory. If the enemy has many [[LRM]]s, bring LAMS. If the enemy is [[NARC]]ing targets, bring [[AECM]]. If friendly [[Artillery|artillery]] need targeting help, bring [[C3]]. If there are many enemy [[BA]], bring [[PDS]] or [[AutoFlamer]]s.&lt;br /&gt;
&lt;br /&gt;
==Tank Hunting==&lt;br /&gt;
One particular kind of [[asset]] is the 'Tank Hunter' which specializes in destroying non-mech assets thanks to [[damage multiplier]]s for weapons like [[AC2]], [[UAC2]], [[AC5]], [[Battle_Armor_Weapons#Recoilless_Rifle|BA Recoilless Rifle]], [[LBX]], [[Blazer]], [[RAC]], [[HMG]]s, and others.&lt;br /&gt;
&lt;br /&gt;
==Tanking==&lt;br /&gt;
Not to be confused with [[tanks]], '''tanking''' is a tactic where the player attempts to distract or draw enemy fire away from allies. Tanking can be done in two primary ways. The first way is to [[purchase]] an [[asset]] with a lot of [[armor]] and drive in close to enemies, potentially even shooting at multiple enemies to draw their attention. The player then relies on their heavy armor and [[damage spreading]] to soak up damage that would otherwise be directed at more poorly armored allies. The second way is to purchase a faster asset, preferably one that has [[MASC]] which it can pulse for extra evasion. Faster assets, in this way, can run through groups of enemies at high speed as a distraction then quickly circle around again or head for cover, relying on their speed to avoid damage instead of relying on their armor.&lt;br /&gt;
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==Threat Assessment==&lt;br /&gt;
Threat assessment is the act of analyzing radar information as well as local battlefield awareness to: Avoid groups of enemies that would overpower the player and their allies, intercept lone enemies before they can regroup with their team, target enemies that are easier to destroy, focus players with reputations for dominance, eliminate the enemy with the highest damage to armor ratio, harass enemies that are using [[aircraft]] or enemies that are actively painting allies with [[NARC]] or [[TAG]], [[shutdown]] or kill enemies providing [[AECM]] to their team, frighten away or disable enemies contesting an important [[Terrain Control|base]], and put a lower priority on highly [[armor|armored]] targets that have few weapons.&lt;br /&gt;
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==Twisting and Damage Spreading==&lt;br /&gt;
&lt;br /&gt;
Skilled enemies will often aim at the same component of an [[asset]] repeatedly. Three shots to the center torso is far more effective than one shot to the left, one to the right, and one to the center. To avoid having a single component destroyed quickly, players are advised to [[yaw|twist]] their torso (in the case of mechs) or twist their chassis (in the case of tanks). Most weapons take time to [[recycle|recharge, reload, or cool down]]. While a player's weapons are unusable, they should rotate their asset to display the side with the most remaining armor toward the enemy (yes, when close to the end of their armor, this means this means players will sometimes have to turn their back on the enemy).&lt;br /&gt;
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Twisting isn't always a viable tactic, some weapons require [[staring]], like [[XPL|XPLs]], [[RAC]]s, and [[Heavy Lasers]]. In those cases, twisting means dealing less damage and should only be done if one's asset is [[tanking]] for allies or desperately needs to contest an [[objective]]. [[LRM|LRMs]] require a long [[Radar#Lock_On|lock on]] time and in some situations, lock on time can be so long, that it isn't worth torso twisting because of losing the missile lock.&lt;br /&gt;
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For some assets, a single large weapon may be mounted in a single place, like the [[Hollander II]] or the [[Uller#Variant_B_-_&amp;quot;Badger&amp;quot;|Uller B]]. Enemies will often focus on these weapons and torso twisting becomes an essential tactic to stay alive and to preserve important weapons.&lt;br /&gt;
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[[Aerospace]] fighters and especially [[VTOLs|VTOL]] have limited ability to spread their damage, but there are two primary ways to spread damage. To avoid further damage to a damaged wing, keep nearby enemies on the opposite side and keep the aircraft's body perpendicular and flat relative to the enemy so that the damaged wing cannot be seen from their perspective. To avoid further damage to the engine at the back of an aerospace fighter, point the nose of the aircraft towards the enemy, or turn relative to the enemy to show the body of the plane instead of the engine.&lt;br /&gt;
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==Underbuying==&lt;br /&gt;
&lt;br /&gt;
By purchasing an [[asset]] that costs less than one's current [[rank]] or [[C-Bill]]s one can gain a few benefits.&lt;br /&gt;
&lt;br /&gt;
* Higher speed. Most cheaper assets are faster than expensive assets and work better at [[backcapping]].&lt;br /&gt;
* Better [[Electronics]]. Many [[Mechs#Heavy_Mechs|Heavy]] and [[Assault]] assets lack quality electronics.&lt;br /&gt;
* Lower [[tickets|ticket loss]] when the asset is destroyed.&lt;br /&gt;
* Higher [[points|multipliers]] for earning points and rank.&lt;br /&gt;
* Giving the enemy a chance. Sportsmanlike conduct can make the game more fun.&lt;br /&gt;
&lt;br /&gt;
==Upgrading==&lt;br /&gt;
&lt;br /&gt;
Instead of piloting an [[asset]] until it is destroyed, one can return to a [[build bay]] and [[sell]] the asset. Sometimes the resulting [[C-Bill]] total (the pilot's C-Bill earnings from this life plus the income from the sale of the asset), is too low to even repurchase the original asset. Pilots should avoid this and generally only sell their existing asset when a more expensive asset may be afforded through the sale or in case the original asset has received too much unrepairable damage (i.e. destroyed wing, destroyed externals, destroyed arms). When one chooses to upgrade, it can be a good idea to ask other players for [[donations]] while on the way back to the build bay. Keep in mind that not all build bays can build all assets and it may not be possible to upgrade an [[Orion]] or a [[Novacat]] to anything else at many [[forward bases]].&lt;br /&gt;
&lt;br /&gt;
If one's goal is to eventually upgrade their asset, there are a number of strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Sell]] - After earning enough C-Bills from dealing damage, [[post|capturing objectives]], or [[supporting|supporting the team]], sell the asset and [[buy]] a new one.&lt;br /&gt;
*[[Underbuying]] - Spending less on a starter asset can help give one a head start on an upgrade.&lt;br /&gt;
*Delay Upgrade - The longer one delays upgrading their asset, the more they can take advantage of extra C-Bills from [[tier]].&lt;br /&gt;
*[[Rank|Rank Up]] - After earning enough [[points]] and then dying, buy a new asset.&lt;br /&gt;
*[[Donate|Get a Donation]] - Ask for donations from teammates in order to buy a new asset.&lt;br /&gt;
*Avoid Killing Enemies with an [[Overheat]] - If an enemy dies to heat, no one will get credit for destroying them.&lt;br /&gt;
*[[Forward Spawn|Capture a Base Before Buying]] - On smaller maps at the beginning of the game, a BA can run and reach the first forward factory before their allies. Doing so grants the BA player extra C-Bills before their first purchase.&lt;br /&gt;
&lt;br /&gt;
==Uppercutting==&lt;br /&gt;
The act of body slamming [[ASF]] with a (mostly [[iJJ]] equipped) mech. There is also a chance to instantly destroy the [[ASF]] if you managed to step on it instead of body slamming it. When its successful, 3 things may happen to enemy [[ASF]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.)''' It will start spinning/stalling like crazy in the air&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.)''' It will tumble to the ground and crash-land there for your team to harvest the kill&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.)''' It will fall to the ground and explode on impact&lt;br /&gt;
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{{Navbox Guides}}&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15049</id>
		<title>Gameplay Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15049"/>
				<updated>2025-01-08T18:57:54Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Undo revision 15048 by Xcalibur (talk): Lesson learned, don't try to edit on mobile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a number of the common gameplay tactics found in [[MWLL]].&lt;br /&gt;
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==Alpha Strike==&lt;br /&gt;
An '''alpha strike''' is an attack where a 'Mech fires all its weapons simultaneously.&lt;br /&gt;
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Alpha strikes are very effective because they tightly concentrate damage, leading to heavy damage to or destruction of some components. Some 'Mechs are designed to make use of alpha strikes. Notably, the [[Puma#Variant C|Puma variant C]] is capable of crippling any light 'Mech with few well-placed [[ERML | Medium Laser]] alpha strikes, as is the 2 CGauss [[Vulture#Variant A|Vulture A]], the [[Madcat MKII#Variant A|Madcat MKII A]] or most [[Fafnir]] variants.&lt;br /&gt;
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Any 'Mech can unleash the alpha strike, but it's not always an effective tactic. Firstly, the 'Mech should be wielding weapons with similar characteristics, for example only [[AutoCannon#Ultra AutoCannons|UAC]]s, only [[Lasers]], or only [[PPC]]s/[[Gauss]] (which behave similarly) -- these setups allow all weapons will hit the same or very close spot of the 'Mech, inflicting concentrated damage (though weapons can be grouped more freely when shooting slow targets at very close range). Secondly, some alpha strike configurations will cause severe overheating, which will damage one's own 'Mech and threaten a shut down or self-destruction. Examples of 'Mechs with hazardous alpha strikes include the [[Masakari#Prime|Masakari Prime]], [[Loki#Prime|Loki Prime]] and variants of the energy weapon-heavy [[Novacat]], some of which can peg the core temperature gauge in a single alpha strike.&lt;br /&gt;
&lt;br /&gt;
There isn't much defense against an alpha strike, other than attempting to make the enemy pilot miss the shot, or shielding vulnerable components by turning or using terrain. However, alpha strikes generate severe amounts of heat in a short time (especially when it's based on energy weapons), so it may help to raise his heat with [[PPC]] shots or (preferably) [[Flamer]]s. Further, if the opportunity arises, destroying or heavily damaging the back armor of an alpha-striking mech will force the pilot to be more conservative with heat or risk self-killing, since incurring heat damage after the back armor is destroyed will instantly destroy the mech.&lt;br /&gt;
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==Anti Aircraft==&lt;br /&gt;
'''Anti-Air''', often abbreviated to AA, refers to assets that are able to effectively combat [[aerospace fighters]] or [[VTOL]]s. Good AA assets often bring a combination of high pitch-up limit for shooting at high altitude targets along with a loadout of weapons that can deliver damage effectively to aircraft.&lt;br /&gt;
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One of the biggest challenges to driving air assets off the field is being able to hit them. Regardless of whether you are using a rapid-fire weapon such as [[Ultra AutoCannons|UAC2]]s or a powerful, single-shot weapon like a [[Gauss Rifle]], the trick is a matter of finding the correct distance by which to lead the target and also knowing how to compensate for the convergence as well as location of your guns. There is no easy way to learn this other than by practice and experience.&lt;br /&gt;
&lt;br /&gt;
A good choice for performing early anti-air work is the [[Partisan|Partisan A]], as the LBX5s are very dangerous against aircraft without sacrificing a lot of damage potential against ground targets.&lt;br /&gt;
&lt;br /&gt;
Another way to force bombers or VTOLs off your team is to bring an aerospace fighter yourself. Choose one of the Fighter variants equipped with strong anti-air weaponry, such as the [[Air Weapons|Air UAC2]], [[Air Weapons|Air Thunderbolt]] or [[Air Weapons|Air Lasers]]. Be careful when pursuing your targets though, as they will often do one of two things: either they will fly back to base to the safety of the base defenses, or they will fly over their team, who will attempt to destroy you.&lt;br /&gt;
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==Arming, Externaling, and Winging==&lt;br /&gt;
By shooting and destroying a [[mech|mech's]] [[arm]]s or [[external]]s, some weapons can be permanently destroyed. This means that even if the mech is [[repair|repaired]], the destroyed component, and all the weapons it contained, will not be replaced. This is also true for weapons mounted on the [[wing]]s of a [[VTOL]] or [[Aerospace]].&lt;br /&gt;
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This tactic is most useful when shooting at an enemy that is going to be able to escape or an enemy that has a particularly dangerous destructible weapon (like the [[Thanatos#Thanatos A|Thanatos A]]'s [[Heavy Gauss]] in its left arm). This tactic can be risky against some enemy mechs as it leaves their torso untouched, and no closer to being defeated. Against aircraft, this tactic is very effective since a destroyed wing when shot again, will [[damage transfer|transfer damage]] to the [[body]] of the aircraft.&lt;br /&gt;
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==Back Capping==&lt;br /&gt;
The act of capturing enemy [[base]]s far from the front line in [[Terrain Control]] matches. Best done by dedicated [[Backcapper|back capping assets]]. Can cut off access to [[factories]], deny [[repair and rearm]], increase [[ticket bleed]], and distract enemies.&lt;br /&gt;
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==Ballooning==&lt;br /&gt;
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'''Ballooning''' is an [[Aerospace]] tactic, where weapons are fired from straight above the enemy's maximum [[pitch]] to avoid return fire. Only [[long range]] Aerospace weapons work well with balooning. Medium and short range weapons don't work for this tactic since the Aerospace has to fly fairly low before pulling up, giving the enemy an opportunity to shoot back. Balooning doesn't work very well against dedicated [[AA]] assets since many of them can aim straight up into the air. When [[VTOL]]s engage in Balooning, neither the VTOL, nor their enemies will be able to shoot at each other, making VTOL balooning a purely defensive tactic.&lt;br /&gt;
&lt;br /&gt;
==Cheating==&lt;br /&gt;
Using game exploits, or cheats, to gain unfair advantages that are otherwise unavailable to other players is frowned upon by the community and is grounds to be banned on nearly every server.&lt;br /&gt;
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==Circle Lock==&lt;br /&gt;
Circle Lock, popularly known as the &amp;quot;'''''Circle of Death'''''&amp;quot; is a maneuver that occurs when two opposing [[Mech]]s try to get behind one another in order to fire outside of their torso radius and thus risk no return fire. It often occurs at 200-50m as both Mechs run full speed while turning in the same direction while they have their torsos turned to face each other. This results in the two orbiting each other and firing trying to accurately fire, and ultimately trying to get behind the other mech for a free shot. &lt;br /&gt;
This happens at very fast speeds between [[Osiris]]es and [[Harasser]]s, and at very slow speeds even among Assault Mechs.&lt;br /&gt;
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The advantages of this maneuver are twofold:&lt;br /&gt;
*First, it forces the enemy to focus his movement and attention toward you, leaving teammates free to pick and choose when and what to fire at while keeping the enemy from running away towards his teammates, for if he does, he exposes his back to you. &lt;br /&gt;
*Secondly, it creates a situation where one can fire close range weapons but still be moving to avoid enemy fire who have difficult to lead weapons. This applies chiefly to the opponent you are engaged in the Circle with, as sprinting in a tight orbit can make leading ballistics projectiles, tracking accurately with lasers, and leading/tracking Short range missiles, all much more difficult than if standing still.&lt;br /&gt;
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However, it is worth noting here, that mechs with full torso rotation, such as [[Osiris]] or [[Thanatos]] have quite an advantage in such duels even against the most swiftly turning mechs such as the [[Argus]] or [[Thor]]. This is due to the fact that the angular speed of torso rotation is usually higher than the angular speed of an turning asset.&lt;br /&gt;
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Circle Lock can also occur when aircraft [[dogfight]].&lt;br /&gt;
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==Death Ball==&lt;br /&gt;
A Death Ball is the best way to prepare for a [[team fight]].&lt;br /&gt;
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By grouping all, or nearly all, allies from one team together in one place, even at the consequence of losing overall [[Terrain_Control_Guide|map control]], a team can substantially increase its ability to destroy its enemies.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* Team gains [[rank]] more quickly.&lt;br /&gt;
* Reduces [[ticket]] loss from lost assets.&lt;br /&gt;
* Good for [[Teamwork|team]] morale.&lt;br /&gt;
* [[Supporters]] can really support their team.&lt;br /&gt;
* [[Tanking]] becomes a viable tactic.&lt;br /&gt;
* Better [[AA]] coverage.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Higher [[ticket bleed]] from lost [[bases]].&lt;br /&gt;
* Reduced [[awareness]] and [[scouting]].&lt;br /&gt;
* Easier target for enemy [[artillery]] and [[bombs]].&lt;br /&gt;
* More at risk to be close to a [[Engines#Fusion_Engine_Explosions|Fusion Engine Explosion]].&lt;br /&gt;
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==Ejecting==&lt;br /&gt;
Ejecting, or leaving one's asset behind, is different depending on the asset and can be done for various reasons. In some game modes, such as [[Solaris Arena]], ejecting is disabled. When ejecting is disabled, the player must first power down their asset. Only then will they be allowed to leave the asset. Some assets, such as [[Mechs|Mech]], [[VTOLs|VTOL]], and [[Aerospace]] come equipped with an ejection seat. When the [[Controls|eject button]] is pressed twice within a few seconds the player will be rocket upwards some 150 meters. In the case of Mechs, the ejection seat and the mech's head armor are destroyed when the player ejects. If the player, or another player, gets back in the mech, the eject function will not work until the head armor has been repaired. In the case of VTOLs and Aerospace, the ejection seat will be permanently disabled. Repairing the asset will not restore ejection seat use. Aerospace and VTOL with disabled ejection seats must come to a complete stop in order to leave the asset.&lt;br /&gt;
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Tactically, ejection is often a poor decision. Since the player, once ejected from their asset, is a [[Battle Armor]], they will lose their team 2 tickets when they die. And their asset, even with no player driving it, will still lose their team tickets when destroyed. For example, if a player's [[Osiris]] is destroyed, while they are controlling it, their team will lose 2 tickets. If that same player decides to eject before the Osiris is destroyed and are then killed shortly after, their team will lose 4 tickets total. Dying in one's own asset, instead of ejecting, also means getting back to base to build a new asset sooner. Battle armor are slow, so running back to base in a Battle Armor can delay you by several minutes. Additionally, Battle Armor that have just ejected from their asset will only have 2 [[Battle_Armor_Weapons#SRM-2|SRMs]] and 1 [[Battle_Armor_Weapons#Claw_Machine_Gun|Machine Gun]], which are not enough to cause much damage.&lt;br /&gt;
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Good reasons to eject:&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.''' Your enemy is a few seconds of [[Claw Machine Gun]] fire away from being destroyed and your asset has no weapons left.&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.''' You are playing [[Terrain Control]] and you are certain that you can escape and there is a nearby post to capture.&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.''' You are in a part of the map where playing as a Battle Armor would be useful and there is a nearby [[APC]], [[Hephaestus]], [[Goblin]] or some other place to buy [[Battle_Armor_Weapons|BA Weapons]].&lt;br /&gt;
&amp;lt;li&amp;gt;'''4.''' There are nearby enemy Battle Armor, since that's one of the few things that SRMs and a Machine Gun are good against.&lt;br /&gt;
&amp;lt;li&amp;gt;'''5.''' You are playing a ticket-based game, like terrain control, and both teams are tied at zero tickets.&lt;br /&gt;
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==Flicking==&lt;br /&gt;
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Flicking is the act of firing [[LRM]]s, or any other [[missiles|missile weapon]] that require a [[lock on|lock]], at an angle away from the target. First, lock on to a target, then quickly aim the [[reticle]] up and/or rotate the [[yaw|torso/turret]] to one side. As the missiles fire, they will gain more elevation than normal before cruising toward their target and can maximize [[indirect damage]] potential. This is done to make it easier to hit targets behind cover similarly to the way [[Gameplay Tactics#Benefits of NARCed and TAGed Targets for LRM Campers|NARCs and TAGs]] allow for higher missile arcs. Unfortunately, for large missile salvos, like [[LRM20]]s, this can mean the first few missiles must be fired at a lower angle or else the player risks losing target lock before all of the salvo has been fired. Tanks with missiles mounted on the [[chassis]] instead of the [[turret]], like the [[Huit]], can gain this sort of firing arc by rotating their chassis 180 degrees away from the target. This gives these tanks the ability to make indirect fire without having to rely on NARC or TAG.&lt;br /&gt;
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In very specific situations, changing the firing arc for missiles can help to overwhelm enemy [[LAMS]] on NARCed and TAGed targets. This works especially well when using tanks with missile launchers fixed to the chassis instead of the turret. First, [[group fire]] all missiles with the launchers pointed 180 degrees away from the enemy. These missiles will take much longer to hit and have a much steeper arc. Quickly, rotate in order to fire a second salvo straight at the enemy and fire it as soon as possible. Depending on projectile speed and weapon reload speed, the missiles will impact the enemy closer together than normal missile volleys. This creates an effect similar to the [[Mobile_Long_Tom#Other Tactics|Multiple Round Simultaneous Impact]] technique that [[Mobile Long Tom|Long Toms]] are capable of.&lt;br /&gt;
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==Hiding and Taking Cover==&lt;br /&gt;
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Hiding and Taking Cover are two tactics that are often done at the same time.&lt;br /&gt;
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* Hiding can be moving to a place that is out of the enemy's line of sight. For example, behind a hill or trees or in a lake.&lt;br /&gt;
* Taking cover can be moving to where enemy weapons cannot hit. For example, moving underneath terrain, like a building or a cliff, to avoid [[missiles]].&lt;br /&gt;
* Hiding can be using obscuring terrain and/or [[camouflage]] to blend in.&lt;br /&gt;
* Hiding can be reducing one's [[radar signature]] using [[electronics]] or [[powering down]].&lt;br /&gt;
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These tactics are useful for [[Skirmishers]] so they can avoid enemy weapons fire while the skirmisher's high [[burst damage]] weapons [[recharge]]. Hiding, powering down, and abandoning an [[APC]] is an effective tactic to provide a backup [[spawn point]] or [[rearm|ammo supply]]. The [[Long Tom]] can also hide by using [[smoke launchers]].&lt;br /&gt;
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==Hit-and-Run==&lt;br /&gt;
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[[Assets]] with higher speed, or, in the correct kind of terrain, assets with [[jump jets]], can engage in Hit-and-Run tactics. When confronted with an enemy, many targets will move toward their allies or call for help. When pilots are operating solo, or with very little support, fighting a lone enemy (one that is separated from their team), can still be a risky move. By catching the target unawares or by out [[DPS|DPSing]] them, the pilot can destroy, disable, or at least harass the target before leaving. Even if the combat doesn't destroy the target, or even deal any [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|lasting damage]], it can cause the target to return to base for [[repair]] or [[rearm]]. Alternatively it can cause the target to leave an advantageous location for [[sniping]] or [[LRM Camping]]. Hit-and-run can also cause targets to return to their allies, ignoring important [[bases]] in [[terrain control]]. When [[back capping]] a fast asset can capture, or at least partially capture a [[base]] causing some enemies to leave the main group, getting out of position and weakening the enemies' [[death ball]]ing potential, even if the pilot never even comes into combat with the out of position enemy.&lt;br /&gt;
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==Legging==&lt;br /&gt;
'''Legging''' is the deliberate targeting of one or both legs of a Mech, with the intent of crippling and toppling it. Severe damage to a leg will reduce a Mech to a painfully slow limp and limit its turning ability, while destroying a leg will cause the Mech to fall over. Leg armor is stronger than center torso armor but tends to be a larger target, making this a potentially faster way to disable a Mech than chewing through the torso armor; however, once legged, the Mech can fall in such a way that it can still fire upon enemies. It may also be more difficult to guarantee a hit on a rapidly moving Light Mech leg with certain weapons such as [[Gauss|Gauss rifles]] that fires a fairly slowly reloading shot and provides no splash damage -- though a hit with such a weapon is extremely damaging to a Light Mech leg. Suddenly destroying the leg of a rapidly moving Mech can send it tumbling somewhat comically, and destroying the leg of a jumping mech will send it through a wild tumble to the ground.&lt;br /&gt;
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The pilot of a legged Mech may attempt to continue firing on enemies within his range of view. However, being unable to move, the pilot is often left unable to defend himself, and must choose between waiting for death in the crippled unit (which can make more sense from a [[CBills]] or time perspective), or ejecting in order to return to base or to continue fighting as a [[Battle Armor]]. If the legged mech mounts jump jets, it's possible to (clumsily) reorient your mech to have a good field of view of the enemy, or twist your mech into a position where it's almost impossible for enemy mechs to fire upon your torso.&lt;br /&gt;
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If a Mech pilot notices that the enemy is deliberately targeting legs, he can accelerate to make a shot on the legs more difficult. Terrain may also be used to shield legs, while still being able to fire upon the enemy -- in some situations, it may even be possible to fire on the enemy's legs without exposing your own legs to hostile fire.&lt;br /&gt;
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===Honor===&lt;br /&gt;
Legging is often considered a cheap, dishonorable tactic, although its use tends to be forgiven when used in desperation or uncommonly. Chronically focusing primarily on enemies' legs, however, will draw ire and often result in other players going out of their way to leg you.&lt;br /&gt;
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===Points===&lt;br /&gt;
Legging a Mech will not immediately reward as many points as a traditional center-torso kill, but in many cases the legged Mech can be destroyed for points more or less at leisure.&lt;br /&gt;
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===Hitboxes===&lt;br /&gt;
A Mech that is legged and rolling around on the ground will often have [[hitboxes]] that are difficult to aim at, resulting is damage being spread around instead of focused. This effect is somewhat similar to being [[desynched]].&lt;br /&gt;
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==LRM Camping==&lt;br /&gt;
[[File:LRM camping.jpg|300px|right|thumb|[[Puma]] and [[Catapult]] camp on [[Clearcut]]]]&lt;br /&gt;
'''LRM Camping''', is a valid, but controversial tactic. It entails buying an asset with Long Range [[Missiles]] such as [[LRM]]s, [[ELRM]]s, [[ATM|ERATMs]], or [[ArrowIV]]s, picking an easily defensible spot on the map with good sight lines to targets within target lock range (typically at the very edge of the missile laucher's maximum range), and firing on any enemy targets.&lt;br /&gt;
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LRM campers enjoy the benefit of being able to wear down incoming enemies. By the time said enemies are in range to fire back, not only are they heavily damaged, but the LRM camper's teammates have usually moved to intercept and are ready to take out the enemy.&lt;br /&gt;
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The more players there are on a team, the easier it is to LRM camp effectively. For example, in a 1v1 game, the player that takes LRMs is more likely to lose since LRMs are often ineffective at the short ranges typical of 1 v 1 games. Alternatively, in a 10 v 10 game, having 1 or 2 players play as an LRM camper can be a very effective way to deal significant damage to slower targets. The later in the game it is, the better the LRM camping strategy gets. Later game assets are often slower moving giving an LRM camper more shots before the enemy can get in range with their own weapons. &lt;br /&gt;
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Note that LRM Campers aren't as effective at dealing damage to fast moving light and medium Mechs like [[Solitaire|Solitaires]] or [[Black Lanner|Black Lanners]], [[VTOL]]s, [[Aerospace]], or targets at close-range.&lt;br /&gt;
&lt;br /&gt;
LRM Camping is most effective when it's supported by other units utilizing [[NARC]]s or [[TAG]] lasers, as carried by many [[Light Mechs]], [[Battle Armor]], and [[VTOL]]s.&lt;br /&gt;
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===Benefits of NARCed and TAGed Targets for LRM Campers===&lt;br /&gt;
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* '''Improved Maximum Range''' – Weapons like  [[LRM]]s, [[ELRM]]s, and [[ArrowIV]]s are capable of dealing damage well past their maximum lock on range. Targets that are [[NARC|NARCed]] or [[TAG|TAGed]] will still attract missiles so long as the missiles were fired with active radar and so long as the missiles travel within 1000m of that target. &lt;br /&gt;
* '''Ability to Take Cover While Firing''' – LRM campers can hide behind terrain so long as their target is NARCed or TAGed.&lt;br /&gt;
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* '''Ability to Hit Targets That Are Hiding Behind Cover''' – Enemies not in line of site can still be hit with missiles if they are NARCed or TAGed. Additionally, so long as those targets are within 1000m, the LRM camper can fire their missiles away from the target causing the missiles to gain a higher arc and have a better chance of hitting a target behind cover, similar to [[flicking]].&lt;br /&gt;
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* '''Target Coordination''' – If there are multiple LRM campers working together, a NARC or TAG can mean massive damage against a single target.&lt;br /&gt;
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===Things That Counter LRM Campers===&lt;br /&gt;
&lt;br /&gt;
* '''Aerospace and VTOLs''' – [[Aerospace]] and VTOLs are merely forced to fly defensively when fired upon with most missiles and can easily fly behind enemy lines to attack LRM campers that would otherwise be safe.&lt;br /&gt;
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* '''Fast and/or Sneaky Brawlers''' –  Close range assets, like fast mechs with [[MASC]] or [[hovercraft]] and sneaky assets with [[radar|passive radar]] or better yet, [[GECM]], can often get in close to LRM campers, bypassing the rest of the team, forcing the LRM camper into a very disadvantageous brawl. Inner Sphere LRMs have a substantial [[minimum range]] at about 160m. Similarly ERATMs and ATMs have a [[minimum range]] of 140m. Clan LRMs have a [[minimum range]] of only 10m, but are suboptimal at short ranges.&lt;br /&gt;
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* '''Cover Shooters''' – By coming out of cover briefly, shooting, and returning behind cover, enemies can deal damage to LRM campers without taking any damage themselves. The brief exposure either prevents a lock on from occurring at all or allows terrain to intercept incoming missiles. This is especially easy for [[Poptarting|Poptarters]].&lt;br /&gt;
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* '''Being Outranged''' – Weapons like [[Long Tom Artillery|Long Tom]], [[Thumper Artillery|Thumper]], [[LtGauss]], [[HAG]], [[AC2]], [[UAC2]], and [[HVAC2]] outrange many of the long rage missiles in the game. [[ELRM]]s also have a longer lock on range than other missiles. LRM campers are forced to abandon camping when outranged. The camper has to run, hide, or move into closer range to attack.&lt;br /&gt;
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===The Effectiveness of LRM Camping Based On Game Mode===&lt;br /&gt;
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* '''Terrain Control''' – LRM camping in most [[Terrain Control]] games is an ineffective strategy. Terrain Control typically requires players to remain mobile and capture bases. LRM camping is exactly the opposite of this and can cause a team to lose the game through loss of [[tickets]]. Occasionally LRM Camping is effective late in a game, in wider, more open maps like [[TC Tukayyid]] and in maps that have large capture zones like [[TC Lunacy]]. &lt;br /&gt;
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* '''Solaris Arena''' – LRM camping in [[Solaris Arena]] is very ineffective as the battlefields are small. Additionally, with no allies to support the player, as soon as an enemy gets too close, the LRM weapons on the LRM camper's asset become partially or completely useless causing the player to be at a disadvantage. &lt;br /&gt;
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* '''Team Solaris Arena''' – LRM camping is most effective in [[Team Solaris Arena]] games where holding territory isn't important. LRM camping can be a very effective strategy as it gives the player a lot of time to fire at the incoming enemy target before it can get in close and use its shorter range weapons. In Team Solaris Arena games were where points are the only way to win, LRM camping is very effective as it gives the player's team points without giving away points to the other team. In Team Solaris Arena games that use tickets, LRM camping is less effective as the threat of LRMs often make other players run away or hide. While they may take some damage, those players will typically survive, and their team won't lose any tickets. &lt;br /&gt;
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===Points of View on LRM Camping===&lt;br /&gt;
LRM Camping is a somewhat controversial tactic within the MWLL community. Many players who prefer &amp;quot;brawling&amp;quot; (ie close range combat) see LRM Camping as a low-risk and low-skill method of enemy engagement. Other players point out that LRM attacks have long been a part of Battletech canon, and that viable counter-measures exist to thwart LRM Campers. Newer players tend to gravitate towards LRM 'Mechs and will often partake in LRM camping due it being a lower-risk and low-intensity method of fighting.&lt;br /&gt;
&lt;br /&gt;
===History of LRM Camping===&lt;br /&gt;
As soon as the [[MWLL]] Beta became available to the public, LRM Camping with the support TAG Laser-equipped unit became a popular tactic.  Not only was it a low risk way for new players to score damage, but an error in score calculation awarded TAG-gers a disproportionately high number of C-Bills.&lt;br /&gt;
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With introduction of version 0.1.0, TAG-ing targets no longer awarded as many C-Bills, and the tactic became somewhat less popular.  &lt;br /&gt;
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In beta 0.2.0, maps were modified to introduce multiple terrain obstacles, so countering LRM camping become easier. Many units also gained [[AMS]] systems, which reduced somewhat the number of LRMs hitting them.  &lt;br /&gt;
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In beta 0.3, tweaks to weapon balance saw the damage dealt by LRMs reduced somewhat. LRM Camping is now a slow way to increase in rank, compared to other direct engagement strategies.&lt;br /&gt;
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==Poptarting==&lt;br /&gt;
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'''Poptarting''', a play on the popular breakfast pastry Poptarts, is a tactic in which a [[Mechs|Mech]] utilizes [[Jump Jets]] to rise up from behind cover, fire its weapons, and then sink back behind cover.  The term for players who utilize Poptarting is '''&amp;quot;Poptarters&amp;quot;'''.  Cover can be any particular part of the battlefield, or even another Mech, as long as it blocks line-of-sight from the Poptarter to the target. This is also known as 'jump-sniping' and is a form of [[MWLL_Players_Slang_Guide#Generic_Slang|poking]].&lt;br /&gt;
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This tactic allows the Poptarter the smallest window of vulnerability, while at the same time letting him unload his full arsenal on the target.&lt;br /&gt;
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===History===&lt;br /&gt;
Several changes in [[Jump Jets]] mechanics in release 0.3.0 have severely changed Poptarting as a popular tactic.&lt;br /&gt;
* Mech HUD shake on ascent - Reduced the amount of time the pilot has to locate and fire at a target to the descending arc of a jump&lt;br /&gt;
* Slower Jump Jet energy recharge - Increased delay before JJ energy starts to recharge. This reduces the frequency the pilot may poptart.&lt;br /&gt;
* Jump Jets produce more heat - Another balance change to reduce the effectiveness of Alpha strike poptarters.&lt;br /&gt;
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==Powering Down==&lt;br /&gt;
To power down means to shut down a vehicle. This can be done by pressing the ['''p'''] key. This is useful to make [[repair|repairs]] or to leave a 'Mech, VTOL or Aerospace Fighter without ejecting and destroying the cockpit. A powered down unit is [[Radar|undetectable]], unless an enemy unit is fielding a [[BAP|Beagle]] or [[BHP|Bloodhound]] probe, which can detect shut-down units only at very close range.&lt;br /&gt;
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There are few tactics that use powering down, due to the risk in exposing a shut down unit to potential enemy fire. Still, using a spotter under the cloak of an [[GECM|ECM]] suite, or an asset with active radar as bait, and a few powered down comrades to set up an ambush can cause a great amount of surprise and confusion, if executed properly. If done wrong, it will lead to several dead comrades, and a chuckle from the enemy team.&lt;br /&gt;
&lt;br /&gt;
Powering down can also be used to manage [[heat]]. After firing many, high heat weapons, [[Jump Jets|jump jets]], or [[MASC]], an asset can pull into cover, and power down. This will allow it to cool faster, but is risky since nearby enemies can use the opportunity to position themselves better. Additionally, when fighting against enemies with many [[Flamers]], powering down may be the only way to prevent armor loss from overheating or even total asset destruction.&lt;br /&gt;
&lt;br /&gt;
Note: [[Assets]] will [[autoshutdown]] on their own when staying above the red line on the [[heat]] gauge for too long.&lt;br /&gt;
&lt;br /&gt;
==Ramming and Zero-Throttling==&lt;br /&gt;
By driving directly into enemies with a [[tank]] or [[Mech]], a player can cause the enemy to slow or even stop completely. This makes both the player and the enemy easier targets. It works best when the player's allies in the area outnumber the enemies in the area. Heavier tanks and mechs will often find this tactic somewhat more difficult when attempting to ram lighter, faster [[assets]].&lt;br /&gt;
&lt;br /&gt;
When ramming a tank with another tank, typically the one initiating the ram will be forced underneath the other tank. The tank on top usually tips over and will have a difficult time returning fire while the tank underneath will usually be able to continue firing. This tactic, although legitimate and highly entertaining, is often considered to be rude if the player does not release the other tank from being tipped over.&lt;br /&gt;
&lt;br /&gt;
When ramming a tank with a tall mech, if it doesn't flip the tank, it can sometimes deny the the tank the ability to shoot the mech's torso if the tank has a low maximum [[pitch]].&lt;br /&gt;
&lt;br /&gt;
When ramming an [[aircraft]] with another aircraft, typically both aircraft will be destroyed, although usually only one player dies. This is generally considered to be even ruder than ramming a tank. Check the rules of the server you are playing on, this tactic may be banned.&lt;br /&gt;
&lt;br /&gt;
When ramming a mech or tank with an aircraft, typically the aircraft will be destroyed and the mech or tank will take a small amount of damage. This damage is often not worth the loss of the aircraft. Tanks may move a distance when rammed in this way. Players are advised to attempt to escape with their aircraft instead of ramming. If the aircraft has lost too many weapons to be viable in future attack runs, the player can land the plane and [[suicide]] to respawn with new money or [[sell]] the aircraft in order to upgrade, downgrade, or rebuy the same [[asset]].&lt;br /&gt;
&lt;br /&gt;
==Pushing==&lt;br /&gt;
To charge into short [[range]] close combat against stationary enemies. Typically lead by a [[brawler|brawling asset]] that is good at [[tanking]]. It is important to coordinate with allies to attack at the same time, otherwise the charge will very likely fail. In [[terrain control]] it is especially important to charge quickly with as many allies as possible. Otherwise enemies might be able to [[repair]] or [[respawn]] before the [[objective]] can be captured.&lt;br /&gt;
&lt;br /&gt;
==Scouting==&lt;br /&gt;
Scouting is a kind of [[supporting]] that can be conducted in a few ways. One such way is with [[C3]], by sharing enemy contacts with allies automatically. Alternatively, contacts can be shared with allies via text chat ex. &amp;quot;Contact D5&amp;quot; or &amp;quot;Two contacts E6.&amp;quot; Voice over internet protocol such as [[TeamSpeak]] or [[Discord]] can also be utilized, but require prior organization to make sure all allied players are able to hear the information. While faster [[assets]] work best for scouting, heavier assets also work, especially those equipped with longer range radar suites like [[BAP]] and [[BHP]] or with maximized mobility though [[MASC]].&lt;br /&gt;
&lt;br /&gt;
==Self-[[NARC]]ing/[[TAG]]ing==&lt;br /&gt;
&lt;br /&gt;
Not to be confused with accidentally shooting one's self with a [[NARC]], self-NARCing and [[TAG]]ing is the act of acquiring one's own targets with NARC or TAG. This can be a very effective way of ignoring [[lock on|lock on time]] for larger missile launchers like the [[ArrowIV]] or the [[LRM20]]. This can also improve one's ability to [[flicking|flick]]. LRMs and Arrows with substantial [[minimum range]]s struggle to use standard NARCs for self-NARCing due to the standard NARC's 500m range. Many enemies will be able to close within the minimum range before a second volley of LRMs can be fired. For this reason, [[iNARC]] and [[cNARC]] are preferred for self-NARCing. One of the benefits of self-NARCing is getting within range, NARCing the target, then retreating at full speed while firing missiles the opposite direction. This gives a superior advantage when compared to usual flicking and gives the self-NARCing [[asset]] an opportunity to [[kite]] the enemy.&lt;br /&gt;
&lt;br /&gt;
Self-[[TAG]]ing functions somewhat differently in that the user generally needs to have line of sight with the target at the time of impact for the given missile system. This confers the advantage of being able to fire missiles without a lock of any kind. Simply fire in the correct direction, especially at a high angle, then use the TAG as the missiles get close for a surprise barrage from directly above. Unfortunately, self-TAGing only works marginally well for [[kite|kiting]].&lt;br /&gt;
&lt;br /&gt;
==Sniping==&lt;br /&gt;
For the Asset role, see [[Asset_Roles#Sniper|Asset Roles]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Artillery weapon, see [[Sniper_Artillery_Cannon|Sniper Artillery Cannon]].&amp;lt;br&amp;gt;&lt;br /&gt;
For the Gameplay Tactic, see here:&amp;lt;br&amp;gt;&lt;br /&gt;
To '''snipe''' is to shoot the enemy accurately, from a distance, usually 700m+. This does not include guided weapons like [[LRM]]s, [[ATM]]s, etc. The best weapons for doing this include [[ERPPC]], [[Gauss]], [[ERLL]], [[Long Tom]], [[HVAC]], etc. The main advantage of sniping is that enemies have a difficult time returning fire if their weapons are shorter range. On the other hand, snipers often have a difficult time maintaining a high [[DPS]], especially when not all of their weapons might be in range, because long range weapons typically deal less damage per second than short range weapons, and because enemies can get behind cover much more easily when they are at long range.&lt;br /&gt;
&lt;br /&gt;
==Spawn Camping==&lt;br /&gt;
Spawn Camping usually occurs when one team has a significant disadvantage in amount of players or skill. Sometimes it's an effect of [[Team Stacking]], or the surprise attack of a few units at an enemy base. In any case - it is defined by a prolonged attack of an enemy spawn base or the units within, often combined with destroying [[Structures|turret]]s, or sometimes even units entering enemy hangar and hunting [[Battle Armor]] in there. [[Bomb|Bombing]] the enemy base can also considered Spawn Camping due to very high amount of damage given by this weapon and very low chances of defense against it, particularly if the base in question does not have base LAMS turrets.&lt;br /&gt;
&lt;br /&gt;
Spawn Camping differs though from attacks to units which return back to base for repairs after an engagement - such moves are considered as acceptable by the community.&lt;br /&gt;
&lt;br /&gt;
Camping can often be prevalent on smaller maps with open areas around a capturable base, such as on TC_Harvest. In this case, one team can get hemmed into one of the middle spawn-capable bases by the other and is forced to constantly pour more players/assets into the battle to keep the attackers at bay, who will snipe at anything they can see inside the base. While this is technically spawn camping, the contested base is a capture point and such as is more or less fair game.&lt;br /&gt;
&lt;br /&gt;
===Countering Spawn Camping===&lt;br /&gt;
The simplest way is simply to ask enemy team for more space using public chat (default key: [Y] ). &lt;br /&gt;
&lt;br /&gt;
Alternatively try to spawn in a different base if possible. Some maps without another base contain airfields, so spawning there is another possibility.&lt;br /&gt;
&lt;br /&gt;
It is also possible to simply push back the attackers - for this it is required to pick best possible brawlers and exit the hangar in largest group available, focusing fire on a single target at a time. &lt;br /&gt;
&lt;br /&gt;
Finally, on some servers, mostly these sponsored by [[:Category:Community Clans and Units|Clans or Units]], it's possible to ask for admin intervention or collect screenshots of players Spawn Camping and post them on forums of the Unit.&lt;br /&gt;
&lt;br /&gt;
==Staring==&lt;br /&gt;
&lt;br /&gt;
Unlike damage spreading, staring has the player look directly at the enemy and never break eye contact. Although this makes the player easy to destroy by allowing enemies free reign to shoot at whatever [[armor|component]] they like, it does have some advantages. Weapons with long [[lock on|lock on time]]s (like the [[LRM20]]), that have a long time before [[jam|overheating]] (like the [[UAC2]]), or that can be constantly fired (like [[XPL]]s) will function better when staring, resulting in a higher [[DPS]]. Staring is a good tactic particularly when surrounded by allies that are taking most of the enemy fire away from the player.&lt;br /&gt;
&lt;br /&gt;
Players can make their aim even more accurate, by bringing their [[asset]] to a complete stop by [[zero-throttling]] their enemy and themselves or by pressing '''[x]''' to drop their own [[throttle]] to zero. The downside, of course, is that the player becomes an even easier target.&lt;br /&gt;
&lt;br /&gt;
Although [[mechs]] can only rotate their [[leg]]s while staring, [[tanks]] can continue to twist their chassis to spread damage.&lt;br /&gt;
&lt;br /&gt;
==Suicide Run==&lt;br /&gt;
&lt;br /&gt;
Kamikaze, seek-and-destroy, whatever you want to call it, a suicide run is a particular kind of attack where the target is high-value, valuable enough that it is worth oneself being destroyed to eliminate them. This is common for heavily damaged heavy and assault Mechs that are returning to base for [[repair]] and [[rearm]] and especially true for [[artillery]] and larger [[aerospace]] like the [[Shiva]], [[Xerxes]], [[Rusalka]], and [[Visigoth]]. [[Long Tom]] and [[assets]] with [[Arrow IV]], on the right map with the right [[supporting|support]], pose substantial threats where they are capable of decimating the opposing team. Suicide runs are frequently the only options to [[assets]] that are too slow and/or too poorly maneuverable to make a proper [[hit and run]] attack. For the best suicide runs [[brawlers]], [[GECM|stealthy]] assets, speedy assets, and [[aircraft]] are most suitable.  &lt;br /&gt;
&lt;br /&gt;
==Supporting==&lt;br /&gt;
Some [[asset]]s in MechWarrior: Living Legends have special equipment that don't just help the user, they also help other friendly players. These assets can come equipped with only one or two of these special systems, but others come with many of them, like the [[Raven#Variant G|Raven G]] or the [[Loki#Variant Prime|Loki Prime]]. Examples of support equipment includes [[LAMS]], [[TAG]], [[NARC]], [[infantry bay]]s, [[C3]], [[AECM]], [[PDS]], and [[AutoFlamer]]s. Bringing an asset with support equipment can be vital to victory. If the enemy has many [[LRM]]s, bring LAMS. If the enemy is [[NARC]]ing targets, bring [[AECM]]. If friendly [[Artillery|artillery]] need targeting help, bring [[C3]]. If there are many enemy [[BA]], bring [[PDS]] or [[AutoFlamer]]s.&lt;br /&gt;
&lt;br /&gt;
==Tank Hunting==&lt;br /&gt;
One particular kind of [[asset]] is the 'Tank Hunter' which specializes in destroying non-mech assets thanks to [[damage multiplier]]s for weapons like [[AC2]], [[UAC2]], [[AC5]], [[Battle_Armor_Weapons#Recoilless_Rifle|BA Recoilless Rifle]], [[LBX]], [[Blazer]], [[RAC]], [[HMG]]s, and others.&lt;br /&gt;
&lt;br /&gt;
==Tanking==&lt;br /&gt;
Not to be confused with [[tanks]], '''tanking''' is a tactic where the player attempts to distract or draw enemy fire away from allies. Tanking can be done in two primary ways. The first way is to [[purchase]] an [[asset]] with a lot of [[armor]] and drive in close to enemies, potentially even shooting at multiple enemies to draw their attention. The player then relies on their heavy armor and [[damage spreading]] to soak up damage that would otherwise be directed at more poorly armored allies. The second way is to purchase a faster asset, preferably one that has [[MASC]] which it can pulse for extra evasion. Faster assets, in this way, can run through groups of enemies at high speed as a distraction then quickly circle around again or head for cover, relying on their speed to avoid damage instead of relying on their armor.&lt;br /&gt;
&lt;br /&gt;
==Threat Assessment==&lt;br /&gt;
Threat assessment is the act of analyzing radar information as well as local battlefield awareness to: Avoid groups of enemies that would overpower the player and their allies, intercept lone enemies before they can regroup with their team, target enemies that are easier to destroy, focus players with reputations for dominance, eliminate the enemy with the highest damage to armor ratio, harass enemies that are using [[aircraft]] or enemies that are actively painting allies with [[NARC]] or [[TAG]], [[shutdown]] or kill enemies providing [[AECM]] to their team, frighten away or disable enemies contesting an important [[Terrain Control|base]], and put a lower priority on highly [[armor|armored]] targets that have few weapons.&lt;br /&gt;
&lt;br /&gt;
==Twisting and Damage Spreading==&lt;br /&gt;
&lt;br /&gt;
Skilled enemies will often aim at the same component of an [[asset]] repeatedly. Three shots to the center torso is far more effective than one shot to the left, one to the right, and one to the center. To avoid having a single component destroyed quickly, players are advised to [[yaw|twist]] their torso (in the case of mechs) or twist their chassis (in the case of tanks). Most weapons take time to [[recycle|recharge, reload, or cool down]]. While a player's weapons are unusable, they should rotate their asset to display the side with the most remaining armor toward the enemy (yes, when close to the end of their armor, this means this means players will sometimes have to turn their back on the enemy).&lt;br /&gt;
&lt;br /&gt;
Twisting isn't always a viable tactic, some weapons require [[staring]], like [[XPL|XPLs]], [[RAC]]s, and [[Heavy Lasers]]. In those cases, twisting means dealing less damage and should only be done if one's asset is [[tanking]] for allies or desperately needs to contest an [[objective]]. [[LRM|LRMs]] require a long [[Radar#Lock_On|lock on]] time and in some situations, lock on time can be so long, that it isn't worth torso twisting because of losing the missile lock.&lt;br /&gt;
&lt;br /&gt;
For some assets, a single large weapon may be mounted in a single place, like the [[Hollander II]] or the [[Uller#Variant_B_-_&amp;quot;Badger&amp;quot;|Uller B]]. Enemies will often focus on these weapons and torso twisting becomes an essential tactic to stay alive and to preserve important weapons.&lt;br /&gt;
&lt;br /&gt;
[[Aerospace]] fighters and especially [[VTOLs|VTOL]] have limited ability to spread their damage, but there are two primary ways to spread damage. To avoid further damage to a damaged wing, keep nearby enemies on the opposite side and keep the aircraft's body perpendicular and flat relative to the enemy so that the damaged wing cannot be seen from their perspective. To avoid further damage to the engine at the back of an aerospace fighter, point the nose of the aircraft towards the enemy, or turn relative to the enemy to show the body of the plane instead of the engine.&lt;br /&gt;
&lt;br /&gt;
==Underbuying==&lt;br /&gt;
&lt;br /&gt;
By purchasing an [[asset]] that costs less than one's current [[rank]] or [[C-Bill]]s one can gain a few benefits.&lt;br /&gt;
&lt;br /&gt;
* Higher speed. Most cheaper assets are faster than expensive assets and work better at [[backcapping]].&lt;br /&gt;
* Better [[Electronics]]. Many [[Mechs#Heavy_Mechs|Heavy]] and [[Assault]] assets lack quality electronics.&lt;br /&gt;
* Lower [[tickets|ticket loss]] when the asset is destroyed.&lt;br /&gt;
* Higher [[points|multipliers]] for earning points and rank.&lt;br /&gt;
* Giving the enemy a chance. Sportsmanlike conduct can make the game more fun.&lt;br /&gt;
&lt;br /&gt;
==Upgrading==&lt;br /&gt;
&lt;br /&gt;
Instead of piloting an [[asset]] until it is destroyed, one can return to a [[build bay]] and [[sell]] the asset. Sometimes the resulting [[C-Bill]] total (the pilot's C-Bill earnings from this life plus the income from the sale of the asset), is too low to even repurchase the original asset. Pilots should avoid this and generally only sell their existing asset when a more expensive asset may be afforded through the sale or in case the original asset has received too much unrepairable damage (i.e. destroyed wing, destroyed externals, destroyed arms). When one chooses to upgrade, it can be a good idea to ask other players for [[donations]] while on the way back to the build bay. Keep in mind that not all build bays can build all assets and it may not be possible to upgrade an [[Orion]] or a [[Novacat]] to anything else at many [[forward bases]].&lt;br /&gt;
&lt;br /&gt;
If one's goal is to eventually upgrade their asset, there are a number of strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Sell]] - After earning enough C-Bills from dealing damage, [[post|capturing objectives]], or [[supporting|supporting the team]], sell the asset and [[buy]] a new one.&lt;br /&gt;
*[[Underbuying]] - Spending less on a starter asset can help give one a head start on an upgrade.&lt;br /&gt;
*Delay Upgrade - The longer one delays upgrading their asset, the more they can take advantage of extra C-Bills from [[tier]].&lt;br /&gt;
*[[Rank|Rank Up]] - After earning enough [[points]] and then dying, buy a new asset.&lt;br /&gt;
*[[Donate|Get a Donation]] - Ask for donations from teammates in order to buy a new asset.&lt;br /&gt;
*Avoid Killing Enemies with an [[Overheat]] - If an enemy dies to heat, no one will get credit for destroying them.&lt;br /&gt;
*[[Forward Spawn|Capture a Base Before Buying]] - On smaller maps at the beginning of the game, a BA can run and reach the first forward factory before their allies. Doing so grants the BA player extra C-Bills before their first purchase.&lt;br /&gt;
&lt;br /&gt;
==Uppercutting==&lt;br /&gt;
The act of body slamming [[ASF]] with a (mostly [[iJJ]] equipped) mech. There is also a chance to instantly destroy the [[ASF]] if you managed to step on it instead of body slamming it. When its successful, 3 things may happen to enemy [[ASF]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''1.)''' It will start spinning/stalling like crazy in the air&lt;br /&gt;
&amp;lt;li&amp;gt;'''2.)''' It will tumble to the ground and crash-land there for your team to harvest the kill&lt;br /&gt;
&amp;lt;li&amp;gt;'''3.)''' It will fall to the ground and explode on impact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15048</id>
		<title>Gameplay Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Gameplay_Tactics&amp;diff=15048"/>
				<updated>2025-01-08T18:54:15Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /*Spawn Camping*/ Clarified line that vaguely implied community rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn Camping==&lt;br /&gt;
Spawn Camping usually occurs when one team has a significant disadvantage in amount of players or skill. Sometimes it's an effect of [[Team Stacking]], or the surprise attack of a few units at an enemy base. In any case - it is defined by a prolonged attack of an enemy spawn base or the units within, often combined with destroying [[Structures|turret]]s, or sometimes even units entering enemy hangar and hunting [[Battle Armor]] in there. [[Bomb|Bombing]] the enemy base can also considered Spawn Camping due to very high amount of damage given by this weapon and very low chances of defense against it, particularly if the base in question does not have base LAMS turrets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Camping can often be prevalent on smaller maps with open areas around a capturable base, such as on TC_Harvest. In this case, one team can get hemmed into one of the middle spawn-capable bases by the other and is forced to constantly pour more players/assets into the battle to keep the attackers at bay, who will snipe at anything they can see inside the base. While this is technically spawn camping, the contested base is a capture point and such as is more or less fair game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Attacking assets in their main base—including the ASF runway area—is a bannable offense.''&lt;br /&gt;
&lt;br /&gt;
===Countering Spawn Camping===&lt;br /&gt;
The simplest way is simply to ask enemy team for more space using public chat (default key: [Y] ).&lt;br /&gt;
&lt;br /&gt;
Alternatively try to spawn in a different base if possible. Some maps without another base contain airfields, so spawning there is another possibility.&lt;br /&gt;
&lt;br /&gt;
It is also possible to simply push back the attackers - for this it is required to pick best possible brawlers and exit the hangar in largest group available, focusing fire on a single target at a time. &lt;br /&gt;
&lt;br /&gt;
Finally, on some servers, mostly these sponsored by [[:Category:Community Clans and Units|Clans or Units]], it's possible to ask for admin intervention or collect screenshots of players Spawn Camping and post them on forums of the Unit.&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Advanced_Tactical_Missiles&amp;diff=15046</id>
		<title>Advanced Tactical Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Advanced_Tactical_Missiles&amp;diff=15046"/>
				<updated>2025-01-04T21:48:18Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: ER-ATM changed to Kinetic-air in 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Tactical Missiles''', or '''ATMs''' are a medium-long range weapon system with improved tracking compared to other missile weapons.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
An Advanced Tactical Missile Launcher fires  fast direct flying warheads that are able to quickly lock onto and impact an enemy target. ATM Launchers come in three distinct types: Standard (STD), Extended Range (ER) and High Explosive (HE). The STD and ER variants are hampered by a [[minimum range]] (120m for STD and 150m for ER), making them less useful for close-range engagements. The HE variant on the other hand is the weapon of choice for close-range combat and brawling, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions.&lt;br /&gt;
&lt;br /&gt;
The ATM is a Clan-only weapon system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Min Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Lock On&amp;lt;br&amp;gt;Time'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Splash Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Sec. Splash&amp;lt;br&amp;gt;Damage&amp;lt;wbr/&amp;gt;/Shot'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''Sec.&amp;lt;br&amp;gt;[[Damage types|Damage Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Splash Radius'''&amp;lt;br&amp;gt;(prm/sec)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''ATM3 (Std)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 120m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 780m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| 0.9s&lt;br /&gt;
| Data-sort-value=&amp;quot;414&amp;quot; | 3 x 138&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;414&amp;quot; | 3 x 138&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 11.1&lt;br /&gt;
| 78&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| 43&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''ATM6 (Std)'''&lt;br /&gt;
| 1.2s&lt;br /&gt;
| Data-sort-value=&amp;quot;828&amp;quot; | 6 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;828&amp;quot; | 6 x 138&lt;br /&gt;
| 8&lt;br /&gt;
| 112&lt;br /&gt;
| 86&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''ATM9 (Std)'''&lt;br /&gt;
| 1.5s&lt;br /&gt;
| Data-sort-value=&amp;quot;1242&amp;quot; | 9 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;1242&amp;quot; | 9 x 138&lt;br /&gt;
| 6.8&lt;br /&gt;
| 144&lt;br /&gt;
| 129&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''ATM12 (Std)'''&lt;br /&gt;
| 1.8s&lt;br /&gt;
| Data-sort-value=&amp;quot;1656&amp;quot; | 12 x 138&lt;br /&gt;
| Data-sort-value=&amp;quot;1656&amp;quot; | 12 x 138&lt;br /&gt;
| 5.8&lt;br /&gt;
| 164&lt;br /&gt;
| 172&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;5&amp;quot; | '''ATM3 (ER)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 150m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1500m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1250m&lt;br /&gt;
| 1s&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Kinetic-air&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 11.3&lt;br /&gt;
| 56&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| 33&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;6&amp;quot; | '''ATM6 (ER)'''&lt;br /&gt;
| 1.2s&lt;br /&gt;
| Data-sort-value=&amp;quot;582&amp;quot; | 6 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;582&amp;quot; | 6 x 97&lt;br /&gt;
| 8.2&lt;br /&gt;
| 81&lt;br /&gt;
| 66&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;7&amp;quot; | '''ATM9 (ER)'''&lt;br /&gt;
| 1.4s&lt;br /&gt;
| Data-sort-value=&amp;quot;873&amp;quot; | 9 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;873&amp;quot; | 9 x 97&lt;br /&gt;
| 7.1&lt;br /&gt;
| 105&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;8&amp;quot; | '''ATM12 (ER)'''&lt;br /&gt;
| 1.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;1164&amp;quot; | 12 x 97&lt;br /&gt;
| Data-sort-value=&amp;quot;1164&amp;quot; | 12 x 97&lt;br /&gt;
| 6.1&lt;br /&gt;
| 120&lt;br /&gt;
| 132&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;9&amp;quot; | '''ATM3 (HE)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 320m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 0.6s&lt;br /&gt;
| Data-sort-value=&amp;quot;555&amp;quot; | 3 x 185&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;555&amp;quot; | 3 x 185&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 9.8&lt;br /&gt;
| 93&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 200&lt;br /&gt;
| 51&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;10&amp;quot; | '''ATM6 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1110&amp;quot; | 6 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;1110&amp;quot; | 6 x 185&lt;br /&gt;
| 7.7&lt;br /&gt;
| 145&lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;11&amp;quot; | '''ATM9 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;1665&amp;quot; | 9 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;1665&amp;quot; | 9 x 185&lt;br /&gt;
| 7&lt;br /&gt;
| 197&lt;br /&gt;
| 153&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;12&amp;quot; | '''ATM12 (HE)'''&lt;br /&gt;
| Data-sort-value=&amp;quot;2220&amp;quot; | 12 x 185&lt;br /&gt;
| Data-sort-value=&amp;quot;2220&amp;quot; | 12 x 185&lt;br /&gt;
| 6.2&lt;br /&gt;
| 234&lt;br /&gt;
| 204&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;13&amp;quot; | '''Air ATM3 (Std)'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 40m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 810m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 750m&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1s&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;360&amp;quot; | 3 x 120*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Missile&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; Data-sort-value=&amp;quot;360&amp;quot; | 3 x 120*&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Frag&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1m / 3m&lt;br /&gt;
| 7.9&lt;br /&gt;
| 48&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 300&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 43&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 108&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;14&amp;quot; | '''Air ATM6 (Std)'''&lt;br /&gt;
| 18.5&lt;br /&gt;
| 113&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;15&amp;quot; | '''Air ATM9 (Std)'''&lt;br /&gt;
| 25.7&lt;br /&gt;
| 157&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;16&amp;quot; | '''Air ATM12 (Std)'''&lt;br /&gt;
| 32&lt;br /&gt;
| 196&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;17&amp;quot; | '''Air ATM3 (ER)'''&lt;br /&gt;
| 50m&lt;br /&gt;
| 1500m&lt;br /&gt;
| 1250m&lt;br /&gt;
| 1s&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97*&lt;br /&gt;
| Missile&lt;br /&gt;
| Data-sort-value=&amp;quot;291&amp;quot; | 3 x 97*&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 7.9&lt;br /&gt;
| 39&lt;br /&gt;
| 300&lt;br /&gt;
| 33&lt;br /&gt;
| 108&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1710px | Footnote1 = *All Air ATMs launch 3 missiles per shot | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
*The main advantage of the STD and ER ATM weapons are their fast travel speed and maneuverability, which when coupled with the flat trajectory makes them best suited for shooting at targets in the open and out of cover.&lt;br /&gt;
*When shooting at aircraft, it is often best to wait until they are moving away before firing, as even the awesome maneuverability of ATMs has a hard time keeping up with a high speed flyover.&lt;br /&gt;
* The [[Damage types|Kinetic-air]] damage type of ER ATMs gives them bonus damage against aircraft and vehicles.&lt;br /&gt;
*Ballistic trajectory can be achieved by launching missiles away from the target and upwards.&lt;br /&gt;
*The HE ATM weapon fires in a staggered launching pattern and imparts [[screenshake|screen shaking]], making it good for preventing accurate return fire.&lt;br /&gt;
*Smaller salvo size of ATM's means they are affected by enemy [[AMS]] more than systems with larger salvos.&lt;br /&gt;
*As with all missiles, crouching will decrease lock-on time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3054 by Clan Coyote, the Advanced Tactical Missiles featured the ability to select different ammunition types.  ER Ammunition significantly extended the range of the launcher beyond that of even LRM's, HE Ammunition gave the missiles a much more powerful warhead at a cost of range, and Standard Ammunition split the difference.  With each launcher having an integrated Artemis IV FCS the Advanced Tactical Missile launchers also featured improved cluster accuracy over traditional LRM and SRM launchers.  ATM's are mounted in tube clusters of three.  The release of the ATM is significant because it ended the technological stagnation of the Clans (along with the [[Heavy Lasers|Heavy Laser]] that would be introduced a few years later).&lt;br /&gt;
&lt;br /&gt;
To date the Inner Sphere has not attempted to duplicate the ATM, instead focusing on specialized munitions for the LRM and SRM launchers already available in the field.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Advanced_Tactical_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Clan assets equip ATMs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ATM12'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''Air ATM12'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC C]]&lt;br /&gt;
||Mech||CL||25||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar E ]]&lt;br /&gt;
||Mech||CL||35||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound D]]&lt;br /&gt;
||Mech||CL||50||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow C ]]&lt;br /&gt;
||Mech||CL||55||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture D ]]&lt;br /&gt;
||Mech||CL||60||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn C ]]&lt;br /&gt;
||Mech||CL||65||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki B ]]&lt;br /&gt;
||Mech||CL||65||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor B ]]&lt;br /&gt;
||Mech||CL||70||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat E ]]&lt;br /&gt;
||Mech||CL||75||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp B ]]&lt;br /&gt;
||Mech||CL||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp C ]]&lt;br /&gt;
||Mech||CL||90||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII D ]]&lt;br /&gt;
||Mech||CL||90||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII E ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi F ]]&lt;br /&gt;
||Mech||CL||100||||||2||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus G ]]&lt;br /&gt;
||Vehicle||CL||30||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares C ]]&lt;br /&gt;
||Vehicle||CL||40||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro E ]]&lt;br /&gt;
||Vehicle||CL||60||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden Prime]]&lt;br /&gt;
||Vehicle||CL||70||||||3||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu E ]]&lt;br /&gt;
||Vehicle||CL||80||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli E ]]&lt;br /&gt;
||Vehicle||CL||85||||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars A ]]&lt;br /&gt;
||Vehicle||CL||100||||||||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar F ]]&lt;br /&gt;
||VTOL||CL||25||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Avar|Avar B ]]&lt;br /&gt;
||ASF||CL||35||||||||||3||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla A ]]&lt;br /&gt;
||ASF||CL||45||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla D ]]&lt;br /&gt;
||ASF||CL||45||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Xerxes|Xerxes B ]]&lt;br /&gt;
||ASF||CL||85||||||||||||2||2||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1070px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''ERATM12'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM3'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM6'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM9'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HEATM12'''&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC A]]&lt;br /&gt;
||Mech||CL||25||||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC B]]&lt;br /&gt;
||Mech||CL||25||1||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire C ]]&lt;br /&gt;
||Mech||CL||25||||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Cougar|Cougar G ]]&lt;br /&gt;
||Mech||CL||35||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma E ]]&lt;br /&gt;
||Mech||CL||35||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat D ]]&lt;br /&gt;
||Mech||CL||45||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat G ]]&lt;br /&gt;
||Mech||CL||45||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound A]]&lt;br /&gt;
||Mech||CL||50||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner B ]]&lt;br /&gt;
||Mech||CL||55||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner E ]]&lt;br /&gt;
||Mech||CL||55||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow D ]]&lt;br /&gt;
||Mech||CL||55||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[Stormcrow|Stormcrow F ]]&lt;br /&gt;
||Mech||CL||55||||||||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Vulture|Vulture B ]]&lt;br /&gt;
||Mech||CL||60||||||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn G ]]&lt;br /&gt;
||Mech||CL||65||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki C ]]&lt;br /&gt;
||Mech||CL||65||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki G ]]&lt;br /&gt;
||Mech||CL||65||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Novacat|Novacat D ]]&lt;br /&gt;
||Mech||CL||70||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor D ]]&lt;br /&gt;
||Mech||CL||70||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Thor|Thor F ]]&lt;br /&gt;
||Mech||CL||70||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat C ]]&lt;br /&gt;
||Mech||CL||75||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat F ]]&lt;br /&gt;
||Mech||CL||75||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari A ]]&lt;br /&gt;
||Mech||CL||85||2||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari B ]]&lt;br /&gt;
||Mech||CL||85||||3||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Masakari|Masakari C ]]&lt;br /&gt;
||Mech||CL||85||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp A ]]&lt;br /&gt;
||Mech||CL||90||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp D ]]&lt;br /&gt;
||Mech||CL||90||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII A ]]&lt;br /&gt;
||Mech||CL||90||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII F ]]&lt;br /&gt;
||Mech||CL||90||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi A ]]&lt;br /&gt;
||Mech||CL||100||||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak D ]]&lt;br /&gt;
||Mech||CL||100||||||||||1||3||||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras B ]]&lt;br /&gt;
||Vehicle||CL||25||||||||||2||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus B ]]&lt;br /&gt;
||Vehicle||CL||30||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus F ]]&lt;br /&gt;
||Vehicle||CL||30||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares F ]]&lt;br /&gt;
||Vehicle||CL||40||||||2||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Ares|Ares G ]]&lt;br /&gt;
||Vehicle||CL||40||||||||||||1||||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona F ]]&lt;br /&gt;
||Vehicle||CL||50||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro G ]]&lt;br /&gt;
||Vehicle||CL||60||||||||||||||||1&lt;br /&gt;
|-&lt;br /&gt;
![[Shoden|Shoden D]]&lt;br /&gt;
||Vehicle||CL||70||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Morrigu|Morrigu D ]]&lt;br /&gt;
||Vehicle||CL||80||||||||||||||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars B ]]&lt;br /&gt;
||Vehicle||CL||100||||||||||||||||3&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars D ]]&lt;br /&gt;
||Vehicle||CL||100||||||3||||||||||&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar D ]]&lt;br /&gt;
||VTOL||CL||25||||||||||||2||||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1070px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Machine_Gun&amp;diff=15045</id>
		<title>Machine Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Machine_Gun&amp;diff=15045"/>
				<updated>2025-01-04T21:39:33Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: /* Weapon Stats */ MG no longer generates heat as of 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The '''Machine Gun''' or '''MGun'''/'''MG''', is a rapid fire [[weapons | Ballistic Weapon]]. It is comparable to contemporary machine guns (with caliber less than 20mm, above it's [[AC2]]), simply upscaled to Mechwarrior standards. Its rapid fire and fast projectile movement speed makes it an effective counter to [[Battle Armor]]. However it does little damage against any other target, unless used en masse over a long period of time. With that being said do not dismiss the MG particularly while other weapons are reloading or are out of range. A smart pilot ensures that the MG's are tied to every weapon group, as a hail of bullets against a heavy damaged opponent just may score you a kill or increase your C-Bills to the next rank.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;sortable hoverTable statTable stickyCol&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;&amp;quot; | '''Weapon'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Max Range''' &amp;lt;!-- calculated and/or approximated max range to cause damage --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;Range'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Dmg Drop&amp;lt;br&amp;gt;/m'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Hit Damage&amp;lt;wbr/&amp;gt;/Shot''' &amp;lt;!-- Shot is the minimum amount of ammo/beams one can shoot--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 100px; padding: 5px;&amp;quot; | '''[[Damage types|Damage&amp;lt;br&amp;gt;Type]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 80px&amp;quot; | '''Shots&amp;lt;br&amp;gt;/min''' &amp;lt;!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Sustained&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Burst&amp;lt;br&amp;gt;[[DPS]]''' &amp;lt;!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)--&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Speed&amp;lt;br&amp;gt;(m/s)'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''[[Heat]]&amp;lt;br&amp;gt;/Shot'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Cooldown&amp;lt;br&amp;gt;Time''' &amp;lt;!-- Full weapon heat bar to 0 --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Jam&amp;lt;br&amp;gt;Duration'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo&amp;lt;br&amp;gt;/ton''' &amp;lt;!-- Half ton ammo treated as one ton --&amp;gt;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 70px&amp;quot; | '''Ammo cost&amp;lt;br&amp;gt;/ton'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;1&amp;quot; | '''[[Battle_Armor_Weapons#Light_Machine_Gun | BA Claw MG]]'''&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Data-sort-value=&amp;quot;7&amp;quot; | 7&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 1000 (1200)*&lt;br /&gt;
| 140&lt;br /&gt;
| 168&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2000&lt;br /&gt;
| ---&lt;br /&gt;
| 1s&lt;br /&gt;
| 3s&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ---&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;2&amp;quot; | '''[[Battle_Armor_Weapons#Medium_Machine_Gun | BA Medium MG]]'''&lt;br /&gt;
| 550m&lt;br /&gt;
| 50m&lt;br /&gt;
| 0.04&lt;br /&gt;
| Data-sort-value=&amp;quot;20&amp;quot; | 20&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 583 (700)*&lt;br /&gt;
| 233&lt;br /&gt;
| 280&lt;br /&gt;
| ---&lt;br /&gt;
| 1s&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;3&amp;quot; | '''Machine Gun'''&lt;br /&gt;
| 1600m&lt;br /&gt;
| 250m&lt;br /&gt;
| 0.001&lt;br /&gt;
| Data-sort-value=&amp;quot;5&amp;quot; | 5&lt;br /&gt;
| Kinetic&lt;br /&gt;
| 533 (800)*&lt;br /&gt;
| 53&lt;br /&gt;
| 80&lt;br /&gt;
| ---&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! data-sort-value=&amp;quot;4&amp;quot; | '''Heavy MG'''&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 0.05&lt;br /&gt;
| Data-sort-value=&amp;quot;15&amp;quot; | 15&lt;br /&gt;
| Light Kinetic&lt;br /&gt;
| 240 (360)*&lt;br /&gt;
| 83&lt;br /&gt;
| 124&lt;br /&gt;
| 0.5&lt;br /&gt;
| 4s&lt;br /&gt;
| 6s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 1540px | Footnote1 = *Max rate of fire | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay &amp;amp; Hints==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mgun_Damage_Dropoff_with_Labels.jpg|500px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Raw Damage Dropoff&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mgun_DPS_Dropoff_with_Labels.jpg|500px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Raw [[DPS]] Dropoff&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Mgun, [[Battle_Armor_Weapons#Medium_Machine_Gun|BA Medium Machine Gun]], and HMG have [[damage dropoff]] and do less damage at longer ranges.&lt;br /&gt;
*No [[spin up time]], MGuns and HMGs begin firing immediately.&lt;br /&gt;
&lt;br /&gt;
===Machine Gun===&lt;br /&gt;
*[[Damage types| Kinetic damage]] deals some bonus damage against air units.&lt;br /&gt;
&lt;br /&gt;
===Heavy Machine Gun===&lt;br /&gt;
*[[Damage types| Light Kinetic damage]] makes the HMG more effective against vehicles.&lt;br /&gt;
*Worth using all the way out to its [[maximum range]] at 500m.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Heavy Machine Gun added in release 0.11.0&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging BattleMechs. Vehicular-scale machine guns mounted on BattleMechs can lay low entire platoons in just a few passes thanks to their high rate of fire, though they are more commonly found on Combat Vehicles and ProtoMechs.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Machine_Gun BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
As its name implies, the Heavy Machine Gun is a larger version of the standard Machine Gun. First introduced by Clan Smoke Jaguar, their demise hastened its dissemination to the other Clans, while the Taurian Concordat was able to perfect the Inner Sphere version of the weapon. Twice as heavy as its more traditional cousin, the Heavy Machine Gun does half again as much damage, though at the cost of a third of the already short range.&lt;br /&gt;
&lt;br /&gt;
[http://http://www.sarna.net/wiki/Heavy_Machine_Gun BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following assets equip Machine Guns:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:630px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 150px; left:0; z-index:99999&amp;quot; | '''Asset'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Type''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;white-space:nowrap; width:90px&amp;quot; | '''Faction''' &amp;lt;!-- filter instead of sorting--&amp;gt;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |'''Tons'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''MG'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 50px;&amp;quot; |'''HMG'''&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando A]]&lt;br /&gt;
||Mech||IS||25||6||&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando B]]&lt;br /&gt;
||Mech||IS||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Commando|Commando D]]&lt;br /&gt;
||Mech||IS||25||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Locust IIC|Locust IIC A]]&lt;br /&gt;
||Mech||CL||25||||6&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire B ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire D ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Solitaire|Solitaire E ]]&lt;br /&gt;
||Mech||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Anubis|Anubis D ]]&lt;br /&gt;
||Mech||IS||30||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Osiris|Osiris D ]]&lt;br /&gt;
||Mech||IS||30||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Uller|Uller C ]]&lt;br /&gt;
||Mech||CL||30||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Puma|Puma C ]]&lt;br /&gt;
||Mech||CL||35||1||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera Prime ]]&lt;br /&gt;
||Mech||IS||40||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera B ]]&lt;br /&gt;
||Mech||IS||40||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Chimera|Chimera E ]]&lt;br /&gt;
||Mech||IS||40||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Shadowcat|Shadowcat B ]]&lt;br /&gt;
||Mech||CL||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound D]]&lt;br /&gt;
||Mech||CL||50||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Hellhound|Hellhound F]]&lt;br /&gt;
||Mech||CL||50||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel Prime ]]&lt;br /&gt;
||Mech||IS||50||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Uziel|Uziel A ]]&lt;br /&gt;
||Mech||IS||50||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Blacklanner|Blacklanner E ]]&lt;br /&gt;
||Mech||CL||55||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker Prime ]]&lt;br /&gt;
||Mech||IS||55||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Bushwacker|Bushwacker A ]]&lt;br /&gt;
||Mech||IS||55||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Argus|Argus C ]]&lt;br /&gt;
||Mech||IS||60||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Catapult|Catapult C ]]&lt;br /&gt;
||Mech||IS||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Cauldronborn|Cauldronborn A ]]&lt;br /&gt;
||Mech||CL||65||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki Prime ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki A ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki B ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki C ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki E ]]&lt;br /&gt;
||Mech||CL||65||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Loki|Loki G ]]&lt;br /&gt;
||Mech||CL||65||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer|Warhammer B ]]&lt;br /&gt;
||Mech||IS||70||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat Prime ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat A ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat B ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Madcat|Madcat D ]]&lt;br /&gt;
||Mech||CL||75||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder A ]]&lt;br /&gt;
||Mech||IS||75||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Marauder|Marauder E ]]&lt;br /&gt;
||Mech||IS||75||5||&lt;br /&gt;
|-&lt;br /&gt;
![[Bloodasp|Bloodasp E ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII C ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII E ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[MadCatMKII|MadCatMKII F ]]&lt;br /&gt;
||Mech||CL||90||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder A ]]&lt;br /&gt;
||Mech||IS||90||6||&lt;br /&gt;
|-&lt;br /&gt;
![[Sunder|Sunder E ]]&lt;br /&gt;
||Mech||IS||90||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Atlas|Atlas G ]]&lt;br /&gt;
||Mech||IS||100||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi D ]]&lt;br /&gt;
||Mech||CL||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Daishi|Daishi G ]]&lt;br /&gt;
||Mech||CL||100||||10&lt;br /&gt;
|-&lt;br /&gt;
![[Fafnir|Fafnir A ]]&lt;br /&gt;
||Mech||IS||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Kodiak|Kodiak C ]]&lt;br /&gt;
||Mech||CL||100||||8&lt;br /&gt;
|-&lt;br /&gt;
![[Apc|Apc Prime ]]&lt;br /&gt;
||Vehicle||IS/CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras E ]]&lt;br /&gt;
||Vehicle||CL||25||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mithras|Mithras F ]]&lt;br /&gt;
||Vehicle||CL||25||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Hephaestus|Hephaestus D ]]&lt;br /&gt;
||Vehicle||CL||30||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator Prime ]]&lt;br /&gt;
||Vehicle||IS||45||||3&lt;br /&gt;
|-&lt;br /&gt;
![[Regulator|Regulator B ]]&lt;br /&gt;
||Vehicle||IS||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona E ]]&lt;br /&gt;
||Vehicle||CL||50||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Epona|Epona G ]]&lt;br /&gt;
||Vehicle||CL||50||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Oro|Oro E ]]&lt;br /&gt;
||Vehicle||CL||60||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel B ]]&lt;br /&gt;
||Vehicle||IS||65||||2&lt;br /&gt;
|-&lt;br /&gt;
![[Rommel|Rommel G ]]&lt;br /&gt;
||Vehicle||IS||65||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Huitzilopochtli|Huitzilopochtli Prime ]]&lt;br /&gt;
||Vehicle||CL||85||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars D ]]&lt;br /&gt;
||Vehicle||CL||100||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Mars|Mars G ]]&lt;br /&gt;
||Vehicle||CL||100||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Donar|Donar G ]]&lt;br /&gt;
||VTOL||CL||25||||4&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth Prime ]]&lt;br /&gt;
||VTOL||IS||25||4||&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth B ]]&lt;br /&gt;
||VTOL||IS||25||||5&lt;br /&gt;
|-&lt;br /&gt;
![[Hawkmoth|Hawkmoth F ]]&lt;br /&gt;
||VTOL||IS||25||3||&lt;br /&gt;
|-&lt;br /&gt;
![[Sulla|Sulla A ]]&lt;br /&gt;
||ASF||CL||45||2||&lt;br /&gt;
|-&lt;br /&gt;
![[Visigoth|Visigoth A ]]&lt;br /&gt;
||ASF||CL||60||4||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 620px | Version149=0.14.9}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Weapons}}&lt;br /&gt;
[[Category:Ballistic weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=14968</id>
		<title>Madcat MKII</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&amp;diff=14968"/>
				<updated>2024-12-19T21:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated armor distribution and armor totals for 0.17.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:MKII.png&lt;br /&gt;
| ImageGif = File:Madcat_MKII_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 90&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| Rotation = 170&lt;br /&gt;
| PitchStand = -25° to +40°&lt;br /&gt;
| PitchCrouch = -25° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 122 900&lt;br /&gt;
| ArmorT Prime = 76 714&lt;br /&gt;
| Engine Prime = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 115 200&lt;br /&gt;
| ArmorT A = 84 237&lt;br /&gt;
| Engine A = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM3#High Explosive|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 800&lt;br /&gt;
| ArmorT B = 76 714&lt;br /&gt;
| Engine B = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 115 000&lt;br /&gt;
| ArmorT C = 76 714&lt;br /&gt;
| Engine C = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV|CArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 117 700&lt;br /&gt;
| ArmorT D = 76 714&lt;br /&gt;
| Engine D = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Standard|ATM12 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 105 900&lt;br /&gt;
| ArmorT E = 76 714&lt;br /&gt;
| Engine E = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 130 900&lt;br /&gt;
| ArmorT F = 82 356&lt;br /&gt;
| Engine F = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 127 700&lt;br /&gt;
| ArmorT G = 76 714&lt;br /&gt;
| Engine G = Type 79 360 Fusion XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;16t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6245&lt;br /&gt;
| Armor CT = 11528&lt;br /&gt;
| Armor B = 5764&lt;br /&gt;
| Armor LRA = 7445&lt;br /&gt;
| Armor LE = 2882&lt;br /&gt;
| Armor RE = 2882&lt;br /&gt;
| Armor LRL = 7349&lt;br /&gt;
| Armor INT = 4410&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso [[twist]] angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and is one of two Clan Assault Class Mechs with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERML]] and two [[CERSL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and [[Jump Jets]] to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Beat Stick&amp;quot;''===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The famous '''''&amp;quot;Beat Stick&amp;quot;''''' is one of best close-range units available. Wielding a pair of [[CLBX20]]s, it has enough firepower to heavily damage any unit below 300 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four [[cERSL|ER Small Lasers]], [[ATM|HE ATM]] launchers, and an extra 1.5 tons of [[armor]]. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved [[Jump Jets]], however, significantly enhances mobility, especially in urban environments.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This variant's simple loadout of two [[UAC20]] and two [[SRM6]] can unleash ''terrifying'' amounts of damage, obliterating anything that falls within 350m of your menacing presence. The (relatively) high mobility of the MKII chassis shines especially bright in this loadout, where you can always position yourself to be right where your enemies want you least- and have a fighting chance to slip away if you're caught out of position. Where its cousin ''&amp;quot;The Beatstick&amp;quot;'' boasts slightly higher damage numbers than the MKII B; the MKII B can operate without ever having to go [[radar|radar active]], and has all of its damage packed into two weapons, instead of having to manage three different ranges and reload times. The MKII B will suffer more if caught out of position, though- with an effective range of ~350m, and movespeed of 64kph; ''everything'' you face will have either a range or movespeed advantage over you- and ''will'' move to capitalize on it. Its up to a skilled pilot to use its [[Jump Jets|iJJ]] to trap your enemies within an 'event horizon' of this monster, and if successful- erase that sorry 'mech from the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from [[Battle Armor]] or etching away at armor. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long [[refire rate|refire rates]], making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of [[CLPL|Clan Large Pulse Lasers]], somewhat lessening the Mech's ammo-dependence. Though the two Large Pulse Lasers are excellent for long-range damage, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra [[free tons|2 tons of ammunition]], giving the MkII D a little more battlefield endurance. Equipped with [[BHP|Bloodhound Active Probe]] which increases standard Radar detection range by 400m, [[iJJ|Improved Jump Jets]] and 8 [[DHS]], makes the D a very formidable foe on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Siege Engine&amp;quot;''===&lt;br /&gt;
Known as the '''''&amp;quot;Siege Engine&amp;quot;''''', this behemoth can inflict heavy damage from around 800 meters. The four [[CUAC5]]s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the [[minimum range]] of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from [[Battle Armor]], along with its [[B-Pod]], or to finish off your opponent, putting them out of their misery. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. At 1250m lock on to your victim, release a barrage of missiles to rain down on them. As they cross into 900 meter range open up with two [[CERPPC]] and at anytime let loose the four [[MG]],s.&lt;br /&gt;
Twelve [[DHS]] for heat dissipation, Two [[Free tons | Free tons]] supply the ATM9(ER) and 1 extra ton of Armor for staying power. Don't be bashful about letting your opponent know who's in charge.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Geared for long-range strikes, the MkII G can be a heavy hitter when its guns come into play. These guns include a twin [[HAG20 | Hyper-Assault Gauss 20]], and a pair of [[CLRM10|Clan LRM10]]s. The twin [[HAG20]]s are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light  and medium assets. The two LRM10s offer long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no [[minimum range]]. &lt;br /&gt;
The inclusion of [[JJ | Jump Jets]] and an 4 [[Free tons | extra tons]] for ammunition - idealy for the [[HAG20]] - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is the insufficient amount of [[DHS]] when G gets into a brawl, since 2 [[cHML]]s and 2 [[cHSL]]s generates a lot of heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans - and later sold to the Inner Sphere - this rebuild of the iconic Timber Wolf OmniMech carries thirteen tons of Ferro-Fibrous armor while being one of most nimble BattleMechs of its class, and still packs serious weaponry. The standard variant sports two Gauss Rifles and two LRM10s, which make for devastating long-range assaults, while four ER Medium Lasers provide adequate support at medium to short ranges. Other variants range from simple, unified long-range configurations, to more radical intermediate range monstrosities. On a limited basis, Clan Diamond Shark sold unmodified Mad Cat Mk IIs to a few Inner Sphere factions - most notably the Draconis Combine and Federated Commonwealth, and the Lyran Alliance would also buy an unknown amount.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3062 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=14963</id>
		<title>Corsair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Corsair&amp;diff=14963"/>
				<updated>2024-12-19T04:19:45Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated Variant D for 0.17.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Corsair.png&lt;br /&gt;
| ImageGif = File:Corsair_spin.gif&lt;br /&gt;
| Name = Corsair&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 375&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 900&lt;br /&gt;
| ArmorT Prime = 19 475&lt;br /&gt;
| Class Prime = Fighter&lt;br /&gt;
| Engine Prime = GM 200 &lt;br /&gt;
| Maneuver Prime = 7.9&lt;br /&gt;
| MaxSpeed Prime = 480&lt;br /&gt;
| TurnSpeed Prime = 255&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL|Air ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 66 250&lt;br /&gt;
| ArmorT A = 19 475&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = GM 200&lt;br /&gt;
| Maneuver A = 7.9&lt;br /&gt;
| MaxSpeed A = 480&lt;br /&gt;
| TurnSpeed A = 255&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 63 000&lt;br /&gt;
| ArmorT B = 19 475&lt;br /&gt;
| Class B = Fighter&lt;br /&gt;
| Engine B = GM 200&lt;br /&gt;
| Maneuver B = 7.9&lt;br /&gt;
| MaxSpeed B = 480&lt;br /&gt;
| TurnSpeed B = 255&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;8.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 85 750&lt;br /&gt;
| ArmorT C = 17 576&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = GM 200&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 459&lt;br /&gt;
| TurnSpeed C = 260&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 71 500&lt;br /&gt;
| ArmorT D = 17 576&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = GM 200&lt;br /&gt;
| Maneuver D = 6.8&lt;br /&gt;
| MaxSpeed D = 459&lt;br /&gt;
| TurnSpeed D = 260&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20|Air MRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Standard_AutoCannons|LAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 77 500&lt;br /&gt;
| ArmorT E = 17 576&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = GM 200&lt;br /&gt;
| Maneuver E = 6.8&lt;br /&gt;
| MaxSpeed E = 459&lt;br /&gt;
| TurnSpeed E = 260&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 73 000&lt;br /&gt;
| ArmorT F = 16 625&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = GM 200&lt;br /&gt;
| Maneuver F = 5.5&lt;br /&gt;
| MaxSpeed F = 444&lt;br /&gt;
| TurnSpeed F = 265&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 68 600&lt;br /&gt;
| ArmorT G = 16 625&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = GM 200&lt;br /&gt;
| Maneuver G = 5.5&lt;br /&gt;
| MaxSpeed G = 444&lt;br /&gt;
| TurnSpeed G = 265&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price H = 82 000&lt;br /&gt;
| ArmorT H = 16 625&lt;br /&gt;
| Class H = Bomber&lt;br /&gt;
| Maneuver H = 5.5&lt;br /&gt;
| MaxSpeed H = 444&lt;br /&gt;
| TurnSpeed H = 265&lt;br /&gt;
| Weapons H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip H = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6976&lt;br /&gt;
| Armor LRW = 3081&lt;br /&gt;
| Armor E = 3953&lt;br /&gt;
| Armor T = 2384&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.&lt;br /&gt;
&lt;br /&gt;
Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of [[ERLL]], for longest range poking. Next come a pair of [[ERML]] for 650m engagement and more efficiency. Finishing off, a pair of tiny [[ERSL]] provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the  [[ERML|Air ERML]] and [[ERLL]] are safe to use against ground targets without risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 [[free tons]] of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Cobra&amp;quot;''===&lt;br /&gt;
A different flavour of firepower from the A, the &amp;quot;'''''Cobra'''''&amp;quot; Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 [[free tons]], for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Ostrogoth&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Ostrogoth'''''&amp;quot; is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x [[LBX5|Air LBX5]] backed up with a [[SSRM6|Air SSRM6]] can savage enemy aircraft, and the single [[LPL|Air LPL]] can take out engines at range. A pair of [[Bomb#Laser-Guided|laser guided bombs]] allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 [[DHS]] to help with the heat. [[EOptics]] plus [[BAP]] allows it to spot inbound threats from further away. The &amp;quot;'''''Ostrogoth'''''&amp;quot; is agile enough to take on heavy aircraft like the [[Shiva]] and [[Visigoth]], but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot [[MRM20|Air MRM20]] launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin [[Bomb#Cluster|Cluster bombs]] can damage entire formations with careful bombing. A pair of [[Standard_AutoCannons|LAC5]]s give it some more burst damage. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. 2 [[free tons]] are included, as well as [[GECM]] for easing on its radar signature.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Corsair E is the last Attacker-class aircraft similar to the &amp;quot;D&amp;quot; but mounting the longer range 2x [[UAC5|Air UAC5]] allowing it to strike out against Ground Units as well as Aero. Dual [[SSRM6|Air SSRM6]] means getting up close and personal while commencing your bombing run with Two [[Bomb|High-Explosive Bombs]]. Two [[Free ton|Extra Tons of Ammo]], a [[DHS]], and 7.5 tons [[Armor]]. What more could a pilot ask for.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted [[ERPPC]] and fuselage-mounted duo of [[SRM6|Air SRM6]] give it potent direct firepower. Two [[Bomb#High Explosive|High explosive bombs]] allow it to send just about any mech back to the repair pad with careful flying. 4 [[free tons]] of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.&lt;br /&gt;
&lt;br /&gt;
===Variant H===&lt;br /&gt;
The Corsair H, the most expensive Bomber in this trio. It has [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the [[NARC|Narc Missile Beacon]] making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own [[Bomb|Laser-Guided Bomb]]s. No other aircraft has NARC and [[Bomb|Laser-Guided Bomb]]s. The H has a single [[MXPL|Air MXPL]] that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. [[GECM|Air GECM]] increases enemy [[lock on]] time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates, usually 3 [[Bomb|Laser-Guided Bomb]]s. Happy Hunting - You Bet.&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=For a risky, maximum damage attack run, first fire the [[Bomb|Laser-Guided Bomb]]s at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual [[LtGauss|Air LtGauss]]. Third, start firing the Corsair H's backup weapon, a single [[MXPL|Air MXPL]]. Fourth, fly the Corsair H slow enough to get a lock with it's [[NARC|Narc Missile Beacon]]. Fifth, fire both of the Corsair H's [[Bomb|Laser-Guided Bomb]]s again and simultaneously fire a second salvo from the dual [[LtGauss|Air LtGauss]]. In most attack runs, pilots will find a second salvo from their [[LtGauss|Air LtGauss]] impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual [[LtGauss|Air LtGauss]], it is often best to just fire the last [[Bomb|Laser-Guided Bomb]] in the general direction of the NARCed target and flee.&lt;br /&gt;
| Writer1= - Warlord Kentax }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service. &lt;br /&gt;
&lt;br /&gt;
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2779 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[https://www.sarna.net/wiki/Corsair_(Aerospace_Fighter) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=14962</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Avatar&amp;diff=14962"/>
				<updated>2024-12-19T04:06:45Z</updated>
		
		<summary type="html">&lt;p&gt;Xcalibur: Updated Variant G for 0.17.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Avatar.png&lt;br /&gt;
| ImageGif = File:Avatar_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Speed = 76&lt;br /&gt;
| SpeedWithMasc = 106&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +45°&lt;br /&gt;
| PitchCrouch = -34° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 83 500&lt;br /&gt;
| ArmorT Prime = 60 258&lt;br /&gt;
| Engine Prime = 280 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 86 100&lt;br /&gt;
| ArmorT A = 60 258&lt;br /&gt;
| Engine A = 280 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]] &lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 84 000&lt;br /&gt;
| ArmorT B = 60 258&lt;br /&gt;
| Engine B = 280 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 87 800&lt;br /&gt;
| ArmorT C = 60 258&lt;br /&gt;
| Engine C = 280 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 79 700&lt;br /&gt;
| ArmorT D = 60 258&lt;br /&gt;
| Engine D = 280 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 94 100&lt;br /&gt;
| ArmorT E = 60 258&lt;br /&gt;
| Engine E = 280 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/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;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 87 900&lt;br /&gt;
| ArmorT F = 65 049&lt;br /&gt;
| Engine F = 280 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 84 000&lt;br /&gt;
| ArmorT G = 60 258&lt;br /&gt;
| Engine G = 280 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;/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;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9502&lt;br /&gt;
| Armor LRT = 6108&lt;br /&gt;
| Armor B = 5430&lt;br /&gt;
| Armor LRA = 4751&lt;br /&gt;
| Armor LRL = 6515&lt;br /&gt;
| Armor INT = 3909&lt;br /&gt;
&lt;br /&gt;
| Version153 = 0.17.4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso [[yaw|twist]]. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[TBolt10|Thunderbolt10]] launchers allow it to provide long range fire support and a [[LBX10|Lubalin Ballistics-X AutoCannon 10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.&lt;br /&gt;
[[B-Pod]], should enemy [[Battle Armor]] get too close.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and dual [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. The pair of [[ERML|Medium Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;The Flying Red&amp;quot;''===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Flyingred.jpg|100px|center|The Flying Red]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Dubbed &amp;quot;'''''The Flying Red''''',&amp;quot; The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLL]] on its right arm, while carrying an additional set of five [[ERML]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A brawler at heart, the Avatar C is capable of dealing modest damage out to 700m, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso [[yaw|twist]] allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Fallschirmjaeger&amp;quot;''===&lt;br /&gt;
The Avatar D, known as the &amp;quot;'''''Fallschirmjaeger'''''&amp;quot;, is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[ML|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant leans heavily on its twin [[RAC5]] array rather than on anything else and then rightly so. There aren't many mechs sporting more of- or are able to tank more of- for any reasonable amount of time. That being said (and done), the two [[MPL|Medium Pulse]] Lasers will happily jump in for the time the two main weapons have to reload or heavens forbid un-jam. An occasional tap with the two [[SRM2]] will add more than just insult to injury. Long story short; [[MASC]] to the ambush position, cool down, [[iJJ]] in front (or, even better yet - behind its back!) of the unsuspecting target (the smaller the better), perform your act and jump out of the fray for the while the armor still serves. All weapons perform at their full capacity with the radar turned off on this unit, something to take note of.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Scorpio&amp;quot;''===&lt;br /&gt;
Dubbed &amp;quot;Scorpio&amp;quot; The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10]], 3 [[ERML]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod]] to maim irritant [[BA]], help with staying alive.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Avatar G is a fire support mech designed to work at mid-range. [[GECM]] lets it stay hidden while locking-on with a pair of [[LRM15]] launchers. Additionally, the Avatar's 360 degree torso [[yaw|twist]] makes the G a great mech for [[Combat_Guide#Movement|kiting]] enemies outside of the LRMs' [[minimum range]]. Enemies that come within 700m will have to contend with a pair of [[PPC]]s, synergizing with its missiles as a source of [[screenshake]] and splash damage, but potentially disabling friendly NARC beacons. Its two [[ML]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 5 [[DHS]] keep the asset's heat manageable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its &amp;quot;first generation&amp;quot;, the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3056 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Xcalibur</name></author>	</entry>

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