Sparrowhawk

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Sparrowhawk
Sparrowhawk.jpg
Faction Inner Sphere
Ticket cost: 4 upon destruction
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 45 800 CBills
Total base armor: 14 000
Maneuverability: 9.3
Max Speed: 412 km/h
A:
Class: Fighter
Price: 47 250 CBills
Total base armor: 14 000
Maneuverability: 9.3
Max Speed: 412 km/h
B:
Class: Fighter
Price: 47 300 CBills
Total base armor: 14 000
Maneuverability: 9.3
Max Speed: 412 km/h
C:
Class: Attacker
Price: 43 800 CBills
Total base armor: 13 000
Maneuverability: 7.7
Max Speed: 402 km/h
D:
Class: Attacker
Price: 49 500 CBills
Total base armor: 13 000
Maneuverability: 7.7
Max Speed: 402 km/h
E:
Class: Attacker
Price: 49 800 CBills
Total base armor: 13 000
Maneuverability: 7.7
Max Speed:
F:
Class: Bomber
Price: 52 500 CBills
Total base armor: 12 001
Maneuverability: 5.4
Max Speed: 390 km/h
G:
Class: Bomber
Price: 49 500 CBills
Total base armor: 12 001
Maneuverability: 5.4
Max Speed: 390 km/h

The Sparrowhawk is an Inner Sphere scout Aerospace. It is the cheapest of the aerospace fighters, and the fastest unit available in MWLL. It is mostly deployed as a highly maneuverable dog-fighter for destroying or suppressing larger aircraft such as the Shiva, though some variants allow for anti-ground roles as well. However, it has almost negligible armour, relying on its maneuverability to avoid being quickly destroyed by enemy Anti-Air vehicles and aircraft.

Roles and Gameplay Hints

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Prime

The Sparrowhawk Prime is the cheapest Energy Weapon-based Sparrowhawk available, best used as an interceptor against larger enemy aircraft. Using 4 MPLs as well as 2 ERSBLs, the Prime can whittle away at the tail of enemy bombers whilst using its unmatched agility to stay out of danger. However, due to its focus on damage-over-time, the Prime is not effective at actually destroying any aircraft, and acts more as a deterrent, forcing enemy aerospace to break off attack runs and return to friendlier skies. Mounting electronics such as GECM and BHP allow pilots to find targets from long range without exposing their radar signature, allowing it to sneak up on enemies.

Variant A

The Sparrowhawk A mounts a bizarre array of weaponry, best suited to hunting down VTOLs. it mounts 2 [MRM10]s, which can cause decent damage to slow-moving or hovering VTOLs, as well as being able to damage ground units in a pinch. It also mounts 2 MXPL, which can provide great damage over time to air units but are too short-ranged to be effective to ground targets. The A is also equipped with GECM, allowing it to fly without being found on radar, but provides no cover over the loud engine noise all aerospace create.

Variant B

Nicknamed the "Noisy Cricket", the Sparrowhawk B lives up to its name by sporting an array of 4 LBX2s. Though sounding unimpressive on paper, the Noisy Cricket is arguably the best of the Sparrowhawk dog-fighters, it's LBXs being able to cause serious harm to any aircraft that underestimate it. Despite this, the Noisy Cricket shares the same downfalls as it's cousins, using arrays of low caliber weapons that struggle to destroy aircraft outright. Additionally, due to the huge range of its cannons, the Noisy Cricket can prove decent against ground targets, able to fly to high altitudes and rain flak down on those below. Despite causing low damage, the loud, intimidating impact sound can often cause Mech pilots to bug out and become distracted, allowing friendly ground units to cause the real damage. Like a true hive-minded creature, the Noisy Cricket is also equipped with C3, allowing it to transmit enemy positions to the rest of the swarm.

Variant C

More suited in a support role, this model features 2 ERMBLs and 1 LBL. On paper, this is a rather unimpressive array of weapons, maybe suited for short strafing runs on slow mechs. The only redeeming factor this Aerospace fighter brings to the field is an iNARC launcher, moving this variant into a pure support and air superiority role. There are cheaper and better NARC assets available, however, leaving this a rather undesirable choice. Further made an awful choice by the fact that it does not carry an GECM, making the approach to NARC enemy 'Mechs a risky run.

Variant D

Carrying 2 ERLBL, this variant offers more or less decent damage at range and against enemy Aerospace fighters. Not exceeding in either role, more specialized variants are probably the better choice.

Variant E

Carrying 2 ERMBL for self-defense, and 2 SSRM4s, this is yet another mediocre choice for anybody who wants to harass enemy 'Mechs and other ground troops. While helping the player with aiming, this array of weapons offers little firepower overall at any point in the game.

Variant F

Basically, a flying Harasser, this version of the Sparrowhawk is best suited to fly high in the air and wait for friendly NARC support. If this is - for unexplainable reasons - not possible, a TAG laser may provide the guidance you need. Again, a lack of GECM seriously cripples this idea, however. Tagging a target requires time, at which you are the most vulnerable for any mech that notices you approaching.

Variant G

History

The SparrowHawk 3D model was available in Sandbox 2 with the first release of MWLL, though it lacked textures and was unplayable. It was added to the mod for play in version 0.3.0 with an entirely new model.

Canon

The Sparrowhawk was designed as a fighter escort for larger attack craft, such as bombers and dropships, and is a perfect first-response craft. Primarily found in the military of House Davion, it is armed entirely with laser weaponry (two Medium and two Small lasers), though a rarely seen and unpopular variant swaps most of the lasers for a two-pack of short ranged missiles. It also features a unique system that allows the pilot to jettison any damaged armor plating that would interfere with atmospheric re-entry. Later variants incorporating rediscovered technology upgraded the medium lasers to pulse versions, and replaced the small lasers with extended range medium lasers.
BattleTech Reference