Difference between revisions of "Sparrowhawk"

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=== Prime ===
 
=== Prime ===
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The Sparrowhawk Prime is lowest cost unit available, best used as an interceptor against larger enemy aircraft. Using it's loadout of 2 [[LBX2|Air LBX2]], 2 [[ML|Air Medium Laser]]s as well as 2 [[SL|Air Small Laser]]s, 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. [[EOptics]] allows it to survey the battle field for targets of opportunity. 1 [[DHS]] ensure it can perform it's scrapping run with little worry of heat overload.
The Sparrowhawk Prime is lowest cost unit available, best used as an interceptor against larger enemy aircraft. Using it's loadout of 2 [[ML|Air Medium Laser]]s as well as 4 [[SXPL|Air SXPL]]s, 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. [[EOptics]] allows it to survey the battle field for targets of opportunity. 4 [[DHS]] ensure it can perform it's scrapping run with little worry of heat overload.
 
  
 
=== Variant A  - ''"The Tickler"''===  
 
=== Variant A  - ''"The Tickler"''===  

Revision as of 08:18, 31 October 2020

Sparrowhawk
Sparrowhawk spin.gif
360v4.png
Sparrowhawk.png
360v4.png
Faction Inner Sphere
Ticket cost: 3 upon destruction
Tier: 3
Tonnage: 30 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 51 500 CBills
Total Armor: 12 825
Maneuverability: 7.6
Max Speed: 467 km/h
Opt. Turning: 235 km/h
A:
Class: Fighter
Price: 48 250 CBills
Total Armor: 14 725
Maneuverability: 7.6
Max Speed: 467 km/h
Opt. Turning: 235 km/h
B:
Class: Fighter
Price: 53 300 CBills
Total Armor: 14 725
Maneuverability: 7.6
Max Speed: 467 km/h
Opt. Turning: 235 km/h
C:
Class: Attacker
Price: 53 300 CBills
Total Armor: 13 775
Maneuverability: 6.4
Max Speed: 456 km/h
Opt. Turning: 240 km/h
D:
Class: Attacker
Price: 49 500 CBills
Total Armor: 13 775
Maneuverability: 6.4
Max Speed: 456 km/h
Opt. Turning: 240 km/h
E:
Class: Attacker
Price: 49 800 CBills
Total Armor: 13 775
Maneuverability: 6.4
Max Speed: 456 km/h
Opt. Turning: 240 km/h
F:
Class: Bomber
Price: 51 500 CBills
Total Armor: 12 825
Maneuverability: 4.5
Max Speed: 443 km/h
Opt. Turning: 250 km/h
G:
Class: Bomber
Price: 49 500 CBills
Total Armor: 12 825
Maneuverability: 4.5
Max Speed: 443 km/h
Opt. Turning: 250 km/h
Armor Points Distribution
B
LW
RW
E
T
4785
1838
1838
2603
1761

All stats current as of release 0.15.3


The Sparrowhawk is an Inner Sphere Light Aerospace. It is the least expensive 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.

Note in Stats the Maneuverability / Max Speed between the 3 different classes.


Roles and Gameplay Hints

Prime

The Sparrowhawk Prime is lowest cost unit available, best used as an interceptor against larger enemy aircraft. Using it's loadout of 2 Air LBX2, 2 Air Medium Lasers as well as 2 Air Small Lasers, 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. EOptics allows it to survey the battle field for targets of opportunity. 1 DHS ensure it can perform it's scrapping run with little worry of heat overload.

Variant A - "The Tickler"

"The Tickler" mounts a bizarre array of weaponry, best suited to hunting down slow moving VTOLs or ground units heading back for repair. Mounting one Air TBolt and two Air UAC2s which can provide damage over time at great distances. The "A" comes equipped with BAP increasing radar range by 200m thus, allowing it to spot targets before being spotted. Head for the ceiling, eye your prey then unleash your weapons while your targets wonder where the hurt is coming from.

Variant B

The "B" requires a pilot with top notch flying skills to perform the important job of Narcing enemy targets. With a load out of 6 Narc Missile Beacons and one Free ton, it provides a opportunity for a total of 12 painted targets. EOptics coupled with BAP Radar aid in selection of the most valuable targets. Two Air LBX2 can inflict some final blows, while the Two Heavy Machine Guns are idea for parallel scraping across enemy Aero wings. 6.5 tons of Armor ensures longer staying power.

ProTip: After a successful NARC (sticking on the target) Announce "NARC UP" to inform your team.

Variant C

The Sparrowhawk "C" is a multipurpose unit capable of reaching out with it's shotgun style 2x Air LBX5s to deter incoming Aero or peppering advancing ground units. 2 ERSLs are well suited for short strafing runs on slow mechs or damaging a predator Aero's engine. When not distracted with the above chores, the "C" comes equipped with one High Explosive bomb to disrupt any gathered group of enemies. Rounding out this unit is EOptics and a additional DHS.

Variant D

Find the juiciest target in a group, plant your Narc Missile Beacon on him, then release Laser-guided (LG) bomb. Bombs away good-bye prey. Want to soften up the enemy first, then acquire tone-lock and fire the 2x Air LRM10s. Need to finish off a stragger or harass someone in your air space then say hi with your 2x Air MPLs. Opportunity abounds with the Sparrowhawk "D".

Variant E

Close Up & In Your Face. The "E" is not for the faint of heart. This unit is a pilots dream for kissing your enemy on the cheek and then Carpet Bombing them into oblivion. No extra equipment here, you just commit to your run and never look back. 600m and below you get tone lock, unlease 2x Air SSRM4 followed by the 2x Air SSRM2. You now have covered enough ground to fire the 4x Air SPL's. A press of the release button drops 5 Cluster Bombs in a row. Hit the after burners and pull up hard, watching the the devastation behind you. Talk about an Adrenaline Rush!

Tidbit: Just be sure to be above the 40 meter mark or you will sustain damage from the blast.

Variant F

Mounting EOptics to survey the battlefield and long range offensive weaponry, the Sparrowhawk F is right at home as a sniping aircraft. One Air LtGauss can reach out as far as the eye can see, while the ERPPC strikes not far behind. Loaded in the under belly is the Laser Guided Bomb great when someone decides to NARC or TAG for you. But fret not, when dead fired, it will fly where the crosshair was pointing upon launch. One Free Ton of Ammo needs to be loaded up prior to takeoff.

Variant G

EOptics to eye up your bombing run, three Tons of bomb storage and three Double Heat Sinks for Heat Control - Check. Two Air Large Pulse Lasers plow the road on your approach to the target. One High Explosive Bomb upon striking deals damage to everything within it's blast radius, not once but with 4 bombing runs before having to head back to rearm. Bring on the Hurt.


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.

Date Introduced 2520 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Interceptor


BattleTech Reference