Difference between revisions of "Hawkmoth"

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{{VTOL|
 
{{VTOL|
| Image = File:Hawkmoth.jpg
+
| Image = File:Hawkmoth.png
 +
| ImageGif = File:Hawkmoth_spin.gif
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 5
+
| Tickets = 4
| Tier = 4
+
| Tier = 5
 
| Tonnage = 25
 
| Tonnage = 25
| Speed = 170
+
| Speed = 198
  
| Price Prime = 47 750
+
| Price Prime = 47 500
| ArmorT Prime = 16 376
+
| ArmorT Prime = 13 754
 
| Engine Prime = Michaelson 60 I.C.E.
 
| Engine Prime = Michaelson 60 I.C.E.
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
 
<li>1x [[LtGauss]]
 
<li>1x [[LtGauss]]
 +
<li>4x [[MG]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[BAP]]
 
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
<li>4.5t [[Armor]]
+
<li>3t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 46 000
+
| Price A = 44 500
| ArmorT A = 16 376
+
| ArmorT A = 15 065
 
| Engine A = Michaelson 60 I.C.E
 
| Engine A = Michaelson 60 I.C.E
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>4x [[SXPL|Air SXPL]]
+
<li>2x [[SL|Air SL]]
 +
<li>2x [[ML|Air ML]]
 
<li>2x [[MRM10|Air MRM10]]
 
<li>2x [[MRM10|Air MRM10]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>1 [[HS]]
+
<li>1 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>4.5t [[Armor]]
+
<li>3t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 53 200
+
| Price B = 44 900
| ArmorT B = 15 064
+
| ArmorT B= 13 754
 
| Engine B = Michaelson 60 I.C.E
 
| Engine B = Michaelson 60 I.C.E
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>3x [[ERSL|Air ERSBL]]
+
<li>1x [[MXPL|Air MXPL]]
<li>1x [[Thunderbolt|TBolt15]]
+
<li>5x [[HMG]]
<li>1x [[TAG]]
+
<li>1x [[SSRM4]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[EOptics]]
+
<li>1 [[DHS]]
<li>0 [[DHS]]
+
<li>0 [[free tons]]
<li>2 [[free tons]]
+
<li>3t [[Armor]]
<li>4t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price C = 48 300
+
| Price C = 53 600
| ArmorT C = 16 376
+
| ArmorT C = 12 445
 
| Engine C = Michaelson 60 I.C.E
 
| Engine C = Michaelson 60 I.C.E
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[SSRM4]]
+
<li>1x [[Blazer]]
<li>1x [[ERLBL]]
+
<li>2x [[ERML]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>0 [[DHS]]
+
<li>[[EOptics]]
 +
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>4.5t [[Armor]]
+
<li>2.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 50 000
+
| Price D = 47 000
| ArmorT D = 16 376
+
| ArmorT D = 15 065
 
| Engine D = Michaelson 60 I.C.E
 
| Engine D = Michaelson 60 I.C.E
 
| Weapons D = <ul>
 
| Weapons D = <ul>
 
<li>2x [[LPPC]]
 
<li>2x [[LPPC]]
<li>2x [[SRM4|Air SRM4]]
+
<li>2x [[SRM6|Air SRM6]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li>[[GECM]]
 
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>4.5t [[Armor]]
+
<li>3t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 52 500
+
| Price E = 51 800
| ArmorT E = 16 376
+
| ArmorT E = 15 065
 
| Engine E = Michaelson 60 I.C.E
 
| Engine E = Michaelson 60 I.C.E
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>2x [[TBolt5]]
+
<li>2x [[SSRM6]]
<li>1x [[LPL|Air LPL]]
+
<li>3x [[SPL|Air SPL]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li>[[EOptics]]
+
<li>0 [[DHS]]
<li>1 [[HS]]
+
<li>2 [[free tons]]
<li>0 [[free tons]]
+
<li>2.5t [[Armor]]
<li>4.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price F = 62 500
+
| Price F = 63 000
| ArmorT F = 16 376
+
| ArmorT F = 13 754
 
| Engine F = Michaelson 60 I.C.E
 
| Engine F = Michaelson 60 I.C.E
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[MG]]
+
<li>3x [[MG]]
 
<li>1x [[iNARC]]
 
<li>1x [[iNARC]]
 
<li>1x [[TAG]]
 
<li>1x [[TAG]]
Line 101: Line 101:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[BHP]]
 
<li>[[BHP]]
<li>[[GECM|Air GECM]]
+
<li>[[GECM|VTOL GECM]]
 
<li>[[C3]]
 
<li>[[C3]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>1 [[free ton]]
+
<li>2 [[free tons]]
<li>4.5t [[Armor]]
+
<li>3t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 51 800
+
| Price G = 55 100
| ArmorT G = 16 376
+
| ArmorT G = 13 754
 
| Engine G = Michaelson 60 I.C.E
 
| Engine G = Michaelson 60 I.C.E
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>4x [[ERSBL|Air ERSBL]]
+
<li>1x [[RAC5|VTOL RAC5]]
<li>1x [[RAC5|Air RAC5]]
+
<li>4x [[ERSL|Air ERSL]]
 +
<li>1x [[ML|Air ML]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
Line 119: Line 120:
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>3 [[free tons]]
 
<li>3 [[free tons]]
<li>4.5t [[Armor]]
+
<li>3t [[Armor]]
 
</ul>
 
</ul>
  
| Armor B = 6599
+
| Armor B = 6036
| Armor LRW = 2591
+
| Armor LRW = 2176
| Armor E = 2102
+
| Armor E = 1683
| Armor T = 2493
+
| Armor T = 1683
  
 +
| Version153 = 0.16.1
 
}}
 
}}
<!--Stats current for 0.10.1
+
 
Fluff current for 0.9.3-->
+
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Relatively decent armor mixed with high mobility allows it to survive prolonged periods of time over the front-line, keeping fire on opponents below while relaying enemy movement back to it's team. Having vertical and horizontal capabilities allows the Hawkmoth to become the eyes in the sky. The team that doesn't take advantage of it's intelligence gathering capabilities is lost. The greatest weakness of the Hawkmoth is its poor weaponry, comparable to a light hovertank.
+
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.
 +
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for pry and enemy movement.
+
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.
  
 
===Variant A===
 
===Variant A===
The cheapest among it's brethren, yet still that's not it's main selling point. The A has it's primary firepower relying on the Air MXPL battery of four small [[MXPL|Air SXPL]] lasers. This means constant ablation of the enemy - most probably another VTOL in range. The [[MRM10]] will come in handy if trying to harass an slower ground asset, of if the opposing VTOL is midst an stalling maneuver - unable to strafe the MRM hail storm.
+
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.
Excellent for the warrior in dire need to counter an VTOL in early game (45000 c-bills), or harass an mobile target likewise. Take care to stay within the polar region of any ground asset for maximum protection. Or break contact and seek a lone target instead.
 
  
 
===Variant B===
 
===Variant B===
The B variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field.  An additional 3 [[ERSL]] allow it to not be completely helpless when out of [[Thunderbolt|Thunderbolt 15]] missiles. Much like the Prime, the B can paint a target outside the range of most weapons, then move in to unleash a TBolt strike and move out before ground units can blast it out of the sky. Like most Hawkmoths, the B is largely helpless against other air assets and lacks the firepower to deliver a decisive blow to a tough enemy. Shedding 1/2 ton of [[Armor]] to carry a heavier load the Hawkmoth B at 4 tons is the least Armored unit.
+
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] plus a single [[SSRM4]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.
  
 
===Variant C===
 
===Variant C===
The Hawkmoth C is the second unit that does not come any added with Electronics but is compensated by its Dual Air [[SSRM4]]. The Streak Short Range Missiles can Lock onto a target and autonomously follow it, or be Guided by the aiming reticule out to 349 meters with continuous fire shaking your foe non-stop. 1x [[ERLBL]] produces a devastating  555.09 of Damage held on on spot or sweep in across to spread out the Damage, reaching out to 800 meters. When hunting with this unit it's better to be with a group.
+
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[LPL|Air Large Pulse Laser]] and [[MG|MGs]] for a dual [[Thunderbolt|Thunderbolt 5]] launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The [[Thunderbolt|Thunderbolt 5]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.
  
 
===Variant D===
 
===Variant D===
Piloted well, the Hawkmoth D can be a real irritant for an enemy force. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM4]] racks with zero min range out to 498 meters. These racks Chain-Fired will keep your target rocking with 4x100 of Damage. The [[GECM]] enables more stealthy approaches right up to 500 meters, making this variant a decent surprise brawler early in a TC game. Hit them and Hit them Hard.
+
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of [[Armor]] increases it's survivability . Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.
  
 
===Variant E===
 
===Variant E===
{{Section out of date|0.10.1}}
+
This variant of the Hawkmoth's three [[SPL|Air Small Pulse Lasers]] and two [[SSRM6|Air Streak Short Range Missiles 6]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[SPL|Air Small Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SSRM6|Air SSRM6]] and two [[free tons|Free Tons]], it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[SPL|Air SPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.
This variant of the Hawkmoth carries 1 [[LPL]] allowing for strong DPS from midrange. Coupled with the Vertical and Horizontal movability can really put the hurt on an enemy. Its second armament 2 Air [[LRM5]] which Lock On up to 1000m and Travel 2100m dispensing 16254 Damage/Ton. Though only equipped with [[EOptics]] for target selection and Recon, the Hawkmoth E has ample direct and indirect firepower for most Air to Ground applications. Consider the F as a long to mid range unit.
 
  
===Variant F "Evil Eye"===
+
===Variant F - ''"Evil Eye"''===
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900 meter system plus [[TAG]] for painting targets a 1300 meters for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] reducing radar signature by 500 meters, which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting. The F carries only two [[MG]]s which can be can be used to scape off a few more points or out an enemy near death out of it's misery. Priced at 62 500 CBills the Hawkmouth F is the most expensive of all the units but with it's Narcing and Intelligence gathering capabilities creates a formidable asset. Don't pass this unit by.
+
Effectively a flying [[Raven]] Prime, the Evil Eye carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets at 1000m for missile attacks. The Evil Eye also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|VTOL GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. The Evil Eye is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]] and [[artillery]]. The Evil Eye is primarily a [[support]] and [[scout]] asset - and only carries three [[MG]]s. It can, in a pinch, finish off a significantly weakened enemy, harass or eliminate an inattentive battle-armor, or [[backcap]] an undefended base, but otherwise the Evil Eye won't be able to stand toe-to-toe against anything else.
  
 
===Variant G===
 
===Variant G===
The G Variant offers better damage output than the Prime variant and can pull limited AA duty, but otherwise fills much the same role at a closer range. The combination of a [[RAC5]] means that a lot of lead is going to be falling on the target from 900m out, 2 [[free tons|Free Tons]] keep the [[RAC5]] well supplied. At 500m 2 Air [[ERSBL]] kick in pounding out 291.06 of damage and 2 MG spraying continuous fire out to 1600m. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for pry and enemy movement. All five weapons perform poorly against targets with heavy armor, meaning that this VTOL is meant to be hunting Light 'Mechs, Aerospace Fighters and other VTOLs. Operating at closer ranges than those possible with the more sniper-oriented Hawkmoths opens this variant up to a lot of anti-aircraft fire.
+
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 600m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.
  
 
==Trivia==
 
==Trivia==
Line 165: Line 166:
  
  
 +
{{Clear}}
 +
==Canon==
 +
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.
  
 +
Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC
  
 +
Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper
  
 +
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]
  
  
 
+
==Gallery==
 
+
<gallery mode=packed heights=150px style="text-align:left">
==Canon==
+
File:Hawkmoth_Concept.jpg|Pre-alpha concept model
The Hawk Moth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.
+
</gallery>
 
 
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]
 
 
 
  
 
{{Template:Navbox_Assets_IS}}
 
{{Template:Navbox_Assets_IS}}

Latest revision as of 23:41, 13 September 2023

Hawkmoth
Hawkmoth spin.gif
360v3.png
Hawkmoth.png
360v3.png
Faction Inner Sphere
Ticket cost: 4 upon destruction
Tier: 5
Tonnage: 25 tons
Speed: 198 km/h
Variant Armament
Variant Weapons Equipment
Prime:
Price: 47 500 CBills
Total armor: 13 754
A:
Price: 44 500 CBills
Total armor: 15 065
B:
Price: 44 900 CBills
Total armor: 13 754
C:
Price: 53 600 CBills
Total armor: 12 445
D:
Price: 47 000 CBills
Total armor: 15 065
E:
Price: 51 800 CBills
Total armor: 15 065
F:
Price: 63 000 CBills
Total armor: 13 754
G:
Price: 55 100 CBills
Total armor: 13 754
Armor Points Distribution
B
LW
RW
E
T
6036
2176
2176
1683
1683

All stats current as of release 0.16.1

The Hawkmoth is a light VTOL available to the Inner Sphere. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank. Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.


Roles and Gameplay Hints

Prime

A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the LtGauss has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units. Housing 16 shots per ton, the Hawkmoth Prime comes with two Free Tons bring the total shot capability to 48. Four MG spray a hail of bullets etching away armor. Equipped with EOptics and BAP aid it in it's search for prey and enemy movement.

Variant A

The A has a devastating combination of two MRM10 to batter and soften targets, and a complement of Small and Medium Lasers to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of MRM10 before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of armor will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.

Variant B

The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 Air MXPL and a dizzying 5 HMG plus a single SSRM4 can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment - 4.5 tons of armor don't offer much wiggle room for mistakes.

Variant C

The C variant replaces the standard LGauss with a Air Large Pulse Laser and MGs for a dual Thunderbolt 5 launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The EOptics extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim LtGauss, the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The Thunderbolt 5 offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.

Variant D

The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of Armor increases it's survivability . Its dual LPPCs provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air SRM6 racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.

Variant E

This variant of the Hawkmoth's three Air Small Pulse Lasers and two Air Streak Short Range Missiles 6 allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire Air Small Pulse Laser offers punishment against enemy aerospace and in conjunction with quickly-reloading Air SSRM6 and two Free Tons, it can focus down components of ground assets with a steady hand. Being equipped with a cool IS engineered Air SPL means that this variant will shine brighter in hot climates where its Donar cousin with a Clan engineered LPL will be overheating.

Variant F - "Evil Eye"

Effectively a flying Raven Prime, the Evil Eye carries the same iNARC 900-meter system plus TAG for painting targets at 1000m for missile attacks. The Evil Eye also carries BHP which boosts detection range by 400m and improves lock on time, C3 that distributes Radar readings to any teammates in range, and defensive VTOL GECM that increases the time it takes for an enemy to achieve target lock while reducing your signature to 500m. The Evil Eye is a must-have for teams built around long range missiles and artillery. The Evil Eye is primarily a support and scout asset - and only carries three MGs. It can, in a pinch, finish off a significantly weakened enemy, harass or eliminate an inattentive battle-armor, or backcap an undefended base, but otherwise the Evil Eye won't be able to stand toe-to-toe against anything else.

Variant G

The Air RAC5 has impressive damage for a VTOL - which can be delivered from 600m out, with a significant punch coming in at 500m with 4 Air ERSL and an Air ML - combined, is a blast with more damage than an LBX10 and can be refired nearly twice as fast. Equipped with EOptics and BAP aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 Free Tons should be topped up at every opportunity to take full advantage of your powerful RAC5 which is likely to chew through multiple tons of ammo per engagement.

Trivia

Hawkmoth D visualized by Pytak

Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered "reserved" for an imaginary asset. The Hawkmoth D was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 Long Tom, 6 Heavy Gauss, 8 RAC20, 1 MG with additional 4 LAMS, GECM, BHP and C3. See original post. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding "overkill". There are promotional posters near some spawn points, showing Hawkmoth D advertisements.


Canon

The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the Light Gauss, just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.

Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC

Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper

BattleTech Reference


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