Difference between revisions of "Fafnir"

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The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.
 
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.
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==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==

Revision as of 14:47, 28 November 2020

Fafnir
Fafnir rotating 350px.gif
360.png
Fafnir.png
360.png
Class: Assault Mech
Faction: Inner Sphere
Ticket cost: 16 upon destruction
Tier: 16
Tonnage: 100 tons
Speed: 54 km/h (76 km/h with MASC)
Torso yaw: 180°
Torso pitch: -35° to +45° while standing
-35° to +55° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 147 800 CBills
Total armor: 93 765
Engine Size: Vlar XL 300
A:
Price: 134 600 CBills
Total armor: 90 569
Engine Size: Vlar 300 STD
B:
Price: 139 500 CBills
Total armor: 90 569
Engine Size: Vlar XL 300
C:
Price: 144 750 CBills
Total armor: 90 569
Engine Size: Vlar XL 300
D:
Price: 127 450 CBills
Total armor: 93 765
Engine Size: Vlar 300 STD
E:
Price: 141 500 CBills
Total armor: 90 569
Engine Size: Vlar XL 300
F:
Price: 120 500 CBills
Total armor: 90 569
Engine Size: Vlar 300 STD
G:
Price: 145 200 CBills
Total armor: 93 765
Engine Size: Vlar XL 300
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
8068
2760
6858
6858
10286
10757
14791
10757
6858
10286
6172

All stats current as of release 0.15.3

The Fafnir is an Inner Sphere Assault Mech released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the Heavy Gauss Rifle and its only-slightly-less-terrifying cousin the Improved Heavy Gauss, a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in Terrain Control.

The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece. Clever Light and Medium Mechs, and even nimble Heavy Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible Aerospace Bombers even the most novice Battle Armor, requiring that this Mech' not stray too far from allies.


Roles and Gameplay Hints

Prime

The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two Heavy Gauss Rifles, the Prime is capable of destroying light targets such as Light Mechs and Hovercraft in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armor allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of extra ammunition , allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two ER Medium Lasers and a single Medium Pulse Laser to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 meters is not worth wasting precious ammunition on. A GECM system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy Battle Armor get too close, B-Pod will help with its disposal.

Variant A - "Hammertime"

Stop - "Hammertime!" This variant is one of only three variants in the game that carries the Improved Heavy Gauss Rifle, which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters 1932damage 6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the Hammertime can continue laying into foes with four Machine Guns, which can also prove useful against aircraft and Battle Armor. However, it carries only 4 free tons of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and STD engine allows Hammertime soak unbelievable amount of damage, if mechwarrior torso twists properly.

Variant B

This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two LBX20s and two LBX10s can destroy light Mechs in a single blast and cripple anything heavier within 450 meters, though loses effectiveness at maximum range. Dual MPLs dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.

Variant C - "ThunderKiss"

Aptly named the "ThunderKiss", this Fafnir relies upon a pair of Thunderbolt 20s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted MLs supplement the launchers well, providing much-needed damage between volleys. The C even carries a TAG laser for assisting in guiding its lethal payload to the target. BAP and GECM ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as hovercraft or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a LAMS, which are capable of shooting down TBolts.

Variant D

What was once Undeniably the single most insane Mech created by human hands, the "Scorched Earth" had a unique load-out of 8 Flamers, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two UAC20s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four SRM2, GECM for stealth and EOptics for battlefield awareness. Seven Double Heat Sinks just manage to control the heat with the aid of Coolant during heavy engagements. Sporting STD engine allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.

Variant E

Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two Gauss Rifles and two Light Gauss Rifles; their combined strength give this variant a punch as strong as its feared dual Improved Heavy Gauss Rifle toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability. An additional sacrifice for this damage is that this variant is less armored than it's brothers, and doesn't have the more-durable STD Engine, and only has tonnage for one reload cycle's worth of ammunition. The Fafnir E also has devastating Anti-Air abilities, with its range and the bonus damage both Gauss and Light Gauss Rifles deliver to Aerospace.

Variant F

A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a STD Engine to boot. A pair of RAC5 can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the AC20 can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.

Variant G

The Fafnir G straps on two of the hardest hitting Particle Projection Cannons, the HPPCs. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two Medium Range Missiles release tremendous damage and the 2 Free tons of ammunition keeps them operational for a good while. 3x ERSL for close combat is enough fire power to wipe out a squad of Battle Armor, or make any variant think twice before advancing. 9 DHS to control the heat of contentious fire of the 2x HPPC and 2x MRM30, wise pilots will watch their temperature. EOptics allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs', the low speed 54 km/h and slow torso twist warrants that you travel in a group- and watch your flank.

Canon

The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition. The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of "Thor's Hammers". The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite.

A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.

Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Juggernaut

BattleTech Reference