Difference between revisions of "Hellhound"

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(Variant C - "MadHouse")
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===Variant C - ''"MadHouse"''===
 
===Variant C - ''"MadHouse"''===
  
 +
Tough as nails, and packing a tremendous punch in its own weight class in any range.<br>
 +
The three [[CLRM5]] launchers will serve both tactical and strategical tasks with excellence. Once the three [[MHL]] are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.<br>
 +
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.<br>
 +
A decent all-rounder for the vary Clan Tech fan.
  
 
===Variant D - ''"G.I."''===
 
===Variant D - ''"G.I."''===

Revision as of 22:45, 9 August 2019


Hellhound
Hellhound rotating 350px.gif
Hellhound rotating 350px.gif
Class: Medium Mech
Faction: Clan
Ticket cost: 8 upon destruction
Tier: 8
Tonnage: 50 tons
Speed: 97 km/h
Torso yaw: 260°
Torso pitch: -34° to +50° while standing
-35° to +60° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 66 000 CBills
Total armor: 49 561
Engine Size: 300 STD
A:
Price: 59 200 CBills
Total armor: 48 061
Engine Size: 300 STD
B:
Price: 61 000 CBills
Total armor: 48 061
Engine Size: 300 STD
C:
Price: 62 500 CBills
Total armor: 50 774
Engine Size: 300 STD
D:
Price: 57 800 CBills
Total armor: 50 774
Engine Size: 300 STD
E:
Price: 59 600 CBills
Total armor: 49 275
Engine Size: 300 STD
F:
Price: 74 000 CBills
Total armor: 45 348
Engine Size: 300 STD
G:
Price: 65 600 CBills
Total armor: 45 348
Engine Size: 300 STD
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2714
4071
2760
3901
3901
5190
4410
6785
4410
3901
5190
3114

All stats current as of release 0.15.3

The Conjurer - otherwise known as the Hellhound to Inner Sphere forces - is a Clan medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a Standard engine. All units are equipped with Enhanced Optics and a ground speed of 97 km/h.


Roles and Gameplay Hints

Prime

Variant A

This vicious closerange powerhouse packs 3 CMPL for precision midrange attacks and 2 ATM3(HE) for scathing close combatants. This variant is a terror for opposing smaller assets with its ability to get into close combat, high damage when it's there, and the durability to keep it there for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.

Variant B

Variant C - "MadHouse"

Tough as nails, and packing a tremendous punch in its own weight class in any range.
The three CLRM5 launchers will serve both tactical and strategical tasks with excellence. Once the three MHL are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.
A decent all-rounder for the vary Clan Tech fan.

Variant D - "G.I."

Variant E

Variant F

With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its HMGs. Its CERPPC provides fearsome punch at all ranges and its CERSLs dig into wounded components nicely. This Hellhound's versatility is highlighted by its GECM and IJJ giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.

Variant G - "Bayonet"

Armed with the mighty HAG20, this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is paring that at close range with its array of 4 Heavy Small Lasers which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. It's only weakness is the lack of ammo, meaning you either need to play close to your supply lines or plan your fights carefully so you have a clear path to retreat when you run dry as the lasers alone likely won't be enough to ward off hungry pursuers if you're injured.

History

The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a Standard Engine.

Canon

The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its Jump Jets enable it to leap up to 180 meters at a time. Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech.

Year introduced: 2829, during the "Early Succession Wars" era (2781 - 2900)

Unit Role: Skirmisher

BattleTech Reference