Difference between revisions of "Chevalier"
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− | A potent early game brawler, the E can punch units out to 600 meters using it's [[AC10]]. Once it closes to within 250 meters, the 3 [[SPL|Small Pulse lasers]] provide additional pinpoint firepower to put holes in enemy armor. While it | + | A potent early game brawler, the E can punch units out to 600 meters using it's [[AC10]]. Once it closes to within 250 meters, the 3 [[SPL|Small Pulse lasers]] provide additional pinpoint firepower to put holes in enemy armor. While it only houses 1 additional [[HS|heatsink]], it does carry a [[Free_tons|spare ton]] for autocannon ammo for combat longevity. [[GECM]] helps it get into range to use the [[SPL]]. |
===Variant F=== | ===Variant F=== |
Revision as of 10:53, 31 October 2020
Chevalier | ||
---|---|---|
Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 2 | |
Tonnage: | 35 tons | |
Speed: |
96 km/h (111 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -12° to +40° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 40 900 CBills Total armor: 30 400 Engine: RT 190 |
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A: Price: 41 400 CBills Total armor: 26 720 Engine: RT 190 |
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B: Price: 47 850 CBills Total armor: 26 720 Engine: RT 190 |
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C: Price: 35 800 CBills Total armor: 26 720 Engine: RT 190 |
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D: Price: 42 100 CBills Total armor: 26 720 Engine: RT 190 |
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E: Price: 41 200 CBills Total armor: 30 400 Engine: RT 190 |
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F: Price: 38 500 CBills Total armor: 26 720 Engine: RT 190 |
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G: Price: 39 900 CBills Total armor: 28 560 Engine: RT 190 |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Chevalier is an Inner Sphere tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a Harasser and an Osiris.
As it is a wheeled vehicle, it cannot turn on its own axis like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.
Contents
Roles and Gameplay hints
Prime
Starter Asset |
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its large X-pulse laser at medium range. The fast firing SSRM6 does well at closer ranges, delivering screenshake to disrupt enemy's aim. The prime is one of the most armored Chevies, being able to win duels against most light mechs as long as the driver keeps the speed up and presents the non-damaged side to his opponent.
Variant A
Starter Asset |
This is a rather powerful support unit for its price tag, bringing an Angel ECM suite onto the field to provide radar cover to it's teammates. It's main weapon is a PPC, best used to find holes in already weakened enemy armor. Once the AECM has been use to spring the trap, it has 3 Small X-Pulse lasers it can bring to bear as well. Sustained use of both the PPC and SXPL will put significant strain on its 4 heat sinks.
Variant B
Built from the ground up as a dedicated scout vehicle calling in friendly missile storms on the opposing team with its TAG, the B variant excels in this roll. GECM keeps it hidden while BHP and C3 gives it and any friendly unit detailed tactical information of enemy positions and movements. Its long range weapons - a single ER Large Laser and two Class 2 AutoCannons - can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team in wreaking coordinated havoc on the enemy.
Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar.
Variant C
Starter Asset |
A long range support unit, the C excels at harassing heavier foes with it's Large X Pulse laser and UAC5. Two heat sinks allow for nearly a minute of uninterrupted fire from the LXPL, and it's spare ton for the autocannon give it plenty of time in combat. While it is the least expensive variant, using it against agile fast assets is questionable as both the LXPL and UAC5 both take time to apply their damage.
Variant D
Starter Asset |
An ultra-long range harasser with EOptics, the Chevalier D will out-range most opponents on the battlefield with it's LtGauss and do it comfortably while under the radar cover of GECM. The MRM10 can dump a solid volley out to a maximum of 650 meters if aimed precisely as they are wire guided. The D comes with One Free ton of ammo so load up before you head out.
Variant E
Starter Asset |
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
A potent early game brawler, the E can punch units out to 600 meters using it's AC10. Once it closes to within 250 meters, the 3 Small Pulse lasers provide additional pinpoint firepower to put holes in enemy armor. While it only houses 1 additional heatsink, it does carry a spare ton for autocannon ammo for combat longevity. GECM helps it get into range to use the SPL.
Variant F
Starter Asset |
Another potent short range unit, the F trades the AC10 for an LBX10. It sheds a half ton of armor, and the ECM suite to mount an SRM6 for even more close range firepower. That being said, it only has a single spare ton for reloads. Pilots who prepare for the wrong kind of combat will find themselves retreating with low LBX or SRM bins.
Variant G
Starter Asset |
Another long range harasser, the G variant does respectable direct fire damage to its enemies over 1300m away with its triple LBX2s. Once within 900m, the ERPPC brings in a significant damage boost that any enemy would be foolish to ignore. This variant's weapons do not have any minimum range, so it could deal with opponents at any range. Yet, why give your prey the chance to effectively retaliate? Just keep it at long range and laugh while you smash their armor to pieces.
Damage Type Modifiers
[Show/Hide] Damage Type |
Armor Type | |||||||||
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Front | Side | Back | Turret | Hull | ||||||
Mgun | 0.7 (0.1) | 0.7 (0.1) | 0.7 (0.1) | 0.7 (0.1) | 0.7 (0.1) | |||||
Light Kinetic | 1.15 (1.0) | 1.15 (1.0) | 1.15 (1.0) | 1.15 (1.0) | 1.3 (1.0) | |||||
Kinetic | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | |||||
Heavy Kinetic | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | |||||
Kinetic‑air | 1.2 (1.0) | 1.2 (1.0) | 1.2 (1.0) | 1.2 (1.0) | 1.2 (1.0) | |||||
Flak | 1.0 (1.0) | 1.3 (1.0) | 1.6 (0) | 1.15 (1.0) | 1.0 (1.0) | |||||
Missile | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | |||||
Frag | 0.05 (0.05) | 0.5 (0.25) | 0.05 (0.05) | 0.05 (0.05) | 0.05 (0.05) | |||||
Energy | 1.0 (0.75) | 1.0 (0.5) | 1.0 (0.75) | 1.0 (0.75) | 1.0 (0.75) | |||||
Energy‑air | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | |||||
EMP | 1.0 (1.0) | 0.025 (0.25) | 1.0 (1.0) | 1.0 (1.0) | 1.0 (1.0) | |||||
Flame | 0.01 (0.01) | 0.01 (0.01) | 0.01 (0.01) | 0.01 (0.01) | 0.01 (0.01) | |||||
Collision | 0.05 (0.05) | 0.05 (0.05) | 0.05 (0.05) | 0.05 (0.05) | 0.05 (0.05) |
Canon
The Chevalier Light Tank was produced by and for the Star League. The Succession Wars devastated the stores of the Chevalier as the Successor States often cannibalized them for parts. Only Millennium Industries of Terra continued to produce the design, and that was snapped up by ComStar. Though the top speed is only 112 km/h, it is still respectable for a wheeled vehicle. It is protected by six and a half tons of armor. Though the Chevalier's armament is weak compared to modern designs, it has an extremely ammunition-efficient design, allowing it to stay in the fight for longer than other vehicles from the same weight class. For long range, it mounts an ER Large Laser in its turret. A pair of front-mounted Streak SRM-2 allow it to exploit any holes it may have made in an opponent's armor.
Date Introduced 2690 during the Era known as "Star League" (2571 - 2780) - Unit Role: Striker