Chevalier
Chevalier | ||
---|---|---|
Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 4 | |
Speed: |
112 km/h | |
Turret rotation: | 360° | |
Turret pitch: | -12° to +40° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 40 800 CBills Total armor: 30 400 Engine: RT 190 |
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A: Price: 41 300 CBills Total armor: 30 225 Engine: RT 190 |
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B: Price: 47 750 CBills Total armor: 26 720 Engine: RT 190 |
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C: Price: 35 350 CBills Total armor: 26 720 Engine: RT 190 |
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D: Price: 42 000 CBills Total armor: 26 720 Engine: RT 190 |
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E: Price: 41 100 CBills Total armor: 30 400 Engine: RT 190 |
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F: Price: 38 400 CBills Total armor: 26 720 Engine: RT 190 |
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G: Price: 40 800 CBills Total armor: 28 560 Engine: RT 190 |
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
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its large X-pulse laser at long range. The fast firing SRM6 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
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. Sustainted use of both the PPC and SXPL will put significant strain on it's 3 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 can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team to wreck coordinated havoc on the enemy.
Variant C
A long range support unit, the C excels at harassing heavier foes with it's Large X Pulse laser and UAC5. One heat sink allows 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
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Variant E
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 does not have additional heat, it does carry a spare ton for autocannon ammo for combat longevity. GECM helps it get into range to use the SPL.
Variant F
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 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
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