Goblin
Goblin | ||
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Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 4 upon destruction | |
Tier: | 5 | |
Tonnage: | 45 tons | |
Speed: |
62 km/h (73 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -8° to +60° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 51 900 CBills Total armor: 31 000 |
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A: Price: 44 800 CBills Total armor: 29 160 |
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B: Price: 48 100 CBills Total armor: 29 160 |
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C: Price: 45 400 CBills Total armor: 29 160 |
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D: Price: 49 200 CBills Total armor: 29 160 |
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E: Price: 45 200 CBills Total armor: 29 160 |
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F: Price: 50 000 CBills Total armor: 29 160 |
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G: Price: 45 200 CBills Total armor: 29 160 |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Gobblin is an Inner Sphere light tank added for the 10.0 release. It features an BA spawn bay and can sell weapons to BA only. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections.
Contents
Roles and Gameplay Hints
Prime
The Primes most punch comes from the LPL pair, which despite chain-fired will often fire together in succession - to avoid this it is advised to put each to it's own group, and leave the cool SRM6 launcher in it's default third. Not that the LAMS, while quite handy versus incoming missiles, will treacherously shoot down even those not fired at you - betraying your secret position to the enemy form afar. For the PDS pod to deal any note worthy damage, it has both to be on the right side of attack and have time to soak it in - in other therms - don't rely on it versus the dreaded Battle Armor - if you can deal with it right away with the SRM launcher as soon as possible.
Selling point of this unit is the long reaching pin point surgery potential - stay away from the heat of the battle and you will be richly awarded, should a stray BA wade in and try to punish you - have the SRM launcher ready when it runs out of jump juice. Move with your wave - you don't have speed to spare as some other assets of this class.
Variant A
Should fortuna smile or even wink on you, so you get any spares at the game start, this one is likely a "starter" too - and quite a hansom one for any 2000 c-bills donation. A real brawler for those in the know, its MPL trio will deliver hurt every so often while it's two TBolt5 launchers, if fired in succession, will both deal hurt to the denied parts due to their intrinsic huge splash radius, and shake the opponent out of aim while doing so. As soon as he tries to retaliate the lasers will be ready to exploit the breach some more - a vicious cycle of the brawling combat. If done right, this variant will lend itself for quite few kills in the early game, when the opposition is in lower tier assets, less likely able to whittle down a tank easily on their own. The Thunder bolts are deadly from point blank and reach quite far out, but care is to be taken not to waste them on swift and aware targets, as they are lazy and prone to lag on turns.
Selling point for this unit is "Hurry, man, they are coming!" on the forward base. Good luck.
Variant B
The spare ton of ammo will most certainly belong to the hungry UAC10, while quite potent, it is prone to jam just when you seem to need it the most. The two trusty SPL will never fail you, but they are just too feeble to bear when the UAC10 goes silent. If your opponent is closer than the prescribed 25 meter, the MRM10 will still hurt it somewhat, but failing to explode, the missiles won't do much of MRM insane damage levels. We recommend loud cursing in moments like that instead - it pays out more.
This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the two pulse lasers are to be viewed as a backup weapons of last resort, or to tip an already full scale - nothing more than that, same applies to the PDS. Try at all times to position your self outside of their range and you will do just well.
Variant C
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Variant D
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Variant E
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Variant F
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Variant G
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Canon
Overview
No one knows where the design concept for the Goblin originated, but it appeared either during the final years of the so-called Age of War or the early first Star League. The Goblin’s production was taken over by Johnston Industries towards the end of the First Succession War.
Capabilities
Instead of mounting a bulky autocannon or cumbersome missile units, the Goblin’s main weapon is a large laser. The energy weapon possesses both good range and firepower without the need to carry ammunition. The BlazeFire Systems Large Laser lacks the long barrel of an autocannon, allowing for a compact turret design that is not hindered by tight quarters. The BlazeFire targeting and tracking system has optional link-ups for the rest of the tank’s three-man crew so that one of them can fire if the gunner becomes disabled, but the MiniGun can only be fired by the driver. The Goblin’s most interesting feature is the Infantry Compartment in the rear of the tank. Large enough to hold seven infantrymen and their equipment or one support weapons team, the compartment is surprisingly spacious and reasonably comfortable. With organic infantry support and a turret design not hindered by a long barrel, the Goblin is an excellent urban combat vehicle.
Battletech Reference - Technical Readout: 3039, p. 58-59, "Goblin Medium Tank"