Sunder
Sunder | ||
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Class: | Assault Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 13 upon destruction | |
Tier: | 14 | |
Tonnage: | 90 tons | |
Speed: | 65 km/h | |
Torso yaw: | 220° | |
Torso pitch: | -20° to +35° while standing -20° to +45° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 103 900 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
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A: Price: 106 500 CBills Total armor: 84 717 Engine Size: Hermes 360 XL |
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B: Price: 104 500 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
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C: Price: 112 200 CBills Total armor: 84 717 Engine Size: Hermes 360 XL |
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D: Price: 109 800 CBills Total armor: 83 360 Engine Size: Hermes 360 XL |
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E: Price: 106 100 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
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F: Price: 105 900 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
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G: Price: 105 300 CBills Total armor: 79 898 Engine Size: Hermes 360 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
Sunder is an Inner Sphere OmniMech Assault Mech. Using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056. While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.
Contents
Roles and Gameplay Hints
Prime
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The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an AC20 with a brace of three Short Range Missles 4 to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two Large Lasers and Two Medium Lasers plus a B-Pod to disrupt Battle Armor. Stanard Jump Jets, EOptics, a Free_ton and 3 DHS round out the package. The Prime and Alpha variants often fight together in pairs, where the Alpha provides longer range support.
Variant A
The "A" Configuration mounts the devastating Ultra 20 AutoCannon for close range, supported by two Extended Range PPCs for long-range barrages and six MGs to whittle away armor. It proved itself extremely deadly when combined with the torso mounted Improved Jump Jets. One Free_tons to feed the hungry UAC20.
Variant B - "Ionized"
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Considering all this, the Heavy class PPC will more than disrupt an unsuspecting victim from as much as 560m out in the field, quite a lot for an brutal "pop-tart" even against a fresh assault, let alone any weaker opponent. The Large Pulse Laser duo will more than add insult to injury, for the long while the HPPC recharges. Keeping distance and pressure is key, with occasional HPPC spanks to spice things up.
Variant C
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While on paper this might sound great, and the price for an Improved Jump Jets equipped Assault be even more alluring, be warned that this unit is neither for the faint of heart nor for a hot climate. The formidable RAC5 duo will dish out more than half of this unit's DPS for the while they don't overheat and jam up. Once this happens, the operator can lean on the trusty SL array and fill it's gaps with the guided class Six Streak Short Range Missiles pair in alternation. This might keep the pressure up on the receiving end for the while the cannon array cools down enough to unlock or even reload from the ample 6 tons worth of spare ammo bins.
Variant D
The Sunder D allows a player to bring Angel ECM onto the battlefield with the armor of an assault mech, without the low speed of an Atlas. The D is also one of only two mechs in the game with AECM and Jump Jets. A single LAMS gives further incentive to run the D in active radar mode and makes it an even better support mech. It's dual PPCs and its MRM30 allow it to cause violent screen shaking, especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of Poptarting. If the D finds itself in closer combat, its two Medium Pulse Lasers and its two Extended Range Small Lasers function as modest backup weapons. If the D gets in too close, it can avoid the minimum range of its MRM30 by jumping backwards with its Standard Jump Jets. The D is rounded out by one Free_ton of Ammo and a whopping seven DHS allowing for cool operation.
Variant E - "El Diablo"
This unit barely breaks the definition of an jump sniper. Standard Assault Class Jump Jets, the Heavy Gauss Rifle and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 350 meter range of the Light PPC array and 250 meter maximum effective range of the Heavy Machine Gun array means staying up close and intimate to the enemy pays in best effect on target.
Further attention is to be paid to plan for prolonged "ballet" during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.
Variant F
Although only equipped with standard jump jets, the Sunder F is an amazing mid-range jump sniper. The F is capable of dealing considerable burst damage out to 700m, with its twin LBX10s and triple Tbolt5s. GECM helps prevent the enemy from detecting the player while searching for, and locking on to, targets in active radar mode. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three ERMLs.
Variant G
A wolf in sheep's clothing running under guise of GECM, the "G" can reach all the way out to 900m with it's mighty Gauss Rifle and Extra Ton of Ammo while utilizing Extended Optics to select it's target. Even though this unit does not come with Jump Jets, it is well equipped with a Blistering Array of Five Medium X-Pulse Lasers making the "G" one very effective brawler with a extremely impressive DPS. An added bonus of a SRM2 for that final blow or pesky BA's. All this fire power comes with a price, HEAT, that even the eight DHS during the course of intense battle won't be able to keep up. Seasoned Pilots will know what to do while rookies with have to be aware of their temperature.
Canon
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder carries a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.
Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: OmniMech Assault