Sunder

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Sunder
Sunder spin.gif
360.png
Sunder.png
360.png
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
A:
Price: 106 500 CBills
Total armor: 84 717
Engine Size: Hermes 360 XL
B:
Price: 104 500 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
C:
Price: 112 200 CBills
Total armor: 84 717
Engine Size: Hermes 360 XL
D:
Price: 109 800 CBills
Total armor: 83 360
Engine Size: Hermes 360 XL
E:
Price: 106 100 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
F:
Price: 105 900 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
G:
Price: 105 300 CBills
Total armor: 79 898
Engine Size: Hermes 360 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
7271
2760
6968
6968
9270
7877
12118
7877
6968
9270
5562

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.


Roles and Gameplay Hints

Prime

The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an AC20 with a brace of three Short Range Missiles 4, to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two Large Lasers and Two Extended Range Short Lasers plus a B-Pod to disrupt Battle Armor. Standard Jump Jets, EOptics, a Free_ton and 6 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 Sunder A is the Inner Sphere counterpart to the Clan Novacat E. The A's configuration mounts a devastating Ultra 20 AutoCannon for close range, supported by two Extended Range PPCs for long-range barrages and six MGs to whittle away armor. For mobility, instead of MASC like the Novacat, the Sunder A is equipped with Improved Jump Jets allowing it to poptart and get to hard to reach places. One Free ton to feeds the hungry UAC20.

Variant B - "Ionized"

Long to mid range assult starting with three LRM5 to soften up incoming attackers. The Heavy class PPC will more than disrupt an unsuspecting victim from as much as 650m out, quite a lot for an brutal iJJ "pop-tarter" even against a fresh assault, let alone any weaker opponent. The Large Pulse Laser duo will more than add insult to injury, while the HPPC recharges. EOptics helps keeping distance while 9 DHS work to control the heat.

Variant C

The Sunder C may have some medium range weapons, in the form of three RAC2s, but it functions much more effectively as a brawler. RAC2s require the user to stare at their target for considerable time, to reduce return fire from one's enemy, the C's three SSRM4s should be chain fired to maximize screen shake. GECM helps the C avoid being detected until it gets into close combat. Four SLs function as more than adequate backup weapons, their DPS is nothing to scoff at so long as they are fired repeatedly and often. The C can use its Improved Jump Jets to retreat to cover whenever its RAC2s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three spare tons of ammo for either its RAC2s or SSRM4s (not both), but only 2 DHS. Players may find themselves drinking coolant if they use their jump jets in combat.

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

The only Sunder without any kind of Jump Jets, the G is quite stealthy with its GECM. As it closes in, it can fire its Gauss Rifle out to 900m supported by an Extra Ton of Ammo. Its Extended Optics help it aim at long range. Once it comes within 500m of its enemies, stealth is out of the question as it is equipped with a dazzling array of five Medium X-Pulse Lasers making the G one very effective brawler with an impressive DPS. An added bonus of a SRM2 for that final blow or pesky BAs. All this fire power comes with a price: heat. The G's eight DHS struggle to keep up when firing constantly. Seasoned Pilots will know what to do while rookies will have to beware of their temperature. Much like the Awesome D or the Rifleman G, the Sunder G stares intently at its targets. Enemies can take advantage of this and easily focus the G's center torso. Players are advised to torso twist after each Gauss shot at long range to avoid taking damage to the center torso.

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

BattleTech Reference