Osiris

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Osiris
Osiris spin.gif
360.png
Osiris.png
360.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 2 upon destruction
Tier: 3
Tonnage: 30 tons
Speed: 118.8 km/h (166 km/h with MASC)
Torso yaw: 360°
Torso pitch: -25° to +35° while standing
-25° to +45° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 34 600 CBills
Total armor: 29 693
Engine Size: Pharaoh 240 XL
A:
Price: 33 400 CBills
Total armor: 29 693
Engine Size: Pharaoh 240 XL
B:
Price: 33 400 CBills
Total armor: 28 255
Engine Size: Pharaoh 240 XL
C:
Price: 36 650 CBills
Total armor: 26 031
Engine Size: Pharaoh 240 XL
D:
Price: 32 500 CBills
Total armor: 30 808
Engine Size: Pharaoh 240 XL
E:
Price: 33 800 CBills
Total armor: 23 811
Engine Size: Pharaoh 240 XL
F:
Price: 41 000 CBills
Total armor: 30 808
Engine Size: Pharaoh 240 XL
G:
Price: 32 500 CBills
Total armor: 26 031
Engine Size: Pharaoh 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2451
1380
2349
2349
3677
2656
4086
2656
2349
3677
2206

All stats current as of release 0.15.3

The Osiris is an Inner Sphere Light Mech that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with Jump Jets, giving pilots more options to approach and escape combat situations.


Roles and Gameplay Hints

Prime

Starter Asset

The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four ERMLs provide the main punch, reaching out and damaging the enemy at appreciable range, while an SRM6 gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its improved jump jets, disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting Battle Armor, allowing larger friendly Mechs to focus on juicier targets in relative safety.

Variant A

Starter Asset

The A variant focuses on Energy Weapons. Its 3 MXPLs offer impressive firepower at medium-range, and its SSRM4 pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.

Variant B

Starter Asset

The B variant carries 5.5 tons of armor. Most of its punch comes from its Tbolt10 and LPPC. Both weapons are difficult to land on smaller, faster targets, but allow the variant to prey upon heavier assets, preferably jumping from cover with its Improved Jumpjetss, against which more experienced players will find they can consistently land salvoes even while running passive radar. 2 Small Pulse Laserss turns the Osiris B into a in your face Mech or for zapping those pesky BAs. Make sure you load up the extra 1 free ton and be a bit mindful of your heat as this unit carries two DHS.

Variant C

Starter Asset

The C variant mounts 1 standard IS PPC, which gives it impressive striking power for a light Mech. This is backed by 3 SLs and an SRM6 pack for close-range work. Thanks to its high speed, 360° torso twist and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to kiting enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.

Variant D

Starter Asset

The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of RAC2 can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three Machine Guns sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of ASF or VTOL; which RAC2 and MG deal bonus damage to. Osiris D pilots need to exercise caution, in combination with good map awareness and radar discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.
If fleeing from the enemy, remember to twist away the most ablated sections, possibly shooting back at him for the while navigation permits for it.

Variant E

Starter Asset

The E variant is the least armored Osiris at 5 tons; a compromise in order to carry its signature Light Gauss. One ERML and 3x Machine Guns give it some backup weaponry, but this variant also sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with EOptics, its iJJs and a 2 free tons for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and jump sniping with relative ease. The Osiris E pilot should always be thinking of ways to use the improved jumpjets to put an obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky Aerospace that you can send scurrying back to repair with carefully aimed shots of Light Gauss.

Variant F - "Rudolph"

Starter Asset

Known as "Rudolph", the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with Myomer Accelerator Signal Circuitry, allows it to very quickly close the gap and cripple other light Mechs, and combined with Improved Jumpjets makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.

Variant G

Starter Asset

A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively anaemic, full firepower from a less extreme 900m out. The E's shortest ranged armament is an ERPPC accompanied by an LRM5 and a duo of AC2, with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of jump sniping, although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is excaberated by the loss of iJJs, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down Battle Armor, especially when they're in mid-jump.


Canon

The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage.

Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker

BattleTech Reference