Fafnir

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Fafnir
Fafnir.jpg
Fafnir.jpg
Class: Assault Mech
Faction: Inner Sphere
Ticket cost: 16 upon destruction
Tier: 8
Speed: 54 km/h (75 km/h with MASC)
Torso yaw: 90°
Torso pitch: -34° to +45° while standing
-34° to +55° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 149 600 CBills
Total armor: 93 914
Engine Size:
A:
Price: 150 500 CBills
Total armor: 90 714
Engine Size:
B:
Price: 139 500 CBills
Total armor: 90 714
Engine Size:
C:
Price: 147 750 CBills
Total armor: 90 714
Engine Size:
D:
Price: 145 500 CBills
Total armor: 90 714
Engine Size:
E:
Price: 150 500 CBills
Total armor: 93 914
Engine Size:
F:
Price: 144 500 CBills
Total armor: 90 714
Engine Size:

All stats current as of release 0.15.3

The Fafnir is an Inner Sphere Assault Mech released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the Heavy Gauss Rifle and its cousin the Improved Heavy Gauss, the Fafnir makes a terrifying impression on the battlefield. Capable of annihilating any target at close range with one or two strikes, as well as being able to soak up enemy fire in its large quantities of armour, the Fafnir is an excellent choice for assaulting and defending bases in Terrain Control.

The mech is not without weaknesses, however. Due to most variant's bias towards short ranged weaponry, the Fafnir is very weak if caught out in the open without support. Along with its glacial speed typical to Assault Mechs, this makes the Fafnir a prime target for LRM users, Bombers and speedy Light and Medium Mechs. Due to the forward placement of the cockpit and guns, as well as a slow torso turn rate, the Fafnir is also susceptible to ambush by Battle Armor, who may use the flat, wide top of the Mech as a platform whilst they tear into it, rendering the pilot completely powerless.

Roles and Gameplay Hints

Prime

The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two Heavy Gauss Rifles, the Prime is capable of destroying light targets such as Light Mechs and Hovercraft in a single shot. Though the Rifles have a long recycle rate between shots, an extra ton of armour allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two ER Medium Beam Lasers and a single Medium Pulse Laser to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 350 metres is not worth wasting precious ammunition on. A GECM system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users.

Variant A

"Stop - Hammertime!" This variant is one of only two variants in the game that carries the Improved Heavy Gauss Rifle, which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt. Whilst the Rifles rearm, the Hammertime can continue laying into foes with two Medium X-Pulse Lasers and a brace of four Machine Guns, which can also prove useful against aircraft and Battle Armour. However, it carries half as much ammunition as its brother, the Fafnir Prime, meaning that a forward resupply point is needed to be used for extended time on the battlefield.

Variant B

This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two LBX20s and two LBX10s can destroy light Mechs in a single blast and cripple anything heavier within 300 metres, though loses effectiveness at maximum range. Dual MPLs dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it carries no extra ammo, as well as being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swamped by hungry Light Mechs.

Variant C

Aptly named the PowerFist, this Fafnir relies upon a pair of Thunderbolts to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted MBLs supplement the launchers well, providing much-needed damage between volleys. The C even carries a TAG laser for assisting in guiding its lethal payload to the target. BAP and GECM ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as hovercraft or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a LAMS, which are capable of shooting down TBolts.

Variant D

Undeniably the single most insane Mech created by human hands, the "Scorched Earth" has a unique loadout, to say the least. Two UAC20s provide excellent close range damage, but they are not this Mech's major weapon system. bristling the rest of the Mech are Flamers, eight in total. Using these, the Fafnir D can lay down a frightening amount of heat onto enemy targets. Of course, the Scorcher itself is not exempt from this, as ten extra heat sinks struggle to dispose of the huge heat generated on itself. Understandably, the bane of this Mech is range - with a maximum of 350 metres, any Mech with decent ranged weapons and speed can kite the Fafnir and laugh. But this Mech has another trick up it's sleeve - MASC. Able to boost to 75 KM/H for periods of time, this Mech can close on opponents at an unexpected and frightening pace.

Variant E

Whilst most variants of the Fafnir pride themselves in their Ham-handedness, The E variant is a dedicated long range platform compared to it's brawler cousins. Carrying two Gauss Rifles and two ERPPCs, the E variant can wreck havok on targets up to 900m away. It completely lacks any backup close range weapons, so Mechwarriors should be wary of closing the distance to enemy mechs. Dual LAMS easily negate any missiles that may endanger it, whilst four extra Dual Heat Sinks help dissipate the heat buildup from the Lasers.

Variant F

The Fafnir F is the only variant to mount MASC allowing this lumbering giant to sprint at 75 KPH into brawling range far more quickly than enemy pilots would expect it to. Once in range, Mechwarriors can unleash its terrifying close range weapons; twin AC20s and ten! SPLs. With the screen shake onslaught of high caliber autocannon fire and with the almost constant barrage of pulse lasers supported by ten DHS, it can lay waste to its enemies in short time. 2 free tons of ammo gives a respectable combat duration before having to disengage for reloads. Yet, the F lacks any long range weaponry which is compounded by a further omission of any protective equipment such as GECM and LAMS. Mechwarriors that find themselves caught out in the open are easy targets for anything that can stay out of the F's close range kill zone.

Canon

The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition. Featuring 19.5 tons of armor and Guardian ECM this unit is both difficult to spot and difficult to destroy. Additionally, the Fafnir has two ER Medium Lasers and a Medium Pulse Laser for self-defense in case of ammo depletion.

A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.

It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.

BattleTech Reference