Chevalier
Chevalier | ||
---|---|---|
Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 4 | |
Speed: |
112 km/h | |
Turret rotation: | 360° | |
Turret pitch: | -12° to +40° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 40 800 CBills Total armor: 30 400 |
||
A: Price: 41 300 CBills Total armor: 30 225 |
||
B: Price: 47 750 CBills Total armor: 26 720 |
||
C: Price: 35 350 CBills Total armor: 26 720 |
||
D: Price: 42 000 CBills Total armor: 26 720 |
||
E: Price: 41 100 CBills Total armor: 30 400 |
||
F: Price: 38 400 CBills Total armor: 26 720 |
||
G: Price: 40 800 CBills Total armor: 28 560 |
All stats current as of release 0.15.3
The Chevalier is an Inner Sphere tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a Harasser and an Osiris.
As it is a wheeled vehicle, it cannot turn on its own axis like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.
Contents
Roles and Gameplay hints
Prime
A fast and cheap all-around unit, the Chevalier prime can punch holes with the PPC and then exploit them with the SRM-4 launcher. A good ECM suit helps increase survivability.
Variant A
This is a rather powerful support unit for its price tag, bringing an Angel ECM suite onto the field to provide radar cover to it's teammates. It's main weapon is a PPC, best used to find holes in already weakened enemy armor. Once the AECM has been use to spring the trap, it has 3 Small X-Pulse lasers it can bring to bear as well. Sustainted use of both the PPC and SXPL will put significant strain on it's 3 heat sinks.
Variant B
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant C
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant D
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant E
A potent early game brawler, the E can punch units out to 600 meters using it's AC10. Once it closes to within 250 meters, the 3 Small Pulse Lasers provide additional pinpoint firepower to put holes in enemy armor. While it does not have additional heat, it does carry a spare ton for autocannon ammo for combat longevity. GECM helps it get into range to use the SPL.
Variant F
Another potent short range unit, the F trades the AC10 for an LBX10. It sheds a half ton of armor, and the ECM suite to mount an SRM6 for more close range firepower. That being said, it only has a single spare ton for reloads. Pilots who prepare for the wrong kind of combat will find themselves retreating with low LBX or SRM bins.
Variant G
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |