Difference between revisions of "Avatar"

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{{Mech|
 
{{Mech|
| Image = File:Avatar.jpg
+
| Image = File:Avatar.png
 +
| ImageGif = File:Avatar_spin.gif
 
| Class = Heavy
 
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 9
+
| Tickets = 10
 
| Tier = 11
 
| Tier = 11
 
| Tonnage = 70
 
| Tonnage = 70
Line 12: Line 13:
 
| PitchCrouch = -34° to +55°
 
| PitchCrouch = -34° to +55°
  
| Price Prime = 79 500
+
| Price Prime = 83 500
 
| ArmorT Prime = 60 258
 
| ArmorT Prime = 60 258
 
| Engine Prime = 280 XL
 
| Engine Prime = 280 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
 
<li>4x [[MXPL]]
 
<li>4x [[MXPL]]
<li>2x [[LRM10]]
+
<li>2x [[TBolt10]]
 
<li>1x [[LBX10]]
 
<li>1x [[LBX10]]
 
<li>1x [[B-Pod]]
 
<li>1x [[B-Pod]]
Line 28: Line 29:
 
</ul>
 
</ul>
  
| Price A = 83 100
+
| Price A = 86 100
 
| ArmorT A = 60 258
 
| ArmorT A = 60 258
 
| Engine A = 280 XL
 
| Engine A = 280 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
<li>2x [[LRM5]]
 
<li>2x [[MGun]]
 
 
<li>1x [[Gauss]]
 
<li>1x [[Gauss]]
<li>1x [[ERPPC]]
+
<li>2x [[ERPPC]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
Line 50: Line 49:
 
| Engine B = 280 XL
 
| Engine B = 280 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>5x [[ERMBL]]
+
<li>5x [[ERML]]
<li>3x [[ERLBL]]
+
<li>3x [[ERLL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
Line 80: Line 79:
 
| Engine D = 280 XL
 
| Engine D = 280 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>3x [[MBL]]
+
<li>3x [[ML]]
 
<li>2x [[SSRM6]]
 
<li>2x [[SSRM6]]
 
<li>1x [[AC20]]
 
<li>1x [[AC20]]
Line 95: Line 94:
 
| Engine E = 280 XL
 
| Engine E = 280 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>5x [[ERMBL]]
+
<li>5x [[ERML]]
 
<li>2x [[MRM20]]
 
<li>2x [[MRM20]]
 
<li>1x [[NARC]]
 
<li>1x [[NARC]]
 +
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
Line 106: Line 106:
 
</ul>
 
</ul>
  
| Price F = 87 500
+
| Price F = 87 900
| ArmorT F = 68 841
+
| ArmorT F = 66 648
 
| Engine F = 280 XL
 
| Engine F = 280 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1 [[UAC10]]
+
<li>1x [[UAC10]]
<li>3x [[ERMBL]]
+
<li>3x [[ERML]]
<li>1x [[LRM15]]
+
<li>2x [[LRM5]]
<li>1x [[SRM4]]
+
<li>1x [[HPPC]]
 
<li>1x [[B-Pod]]
 
<li>1x [[B-Pod]]
 +
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[GECM]]
 
 
<li>5 [[DHS]]
 
<li>5 [[DHS]]
<li>2 [[free ton]]
+
<li>1 [[free ton]]
<li>14t [[Armor]]
+
<li>13.5t [[Armor]]
 
</ul>
 
</ul>
  
Line 128: Line 128:
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 
<li>2x [[PPC]]
 
<li>2x [[PPC]]
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
 
<li>2x [[LRM15]]
 
<li>2x [[LRM15]]
 
</ul>
 
</ul>
Line 146: Line 146:
 
| Armor LRL = 6515
 
| Armor LRL = 6515
  
<!-- Stats current for 0.10.3 -->
+
| Version120 = 0.12.0
 
}}
 
}}
  
 +
<!-- Current for 0.11.1 -->
 +
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.
  
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[LRM10]] launchers allow it to provide long range indirect fire support and a [[LBX10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire disciplin is requied.
+
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[TBolt10|Thunderbolt10]] launchers allow it to provide long range fire support and a [[LBX10|Lubalin Ballistics-X AutoCannon 10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.
 
[[B-Pod]], should enemy [[Battle Armor]] get too close.
 
[[B-Pod]], should enemy [[Battle Armor]] get too close.
  
 
===Variant A===
 
===Variant A===
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. In engagements over open ground, two [[LRM5]]s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of [[ERMBL|Medium Beam Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of [[mgun|machineguns]] offer some extra punch. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.
+
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and dual [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. The pair of [[ERML|Medium Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.
  
 
===Variant B - ''"The Flying Red"''===
 
===Variant B - ''"The Flying Red"''===
[[File:Flyingred.jpg|100px|left|The Flying Red]]
+
<div style="width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;">
Dubbed "'''''The Flying Red'''''," The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLBL]] on its right arm, while carrying an additional set of five [[ERMBL]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.
+
[[File:Flyingred.jpg|100px|center|The Flying Red]]
 +
</div>
 +
Dubbed "'''''The Flying Red'''''," The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLL]] on its right arm, while carrying an additional set of five [[ERML]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.
 +
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
  
 
===Variant C===
 
===Variant C===
A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.
+
A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.
  
 
===Variant D - ''"Fallschirmjaeger"''===
 
===Variant D - ''"Fallschirmjaeger"''===
The Avatar D, known as the "'''''Fallschirmjaeger'''''", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[MBL|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.
+
The Avatar D, known as the "'''''Fallschirmjaeger'''''", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[ML|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.
  
 
===Variant E===
 
===Variant E===
The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. While sporting a max range of 700m and a minimum of around 20m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 5 [[ERMBL]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 [[DHS]] help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The [[NARC]] launcher and [[Eoptics|enhanced optics]] allows it to act as a limited support role.
+
The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. A blistering array of 5 [[ERML]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 [[DHS]] help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The [[NARC]] launcher allows marking targets for friendly missiles.
  
 
===Variant F - ''"Scorpio"''===
 
===Variant F - ''"Scorpio"''===
Dubbed "'''''Scorpio'''''"
+
Dubbed "Scorpio" The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10]], 3 [[ERML]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod]] to maim irritant [[BA]], help with staying alive.
Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A [[UAC10]] and 3 [[ERMBL]] form the main sources of firepower for this variant. Its single [[LRM15]] supported by [[Eoptics|enhanced optics]] provides a significant long range boost, and one [[SRM6]] gives it an extra edge in close range combat. Its 2 [[free tons]] is usually dedicated to its ultra autocannon and the long range missile rack. 5 [[DHS]] do a decent job of managing the variant's heat, as long as everything isn't fired at once. A [[GECM|Guardian ECM]] gives this variant the chance to stealthily close in or use its LRMs without being outright detected by its active radar. Extra 1.5t of armor and [[B-Pod]] help with staying alive for longer.
 
  
 
===Variant G===
 
===Variant G===
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERMBL]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 [[DHS]] keep the asset's heat manageable.
+
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERML]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 [[DHS]] keep the asset's heat manageable.
  
 
==Canon==
 
==Canon==

Revision as of 11:54, 24 April 2020

Avatar
Avatar spin.gif
360.png
Avatar.png
360.png
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 10 upon destruction
Tier: 11
Tonnage: 70 tons
Speed: 76 km/h (106 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +45° while standing.
-34° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 83 500 CBills
Total armor: 60 258
Engine Size: 280 XL
A:
Price: 86 100 CBills
Total armor: 60 258
Engine Size: 280 XL
B:
Price: 84 000 CBills
Total armor: 60 258
Engine Size: 280 XL
C:
Price: 87 800 CBills
Total armor: 60 258
Engine Size: 280 XL
D:
Price: 79 700 CBills
Total armor: 60 258
Engine Size: 280 XL
E:
Price: 84 500 CBills
Total armor: 60 258
Engine Size: 280 XL
F:
Price: 87 900 CBills
Total armor: 66 648
Engine Size: 280 XL
G:
Price: 82 600 CBills
Total armor: 60 258
Engine Size: 280 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5430
2760
4751
4751
6515
6108
9502
6108
4751
6515
3909

All stats current as of release 0.15.3

The Avatar is a heavy Omnimech built by the Inner Sphere. Comparable to the Clan Thor, it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.


Roles and Gameplay Hints

Prime

The Avatar Prime is defined by its mix of medium to long range weapons supported by enhanced optics. Its duo of Thunderbolt10 launchers allow it to provide long range fire support and a Lubalin Ballistics-X AutoCannon 10 is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four Medium X-Pulse Lasers significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 DHS can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required. B-Pod, should enemy Battle Armor get too close.

Variant A

A variant focusing on long range firepower, the Avatar A's main armaments are its Gauss Rifle and dual ERPPC. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its enhanced optics and jumpjets make the Avatar A capable of Poptarting. The pair of Medium Lasers standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single free ton keeps its gauss rifle fed and 2 DHS somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.

Variant B - "The Flying Red"

The Flying Red

Dubbed "The Flying Red," The Avatar B is the Inner Sphere's ultimate answer to Clan long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of ERLL on its right arm, while carrying an additional set of five ERML spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty alpha strike, hitting with extreme precision from great range supported by enhanced optics. Improved Jump Jets further allow poptart tactics and increased maneuverability, while 9 double heat sinks keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.

Variant C

A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A Heavy Gauss Rifle with the help of enhanced optics lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three Medium Pulse Lasers and a pair of SRM6 launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 2 DHS are passable for its relatively low heat arsenal and its 4 Free tons allow an extended combat period.

Variant D - "Fallschirmjaeger"

The Avatar D, known as the "Fallschirmjaeger", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted AC20 easily blows holes in opposing 'Mechs which its two SSRM6 packs can then exploit. Three Medium Lasers provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary Battle Armor. On top of all this, three Free tons for reloads allows the Avatar D to carry more than enough ammo for extended combat. Improved Jump Jets provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.

Variant E

The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of MRM20s. A blistering array of 5 ERML accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a MASC, allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, 6 DHS help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The NARC launcher allows marking targets for friendly missiles.

Variant F - "Scorpio"

Dubbed "Scorpio" The Avatar F has a much clearer focus towards medium range combat. A pounding UAC10, 3 ERML to drill further into the armor and Heavy PPC to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo LRM5 supported by Enhanced Optics provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 free ton is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and B-Pod to maim irritant BA, help with staying alive.

Variant G

The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an AECM, allowing it to hide the radar signals of its teammates and offer protection from NARCs. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of LRM15 launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of PPCs, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two ERML offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 DHS keep the asset's heat manageable.

Canon

The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.

Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Brawler

BattleTech Reference