Blood Asp

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Blood Asp
[[Blood Asp.jpg | 350px]]
[[Blood Asp.jpg | 350px]]
Class: Assault Mech
Faction: Clan
Ticket cost: 15 upon destruction
Tier: {{{Tier}}}
Speed: 64.8 km/h
Torso yaw: 360°
Torso pitch: -34° to +60° while standing.
-34° to +70° while crouching.
Variant Armament
Variant Weapons Equipment
Price: {{{Price Prime}}} CBills
Total armor: 79 342
Engine Size:
{{{Weapons Prime}}} {{{Equip Prime}}}
Armor Points Distribution
5171 Internal +
8618 External
5171 Internal +
8618 External

All stats current as of release 0.12.2

The Blood Asp is a Clan Assault Mech released in 0.5.4. Featuring a 64.8 km/h top speed, unlimited torso twist range, and more armor than the Madcat MKII, the Blood Asp is a uniquely agile and powerful Assault Mech - the pinnacle of Clan Mech technology and priced accordingly. The Blood Asp is very agile, helping to negate the weak points of what is usually characteristic of assault mechs. The frame of the Blood Asp is skinny, making it difficult to concentrate fire on one body part. Even if fire is concentrated, the Blood Asp mounts weapons in a large number of spots, making the loss of an appendage lessened. Back attacks, which are usually powerful against large mechs, are weakened thanks to full torso twist.

The Blood Asp is not invulnerable, however. All variants are very high in price and the mech, though quite armored, does not sport the highest in its class. The majority of the money goes into the weaponry, making the electronics package on each variant minimal. In addition, the large variety of weaponry on each Blood Asp presents a high skill ceiling.

Roles and Gameplay Hints

Section Out of Date
This section contains out-of-date information since the release of version 0.8.5. You may help MWLL Wiki by logging in and updating it.


The Blood Asp Prime is a menacing Clan Assault mech with an arsenal of weapons that effectively cover both short and long range engagements. Two Clan Gauss Rifles can snipe enemies in the distance, while two Clan ER Small Beam Lasers and four Clan Heavy Medium Lasers can roast both slower and faster assets alike. The single Clan Streak SRM6 launcher provides an additional punch to help throw off a combatant's aim when brawling. Although it is armed to the teeth, pilots might find themselves dry of Gauss Rifle slugs in prolong engagement as the Blood Asp only holds a single reload for them.

Variant A

By far the most expensive variant of the Blood Asp. Armed with Two Clan ER PPCs, two Clan ER Large Beam Lasers, and four Clan ER Medium Beam Lasers, it can deal an incredible 4258 points of energy damage. The large number of heat sinks are capable of dumping heat very fast, making an automatic power shutdown nearly impossible. Use the precision beam lasers to cut a swath of destruction through enemy forces, or launch bolts of PPC death if you're skilled or feeling lucky. Additionally, the lack of ammo dependence gives this variant fantastic staying power, although trigger happy pilots may soon find themselves slaves to their coolant levels.

Variant B

An all round medium range damage dealer, boosting decent armour protection and an adaptive weapons loadout. This variant can support with crippling medium range fire and suppress air activity. With a pair of LBX10s, a large array of 6 Clan ER Medium Beam Lasers and topped off with a ATM6 launcher, combined with the 360 torso twist and high torso pitch, this medium range powerhouse poses high threat to anything in it's sight. Be it land or air, 6 CERMBL can rip holes in armour with precision, a pair of LBX10 can exploit weakness in armour while being able to deal extreme damage to any air units in it's effective range, providing you have a steady aim. Finally the ATM6 can deal screen shake to opponent and accurately target fast moving air units.

Variant C

Although this variant may seem unusual with its all-in short range loadout, the Blood Asp C can be a suprisingly adept Assault class brawler by capitalizing on its decent amount of armor, unlimited torso rotation range, and spritely top speed. Of course, two Clan LBX20 Autocannons are no joke in close quarters, and two Clan ER Large Beam Lasers provide decent defence against distant antagonists. Finally, six Clan ER Small Beam Lasers deal nearly as much DPS as three Clan ER Large Beam Lasers, while a Clan SRM6 launcher tacks on the screen shake against short range targets. If anything, only its high cost and lack of GECM prevent this variant from truely perfecting its role.

Variant D

As if somebody had taken the Prime, A, and C variants and blended them together, the D variant is the bastard child of the Blood Asp family. Significantly more expensive than the Prime variant, the Blood Asp D possesses more armor, LAMS, and hits harder at medium to long range. One Clan Gauss Rifle and one Clan ER PPC form a relatively cool and powerful long range trio. At medium range, four Clan ER Medium Beam Lasers and one ATM9 launcher open up a new world of hurt against all types of foes. Finally, four Clan ER Small Beam Lasers give it an additional edge in short range combat.

Variant E

The E variant is the ultimate short range energy boat, able to melt enemies to slag in seconds with a variety of Heavy Lasers. Two Heavy Large Lasers provide a large amount of damage up to 600 meters, backed up by two Clan ER Medium Lasers. Six Heavy Small Lasers can deal an extra bite at knife-fighting range. The addition of MASC makes this Mech even more terrifying, able to launch the 90 ton Assault to 90 Km/h, making it able to travel faster than most Medium Mechs, for a stint. Nineteen Double Heat Sinks provide ample heat dissipation but cannot sustain constant Alpha Striking. The large amount of Heat Sinks allow the Mech to use MASC for a long time without risk of overheating, provided no weapons are fired. It should be noted that while standing in shallow water or if external temperature is 1°C or less, a pilot can literally MASC forever in he Blood Asp E.

Variant Evaluations

Section Out of Date
This section contains out-of-date information since the release of version 0.8.5. You may help MWLL Wiki by logging in and updating it.

These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses.
For an explanation of the terms used visit the Evaluation Charts help page.

Variant vs. Ground vs. Air vs. BA Short Range Med. Range Long Range Extreme Range Support Efficiency
Prime * * * * * * * * * * * * * * * * * * * * n/a n/a * * *
A * * * * * * * * * * * * * * * * * * * * * * n/a n/a * * * *
B * * * * * * * * * * * * * * * * * * * * n/a n/a * * *
C * * * * * * * * * * * * * * * * * * * * * * n/a n/a * *
D * * * * * * * * * * * * * * * * * * * * * * * n/a n/a * * *
E * * * * * * * * * * * * * * * * * * n/a n/a n/a * *


The Blood Asp was an Assault OmniMech developed by Clan Star Adder as a 90ton fast frontline 'Mech. Mixing a maximum speed of 65 km/h (compared to 68 km/h of Madcat MKII) with two Gauss Rifes, 4 Heavy Medium Lasers supported by two Medium Pulse Lasers and SSRM6 make this 'Mech a very dangerous opponent. Variants of Blood Asp feature between many Jump Jets, ER PPCs, or LRM20s under cover of ECM system.

BattleTech Reference