Blood Asp

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Blood Asp
Blood Asp.jpg
Class: Assault Mech
Faction: Clan
Ticket cost: 16 upon destruction
Tier: 16
Speed: 64.8 km/h (91 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +50° while standing.
-34° to +60° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 129 500 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
A:
Price: 130 300 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
B:
Price: 119 700 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
C:
Price: 113 100 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
D:
Price: 134 100 CBills
Total base armor: 80 934
Engine Size: Consolidated 360 XL Fusion
E:
Price: 128 500 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
F:
Price: 124 100 CBills
Total base armor: 82 532
Engine Size: Consolidated 360 XL Fusion
G:
Price: 118 600 CBills
Total base armor: 79 342
Engine Size: Consolidated 360 XL Fusion
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
6759
2760
6478
6478
8618
9012
11265
9012
6478
8618
5171

All stats current as of release 0.11.0

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Section Out of Date
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Prime

The Blood Asp Prime is a menacing Clan Assault Mech with an arsenal of weapons that effectively cover both long and short range engagements.
Two Clan Gauss Rifles can snipe enemies at 900m with a devastating 2460 Heavy Kinetic Damage. With EOptics and 2 Free Tons of ammo stores, the hurt will just keep coming. If roasting your opponents is your pleasure at the 600m mark, unleash an Alpha Strike with the 4 CHML for a blistering 6276.92 of Energy Damage, but be careful as this unit only contains 6 DHS. At 500m mark unleash the 2 CMPL at 415 Damage every 2 seconds. Finish off your prey at 350m with 1 CSRM4 or use it to dispatch those pesky little BAs. May the Gods of War help the fool who wanders into your sights.

Variant A

The 2nd most expensive variant of the Blood Asp. Armed with 2xCERPPCs and 2xCERLBLs, reaching out to 900m pounding out 3416.24 Damage just be mindful of the slow recharge times. 2xCERMBLs tap into the 700m range dealing another 2628 points of energy damage. Use the ATM6(ER) missiles with a lock-on of 1250m and 523.02 of Damage to finish off or disrupt your enemy. 1 Free Ton ensures you ample supply of missile. Housing 16 DHS the Blood Asp A is capable of dumping heat very fast, making an automatic power shutdown nearly impossible. The EOptics ensure you never loose sight of your target. 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 F


Variant G


Canon

Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Based on the Kingfisher, the Blood Asp adds an XL Engine, but space constraints forced the replacement of the Kingfisher's Ferro-Fibrous armor with standard plate. The Blood Asp incorporates sixteen tons of this armor and numerous double heat sinks in the base chassis. One of the first 'Mechs to field the breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size.

BattleTech Reference