Difference between revisions of "Chevalier"

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(Variant F)
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===Variant F===
 
===Variant F===
{{Fluff}}
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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===
 
===Variant G===

Revision as of 06:18, 24 May 2018

Chevalier
Chevalier.jpg
Chevalier.jpg
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.

Roles and Gameplay hints

Section Out of Date
This section contains out-of-date information since the release of version 0.8.6. You may help MWLL Wiki by logging in and updating it.


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


Variant C


Variant D


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


Canon


Battletech Reference