Difference between revisions of "Hellhound"

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| Class = Medium
 
| Class = Medium
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 8
+
| Tickets = 7
| Tier = 8
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| Tier = 7
 
| Tonnage = 50
 
| Tonnage = 50
 
| Speed = 97
 
| Speed = 97
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| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>1 [[DHS]]
+
<li>0 [[DHS]]
<li>0 [[free tons]]
+
<li>1 [[free tons]]
 
<li>9.5t [[Armor]]
 
<li>9.5t [[Armor]]
 
</ul>
 
</ul>
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| Armor LE = 2714
 
| Armor LE = 2714
 
}}
 
}}
<!--Stats current for 0.11.1
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<!--Stats current for 0.11.2
 
Fluff current for 0.N/A-->
 
Fluff current for 0.N/A-->
 
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h.
 
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h.
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===Variant A===
 
===Variant A===
This vicious closerange powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combatants. This variant is a terror for opposing smaller assets with its ability to get into close combat, high damage when it's there, and the durability to keep it there for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.
+
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combatants. This variant is a terror for opposing smaller assets with its ability to get into close combat, high damage when it's there, and the durability to keep it there for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.
  
 
===Variant B===
 
===Variant B===
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===Variant G - ''"Bayonet"''===
 
===Variant G - ''"Bayonet"''===
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is paring that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. It's only weakness is the lack of ammo, meaning you either need to play close to your supply lines or plan your fights carefully so you have a clear path to retreat when you run dry as the lasers alone likely won't be enough to ward off hungry pursuers if you're injured.
+
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. It's only weakness is the lack of ammo, meaning you either need to play close to your supply lines or plan your fights carefully so you have a clear path to retreat when you run dry as the lasers alone likely won't be enough to ward off hungry pursuers if you're injured.
  
 
==History==
 
==History==

Revision as of 18:33, 11 August 2019


Hellhound
Hellhound rotating 350px.gif
Hellhound rotating 350px.gif
Class: Medium Mech
Faction: Clan
Ticket cost: 7 upon destruction
Tier: 7
Tonnage: 50 tons
Speed: 97 km/h
Torso yaw: 260°
Torso pitch: -34° to +50° while standing.
-35° to +60° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 66 000 CBills
Total armor: 49 561
Engine Size: 300 STD
A:
Price: 59 200 CBills
Total armor: 48 061
Engine Size: 300 STD
B:
Price: 61 000 CBills
Total armor: 48 061
Engine Size: 300 STD
C:
Price: 62 500 CBills
Total armor: 50 774
Engine Size: 300 STD
D:
Price: 57 800 CBills
Total armor: 50 774
Engine Size: 300 STD
E:
Price: 59 600 CBills
Total armor: 49 275
Engine Size: 300 STD
F:
Price: 74 000 CBills
Total armor: 45 348
Engine Size: 300 STD
G:
Price: 65 600 CBills
Total armor: 45 348
Engine Size: 300 STD
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2714
4071
2760
3901
3901
5190
4410
6785
4410
3901
5190
3114

All stats current as of release 0.15.3

The Conjurer - otherwise known as the Hellhound to Inner Sphere forces - is a Clan medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a Standard engine. All units are equipped with Enhanced Optics and a ground speed of 97 km/h.


Roles and Gameplay Hints

Prime

The CLPL was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion times, and rightly so - incredible pinpoint damage at ample 850 meter means remote surgery in the ranges no other weapon can easily compete. Add the motion augmenting equipment and it means getting in positions - only few units can reach you, and successfully retaliate.
The two CERML will follow suit up to 700m serving as a backup weapon and the trusty CSRM4 will provide more leverage should the fight come to knife distance.
The bulk of the fire power being energy based and reaching at least to 700m could help designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but the bill fits a jump sniper as well, the so called "poptart".

Variant A

This vicious close range powerhouse packs 3 CMPL for precision midrange attacks and 2 ATM3(HE) for scathing close combatants. This variant is a terror for opposing smaller assets with its ability to get into close combat, high damage when it's there, and the durability to keep it there for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.

Variant B

Classical design. Everyone just loves those!
The daily driver really - LBX10 - check; CSRM4 - check; four ERSL -check;
As seen on TV, as driven in school or the Mechwarrior academy.
Better hurry up and snatch this one son, they go like crazy these days!

Variant C - "MadHouse"

Tough as nails, and packing a tremendous punch in its own weight class in any range.
The three CLRM5 launchers will serve both tactical and strategical tasks with excellence. Once the three HML are brought to bear, the enemy will be whittled free of any armor or component foolishly put in harms way.
Trading mobility for endurance and heavy punch, this unit deservedly reaps the fruits of the abundance of the later two, although care is to be excreted not to fall victim of former. The amount of staying power is by no means tailored for prolonged engagements against likely priced Inner Sphere heavy Mechs.
A decent all-rounder for the vary Clan Tech fan.

Variant D - "G.I."

"G.I." once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool UAC10 with a spare ton of reloads, the three ammo efficient CSRM2 that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...
Nothing too special, nothing too fancy, just old school "lock and load" marines!
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!

Variant E

A Clan classic if there ever was one. Two CERML, three ATM3 and woe and behold - Improved Jump Jets!
If you take care of where you stand, and how the battle is progressing; If you engage only aerial targets due to superior ATM performance against them and if you use your CERML sparingly for the occasional finish blow, you might not even notice how hot this unit might get if used as a skirmisher.
Skirmishers would jump out of cover; rip and tear with the laser battery, waiting for the ATMs to lock on and the Jump Jets to replenish turning and twisting the battle scars out of harms way, just to be launching the ATMs during the back jump into the cover, taking great care not to fire them under the minimal 120m range so when they hit, they hurt too. All the while squirting coolant left and right to avoid the DHS pair become damaged for riding the yellow line for too long.
That being said, and clear, it's a decent mech for the price and we see many live and repair once sold.

Variant F

With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its HMGs. Its CERPPC provides fearsome punch at all ranges and its CERSLs dig into wounded components nicely. This Hellhound's versatility is highlighted by its GECM and IJJ giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.

Variant G - "Bayonet"

Armed with the mighty HAG20, this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true namesake and calling is pairing that at close range with its array of 4 Heavy Small Lasers which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. It's only weakness is the lack of ammo, meaning you either need to play close to your supply lines or plan your fights carefully so you have a clear path to retreat when you run dry as the lasers alone likely won't be enough to ward off hungry pursuers if you're injured.

History

The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a Standard Engine.

Canon

The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its Jump Jets enable it to leap up to 180 meters at a time. Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech.

Year introduced: 2829, during the "Early Succession Wars" era (2781 - 2900)

Unit Role: Skirmisher

BattleTech Reference