Difference between revisions of "Hellhound"

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{{ stub }}
 
 
 
{{Mech|
 
{{Mech|
 
| Image = File:Hellhound.png
 
| Image = File:Hellhound.png
 +
| ImageGif = File:Hellhound_rotating_350px.gif
 
| Class = Medium
 
| Class = Medium
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 8
+
| Tickets = 7
| Tier = 8
+
| Tier = 7
 
| Tonnage = 50
 
| Tonnage = 50
| Speed = ?
+
| Speed = 97
| SpeedWithMasc = ?
+
| SpeedWithMasc =  
| Rotation = ?
+
| Rotation = 260
| PitchStand = -to +
+
| PitchStand = -34° to +50°
| PitchCrouch = -to +
+
| PitchCrouch = -35° to +60°
  
| Price Prime = 79 600
+
| Price Prime = 66 000
| ArmorT Prime = 48 019
+
| ArmorT Prime = 49 561
| Engine Prime = ? STD
+
| Engine Prime = 300 STD
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[CERMBL]]
+
<li>1x [[CLPL]]
<li>1x [[CERLBL]]
+
<li>1x [[CSRM4]]
<li>1x [[CLRM10]]
+
<li>2x [[CERML]]
<li>1x [[CSRM6]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[GECM]]
+
<li>[[iJJ]]
<li>[[MASC]]
+
<li>3 [[DHS]]
<li>5 [[DHS]]
 
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 77 200
+
| Price A = 59 200
| ArmorT A = 48 019
+
| ArmorT A = 48 061
| Engine A = ? STD
+
| Engine A = 300 STD
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>2x [[CERMBL]]
+
<li>2x [[ATM3|ATM3 (HE)]]
<li>2x [[CLRM5]]
+
<li>3x [[CMPL]]
<li>1x [[CERPPC]]
 
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[Eoptics]]
+
<li>[[EOptics]]
<li>[[MASC]]
+
<li>4 [[DHS]]
<li>7 [[DHS]]
 
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 75 200
+
| Price B = 61 000
| ArmorT B = 48 019
+
| ArmorT B = 48 061
| Engine B = ? STD
+
| Engine B = 300 STD
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>6x [[HSL]]
+
<li>1x [[CLBX10]]
<li>1x [[HML]]
+
<li>1x [[CSRM4]]
<li>1x [[ATM6#High Explosive|ATM6 (HE)]]
+
<li>4x [[CERSL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[C3]]
+
<li>[[EOptics]]
<li>[[MASC]]
+
<li>2 [[DHS]]
<li>6 [[DHS]]
 
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 73 800
+
| Price C = 62 500
| ArmorT C = 48 019
+
| ArmorT C = 50 774
| Engine C = ? STD
+
| Engine C = 300 STD
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>4x [[CERSBL]]
+
<li>3x [[HML]]
<li>1x [[CDSSRM4]]
+
<li>3x [[CLRM5]]
<li>1x [[CUAC5]]
 
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[AECM]]
+
<li>[[EOptics]]
<li>[[MASC]]
 
 
<li>4 [[DHS]]
 
<li>4 [[DHS]]
<li>2 [[free tons]]
+
<li>0 [[free tons]]
<li>10t [[Armor]]
+
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 76 200
+
| Price D = 57 800
| ArmorT D = 48 019
+
| ArmorT D = 50 774
| Engine D = ? STD
+
| Engine D = 300 STD
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>3x [[CSPL]]
+
<li>1x [[CUAC10]]
<li>1x [[CLPL]]
+
<li>3x [[CSRM2]]
<li>1x [[CLRM10]]
 
<li>1x [[CNARC]]
 
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[MASC]]
+
<li>1 [[DHS]]
<li>6 [[DHS]]
 
 
<li>1 [[free ton]]
 
<li>1 [[free ton]]
<li>10t [[Armor]]
+
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 73 300
+
| Price E = 59 600
| ArmorT E = 48 019
+
| ArmorT E = 49 275
| Engine E = ? STD
+
| Engine E = 300 STD
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>4x [[Mgun]]
+
<li>2x [[CERML]]
<li>2x [[ATM3#Extended Range|ATM3 (ER)]]
+
<li>3x [[ATM3|ATM3 (Std)]]
<li>1x [[HAG20]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[MASC]]
+
<li>[[iJJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
<li>1 [[free tons]]
+
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 71 300
+
| Price F = 74 000
| ArmorT F = 48 019
+
| ArmorT F = 45 348
| Engine F = ? STD
+
| Engine F = 300 STD
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[HML]]
+
<li>1x [[CERPPC]]
<li>1x [[CUAC10]]
+
<li>3x [[CERSL]]
<li>1x [[CSRM4]]
+
<li>4x [[HMG]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[MASC]]
+
<li>[[GECM]]
<li>2 [[DHS]]
+
<li>[[iJJ]]
<li>1 [[free ton]]
+
<li>4 [[DHS]]
<li>10t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>9.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 79 000
+
| Price G = 65 600
| ArmorT G = 49 621
+
| ArmorT G = 45 348
| Engine G = ? STD
+
| Engine G = 300 STD
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>3x [[Mgun]]
+
<li>1x [[HAG20]]
<li>1x [[CERLBL]]
+
<li>4x [[HSL]]
<li>1x [[CLRM15]]
 
<li>1x [[CLRM10]]
 
<li>1x [[TAG]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[MASC]]
+
<li>0 [[DHS]]
<li>[[C3]]
+
<li>1 [[free tons]]
<li>3 [[DHS]]
+
<li>9.5t [[Armor]]
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
 
</ul>
 
</ul>
  
| Armor H = ?
+
| Pods = LE
| Armor CT = ?
+
| Armor H = 2760
| Armor LRT = ?
+
| Armor CT = 6785
| Armor B = ?
+
| Armor LRT = 4410
| Armor LRA = ?
+
| Armor B = 4071
| Armor INT = ?
+
| Armor LRA = 3901
| Armor LRL = ?
+
| Armor LRL = 5190
 +
| Armor INT = 3114
 +
| Armor LE = 2714
 +
 
 +
| Version = 0.11.2
 
}}
 
}}
<!--Stats current for 0.N/A
+
 
Fluff current for 0.N/A-->
+
<!--Fluff current for 0.11.2-->
The '''Hellhound''' or '''Conjurer''' is a medium Mech built by the [[Clans]] with [[Engines#Standard Engine|STD]] engine installed on all chassis, designed for frontline combat. Speed is sacrificed in favor of lower price and increased survivability
+
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.
  
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the [[LRM10]] and the [[cERLBL|ER Large Beam Laser]], but also able to somewhat defend itself at shorter distances with twin [[cERMBL|ER Medium Beam Lasers]] and the [[SRM6]]. Its a proficient scout, with a [[GECM]] suite that makes detection difficult and, like all Black Lanners, a [[MASC]] for quick tactical repositioning.
+
 
 +
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.<br>
 +
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.<br>
 +
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===
 
===Variant A===
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a [[cERPPC]] amd twin [[cLRM5]]s. Two [[cERMBL|extended range medium beam lasers]] can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.
+
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 - ''"SunnyD"''===
+
Classical design. Everyone just loves those!<br>
This is the energy focused, aptly named "''SunnyD''" Lanner that wants to come close and personal. The combination of the [[cHML|Heavy Medium Laser]], [[ATM6|ATM 6 High Explosive]] and six [[cHSL|Heavy Small Lasers]] can dish out amazing damage, although at the expense of heavy heat, which the 6 Double Heat Sinks have difficulty dealing with. It also cannot engage at long range, needing to search for cover when facing long range units. It sports a [[C3]] unit, allowing it to operate as a forward scout for missile boats and other allied units. One of the favorite tactics used by the SunnyD's pilots is to dash into combat at top speed, deliver a massive [[Gameplay_Tactics#Alpha_Strike|alphastrike]] on an unsuspecting opponent and sprint back into cover while the weapons recharge.
+
The daily driver really - [[LBX10]] - check; [[CSRM4]] - check; four [[ERSL]] -check;<br>
 +
As seen on TV, as driven in school or the Mechwarrior academy.<br>
 +
Better hurry up and snatch this one son, they go like crazy these days!
  
===Variant C===
+
===Variant C - ''"MadHouse"''===
A well-rounded support-skirmisher, it can deploy the [[cUAC5|ultra-autocanon 5]] at long ranges, and then use its impressive speed to close in and finish the opposition with the quad [[cERSBL|Extended Range Small Beam Laser]] battery and the [[cDSSRM4|Dual Streak SRM4]].  An [[AECM]] provides nearby teammates with ECM support and disables enemy [[NARC]] missiles. The Black Lanner C really shines when supporting its team as it doesn't have the outright punch on its own.
 
  
===Variant D===
+
Tough as nails, and packing a tremendous punch in its own weight class in any range.<br>
The ultimate drive-by support mech. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts a single [[cLRM10]], 3 [[cSPL]]s, and a single [[cLPL]], giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it can't dish out enough damage in a prolonged combat. Pilots are urged to use the extra ton of ammo for the NARC launcher.
+
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.<br>
 +
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.<br>
 +
A decent all-rounder for the vary Clan Tech fan.
  
===Variant E - ''"Airsoft"''===
+
===Variant D - ''"G.I."''===
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin [[ATM3#Extended_Range|ATM3 (ER)]] and a [[HAG20]], reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four [[Mgun|Machine guns]] give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses [[EOptics]], allowing for greater accuracy at long ranges.
+
 
 +
''"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...<br>
 +
Nothing too special, nothing too fancy, just old school "lock and load" marines!<br>
 +
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 - [[iJJ|Improved Jump Jets]]!<br>
 +
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.<br>
 +
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. <br>
 +
That being said, and clear, it's a decent mech for the price and we see many ''live and repair'' once sold.
  
 
===Variant F===
 
===Variant F===
Operating at medium range, the Black Lanner F is able to bring a [[cUAC10|Ultra Autocannon 10]] and twin [[cHML|heavy medium lasers]]. At close range, a single [[cSRM4|SRM4]] launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.
+
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s 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===
+
===Variant G - ''"Bayonet"''===
A stand-off Mech utilising almost exclusively longe range weaponry, the Black Lanner G is a support/scout hybrid. It is equally comfortable ferreting out non hidden enemy units with its [[C3|C3 computer]] and sharing the data, as it is with guiding in missiles from allied units or launching them itself, utilizing the [[TAG]] and twin LRM launchers, a [[CLRM15]] and a [[CLRM10]] mounted on the chassis. Further long range enemy harassment is done by its [[ERLBL|extended range large beam laser]] and triple [[Mgun|machine guns]].
+
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.
  
 
==History==
 
==History==
Added in version 0.11.0, as first Clan mech with [[Engines#Standard Engine|Standard Engine]]
+
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].
  
 
==Canon==
 
==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 befitting 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.
+
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)
  
It is noteworthy 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.[3] However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech.
+
Unit Role: Skirmisher
  
 
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]
 
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Revision as of 15:24, 7 November 2019

Hellhound
Hellhound rotating 350px.gif
360.png
Hellhound.png
360.png
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.

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