Sulla

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Sulla
Sulla spin.gif
360v4.png
Sulla.png
360v4.png
Faction Clan
Ticket cost: 7 upon destruction
Tier: 7
Tonnage: 45 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Attacker
Price: 80 000 CBills
Total Armor: 16 387
Maneuverability: 6.7
Max Speed: 460 km/h
Opt. Turning: 260 km/h
A:
Class: Fighter
Price: 62 800 CBills
Total Armor: 19 237
Maneuverability: 7.9
Max Speed: 474 km/h
Opt. Turning: 255 km/h
B:
Class: Attacker
Price: 75 000 CBills
Total Armor: 16 387
Maneuverability: 6.7
Max Speed: 460 km/h
Opt. Turning: 260 km/h
C:
Class: Fighter
Price: 65 000 CBills
Total Armor: 18 287
Maneuverability: 7.9
Max Speed: 474 km/h
Opt. Turning: 255 km/h
D:
Class: Bomber
Price: 75 200 CBills
Total Armor: 16 387
Maneuverability: 5.4
Max Speed: 440 km/h
Opt. Turning: 265 km/h
E:
Class: Fighter
Price: 69 200 CBills
Total Armor: 18 287
Maneuverability: 7.9
Max Speed: 474 km/h
Opt. Turning: 255 km/h
F:
Class: Attacker
Price: 76 000 CBills
Total Armor: 16 387
Maneuverability: 7.6
Max Speed: 460 km/h
Opt. Turning: 260 km/h
G:
Class: Bomber
Price: 69 500 CBills
Total Armor: 16 387
Maneuverability: 5.9
Max Speed: 440 km/h
Opt. Turning: 265 km/h
H:
Class: Bomber
Price: 66 500 CBills
Total Armor: 16 387
Maneuverability: 5.9
Max Speed: 440 km/h
Opt. Turning: 265 km/h
Armor Points Distribution
B
LW
RW
E
T
6115
2348
2348
3326
2250

All stats current as of release 0.16.1


The Sulla is a Clan Medium Aerospace fighter, mixing high firepower with good speed and armor. The Sulla is an extremely versatile chassis, with some of the best Air To Air variants in game, and dependable Air To Ground Attacker and Bomber loadouts.

Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.


Roles and Gameplay Hints

Prime

The Sulla Prime is a standout among Aerospace, as it is the smallest Prime variant to be classed as an Attacker. It loads a blistering energy weapon loadout, primarily a CERPPC and pair of Air CERLL. It earns its Attacker status with a pair of low slung Bomb (LG), allowing it to deliver a precise payload once per sortie. Backing this up is a pair of Air CSPL mounted in the nose, and EOptics for extra precision. This variant works best as a longer ranged ground support unit, maintaining distance and staying around for a long time thanks to its lack of ammo dependency. The Air CSPL are mostly only useful when dogfighting larger planes, and Alpha Strikes can run a bit hot. It is an Attacker, so be wary of fighters who can easily outturn you.

Variant A - "Falcon"

The A Variant, or "Falcon", is one of the most effective Aerospace Fighters in the game. Its primary weapons are a pair of Air UAC2 and MG's, which most importantly are packed in tight towards the center of the fighter. This means that their dispersion (spread) is very low, allowing accurate fire at all distances. Backing this up are a pair of Air ATM3 (Std) launchers under the wings, giving this Fighter an excellent Air To Air loadout. While the ATM's can contribute some damage to ground support, this Fighter is only marginally effective outside its intended role. This variant also packs Air GECM, making it hard to detect until it is too late.

Variant B

The second Attacker variant in the Sulla family, this is a more close range and personal variant than the Prime. The primary weapons are a CLBX10 and Air SRM6 in the wings, giving a lethal punch within 600m. For longer ranges, or to contribute to burst weight, a pair of CLBX2 in the nose are mounted. For its Attacker credentials, a lethal pair of Bomb (HE) are carried. It also has two spare tonnes, but cannot carry extra bombs. This is a more capable Air to Air attacker than the Prime, but loses the safety of 900m main guns. With good precision and a close range attack, the full force of its LBX's and Air SRM6 can be quite deadly.

Variant C - "Eagle"

The Charlie variant is the simplest Sulla available, and a deadly Fighter in the right hands. 4x Air CMPL are the primary, and only direct weapons on this craft, providing withering rapid fire within 500m. However, due to that same 500m range, this Sulla is often hard to use against ground targets as high angles off attack can only reliably give it 2 bursts of the MPLs before pulling up. In the late game, while the C is still good against most air targets, larger ground targets will regularly be able to deal the C far more damage than they receive. To add at least some versatility, it packs NARC's and 2 spare tons of reloads, allowing a skilled pilot to provide support to the team. BHP rounds out this Fighter with excellent radar coverage. 6 DHS give the C substantial boosting capabilities, making it one of the fastest interceptors in the game.

Variant D - "Twilight"

The first Bomber variant for the Sulla, the primary weapons are paired Bomb (LG). Backing this up are two of the largest Clan weapons available, a Air ATM12, and an HLL, dealing withering damage within 600m. Additionally carried are two Air HSL's, though due to their short range using them on ground targets is risky. Ideally with a friend providing TAG or NARC support from the ground, this is an excellent platform for removing larger ground assets. Bomber maneuverability makes it very vulnerable to Fighters however, though it can easily chase down larger Aerospace. a Free tons give excellent endurance.

Variant E

The last Fighter variant of the Sulla, the primary weapons are a pair of Air HML and Air CERSL's, providing massive damage under 400m. Unlike on the "Falcon" A variant, no bullet leading is needed, but long discharge time on the Air HML's means precise aim is required to be effective. Backing this up are a pair of devastating Air SSRM6 launchers, and Air GECM to provide a stealthy edge. This variant is more capable than other Sulla Fighters at Air To Ground, as the Air SSRM6 are very dangerous and lock quickly at 600m. Particularly effective against larger Aerospace, where small inaccuracies with the lasers matters less. Tends to run a bit hot, so watch the afterburners.

Variant F

The last Attacker in the Sulla family, this variant packs the most rapid fire weaponry outside of the Fighters. Its primary weapons are a trio of cERML and 2 Air UAC5, which can peel armor off ground and air targets with impunity within 750m. EOptics allow for precision fire. The Attacker designation is fulfilled with a pair of Bomb (CL) under the wings, allowing this variant to soften up targets and flatten infantry with ease. Due to the difficulty of using Bomb (CL)'s, this variant is best used to strafe ground targets. It can also double duty as Air to Air, as its rapid fire armament can quickly damage enemy Aerospace.

Variant G

The second Bomber Sulla packs the most indirect fire weapons on the chassis, starting with paired Air LRM15s under the wings. With NARC or TAG support on the ground, orbiting the battlefield and raining down a constant barrage of missiles is a viable option. For direct fire purposes, a pair of Air CERLL provide some minor Air to Air firepower if needed. Finally 2xBomb (CL) units and 4 spare tons give plenty of endurance. The relative lack of direct fire weapons makes this unit very vulnerable to other Aerospace and even VTOL's, but it is capable of remaining at great distances if desired, and has EOptics to boot. Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM15s. In order to fire all 15 missiles, the pilot must click 3 times and the next salvo of missiles will not load until all 15 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM15s because they failed to empty all of the missiles from the previous salvo.

Variant H

The final and deadliest direct fire Sulla Bomber in the game, the H packs two Bomb (HE) and 6 spare tons, allowing it to make up to 4 bomb runs, more than enough to cripple an Assault mech. This is backed up by a devastating Air UAC10, ripping into targets with ferocity from 600m out. Further boosting firepower is a CERPPC, providing an awesome alpha strike with high splash damage to secure kills on fleeing enemies. The H's paltry 2 DHS force the pilot to balance between using the boost and firing the ERPPC. For a last punch when making close runs, the H also comes with two Air SRM2s.

History

Till version 0.3.0, the Sulla was the lightest and fastest Aerospace available. That distinction has been taken by the SparrowHawk.


Canon

The Sulla is a maneuverable and well-protected medium OmniFighter. Its balance of armor and weapons enables it to operate in conjunction with heavier or smaller fighters, though it lacks the edge of more specialized fighters. The primary Sulla is a multi-role craft, used in ground attack and interception missions. All the Clans deploy some Sullas, though the toumans of Clans Ghost Bear and Star Adder contain the majority. They are usually deployed in a supporting role, escorting transports and recon vehicles. Some are attached to ground units, where they serve either as ground-attack vehicles or — more commonly — as aggressive combat air patrols. Filling these roles is possible thanks to its superior staying power, granted by its large fuel load.

Date Introduced 2998 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Fire-Support

BattleTech Reference