Difference between revisions of "Conjurer"

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[[Category:Clan Mechs]]
 
[[Category:Clan Mechs]]
 
[[Category:50 Ton Mechs]]
 
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[[Category:Clan BattleMechs]]

Latest revision as of 16:31, 15 February 2023

WVR-IIC
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 3
Missile: 2
Support: 3
Speed 7/10/7
Firepower Max Damage: 155
Max Stability: 12
Max Heat: 0
Durability Armor: 815
Structure: 416
Heat Efficiency Sinking: 60
Alpha: 84
Melee Kick: 50
Punch: 25
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Center Torso Jump Jet (S)
Jump Jet (S)
Left Torso Jump Jet (S)
Jump Jet (S)
Ammo Streak SRM
Streak SRM2 (C)
Streak SRM2 (C)
Right Torso ER M Laser (C)
ER M Laser (C)
Jump Jet (S)
Jump Jet (S)
Right Arm L Pulse (C)


Description

The Conjurer is, in all but name, the Wolverine IIC. However, as that word is forbidden in Clan society, it was rebranded as the Conjurer. 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. The Conjurer uses a Large Pulse Laser that is quite accurate and effective at a respectable range. To back that up, it mounts paired ER Medium Lasers and Streak SRM-2s. Ten double heat sinks are able to keep heat under control, though a Conjurer can summon up a heat problem if pressed too hard.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout
WVR-IIC-2
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 2
Missile: 2
Support: 2
Speed 8/12/8
Firepower Max Damage: 142
Max Stability: 18
Max Heat: 0
Durability Armor: 845
Structure: 416
Heat Efficiency Sinking: 60
Alpha: 56
Melee Kick: 50
Punch: 25
Stock Equipment
Engine XL Engine (C)
Core 350
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Head FCS Precision Computer
Center Torso Jump Jet (S)
Left Torso Jump Jet (S)
Jump Jet (S)
Jump Jet (S)
Right Torso Jump Jet (S)
Jump Jet (S)
Jump Jet (S)
Left Arm M Pulse (C)
M Pulse (C)
Right Arm ATM 9 (C)
Ammo ATM
Ammo ATM ER
Ammo ATM HE


Description

The Conjurer was almost completely rebuilt from the ground up for this variant. It uses a 350 XL fusion engine to achieve speeds up to 119 km/h, along with increased jumping capacity that enable it to move up to 210 meters a jump. The weapons are removed to make way for an ATM 9 that has three tons of ammunition to allow maximum flexibility. A pair of Medium Pulse Lasers that are tied to a Targeting Computer round out the weapons. An added half ton of armor brings the armor protection up to the maximum the 50 ton chassis can carry.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout
WVR-IIC-3
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 5
Support: 1
Speed 6/9/6
Firepower Max Damage: 155
Max Stability: 0
Max Heat: 0
Durability Armor: 765
Structure: 416
Heat Efficiency Sinking: 78
Alpha: 72
Melee Kick: 50
Punch: 25
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling +2
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Head Targeting Computer [Medium]
Center Torso Jump Jet (S)
Jump Jet (S)
Left Torso Heat Sink Double (C)
Jump Jet (S)
Jump Jet (S)
Right Torso ER L Laser (C)
Jump Jet (S)
Jump Jet (S)
Left Arm Heavy M Laser (C)
Right Arm Heavy M Laser (C)


Description

The Conjurer 3 is somewhat similar on paper to the original Conjurer, though it was introduced centuries after that design. Built on an Endo-Steel skeleton with Ferro-Fibrous armor, the 300-rated engine keeps the Conjurer 3 moving at a rapid pace while six jump jets keep it mobile. For firepower, the 3 mounts an ER Large Laser and a pair of Heavy Medium Lasers, all wired into a Targeting Computer for accuracy.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout
WVR-IIC-4
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 5
Missile: 2
Support: 2
Speed 6/9/6
Firepower Max Damage: 357
Max Stability: 36
Max Heat: 0
Durability Armor: 765
Structure: 416
Heat Efficiency Sinking: 84
Alpha: 131
Melee Kick: 50
Punch: 25
Stock Equipment
Engine XL Engine (C)
Core 300
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling +2
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Head Targeting Computer [Medium]
Center Torso Jump Jet (S)
Jump Jet (S)
Left Torso LMG (C)
LMG (C)
Ammo MG
Jump Jet (S)
Jump Jet (S)
Right Torso Jump Jet (S)
Jump Jet (S)
Ammo Streak SRM
Streak SRM6 (C)
Streak SRM6 (C)
Left Arm Heavy M Laser (C)
Heavy M Laser (C)
Right Arm Heavy M Laser (C)
Heavy M Laser (C)
M Pulse (C)
Left Leg Heat Sink Double (C)
Right Leg Heat Sink Double (C)


Description

The Conjurer 4 is a fork of the previously introduced Conjurer 3 and shares much of the same chassis as that mech. Built on an Endo-Steel skeleton with Ferro-Fibrous armor, the 300-rated XL engine keeps the Conjurer 4 moving at a rapid pace while six jump jets keep it mobile. For firepower, the 4 mounts four Heavy Medium Lasers, a Medium Pulse Laser, two Light Machine Guns, and two Streak SRM-6s, all wired into a Targeting Computer for accuracy.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout
WVR-IIC-5
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 2
Missile: 4
Support: 1
Speed 6/9/6
Firepower Max Damage: 156
Max Stability: 24
Max Heat: 0
Durability Armor: 815
Structure: 416
Heat Efficiency Sinking: 60
Alpha: 66
Melee Kick: 50
Punch: 25
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Center Torso Jump Jet (S)
Jump Jet (S)
Left Torso Jump Jet (S)
Jump Jet (S)
Right Torso ER M Laser (C)
ER M Laser (C)
Jump Jet (S)
Jump Jet (S)
Left Arm ATM 6 (C)
Ammo ATM
Right Arm ATM 6 (C)
Ammo ATM HE


Description

The Conjurer 5 is built with the same components as the Conjurer 3, likely to save on design time and resources. Built on an Endo-Steel skeleton with Ferro-Fibrous armor, the 300-rated engine keeps the Conjurer 5 moving at a rapid pace while six jump jets keep it mobile. For firepower, the 5 mounts a pair each of ER Medium Lasers and ATM-6s, though only two total tons of ammo for the ATMs limits their utility in combat.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout
WVR-IIC-7
Conjurer.png
General Data
'Mech Type BattleMech
Class MEDIUM
Weight 50T
Stock Role Not-Named Mech
Stock Specifications
Hardpoints Energy: 3
Missile: 2
Support: 3
Speed 6/9/6
Firepower Max Damage: 155
Max Stability: 10
Max Heat: 0
Durability Armor: 815
Structure: 416
Heat Efficiency Sinking: 60
Alpha: 86
Melee Kick: 50
Punch: 25
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Ferro-Fibrous Armor (C)
Center Torso Jump Jet (S)
Jump Jet (S)
Left Torso Ammo LRM
LRM5 (C)
LRM5 (C)
Jump Jet (S)
Jump Jet (S)
Right Torso ER M Laser (C)
ER M Laser (C)
Jump Jet (S)
Jump Jet (S)
Right Arm L Pulse (C)


Description

The Conjurer is, in all but name, the Wolverine IIC. However, as that word is forbidden in Clan society, it was rebranded as the Conjurer. 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. The Conjurer uses a Large Pulse Laser that is quite accurate and effective at a respectable range. To back that up, it mounts paired ER Medium Lasers and LRM-5s. Ten double heat sinks are able to keep heat under control, though a Conjurer can summon up a heat problem if pressed too hard.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Evasive

+2 bonus against being hit


Factions

Factions


Stock Loadout
Stock Loadout