Difference between revisions of "Mobile HQ"
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+ | <tabs> | ||
+ | <tab name="Mobile HQ"> | ||
{{InfoboxVehicle | {{InfoboxVehicle | ||
− | |vehiclename = Mobile | + | | vehiclename = Mobile HQ |
− | |image = | + | | image = Vehicle_Mobile HQ.png |
− | |controllable = Yes | + | | controllable = Yes |
− | |class = | + | | class = Medium |
− | |weight = | + | | weight = 55t |
− | |speed = 4/6 | + | | speed = 4/6 |
− | |propulsion = Wheeled | + | | propulsion = Wheeled |
− | |maxdamage = | + | | maxdamage = Mobile HQ.png |
− | |maxstability = | + | | maxstability = Mobile HQ.png |
− | |maxheat = | + | | maxheat = Mobile HQ.png |
− | |armor = 625 | + | | armor = 625 |
− | |structure = | + | | structure = 150 |
− | |frontarmor =125/ | + | | frontarmor = 125/30 |
− | |leftarmor = 125/ | + | | leftarmor = 125/30 |
− | |rightarmor = 125/ | + | | rightarmor = 125/30 |
− | |reararmor = 125/ | + | | reararmor = 125/30 |
− | |turretarmor = 125/ | + | | turretarmor = 125/30 |
− | |weapon1 = ER M Laser | + | | weapon1 = ER M Laser |
− | | | + | | ammo1 = None |
− | | | + | | gear1 = Battle Armor Airdrop Beacon<br>Strafing Run Comm Suite<br>Turret Airdrop Beacon<br>Guardian ECM<br>Vehicle Comm Suite<br>Infantry Compartment |
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}} | }} | ||
− | === Description === | + | <br> |
− | + | ===Description=== | |
+ | Not designed for combat, the Mobile Headquarters is one-stop-shop for battlefield command and control functions. Capable of providing ECM coverage to your units, increasing lance cohesion in combat, carrying a squad of battle armor into the fray, calling down strafing runs from allied aerospace fighters, and even calling down allied battle armor and turrets for combat surprises, the Mobile HQ does it all. However, this all comes at a cost. The Mobile HQ is slow, poorly armored, and essentially carries no weapons other than a single paltry laser. Still, if it is protected, the Mobile HQ can turn the tide of war. | ||
+ | |||
+ | <br> | ||
+ | ===Factions=== | ||
+ | <div class="toccolours mw-collapsible" style="width:400px"> | ||
+ | <div style="font-weight:bold;line-height:1.6;>Factions</div> | ||
+ | <div class="mw-collapsible-content"><ul> | ||
+ | </ul></div></div> | ||
+ | </tab> | ||
+ | </tabs> | ||
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[[Category:Inner Sphere Vehicles]] | [[Category:Inner Sphere Vehicles]] | ||
[[Category:Controllable Vehicles]] | [[Category:Controllable Vehicles]] |
Latest revision as of 00:19, 3 June 2023
Mobile HQ
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Specifications | |
Controllable | Yes |
Class | Medium |
Weight | 55t |
Speed | 4/6 |
Propulsion | Wheeled |
Firepower | Max Damage: Mobile HQ.png Max Stability: Mobile HQ.png Max Heat: Mobile HQ.png |
Durability | Total Armor: 625 Total Structure: 150 Front Armor/Structure: 125/30 Left Armor/Structure: 125/30 Right Armor/Structure: 125/30 Rear Armor/Structure: 125/30 Turret Armor/Structure: 125/30 |
Equipment | |
Weapons | ER M Laser |
Ammunition | None |
Gear | Battle Armor Airdrop Beacon Strafing Run Comm Suite Turret Airdrop Beacon Guardian ECM Vehicle Comm Suite Infantry Compartment |
Description
Not designed for combat, the Mobile Headquarters is one-stop-shop for battlefield command and control functions. Capable of providing ECM coverage to your units, increasing lance cohesion in combat, carrying a squad of battle armor into the fray, calling down strafing runs from allied aerospace fighters, and even calling down allied battle armor and turrets for combat surprises, the Mobile HQ does it all. However, this all comes at a cost. The Mobile HQ is slow, poorly armored, and essentially carries no weapons other than a single paltry laser. Still, if it is protected, the Mobile HQ can turn the tide of war.
Factions
Factions