Difference between revisions of "Blood Asp"
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'''Mech Quirk:''' Clan Mech | '''Mech Quirk:''' Clan Mech | ||
− | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, - | + | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy |
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'''Mech Quirk:''' Clan Mech | '''Mech Quirk:''' Clan Mech | ||
− | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, - | + | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy |
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'''Mech Quirk:''' Clan Mech | '''Mech Quirk:''' Clan Mech | ||
− | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, - | + | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy |
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'''Mech Quirk:''' Clan Mech | '''Mech Quirk:''' Clan Mech | ||
− | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, - | + | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy |
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'''Mech Quirk:''' Clan Mech | '''Mech Quirk:''' Clan Mech | ||
− | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, - | + | +10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy |
Revision as of 04:54, 12 February 2021
BAS-PRIME
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General Data | |
'Mech Type | OmniMech |
Class | ASSAULT |
Weight | 90T |
Stock Role | Front-Line Assault |
Stock Specifications | |
Hardpoints | Omni: 9 |
Speed | 5/7/0 |
Firepower | Max Damage: 460 Max Stability: 58 Max Heat: 0 |
Durability | Armor: 1280 Structure: 691 |
Heat Efficiency | Sinking: 108 Alpha: 151 |
Melee | Kick: 90 Punch: 45 |
Stock Equipment | |
Engine | XL Engine (C) (Fixed) |
Core | 360 (Fixed) |
Heat Sinks | Engine Sink Kit (CDHS) (Fixed) |
E-Cooling | +4 (Fixed) |
Gyro | OmniMech Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Standard Armor (C) (Fixed) |
Center Torso | Streak SRM6 (C) |
Left Torso | Ammo Gauss Gauss Rifle (C) Heat Sink Double (C) |
Right Torso | Ammo Gauss Gauss Rifle (C) Ammo Streak SRM |
Left Arm | Heavy M Laser (C) Heavy M Laser (C) M Pulse (C) |
Right Arm | Heat Sink Double (C) Heavy M Laser (C) Heavy M Laser (C) M Pulse (C) |
Left Leg | Heat Sink Double (C) |
Right Leg | Heat Sink Double (C) |
Description
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. The Blood Asp's primary weapons are a pair of Gauss Rifles, though they do not have a lot of ammunition, so MechWarriors must be sparing with their shots. These are backed up by four Heavy Medium Lasers, a pair of Medium Pulse Lasers, and a Streak SRM-6 for close-range work.
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Factions
BAS-A
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General Data | |
'Mech Type | OmniMech |
Class | ASSAULT |
Weight | 90T |
Stock Role | Front-Line Assault |
Stock Specifications | |
Hardpoints | Omni: 9 |
Speed | 5/7/3 |
Firepower | Max Damage: 310 Max Stability: 30 Max Heat: 0 |
Durability | Armor: 1280 Structure: 691 |
Heat Efficiency | Sinking: 168 Alpha: 204 |
Melee | Kick: 90 Punch: 45 |
Stock Equipment | |
Engine | XL Engine (C) (Fixed) |
Core | 360 (Fixed) |
Heat Sinks | Engine Sink Kit (CDHS) (Fixed) |
E-Cooling | +4 (Fixed) |
Gyro | OmniMech Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Standard Armor (C) (Fixed) |
Head | FCS Precision Computer |
Center Torso | Jump Jet (A) ECM Suite (C) Heat Sink Double (C) |
Left Torso | Jump Jet (A) Heat Sink Double (C) Heat Sink Double (C) Heat Sink Double (C) Heat Sink Double (C) |
Right Torso | Jump Jet (A) Heat Sink Double (C) Heat Sink Double (C) Heat Sink Double (C) Heat Sink Double (C) |
Left Arm | ER PPC (C) Heat Sink Double (C) Heavy L Laser (C) |
Right Arm | ER PPC (C) Heat Sink Double (C) Heat Sink Double (C) Heavy L Laser (C) |
Left Leg | Heat Sink Double (C) |
Right Leg | Heat Sink Double (C) |
Description
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. This configuration is built for assault. It uses an advanced Targeting Computer to guide a pair of ER PPCs and two Heavy Large Lasers. Eleven additional heat sinks fail to keep this configuration cool, even with the addition of enough jump jets to leap ninety meters at a time. It also incorporates an ECM Suite to protect itself from enemy electronics.
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Factions
BAS-B
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General Data | |
'Mech Type | OmniMech |
Class | ASSAULT |
Weight | 90T |
Stock Role | Front-Line Assault |
Stock Specifications | |
Hardpoints | Omni: 10 |
Speed | 5/7/0 |
Firepower | Max Damage: 365 Max Stability: 60 Max Heat: 0 |
Durability | Armor: 1280 Structure: 691 |
Heat Efficiency | Sinking: 96 Alpha: 127 |
Melee | Kick: 90 Punch: 45 |
Stock Equipment | |
Engine | XL Engine (C) (Fixed) |
Core | 360 (Fixed) |
Heat Sinks | Engine Sink Kit (CDHS) (Fixed) |
E-Cooling | +4 (Fixed) |
Gyro | OmniMech Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Standard Armor (C) (Fixed) |
Center Torso | ECM Suite (C) Ammo Gauss |
Left Torso | Heat Sink Double (C) M Pulse (C) M Pulse (C) M Pulse (C) M Pulse (C) |
Right Torso | Gauss Rifle (C) Heat Sink Double (C) |
Left Arm | Artemis IV FCS Ammo LRM ARTIV Ammo LRM ARTIV LRM20 (C) |
Right Arm | Artemis IV FCS Ammo LRM ARTIV Ammo LRM ARTIV LRM20 (C) |
Left Leg | Ammo Gauss |
Right Leg | Ammo Gauss |
Description
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. The second alternate configuration is a fire-support design that uses a Gauss Rifle and a pair of LRM-20s with Artemis IV Fire Control Systems. In case an enemy unit gets close, it mounts four Medium Pulse Lasers and an ECM Suite. Two additional heat sinks ensure this design stays cool.
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Factions
BAS-C
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General Data | |
'Mech Type | OmniMech |
Class | ASSAULT |
Weight | 90T |
Stock Role | Front-Line Assault |
Stock Specifications | |
Hardpoints | Omni: 9 |
Speed | 5/7/0 |
Firepower | Max Damage: 275 Max Stability: 55 Max Heat: 0 |
Durability | Armor: 1280 Structure: 691 |
Heat Efficiency | Sinking: 84 Alpha: 76 |
Melee | Kick: 90 Punch: 45 |
Stock Equipment | |
Engine | XL Engine (C) (Fixed) |
Core | 360 (Fixed) |
Heat Sinks | Engine Sink Kit (CDHS) (Fixed) |
E-Cooling | +4 (Fixed) |
Gyro | OmniMech Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Standard Armor (C) (Fixed) |
Center Torso | Ammo LBX/20 CLUSTER Ammo LBX/20 SLUG |
Left Torso | Ammo UAC/10 Ammo UAC/10 Ammo UAC/10 Ammo UAC/10 UAC/10 (C) |
Right Torso | LBX AC/20 (C) |
Left Arm | UAC/10 (C) |
Right Arm | ER L Laser (C) |
Description
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. This ammunition-dependent version uses a pair of Ultra Autocannon/10s and an LB 20-X AC for close-range duels, which its dearth of ammunition further reinforces. It mounts a lone ER Large Laser for long-range support.
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Factions
BAS-D
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|
---|---|
General Data | |
'Mech Type | OmniMech |
Class | ASSAULT |
Weight | 90T |
Stock Role | Front-Line Assault |
Stock Specifications | |
Hardpoints | Omni: 9 |
Speed | 5/7/0 |
Firepower | Max Damage: 350 Max Stability: 29 Max Heat: 0 |
Durability | Armor: 1280 Structure: 691 |
Heat Efficiency | Sinking: 96 Alpha: 129 |
Melee | Kick: 90 Punch: 45 |
Stock Equipment | |
Engine | XL Engine (C) (Fixed) |
Core | 360 (Fixed) |
Heat Sinks | Engine Sink Kit (CDHS) (Fixed) |
E-Cooling | +4 (Fixed) |
Gyro | OmniMech Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Standard Armor (C) (Fixed) |
Center Torso | Heat Sink Double (C) |
Left Torso | Ammo Gauss Ammo Gauss Gauss Rifle (C) |
Right Torso | Heat Sink Double (C) Ammo UAC/2 UAC/2 (C) UAC/2 (C) UAC/2 (C) |
Left Arm | ER L Laser (C) Heavy M Laser (C) |
Right Arm | ER L Laser (C) Heavy M Laser (C) |
Description
Created by Clan Star Adder as an insult to their enemies, Clan Blood Spirit, the Blood Asp has a large amount of available pod space for its size. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. The fifth configuration is similar to the primary, though it is more geared to long-range support. It uses a Gauss Rifle, two ER Large Lasers, and three Ultra Autocannon/2s. A pair of Heavy Medium Lasers enable the 'Mech to remain useful after it has run out of ammo.
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -12 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Factions