Difference between revisions of "Conjurer"

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===Bonuses===
 
===Bonuses===
'''Mech Quirk:''' None
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===Bonuses===
 
===Bonuses===
'''Mech Quirk:''' None
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Revision as of 22:52, 17 June 2021

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