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Sphinx 4

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Tech
Clan
Mass
75t
Intro
3091 Early Republic
Rules
Standard
Cost
18M C-bills
Move
Armor
216 pts

Heavy Small Laser ×10Large Pulse Laser ×2

SkillPVSkill 0 80Skill 1 71Skill 2 62Skill 3 53Skill 4 44Skill 5 40Skill 6 36Skill 7 32Skill 8 28

Availability by era

4 eras · 5 factions

GunPilotAdj BV
G014,509
G123,943
G233,279
G342,577
G451,952
G561,679
G671,503
G781,327
G881,249

Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.

Recognition notes

The Sphinx 4 is a 75-ton brawler that closes to short range, a role born out of a 3091 rework of the 3078 Sphinx that once fought as a skirmisher. In place of the ER Large Laser in each arm it carries a Large Pulse Laser, and where the original packed ER Medium Lasers through its torsos, this configuration replaces all ten with Heavy Small Lasers, four in the Left Torso, four in the Right Torso, and two in the Center Torso. The heat-sink count rises from 23 to 24 double sinks, and cruising and top speed hold at 54 and 86 km/h on the same 375 XL fusion engine. It keeps the rugged, field-serviceable frame and easily-serviced design of the original, and LAW-Avon Alpha builds it at Avon.

Armor & loadout

Mech rightFrontMech left
SPHINX 4
Energy
Weapon / EquipmentLocQtyAmmo
EnrHeavy Small LaserCT ×2 · RT ×4 · LT ×410
EnrRA · LA2