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==Overview== ===Light=== {| class="wikitable sortable" width="100%" ! width="10%"| Mech ! width="5%" | Tonnage (T) !Payload (T) !Speed (KM/H) !Jets ! width="5%" | Cost ! width="20%"| Description ! width="20%"| Armor ! width="20%"| Hardpoints |- ! [[Locust LCT-1M]] (Extremely Fast Scout) |20 |7 |129.6 |8 |1642000 |The 1M variant of the Locust is geared to take advantage of the platform's speed to defend itself as long-range fire support. Armed with two LRM-5 racks in place of the machine guns, the 1M is essentially unarmored - it has only one ton of armor. | {{armor Locust LCT-1M}} |{{hardpoints Locust LCT-1M}} |- ! [[Locust LCT-1S]] (Light Striker & Scout) |20 |7 |129.6 |8 |1800000 |The Locust 1S is the close-combat variant of the standard 1V model. The machine guns have been swapped with two SRM-2 racks, at the cost of one ton of armor. Remaining in motion is still the Locust's best defense. | {{armor Locust LCT-1S}} |{{hardpoints Locust LCT-1S}} |- ! [[Locust LCT-1V]] (Light Fire Support) |20 |7 |129.6 |8 |1600000 |The Locust 1V is one of the lightest - and fastest - 'Mechs ever entered into service. Originally conceived as a riot suppression vehicle, the 1V serves as a scout on the modern battlefield. Lightly armed and armored, it is extremely fragile. | {{armor Locust LCT-1V}} |{{hardpoints Locust LCT-1V}} |- ! [[Commando COM-1B]] (Light Sniper & Scout) |25 |12 |97.2 | |2000000 |A Lyran variant of the Commando 2D, the 1B model eschews the larger SRM racks of the more common model in exchange for a Large Laser and an SRM-2. This gives the 1B a longer attack range, as well as less reliance on resupply during protracted battles. | {{armor Commando COM-1B}} |{{hardpoints Commando COM-1B}} |- ! [[Commando COM-2D]] (Light Striker & Scout) |25 |12 |97.2 |6 |2000000 |As a stand-up fighter, the Commando 2D leaves a lot to be desired. As a hit-and-run 'Mech, however, few pilots can fault the 2D's loadout. With a Medium Laser, SRM-6 and SRM-4, the 2D can deal out far more punishment than its size suggests. | {{armor Commando COM-2D}} |{{hardpoints Commando COM-2D}} |- ![[Fire Javelin JVN-10F]] (Cavalry & Scout) |30 |15 |97.2 | | |The JVN-10F 'Fire Javelin' packs four medium lasers on a 30-ton chassis. No ammunition worries, but there can be heat issues if you aren't careful with the jump jets. Requires Urban Warfare DLC |{{Armor Javelin JVN-10F}} |{{Hardpoints Javelin JVN-10F}} |- ![[Javelin JVN-10N|Javelin JVN-10FN]] (Light Striker & Scout) |30 |15 |97.2 | | |The Javelin is a close-range support 'Mech with 12 SRM tubes. The Federated Suns sometimes field whole lances of Javelins, but more often you'll see them used as ambushers or to deal finishing strikes to enemies with exposed systems. Requires Urban Warfare DLC |{{Armor Javelin JVN-10N}} |{{Hardpoints Javelin JVN-10N}} |- ! [[Spider SDR-5V]] (Extremely Maneuverable Scout) |30 |9.5 |129.6 |8 |2600000 |With ground speed comparable to that of a Locust and Jump Jets to match, the Spider 5V is an excellent scout and spotter 'Mech. Two Medium Lasers give it moderate attack power, but its real advantage is in its mobility. | {{armor Spider SDR-5V}} |{{hardpoints Spider SDR-5V}} |- ! [[UrbanMech UM-R60]] (Heavy Defender) |30 |21.5 |32.4 | |1600000 |The UrbanMech R60 was designed for exactly what the name implies: combat in dense urban areas. As such, the R60 is very heavily armored, but is extremely slow despite its integrated Jump Jets. Armed with a Small Laser and an AC/10, the R60 is a deadly opponent against similarly-sized 'Mechs - if it can get close enough to fight them. | {{armor UrbanMech UM-R60}} |{{hardpoints UrbanMech UM-R60}} |- ! [[Firestarter FS9-H]] (Scout & Disabler) |35 |16.5 |97.2 |6 |2900000 |A dedicated close combat 'Mech, the Firestarter 9-H is equipped with two Medium Lasers, four Flamers and two Machine guns. Between its armament and its Jump Jets, the 9-H is well equipped to go toe-to-toe with - and shut down - heavier BattleMechs. | {{armor Firestarter FS9-H}} |{{hardpoints Firestarter FS9-H}} |- ! [[Jenner JR7-D]] (Fast Striker Cavalry) |35 |13.5 |118.8 |7 |3300000 |The Jenner D is both a scout and a fast harasser. While almost as quick as the Spider and Locust, the Jenner is much more heavily armed, with four Medium Lasers and an SRM-4 rack. The JR7-D also sports top-of-the-line Jump Jets for added mobility. | {{armor Jenner JR7-D}} |{{hardpoints Jenner JR7-D}} |- |- ! [[Panther PNT-9R]] (Sniper & Light Brawler) |35 |21.5 |64.8 |4 |2400000 |A Light support 'Mech, the Panther 9R is capable of providing powerful covering fire. The 9R usually covers fast-moving Light 'Mechs as they engage the enemy, but it is equally at home using its Jump Jets to flank. | {{armor Panther PNT-9R}} |{{hardpoints Panther PNT-9R}} |- ![[Raven RVN-1X]] (Recon & Electronic Warfare) |35 |12 7.5 EW |97.2 | | |The RVN-1X is a light 'Mech designed specifically to carry a new generation of electronic warfare gear. The Raven excels at support and scouting, and its standard component of SRMs and medium lasers allows it to fight well in a pinch. Requires Urban Warfare DLC |{{Armor Raven RVN-1X}} |{{Hardpoints Raven RVN-1X}} |} ===Medium=== {| class="wikitable sortable" width="100%" ! width="10%"| Mech ! width="5%" | Tonnage (T) !Payload (T) !Speed (KM/H) !Jets ! width="5%" | Cost ! width="20%"| Description ! width="20%"| Armor ! width="20%"| Hardpoints |- ! [[Cicada CDA-2A]] (Scout & Harasser) |40 |6.5 |129.6 | |3600000 |The Cicada 2A was designed as a Medium 'Mech capable of the mobility of Light 'Mechs such as the Spider and Locust. Unfortunately, this has resulted in a more expensive 'Mech that is under-armored, under-gunned, and incapable of jumping. | {{armor Cicada CDA-2A}} |{{hardpoints Cicada CDA-2A}} |- ! [[Cicada CDA-3C]] (Scout & Sniper) |40 |14 |118.8 | |2600000 |The Cicada 3C is a refit of the 3A model. By slightly reducing the 'Mech's top speed, the design is capable of mounting a pair of machine guns in the legs and a solitary PPC in the right torso. | {{armor Cicada CDA-3C}} |{{hardpoints Cicada CDA-3C}} |- ! [[Blackjack BJ-1]] (Fire Support & Skirmisher) |45 |28.5 |64.8 |4 |3700000 |The Blackjack 1 is equipped for both long and close range engagements. A pair of AC/2s are backed up by four Medium Lasers, lending the 'Mech a powerful alpha strike, while Jump Jets enable the Blackjack to move to high ground at a moment's notice. | {{armor Blackjack BJ-1}} |{{hardpoints Blackjack BJ-1}} |- ![[Hatchetman HCT-3F]] (Brawler & Skirmisher) |45 |25.5 |64.8 | | |Hatchetman 3F's are the king of the close quarters fight. Packing high impact short range weaponry, and a unique melee hatchet, any target is in danger when close to the Hatchetman. The Hatchetman's lighter armor requires it to rely on maneuvering and ambushing to stay in the fight. Requires Flashpoint DLC |{{Armor Hatchetman HCT-3F}} |{{Hardpoints Hatchetman HCT-3F}} |- ! [[Vindicator VND-1R]] (Fire Support & Brawler) |45 |28.5 |64.8 |4 |3400000 |The Vindicator 1R was designed by committee to be a cheap, easy-to-manufacture jack of all trades. Surprisingly, the 1R has proven itself a capable fighter, projecting respectable firepower with its PPC, LRM-5, and Medium Laser. While not as mobile as other medium 'Mechs, it does carry Jump Jets, and is both heavily armored and very heat efficient. | {{armor Vindicator VND-1R}} |{{hardpoints Vindicator VND-1R}} |- ! [[Centurion CN9-A]] (Brawler & General Assault) |50 |31.5 |64.8 | |3900000 |The Centurion A is designed to complement the Trebuchet as a spotter and direct-line 'Mech. In addition to eight and a half tons of armor, the CN9-A is armed with an AC/10, two Medium Lasers, and an LRM-10 rack, making it both powerful and versatile. | {{armor Centurion CN9-A}} |{{hardpoints Centurion CN9-A}} |- ! [[Centurion CN9-AL]] (Brawler & General Assault) |50 |31.5 |64.8 | |4100000 |The Centurion AL refit aims to reduce the original CN9-L's dependency on ammo supplies. This model scraps the AC/10, replacing it with a Large Laser and a Small Laser. In addition, it gains six heat sinks and two additional tons of armor. | {{armor Centurion CN9-AL}} |{{hardpoints Centurion CN9-AL}} |- ![[Crab CRB-27]] (Direct-Fire Support) |50 |26.5 |86.4 | | |Crab 27s fulfill an oft overlooked role, that of a skirmisher with firepower. Wielding strong energy weapons, the Crab delivers a punch at nearly all ranges, with no ammunition constraints. The blend of firepower, heat efficiency, and speed make the Crab the perfect 'Mech to raid enemy positions. Requires Flashpoint DLC |{{Armor Crab CRB-27}} |{{Hardpoints Crab CRB-27}} |- ! [[Enforcer ENF-4R]] (Fire Support & Skirmisher) |50 |31.5 |64.8 | |3600000 |A capable all-around Medium 'Mech, the Enforcer is a common sight in the Rimward Periphery. Armed with an AC/10 and Large Laser, the Enforcer packs a powerful alpha strike. Its Jump Jets and decent armor allow it to threaten from close or long range. | {{armor Enforcer ENF-4R}} |{{hardpoints Enforcer ENF-4R}} |- ! [[Hunchback HBK-4G]] (Juggernaut & Close Assault) |50 |31.5 |64.8 | |3800000 |A respected and feared Medium 'Mech, the Hunchback 4G is a platform built around its primary weapon. Mated with a pair of Medium Lasers, the 4G's AC/20 is capable of cutting down enemy BattleMechs with brutal efficiency. Its primary drawback is light rear armor and a relatively slow movement speed. | {{armor Hunchback HBK-4G}} |{{hardpoints Hunchback HBK-4G}} |- ! [[Hunchback HBK-4P]] (Juggernaut & Close Assault) |50 |31.5 |64.8 |7 |4600000 |The Hunchback 4P is a common variant of the 4G. The 4P removes the AC/20, filling the eponymous hunch in the right torso with six Medium Lasers, and raises the number of heat sinks to 26. | {{armor Hunchback HBK-4P}} |{{hardpoints Hunchback HBK-4P}} |- ! [[Trebuchet TBT-5N]] (Fire Support) |50 |26.5 |86.4 | |4300000 |The Trebuchet 5N is a fire support 'Mech with extremely heavy armament for its size. Two LRM-15s allow for massive long range damage, while three Medium Lasers provide a solution for 'Mechs that venture too close. The main weakness of the 5N, however, is its paper-thin armor. | {{armor Trebuchet TBT-5N}} |{{hardpoints Trebuchet TBT-5N}} |- ! [[Griffin GRF-1N]] (Sniper & Fire Support) |55 |28 |86.4 | |4400000 |Few 'Mechs can match the ubiquity of the Griffin 1N. Combining high mobility, Jump Jets, and long range, the 1N is a near-perfect medium fire support 'Mech. With a single PPC and LRM-10 rack, the 1N can mete out punishment over a very long range. | {{armor Griffin GRF-1N}} |{{hardpoints Griffin GRF-1N}} |- ! [[Griffin GRF-1S]] (Striker & Skirmisher) |55 |28 |86.4 | |4700000 |The 1S variant of the Griffin trades long range for versatility. Dropping the LRM-10 to an LRM-5, the 1S also trades the PPC for a Large Laser and two Medium Lasers, increasing close-in power. Four additional heat sinks help the 1S manage heat. | {{armor Griffin GRF-1S}} |{{hardpoints Griffin GRF-1S}} |- ![[Griffin GRF-4N]] (Striker & Skirmisher) |55 |28 |86.4 | |4700000 |The Griffin 4N is an old Star League model that was among the most versatile 'Mechs in its heyday. Its weapons generated a lot of heat, but the old Double Heat Sinks were put in to handle it. It's almost impossible to find those anymore, though. |{{Armor Griffin GRF-4N}} |{{Hardpoints Griffin GRF-4N}} |- ! [[Kintaro KTO-18]] (Juggernaut & Close Assault) |55 |28 |86.4 | |4900000 |One of the most heavily armed Medium 'Mechs, the Kintaro 18 is a close-range brawler. Three SRM-6 racks and two Medium Lasers are capable of slagging most 'Mechs with only a few volleys - but pilots should beware, as the Kintaro runs very hot. | {{armor Kintaro KTO-18}} |{{hardpoints Kintaro KTO-18}} |- ! [[Shadow Hawk SHD-2D]] (Striker Cavalry) |55 |28 |86.4 |5 |4400000 |In an effort to upgrade the Shadow Hawk's close range damage output, the 2D model sacrifices a lot of armor. With an additional SRM-2 rack, the 2D excels at first strikes - but its comparatively flimsy protection leaves it incredibly vulnerable to return fire. | {{armor Shadow Hawk SHD-2D}} |{{hardpoints Shadow Hawk SHD-2D}} |- ! [[Shadow Hawk SHD-2H]] (Skirmisher & Cavalry) |55 |28 |86.4 |5 |4600000 |The Shadow Hawk 2H is a main-line Medium 'Mech that used across known space. It excels at nothing, but does not lack in any single area. With Jump Jets and a mix of weapons, it can keep any enemy on their toes. | {{armor Shadow Hawk SHD-2H}} |{{hardpoints Shadow Hawk SHD-2H}} |- ! [[Wolverine WVR-6K]] (Skirmisher) |55 |28 |86.4 |5 |4700000 |The Wolverine 6K trades some of the 6R's mobility for staying power. The 6K sees the Wolverine's Jump Jets removed, and the AC/5 replaced with a Large Laser. In order to compensate for the heat, it has two additional heat sinks and two additional tons of armor to protect itself with. | {{armor Wolverine WVR-6K}} |{{hardpoints Wolverine WVR-6K}} |- ! [[Wolverine WVR-6R]] (Skirmisher & Cavalry) |55 |28 |86.4 |5 |4500000 |As a fast strike 'Mech, Wolverine 6R is a reasonable choice. High ground speed is mated with satisfactory Jump Jets, allowing the Wolverine to rapidly flank enemy forces. The armament is decent, with an AC/5 for longer range attacks, and an SRM-6 and Medium Laser for closer-in attacks. The light heat output of the 6R means it can sustain fire for a long time. | {{armor Wolverine WVR-6R}} |{{hardpoints Wolverine WVR-6R}} |- |} ===Heavy=== {| class="wikitable sortable" width="100%" ! width="10%"| Mech ! width="5%" | Tonnage (T) !Payload (T) !Speed (KM/H) !Jets ! width="5%" | Cost ! width="20%"| Description ! width="20%"| Armor ! width="20%"| Hardpoints |- ! [[Archer ARC-2R]] (Missile Boat) |70 |41 |120 |4 |? |The Archer ARC-2R is a fire support 'Mech that is intended to rarely see the front lines, but with enough firepower to punish anyone who tries to sneak up on it. | {{armor Archer ARC-2R}} |{{hardpoints Archer ARC-2R}} |- ! [[Archer ARC-2S]] (Missile Boat) |70 |41 |120 |4 |? |The Archer's ARC-2S variant trades some of its long-range punch to become even deadlier when it gets up close, mounting SRMs to follow up what its LRMs have battered. Its heat management still poses a huge problem, though, so its pilots have to stay very wary of overheating. | {{armor Archer ARC-2S}} |{{hardpoints Archer ARC-2S}} |- ! [[Dragon DRG-1N]] (Skirmisher & Brawler) |60 |29 |86.4 | |5200000 |Originally designed to replace the Shadow Hawk, the Dragon 1N is a versatile, high speed Heavy 'Mech that trades firepower for speed and heat efficiency. While it excels at no specific roles, the Dragon 1N is passable at many. | {{armor Dragon COM-2D}} |{{hardpoints Dragon COM-2D}} |- ! [[Quickdraw QKD-4G]] (Striker Cavalry) |60 |29 |86.4 | |5500000 |Geared for close to mid-range combat, the Quickdraw 4G's Jump Jets allow it to deftly control the battlefield. Unfortunately, the thirteen heat sinks in the 4G mean that it is difficult for pilots to bring all of the 'Mech's weapons to bear at once. | {{armor Quickdraw QKD-4G}} |{{hardpoints Quickdraw QKD-4G}} |- ! [[Quickdraw QKD-5A]] (Striker Cavalry) |60 |29 |86.4 | |5700000 |The 5A Quickdraw chassis was designed to give the 'Mech more endurance than the stock 4G. By removing the LRM-10, two additional Medium Lasers and four additional heat sinks could be mounted. Unfortunately, the 5A still runs too hot for most pilots. | {{armor Quickdraw QKD-5A}} |{{hardpoints Quickdraw QKD-5A}} |- ! [[Catapult CPLT-C1]] (Heavy Fire Support) |65 |39 |64.8 | |5700000 |The Catapult C1 is a fire support 'Mech that can hold its own at short range, and can continue fighting after its ammo runs dry. Armed with two LRM-15 racks and four Medium Lasers, it is also one of the few Heavy 'Mechs equipped with Jump Jets. | {{armor Catapult CPLT-C1}} |{{hardpoints Catapult CPLT-C1}} |- ![[Catapult CPLT-K2]] (Sniper & Direct-Fire Support) |65 |39 |64.8 | |5700000 |The Catapult C1 is a fire support 'Mech that can hold its own at short range, and can continue fighting after its ammo runs dry. Armed with two LRM-15 racks and four Medium Lasers, it is also one of the few Heavy 'Mechs equipped with Jump Jets. |{{Armor Catapult CPLT-K2}} |{{Hardpoints Catapult CPLT-K2}} |- ! [[JagerMech JM6-A]] (Fire Support) |65 |39 |64.8 | |5600000 |The JagerMech A has been specifically modified for anti-aircraft and long range fire support duty. Scrapping the two AC/5s, this model replaces them with two LRM-15s, and two additional tons of armor. | {{armor JagerMech JM6-A}} |{{hardpoints JagerMech JM6-A}} |- ! [[JagerMech JM6-S]] (Sniper & Direct-Fire Support) |65 |39 |64.8 | |5500000 |The JagerMech S is a Heavy 'Mech specializing in long range direct fire. While lightly armored for its tonnage, it can direct a withering array of AC/2s and AC/5s at distant targets. Closer enemies are handled by a pair of Medium Lasers. | {{armor JagerMech JM6-S}} |{{hardpoints JagerMech JM6-S}} |- ! [[Thunderbolt TDR-5S]] (Heavy Skirmisher & Brawler) |65 |39 |64.8 | |5800000 |Despite its poor heat management, the Thunderbolt 5S is very well armed for its size, and has more armor than many 'Mechs ten to fifteen tons heavier than itself. As such, it can be found in front line service in all major armies. | {{armor Thunderbolt TDR-5S}} |{{hardpoints Thunderbolt TDR-5S}} |- ! [[Thunderbolt TDR-5SE]] (Heavy Skirmisher) |65 |39 |64.8 | |6057000 |The SE variant of the Thunderbolt 5SE was developed by the Eridani Light Horse, and sacrifices some of its weaponry to add Jump Jets. Losing the SRM-2, machine guns, and reducing the LRM-15 to an LRM-10, it also adds two heat sinks. | {{armor Thunderbolt TDR-5SE}} |{{hardpoints Thunderbolt TDR-5SE}} |- ! [[Thunderbolt TDR-5SS]] (Heavy Striker & Disabler) |65 |39 |64.8 | |5600000 |The Thunderbolt 5SS is a Steiner variant which relies on long range direct fire weapons. The right arm is equipped with a PPC, the LRMs have been replaced with an SRM-6, and two flamers have been mounted for close combat. In addition, the TDR-5SS has far better heat management than the 5S. | {{armor Thunderbolt TDR-5SS}} |{{hardpoints Thunderbolt TDR-5SS}} |- ! [[Cataphract CTF-1X]] (Brawler & Close Assault) |70 |41 |64.8 | |6300000 |One of the first "new" designs since the beginning of the Succession Wars, the Cataphract is a Frankenstein's Monster of parts from other mechs. The Cataphract has heavy armor and heavier guns, mounting an AC/10, PPC, and 4 Medium Lasers. | {{armor Cataphract CTF-1X}} |{{hardpoints Cataphract CTF-1X}} |- ! [[Grasshopper GHR-5H]] (Heavy Skirmisher & Cavalry) |70 |41 |64.8 | |6300000 |The Grasshopper 5H was designed as a dedicated Light and Medium 'Mech hunter. Aside from its LRM-5 rack, the 5H is dedicated to energy weapons. Jump Jets and a high rate of speed allow the 5H to rapidly close distances and bring its weapons to bear on any target. | {{armor Grasshopper GHR-5H}} |{{hardpoints Grasshopper GHR-5H}} |- ![[Warhammer WHM-6R]] (Brawler) |70 |41 |64.8 | | |The 6R Warhammer is a legendary 'Mech that's often found in the thick of combat, hurling PPC bolts at its foes. It's not the most heavily armored brawler, but it tends to give at least as good as it gets, especially with any Energy-based weapons. Optimized Capacitors: +20% Energy Dmg. Does not apply to small lasers. |Head 16/45 C. Torso 110/220-110 L. Torso 75/150-75 R. Torso 75/150-75 L. Arm 55/100 R. Arm 55/100 L. Leg 75/150 R. Leg 75/150 |L. Torso 1 Ballistic, 1 Energy, 2 Support R. Torso 1 Energy, 1 Missile, 2 Support L. Arm 1 Energy R. Arm 1 Energy |- ![[Black Knight BL-6B-KNT]] (Brawler & Ranged Assault) |75 |48 |64.8 | |7100000 |The Black Knight 6B was the harder-hitting, cooler-running Star League ancestor to the standard BL-6-KNT we have today. It did everything the 6 does, but better mostly thanks to its Double Heat Sinks, which are basically nonexistent these days. |{{armor Black Knight BL-6-KNT}} |{{hardpoints Black Knight BL-6-KNT}} |- ! [[Black Knight BL-6-KNT]] (Brawler & Ranged Assault) |75 |42.5 |64.8 | |7100000 |With a PPC, two Large Lasers, and four Medium Lasers, the Black Knight has devastating firepower - and equally devastating heat buildup. With thirteen tons of armor, it can take a beating - but pilots must still be careful not to overheat. | {{armor Black Knight BL-6-KNT}} |{{hardpoints Black Knight BL-6-KNT}} |- !Marauder MAD-3R (Ranged Assault) |75 |42.5 |64.8 | | |Perhaps one of the best-known 'Mechs in existence, the Marauder makes a worthy opponent on the battlefield. It's no slouch at midrange combat, but experienced MechWarriors will hang back at longer ranges to let its PPCs and AC/5 punish targets from afar. Lance Command Mod: + Called Shot, -10% dmg to lance |{{Armor Black Knight BL-6-KNT}} Same values as Black Knight |R. Torso: * 3 x Ballistic L. Arm: * 2 x Energy * 1 x Support Weapon R. Arm: * 2 x Energy * 1 x Support Weapon |- ! [[Orion ON1-K]] (Brawler & Close Assault) |75 |42.5 |64.8 | |6600000 |The Orion K was the first true Heavy 'Mech. As a multi-role brawler, the Orion can engage enemies at a variety of ranges, and with plenty of armor, it can survive combined fire for quite some time. Slow, yes - but powerful. | {{armor Orion ON1-K}} |{{hardpoints Orion ON1-K}} |- ! [[Orion ON1-V]] (Brawler & Close Assault) |75 |42.5 |64.8 | |6700000 |The Orion V has three tons less armor than the K model, making room for an additional SRM-4 rack on the right arm. This increases the Orion's power, but many pilots consider the loss of armor to be risky. | {{armor Orion ON1-V}} |{{hardpoints Orion ON1-V}} |- |} ===Assault=== {| class="wikitable sortable" width="100%" ! width="10%"| Mech ! width="5%" | Tonnage (T) !Payload (T) !Speed (KM/H) !Jets ! width="5%" | Cost ! width="20%"| Description ! width="20%"| Armor ! width="20%"| Hardpoints |- ! [[Awesome AWS-8Q]] (Heavy Sniper & Defender) |80 |54.5 |54 | |6500000 |The Awesome is an Assault 'Mech best suited for long range fire support. Three PPCs and 28 heat sinks allow the AWS-8Q to deal out massive punishment at extreme range. At close range, its weight allows it to deal considerable melee damage. | {{armor Awesome AWS-8Q}} |{{hardpoints Awesome AWS-8Q}} |- ! [[Awesome AWS-8T]] (Heavy Fire Support & Defender) |80 |54.5 |54 | |6600000 |The 8T variant of the Awesome replaces the stock model's PPCs with two LRM-15 racks and two Large Lasers, as well as dropping five heat sinks. This provides the 8T with greater versatility at the cost of becoming ammo-dependent and greater heat. | {{armor Awesome AWS-8T}} |{{hardpoints Awesome AWS-8T}} |- ! [[Victor VTR-9B]] (Heavy Cavalry) |80 |42.5 |64.8 | |7000000 |Few Assault 'Mechs mount Jump Jets, but the Victor 9B is one of them. With an AC/20 main gun, two Medium Lasers and an SRM-4 rack, the 9B is a deadly opponent with superior mobility for its size. Unfortunately, this comes at the cost of armor - against similarly-sized 'Mechs, the 9B is distinctly more vulnerable. | {{armor Victor VTR-9B}} |{{hardpoints Victor VTR-9B}} |- ! [[Victor VTR-9S]] (Heavy Cavalry & Close Assault) |80 |42.5 |64.8 | |8924000 |The Victor 9S has even less armor than the 9B standard Victor, but upgrades its SRM-4 to an SRM-6. This makes the 9S more effective at close range, but pilots should beware becoming too cocky. With even less armor than the standard 9B, the Victor 9S is quite vulnerable. | {{armor Victor VTR-9S}} |{{hardpoints Victor VTR-9S}} |- ! [[Zeus ZEU-6S]] (Fire Support & Ranged Assault) |80 |42.5 |64.8 | |7200000 |The Zeus 6S is an unusual BattleMech. It was designed to fill a 'light Assault' role, with a rate of speed more akin to that of a Heavy 'Mech. It is capable as a hit-and-run combatant, able to engage from long range thanks to its Large Laser, AC/5 and LRM-15. If forced to fight at close range, it can bring a pair of Medium Lasers to bear. | {{armor Zeus ZEU-6S}} |{{hardpoints Zeus ZEU-6S}} |- ! [[Battlemaster BLR-1G]] (Heavy Brawler & Close Assault) |85 |42.5 |64.8 | |8600000 |Versatile and powerful, the BattleMaster is one of the best-known BattleMechs in existence. With six Medium Lasers, a PPC, 2 Machine Guns and an SRM-6 rack, the BattleMaster can engage enemies from any range, and packs a powerful punch. | {{armor Battlemaster BLR-1G}} |{{hardpoints Battlemaster BLR-1G}} |- ! [[Stalker STK-3F]] (Juggernaut & Ranged Assault) |85 |57.5 |54 | |8200000 |The Stalker 3F is an overgunned Assault 'Mech, best known for being able to shut itself down with a single alpha strike. With a massive array of weapons, the Stalker can threaten enemies at any range. | {{armor Stalker STK-3F}} |{{hardpoints Stalker STK-3F}} |- ![[Cyclops CP-10-Q]] (Fire Support) |90 |41 |64.8 |3 | |Cyclops 10-Qs are strong support units. Lacking the close-in weapons and command suite of the 10-Z variant, this model instead capitalizes on a longer range weapon configuration and added armor. The protection and expanded missile racks make the 10-Q a significant threat at range in the right hands. Requires Flashpoint DLC |{{Armor Cyclops CP-10-Q}} |{{Hardpoints Cyclops CP-10-Q}} |- ![[Highlander HGN-732B]] (Juggernaut & Heavy Cavalry) |90 |65.5 |54 | |7800000 |The Highlander 732B is an ancient model from the Star League days! Its Gauss Rifle was a terrifying weapon that gave it a huge punch at almost any range but you can't find those anymore. And of course, it still has the jump capability it's always been known for. |{{Armor Highlander HGN-732B}} |{{Hardpoints Highlander HGN-732B}} |- ! [[Highlander HGN-733]] (Juggernaut & Heavy Cavalry) |90 |60.5 |54 | |7800000 |The Highlander 733 is one of the few Assault 'Mechs to carry Jump Jets. A mixture of medium and long range weaponry ensures that while the Highlander excels at no particular role, it is decent at all of them. | {{armor Highlander HGN-733}} |{{hardpoints Highlander HGN-733}} |- ! [[Highlander HGN-733P]] (Juggernaut, Sniper, & Heavy Cavalry) |90 |60.5 |54 | |7900000 |The Highlander 733P is a variant of the jump-capable 733 model. It removes the AC/10, replacing it with a PPC and seven additional heat sinks to compensate for the increased energy load. | {{armor Highlander HGN-733P}} |{{hardpoints Highlander HGN-733P}} |- ! [[Banshee BNC-3E]] (Heavy Brawler & Sniper) |95 |37.5 |64.8 | |8600000 |The Banshee 3E was originally designed as a close combat 'Mech, paradoxically armed with a PPC and AC/5. While it has heavy armor, it is a mediocre brawler that is easily flanked and destroyed by any force that can prevent the Banshee from closing. | {{armor Banshee BNC-3E}} |{{hardpoints Banshee BNC-3E}} |- ! [[Banshee BNC-3M]] (Heavy Brawler & Sniper) |95 |37.5 |64.8 | |9100000 |The BNC-3M was developed to mitigate the original 3E model's awful battlefield performance. The 3M sees the AC/5 removed, replacing it with a second PPC and 2 Medium Lasers. The result is more firepower, at the cost of increased heat. | {{armor Banshee BNC-3M}} |{{hardpoints Banshee BNC-3M}} |- ! [[Atlas AS7-D]] (Juggernaut & Close Assault) |100 |65 |54 | |9500000 |The Atlas is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. With nineteen tons of armor and a Defiance AC/20 as its main gun, few opponents can survive even brief contact with an Atlas. | {{armor Atlas AS7-D}} |{{hardpoints Atlas AS7-D}} |- ![[Atlas AS7-D-HT]] (Juggernaut & Close Assault) |100 |78 |54 | |18500000 |Known as the 'Atlas II,' the D-HT model carries more Energy weaponry and usually a lighter, more flexible Autocannon. It still has unbelievable protection and the same crushing Melee ability as other Atlas models. |{{armor Atlas AS7-D}} |{{hardpoints Atlas AS7-D}} |- ! [[King Crab KGC-0000]] (Juggernaut & Close Assault) |100 |65 |54 | |8800000 |One of the most heavily armed and armored Assault 'Mechs ever constructed, the King Crab 0000 is capable of going toe to toe with an Atlas and surviving. A pair of AC/20s form its primary weaponry, backed up by an LRM-15 rack and one Large Laser. | {{armor King Crab KGC-0000}} |{{hardpoints King Crab KGC-0000}} |- |} {{navbox mechs}} [[https://battletech.gamepedia.com/Category:Battlemechs|//battletech.gamepedia.com/Category:Battlemechs]] [[Category:Mechs]]
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