List of BattleMechs

List of BattleMechs

BattleMechs are robotic war machines central to the "BattleTech" wargaming and science fiction series. 'Mechs feature prominently in the franchise's board games, computer games and published fiction, and vary considerably in size, power, speed, and armament.

Note: This list details Mechs primarily from the videogame and its expansions and can differ significantly from the BattleMech details given in the Classic BattleTech and Mechwarrior tabletop wargames. This list represents a very small portion of the hundred-plus official canon designs that exist in the BattleTech Universe.

=Inner Sphere BattleMechs=Made up of the great houses fractured by the fall of the Star League, the Inner Sphere lost the technical ability to design and build new BattleMechs for centuries. Even with innovations gleaned from the Clan invasions and the Grey Death memory cache, the Inner Sphere tends to lag behind the Clans in technical ability. However, their 'Mechs tend to be survivors, easy to maintain and repair. Older 'Mechs have seen combat for decades if not centuries and are absolutely battle proven.

Light Class

Light 'Mechs, due to their lack of armor and weaponry, tend to be scouts and avoid combat as best as possible. Those that are designed for combat prefer hit-and-run tactics or brutal ambushes to minimize return fire.

Flea

*Source: BattleTech TRO: 3025
*Designation: FLE-4
*Tonnage: 20
*Max Speed: 97.2 km/h
*Standard Loadout:
**1 Flamer
**2 Small Lasers
**1 Large Laser

The Flea is a standard scout ‘Mech - fast, agile, and lightly armed. The Flea is most notable for its service in the Wolf's Dragoons mercenary company.

Hornet

*Source: BattleTech TRO 3025
*Designation: HNT-151
*Tonnage: 20
*Max Speed: 86.4 km/h
*Max Jump: 150m
*Standard Loadout
**1 LRM 5 (120 Rounds)
**1 Medium Laser
**1 Small Laser

The Hornet is a light ‘Mech designed for scouting in urban environments. As such it mounts jump jets and fairly heavy armor for a light ‘Mech at the expense of firepower and some speed.

Locust

*Source: BattleTech TRO 3025
*Designation: LCT-1V
*Tonnage: 20
*Max Speed: 129.6 km/h
*Standard Loadout
**1 Medium Laser
**2 Machine Guns

The Locust is one of the most popular scout 'Mechs in the Inner Sphere, as well as one of the most numerous 'Mechs ever produced. It is cheap, lightly armored and even more lightly armed, but blazingly fast and maneuverable. Many Locust variations exist, some adding more lasers and others adding SRM or LRM racks. Almost all variants run into problems with heat buildup, as the Locust does not carry extra heat sinks.

Mercury

*Source: BattleTech TRO 3025
*Designation: MCY-98
*Tonnage: 20
*Max Speed: 129.6 km/h
*Standard Loadout
**2 Medium Laser
**2 Small Laser

The Mercury is designed as a fast raider, rather than a scout like most light 'Mechs. It is fast and carries a heavy weapons loadout, but sometimes runs into problems with heat generation.

tinger

*Source: BattleTech TRO 3025
*Designation: STG-3R
*Tonnage: 20
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 Medium Laser
**2 Machine Guns

One of the three most popular scout 'Mechs—along with the Locust and Wasp—the Stinger's (relatively) heavy armor and jump capability make it arguably the most survivable. It is popular both as a scout and a training ‘Mech.

Thorn

*Source: BattleTech TRO 3025
*Designation: THE-S
*Tonnage: 20
*Max Speed: 97.2 km/h
*Standard Loadout
**1 LRM 5 (120 Rounds)
**2 Medium Laser

The Thorn is fielded not as a scout but as a rapid-reaction fire support ‘Mech. Its heavy weapon loadout can be deadly to other light 'Mechs - most do not even carry a weapon that can respond to an LRM rack at range.

Wasp

*Source: BattleTech TRO 3025
*Designation: WSP-1A
*Tonnage: 20
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 Medium Laser
**1 SRM 2 (90 Rounds)

One of the most popular recon 'Mechs of the Succession Wars, the Wasp carries only average armor, but its SRM rack gives it a powerful punch against other light 'Mechs in close-quarters combat.

Commando

*Source: BattleTech TRO 3025
*Designation: COM-2D
*Tonnage: 25
*Max Speed: 97.2 km/h
*Standard Loadout
**1 SRM 6 (90 Rounds)
**1 SRM 4 (90 Rounds)
**1 Medium Laser

The Commando was designed as an alternative to the 20-ton scout 'Mechs used by the Star League. While it lacks both jump jets and high speed, the 'Mechs large array of short range missile tubes make it a powerful threat to other light 'Mechs.

Mongoose

*Source: BattleTech TRO 3025
*Designation: MON-67
*Tonnage: 25
*Max Speed: 129.6 km/h
*Standard Loadout
**3 Medium Lasers
**1 Small Laser

Originally designed as a replacement for the Locust, the Mongoose came into its own as a command vehicle for light lances and companies. It is well armored for a light ‘Mech.

Falcon

*Source: BattleTech TRO 3025
*Designation: HNT-151
*Tonnage: 30
*Max Speed: 97.2 km/h
*Standard Loadout
**1 Medium Laser
**2 Small Lasers
**2 Machine Guns

The Falcon is a 'lost' design - the facility where it was built was destroyed in the Succession Wars. As a result there are only a small number left operational. The Falcon is usually deployed to destroy enemy recon lances.

Firefly

*Source: BattleTech TRO 3025
*Designation: FFL-4A
*Tonnage: 30
*Max Speed: 86.4 km/h
*Max Jump: 120m
*Standard Loadout
**1 LRM 5 (120 Rounds)
**3 Medium Laser
**4 Small Laser

The Firefly is an exceptionally well armed light scout ‘Mech fielded only by the Wolf's Dragoons mercenary company.

Hermes

*Source: BattleTech TRO 3025
*Designation: HER-1A
*Tonnage: 30
*Max Speed: 151.2 km/h
*Standard Loadout
**2 Medium Lasers
**1 Flamer

The Hermes is an extremely fast scout ‘Mech that skimps on firepower and armor for speed. As a result it is somewhat unpopular with pilots.

Hussar

*Source: BattleTech TRO 3025
*Designation: HSR-300-D
*Tonnage: 30
*Max Speed: 151.2 km/h
*Max Jump: 150m
*Standard Loadout
**1 Large Laser

On paper the Hussar is terrible - it is the least well armored ‘Mech on the battlefield and it mounts only one weapon system. In practice its long range, high speed, and low profile allow it much success against other light 'Mechs.

Javelin

*Source: BattleTech TRO 3025
*Designation: JVN-10N
*Tonnage: 30
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**2 SRM 6 (180 Rounds)

The Javelin is a reliable scout ‘Mech. Because of its devastating short-range weaponry it has also become popular in ambushes.

pider

*Source: BattleTech TRO 3025
*Designation: SDR-5V
*Tonnage: 30
*Max Speed: 129.6 km/h
*Max Jump: 240m
*Standard Loadout
**2 Medium Lasers

Designed for commandos, the Spider is fast, maneuverable, and has an unsurpassed jump range.

tinger LAM

*Source: BattleTech TRO 3025
*Designation: STG-A5
*Tonnage: 30
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**3 Medium Lasers

A unique approach to warfare, the Stinger Land Air Mech is capable of transforming into a fully capable aerospace fighter. Although the equipment required for this limits both armor and armament, the tactical flexibility this ability offers is easily worth the tradeoff.

Urbanmech

*Source: BattleTech TRO 3025
*Designation: UM-R60
*Tonnage: 30
*Max Speed: 32.4 km/h
*Max Jump: 60m
*Standard Loadout
**1 AC/10
**1 Small Laser

The Urbanmech is designed exclusively for urban combat. It fills this role admirably, but in any other venue its slow speed and limited armament makes it severely ineffective.

Valkyrie

*Source: BattleTech TRO 3025
*Designation: VLK-QA
*Tonnage: 30
*Max Speed: 86.4 km/h
*Max Jump: 150m
*Standard Loadout
**1 LRM 10 (120 Rounds)
**1 Medium Laser

A ‘Mech exclusive to the Federated Suns, the Valkyrie is well armored and packs a surprising long-range punch.

Wasp LAM

*Source: BattleTech TRO 3025
*Designation: WSP-105
*Tonnage: 30
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 SRM 2 (90 Rounds)
**1 Medium Laser

The Wasp, like the Stinger, is capable of transforming into an aerospace fighter. This limits both its weaponry and armaments, but makes it especially suitable to reconnaissance and deep assaults.

Firestarter

*Source: BattleTech TRO 3025
*Designation: FS9-H
*Tonnage: 35
*Max Speed: 97.2 km/h
*Max Jump: 1801m
*Standard Loadout
**4 Flamers
**2 Medium Lasers
**2 Machine Guns

Designed more as an incendiary platform than as a warfighter, the Firestarter is ideal for flushing troops and BattleMechs from forests and urban areas.

Jenner

*Source: BattleTech TRO 3025
*Designation: JR7-D
*Tonnage: 35
*Max Speed: 118.8 km/h
*Max Jump: 150m
*Standard Loadout
**1 SRM4 (90 Rounds)
**4 Medium Lasers

The Jenner, oddly for a light ‘Mech, is designed for interdiction and raiding instead of recon. It is very well armed and fairly fast.

Ostscout

*Source: BattleTech TRO 3025
*Designation: OTT-7J
*Tonnage: 35
*Max Speed: 129.6 km/h
*Max Jump: 240m
*Standard Loadout
**1 Medium Laser

The Ostscout is the best scout ‘Mech in the Inner Sphere - at the expense of everything else. It is fast, has unsurpassed jump capability, and boasts the most advanced sensor array to survive the fall of the Star League. This comes at a cost of minimal armor and the worst weapons loadout of any ‘Mech.

Panther

*Source: BattleTech TRO 3025
*Designation: PNT-9R
*Tonnage: 35
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**1 PPC
**1 SRM 4 (90 Rounds)

Commonly associated with House Kurita, the Panther was originally designed as a fire support ‘Mech for light lances. The Panther is also at home in urban combat: its powerful main weapon and jump jets allow it to outmaneuver and strike at larger opponents to great effect.

Wolfhound

*Source: BattleTech TRO 3025
*Designation: WLF-1
*Tonnage: 35
*Max Speed: 97.2 km/h
*Standard Loadout
**1 Large Laser
**4 Medium Lasers

One of only a few 'Mechs designed and produced during the Succession Wars, the Wolfhound was to be House Steiner’s response to the Panther. The Wolfhound is well armored for a light ‘Mech, but suffers serious overheating problems during extended combat.

Medium Class

Medium 'Mechs tend to be generalists rather than specialists. They are fast enough for scouting and well-armed and armored enough to withstand limited frontline fighting. Most medium 'Mechs mount one powerful main weapon and a diverse array of secondary backup weapons. This gives them more punch than lighter units, but makes them more susceptible to combat damage as well.

Assassin

*Source: BattleTech TRO 3025
*Designation: ASN-21
*Tonnage: 40
*Max Speed: 118.8 km/h
*Standard Loadout
**1 LRM 5 (120 Rounds)
**1 SRM 2 (90 Rounds)
**1 Medium Laser

Fairly speedy and with very good jump capability, the Assassin carries weapons able to cover all ranges, making it a solid if non-distinctive light ‘Mech.

Cicada

*Source: BattleTech TRO 3025
*Designation: CDA-2A
*Tonnage: 40
*Max Speed: 129.6 km/h
*Standard Loadout
**1 Small Laser
**2 Medium Lasers

Designed mostly as an up-gunned Locust, the Cicada maintains the smaller 'Mech’s speed while carrying twice the firepower and more armor.

Clint

*Source: BattleTech TRO 3025
*Designation: CLNT-2-3T
*Tonnage: 40
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 AC/5 (20 Rounds)
**2 Medium Lasers

Designed as a scout and light combat ‘Mech, the Clint fails at the former but succeeds at the latter. The Clint's only real failing is its ammunition supply.

Hermes II

*Source: BattleTech TRO 3025
*Designation: HER-2S
*Tonnage: 40
*Max Speed: 97.2 km/h
*Standard Loadout
**1 AC/5 (20 Rounds)
**1 Medium Laser
**1 Flamer

One of only a few 'Mechs designed between the fall of the Star League and Clan invasion, the Hermes II was designed as a heavy scout by House Marik

entinel

*Source: BattleTech TRO 3025
*Designation: STN-3K
*Tonnage: 40
*Max Speed: 97.2 km/h
*Standard Loadout
**1 AC/5 (40 Rounds)
**1 SRM 2 (90 Rounds)
**1 Small Laser

The Sentinel is a lighter ‘Mech designed for infantry support and garrison duties. It tends to be ammunition dependent, but carries a good amount for each weapon system.

Vulcan

*Source: BattleTech TRO 3025
*Designation: VL-2T
*Tonnage: 40
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 AC/2 (45 Rounds)
**1 Medium Laser
**1 Flamer
**1 Machine Gun (200 Rounds)

The Vulcan was deigned to combat infantry in urban environments. It fulfills this role well, but lacks the firepower needed to engage other 'Mechs effectively.

Whitworth

*Source: BattleTech TRO 3025
*Designation: STN-3K
*Tonnage: 40
*Max Speed: 64.8 km/h
*Standard Loadout
**2 LRM 10s (240 Rounds)
**3 Medium Lasers

The Whitworth was originally deigned as a heavy scout ‘Mech, but its slow speed makes it a poor choice, fortunately its long range punch and good armor make it a good long-range support ‘Mech.

Blackjack

*Source: BattleTech TRO 3025
*Designation: BJ-1
*Tonnage: 45
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**2 AC/2 (45 Rounds)
**4 Medium LasersDesigned as a fire-support unit, the Blackjack is unusual in that it uses Autocannons instead of LRM racks to strike at a distance. Also unusual is the fact that, unlike most support 'Mechs, it becomes "more" deadly at close range where its lasers come to bear.

Hatchetman

*Source: BattleTech TRO 3025
*Designation: HCT-3F
*Tonnage: 45
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**1 AC/10 (20 Rounds)
**2 Medium Lasers
**Hachet (Close combat weapon)

The Hatchetman is one of only a handful of BattleMechs that carry a melee weapon. Usually disregarded as a waste of space, in an urban environment it can be brought to bear, along with the Hatchetman's powerful autocannon, with brutal efficiency.

Phoenix Hawk

*Source: BattleTech TRO 3025
*Designation: PXH-1
*Tonnage: 45
*Max Speed: 97.2 km/h
*Max Jump: 180m
*Standard Loadout
**1 Large Laser
**2 Medium Lasers
**2 Machine Guns (200 Rounds)

Based on a strengthened Stinger chassis, the Phoenix Hawk is one of the heaviest 'Mechs designed for reconnaissance.

Vindicator

*Source: BattleTech TRO 3025
*Designation: VND-1R
*Tonnage: 45
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**1 LRM 5 (120 Rounds)
**1 PPC
**1 Medium Laser
**1 Small Laser

A generalist, the Vindicator is capable of filling almost any role on the battlefield, but never as effectively as a dedicated ‘Mech or vehicle.

Wyvern

*Source: BattleTech TRO 3025
*Designation: WVE-6N
*Tonnage: 45
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**1 LRM 10 (120 Rounds)
**1 Large Laser
**1 SRM 6 (90 Rounds)
**2 Small Lasers

A dedicated city-fighter that excels at its role. The Wyvern's low speed hampers it in any other terrain, however. This ‘Mech is rarely-seen machine during the Succession Wars era.

Centurion

*Source: BattleTech TRO 3025
*Designation: CN9-A
*Tonnage: 50
*Max Speed: 64.8 km/h
*Standard Loadout
**1 LRM 10 (240 Rounds)
**1 AC/10 (20 Rounds)
**2 Medium Lasers

A workhorse ‘Mech with a long history, the Centurion is a standard by which other medium 'Mechs are measured.

Crab

*Source: BattleTech TRO 3025
*Designation: CRB-20
*Tonnage: 50
*Max Speed: 86.4 km/h
*Standard Loadout
**2 Large Lasers
**1 Medium Laser
**1 Small Laser

Designed as a raider, the Crab's reliance on energy weapons means it can spend long periods of time in combat without need of resupply.

Enforcer

*Source: BattleTech TRO 3025
*Designation: ENF-4R
*Tonnage: 50
*Max Speed: 64.8 km/h
*Max Jump: 120m
*Standard Loadout
**1 AC/10 (10 Rounds)
**1 Large Laser
**1 Small Laser

A ‘Mech closely affiliated with House Davion, the Enforcer is a dedicated combat machine that can deal good damage at medium range.

Hunchback

*Source: BattleTech TRO 3025
*Designation: HBK-4G
*Tonnage: 50
*Max Speed: 64.8 km/h
*Standard Loadout
**1 AC/20 (10 Rounds)
**2 Medium Lasers
**1 Small Laser

Build around a heavy autocannon, the Hunchback's extreme short-range firepower make it a deadly opponent even for larger 'Mechs if it can get close.

Trebuchet

*Source: BattleTech TRO 3025
*Designation: TBT-5N
*Tonnage: 50
*Max Speed: 86.4 km/h
*Standard Loadout
**2 LRM 15 (240 Rounds)
**3 Medium Lasers

A flexible ‘Mech, the Trebuchet is dangerous at all ranges as long as it is kept supplied with missiles.

Dervish

*Source: BattleTech TRO 3025
*Designation: TBT-5N
*Tonnage: 55
*Max Speed: 86.4 km/h
*Max Jump: 150m
*Standard Loadout
**2 LRM 10 (240 Rounds)
**2 SRM 2 (100 Rounds)
**2 Medium Lasers

A workhorse fire support ‘Mech, the Dervish has enough weapons to be dangerous at close range and enough armor to survive all but the heaviest weapons.

= Clan BattleMechs =

BattleArmours

Different from BattleMechs, BattleArmours are smaller than a ‘Mech's foot, yet they can pack quite a punch. Most people who have read the BattleTech books and have played some of the earlier Mechwarrior games will be familiar with the Elemental, which is the most familiar model in this class. The machines are designed to work in large numbers and are usually a more cost-efficient support for the more solid 'Mechs. A large number can even overwhelm the strongest ‘Mech if coordinated properly.

Elemental

* Tonnage: 1
* Top Speed: 61.24
* Tech: Clan

The basic BattleArmour. Developed by the Clans and the basis for all other BattleArmours. It is powerful, fast, has jump jets and can even mount electronic countermeasures (ECM), enhanced optics, and an advanced gyro. Its only downside is the armour, or lack thereof. They are apparently expensive, as planetary militias do not have power armor, according to Commander Natalia.

Kage Power Armour

* Tonnage: 1
* Top Speed: 60
* tech: Inner Sphere Designed by the Draconis Combine after the appearance of the clan elemental Kage power armour is relatively rare, usually only used by D.E.S.T. commandos. They were never designed to take the abuse elemental armour is, their primary role is reconnaissance. they mount a rather interesting array of weapons including: machine gun, small laser, and vibro-katana. The vibro-katana is the most feared of these weapons capable of severing limbs off of fully armoured elementals.

Battle Armor

* Tonnage: 1
* Top Speed: 60
* Tech: Inner Sphere

Designed by Lieutenant Foster using data from the Ragnarok data core, it has a powerful claw capable of slashing a ‘Mech's armor off and neurohacking. Its weapons are a light pulse laser and an extremely powerful mortar.

Light Class

Generally, the light class of BattleMechs are used for recon/scouting, ambush and giving target locations to heavier 'Mechs and artillery. However, there are some light 'Mechs that can do fire support, frontal attack and command roles.

Dasher/Fire Moth

* Tonnage: 20
* Top Speed: 148
* Tech: Clan

This extremely fast ‘Mech. In addition to its extraordinarily high speed, it has enough firepower to match infantry and some vehicle opposition, making it ideal for both recon and hit-and-run roles.

Commando

* Tonnage: 25
* Top Speed: 130
* Tech: Inner Sphere

The standard light ‘Mech for House Steiner, it balances good missile and laser support with sufficient speed to make it a good raiding ‘Mech.

Uller/Kit Fox

* Tonnage: 30
* Top Speed: 141
* Tech: Clan

This Clan-’Mech carries a significant amount of firepower for its size and can come close to the speed of most of the fastest 'Mechs in its class.

Osiris

* Tonnage: 30
* Top Speed: 152
* Tech: Inner Sphere

Unmatched in maneuverability, it carries a balance of weapons making it a great ‘Mech for quick scouting missions.

Puma/Adder

* Tonnage: 35
* Top Speed: 105
* Tech: Clan

Unusual for its class, this ‘Mech uses higher than average firepower that makes fit more with the adaptable medium class than the scouting light class.

Raven

* Tonnage: 35
* Top Speed: 120
* Tech: Inner Sphere

While not the fastest ‘Mech in its class, it carries some of the most sophisticated sensor technology available to the Inner Sphere making it an invaluable scout.

Cougar

* Tonnage: 35
* Top Speed: 132
* Tech: Clan

Although this light ‘Mech is not always as fast as some of the other 'Mechs in this class, it has sufficient firepower to make up for what it lacks in speed and electronics.It was created from a modified version of the Puma during a time when the Jade Falcons found themselves short on resources after the war with the Wolves.

Owens

* Tonnage: 35
* Top Speed: 126
* Tech: Inner Sphere

The Owens is a ‘Mech with good long range support, speed, and electronics, which makes it a good for scout missions where the pilot does not want to get too close. It is one of the first Inner Sphere OmniMech designs.

Hollander

* Tonnage: 35
* Top Speed:
* Tech: Inner Sphere

This light, long range support ‘Mech is easily recognizable by its Gauss rifle, an unusually large weapon for a light ‘Mech.

Alternate Versions
"Hollander II"
* Tonnage: 45
* Top Speed: 101
* Tech: Inner Sphere

A remake of the original light ‘Mech, it carries more armor and support weaponry than the original while chiefly performing the same function.

Wolfhound

* Tonnage: 35
* Top Speed: 120.02
* Tech: Inner Sphere

Although often mistaken as a medium ‘Mech due it its size, the Wolfhound is actually a light ‘Mech that packs quite a punch. Able to field multiple beam weaponry while still being fast and having a very good heat efficiency. Perfect for commanding a lance of light 'Mechs.

Medium Class

The medium Class of BattleMechs are a diverse family. Some are great for scouting, some are great for ambush, some are great for command and some are great for fire support. All medium 'Mechs are both fast, and deadly.

trider

* Tonnage: 40
* Top Speed: 107
* Tech: Inner Sphere

A fast medium ‘Mech with its origins in the Draconis Combine, this ‘Mech excels in guerrilla tactics. It is notable for being one of the few OmniMechs of Inner Sphere origin.

Chimera

* Tonnage: 40
* Top Speed: 112
* Tech: Inner Sphere

The Chimera is designed specifically to balance every component it can hold without favoring any one and handles its tasks in a similarly generic fashion.

Hellspawn

* Tonnage: 45
* Top Speed: 112
* Tech: Inner Sphere

A scout ‘Mech built with good missile capabilities and decent beam and ballistic support, making it a well rounded ‘Mech.

Centurion

* Tonnage: 50
* Top Speed: 64.8
* Tech: Inner Sphere

This ‘Mech is towards the heavier end of the spectrum. At fifty tons it can mount more than enough weapons to make it a deadly fighter. Justin Allard and later his son Kai piloted a customized version dubbed Yen-Lo-Wang after the Chinese god of the seven hells.

Black Hawk/Nova

* Tonnage: 50
* Top Speed: 119
* Tech: Clan

This ‘Mech carries plenty of firepower in its arms and is equipped with jump jets, however it is slower than average for a medium ‘Mech. *Note* The Black Hawk is the Inner Sphere version of the Nova and is 5 tons heavier.

Bushwhacker

* Tonnage: 55
* Top Speed: 106
* Tech: Inner Sphere

A low-profile medium ‘Mech that favors long ranged weapons.

hadow Cat

* Tonnage: 45
* Top Speed: 112
* Tech: Clan

A very versatile ‘Mech which supports a decent amount of armor, jump jet support, good speed, and good range of weapons.

Uziel

* Tonnage: 50
* Top Speed: 107
* Tech: Inner Sphere

The model of medium class versatility, it has excellent firepower, great speed, and can adapt to any situation as it comes.

Hellhound

* Tonnage: 50
* Top Speed: 116.06
* Tech: Clan

A very well-rounded BattleMech, the Hellhound can carry all three classes of weapons (beam, ballistic, and missile) while also mounting ECM and jump jets (although not by default). Along with being fast and heavily armoured, the Hellhound packs quite a punch even with its default armaments.

Crab

* Tonnage: 50
* Top Speed: 104.62
* Tech: Inner Sphere

The original Crab comes with a pair of large lasers, a medium pulse laser, and a large pulse laser. It was developed by the Star League and through its use in the Succession Wars its gained the reputation as the premiere beam support ‘Mech in its class. Its customization is limited as it only bears beam hardpoints, but it is capable of carrying very powerful weapons.

heavy Class

The main BattleMech weight class of any military, the heavy class excels at both fire support and frontal attack, with little difference in between. Mounting missile, beam and ballistic hard points, they can switch from one role to another with ease.

Argus

* Tonnage: 60
* Top Speed: 93
* Tech: Inner Sphere

A formidable ‘Mech built for the front line. It has a great support for ballistic weapons and an LRM rack with additional support for beam weapons making it a ‘Mech to be feared. It is notable for being one of the first Inner Sphere machines to field a rotary autocannon.

Alternate Versions
"Argus XT"
* Tonnage: 65
* Top Speed: 93
* Tech: Inner Sphere

This rebuild replaces the underused LRM rack with another arm and also upgrades its electronic capabilities.

Vulture/Mad Dog

* Tonnage: 60
* Top Speed: 100
* Tech: Clan

An excellent fire support ‘Mech with missile support and a good speed.

Alternate Versions
The Vulture has an infamously large amount of remakes due to the popularity of the base model.

"Vulture II"
* Tonnage: 75
* Top Speed: 97
* Tech: Clan

With the versatile skeleton of the original Vulture, this remake upgrades its capabilities with beam and ballistic weapons.

"Vulture C"
* Tonnage: 60
* Top Speed: 100
* Tech: Clan

Radically changing the look of the original, this turns the arms into huge cannons giving support for dual Gauss rifles.

Cauldron-Born

* Tonnage: 65
* Top Speed: 84 kph
* Tech: Clan

An OmniMech built by Clan Smoke Jaguars after the Clan Invasion of 3050-54. It was created successor to older OmniMechs such as Timber Wolf/Mad Cat & Mad Dog/Vulture designs.Carrying powerful arrays weapons making its predecessors look pale in comparison. Machine's weapon heat problem is only liability.

Catapult

* Tonnage: 65
* Top Speed: 64 kph
* Tech: Inner Sphere

It is a second line fire-support ‘Mech used primarily by the Capellan Confederation military. The ‘Mech original armaments included pair of 15-tube Long Range Missile launchers and 4 medium lasers. Its high speed for a heavy ‘Mech, jump jet ability, and later models carry Artillery Missiles & C3 Slave computers to make the Catapult a very efficient fire-support ‘Mech.

Alternate Versions
"CPLT-K2 Catapult '
* Tonnage: 65
* Top Speed: 64 kph
* Tech: Inner Sphere

Also known as the Catapult K, this is the Draconis Combine's variation, replacing the LRM racks with particle projection cannons (PPC).

Warhammer

* Tonnage: 70
* Top Speed: 64
* Tech: Inner Sphere

A signature and storied BattleMech of the BattleTech Universe. A humanoid-shaped machine with long barrels in place of arms. This machine is normally armed with two particle projection cannons. Its use declined during Clan Wars of the 3050s.

Thor/Summoner

* Tonnage: 70
* Top Speed: 84 kph
* Tech: Clan

The Thor heavy OmniMech came with Clan ER PPC, Clan LRM10, and a Clan Ultra Autocannon. It is an easily recognizable ‘Mech with a great emphasis on customization. Its versatility as an OmniMech allows it to become a powerful ‘Mech suited for fighting in any situation.

When the ‘Mech first arrived in the Inner Sphere, it was named by Victor Steiner-Davion during his last stand at Trellwan for the Norse god of thunder due to its use of a PPC (man-made lightning) and an autocannon (thunder). The Clans have designated it the Summoner. It was also was the preferred ‘Mech of Clan Jade Falcon hero Aidan Pryde in his earlier career.

Thanatos

* Tonnage: 75
* Top Speed: 84 kph
* Tech: Inner Sphere

The original Thanatos came with extended-range large laser, two extended-range medium lasers, one medium pulse laser, and a 20-tube medium Range Missile launcher. Its high speed for a heavy ‘Mech, jump jet ability, electronic countermeasures, and extremely good agility (coupled with a very effective torso twist) make the Thanatos a very efficient in-close brawler.

The Thanatos was originally intended as an OmniMech, but for cost-saving reasons, this plan was scrapped. In video games such as Mechwarrior 4, the ‘Mech is treated as OmniMech, trading weapons equipment at will.

Avatar

* Tonnage: 70
* Top Speed: 64 kph
* Tech: Inner Sphere

Based loosely off of the design of the familiar Vulture, which the Draconis Combine managed to get a hold of in the Battle of Luthien, it is overall a heavier, more diverse ‘Mech than its inspiration. Like the clan machine that inspired it, it is an OmniMech and thus highly customizable based on varying mission profiles.

Mad Cat/Timber Wolf

* Tonnage: 75
* Top Speed: 85 kph
* Tech: Clan

The very model of Clan versatility, this second generation OmniMechs has a balance of missile, ballistic, and beam weapons with good speed and armor, which makes it a favourite amongst Clan and Inner Sphere pilots alike. It is the preferred heavy ‘Mech of Clan Wolf, though its effectiveness means it is found in the arsenals of nearly every clan to some extent.

Alternate Versions
"Mad Cat Mk II"
* Tonnage: 90
* Top Speed: 64 kph
* Tech: Clan

This is an assault variation of the Mad Cat with added jump jets but lacking the speed and maneuverability of the original. The machine’s twin LRM launchers, twin Gauss rifles, and secondary weaponry are a powerful combination. Despite the lack of speed, it is a favourite for command roles. Despite having been made by Clan Diamond Shark, the Mad Cat Mark II has never been liked amongst the Clans because it is not an OmniMech, and because of this it is not called the "Timber Wolf Mark II". It is suspected among the Clans that this machine is in fact intended for sale to the Inner Sphere factions that Clans are trying to conquer. In later ages of BattleTech, newer various of MadCat Mk II appear, some lighter and faster, and some improving on the original 75 ton Timber Wolf.

Black Knight

* Tonnage: 75
* Top Speed: 64 kph
* Tech: Inner Sphere & Star League

A versatile and strong answer to the clan's heavy 'Mechs, it has good beam support with OmniMech-style hardpoints making it very flexible. Build during the heyday of the Star League, with the League’s fall it became a rare machine on the battlefield.

Nova Cat

* Tonnage: 70
* Top Speed: 64 kph
* Tech: Clan

The Nova Cat is an OmniMech known for its high speed and its beam-only design. In its primary configuration it wields two extended-range PPCs and three extended-range large lasers. Its only real drawback is its low heat sink efficiency even with double-digit heat sinks. However, its ability to reconfigure different weapons and extra heat sinks can negate the heat sink problem.

Assault Class

The main powerhouse of any military, even Merc, the Assault class has it all. PPCs, Long Tomes, Arrow IVs and heavy Gauss rifles. What they lack in speed they make up for in strong armour and weaponry.

Awesome

* Tonnage: 80
* Top Speed: 54 kph
* Tech: Inner Sphere

This ‘Mech bears a tremendous amount of energy firepower, but is slow and prone to heat difficulties. It makes every hit count and pays dearly for any one too many. The Awesome’s default weaponry in the actual BattleTech canon is three PPCs and a small laser. A refit produced after reintroduction of double heat sinks to the Inner Sphere arsenal saw it increase its PPC count to four. An earlier, more complete refit by House Marik replaced the engine with an XL variant to increase its speed, altered the PPCs to ER versions, and added additional support weaponry.

Pillager

* Tonnage: 100
* Top Speed: 54 kph
* Tech: Inner Sphere / Star League Developed by the Star League Defense Force (SLDF) short before the fall of the League, this streamlined, mammoth assault ‘Mech is machine to be feared. Originally designed with twin Gauss rifles, a large laser, and four medium lasers, this machine carries the maximum amount of armor possible. The Pillager is a 100 ton machine, yet it mounts jump jets for increased mobility, an unwelcome surprise for its opponents. As with many other designs, it disappeared during the SLDF Exodus from the Inner Sphere.Production has recently been revived by the once-independent nation-state St. Ives Compact. The Compact was conquered by Capellan Confederation, which has taken this design and created more variants, some using stealth technology.

Templar

* Tonnage: 85
* Top Speed: 64 kph
* Tech: Inner Sphere

A versatile ‘Mech designed for the forces supporting Davion by Kallon Industries. Its large omni hardpoints make it a dangerous threat to any adversary, and it can also be equipped with jump jets.

Warhawk/Masakari

* Tonnage: 85
* Top Speed: 64.8
* Tech: Clan

First seen during Clan Smoke Jaguar's incursion into the Draconis Combine in the 3050s, it seemed all but unstoppable. The ‘Mech was designed around four ER PPCs with an LRM rack thrown in for good measure. It is a highly customizable machine and is a terror on the battlefield.

Annihilator

* Tonnage: 100
* Top Speed: 32 kph
* Tech: Inner Sphere

This massive ‘Mech was re-introduced by the Wolf's Dragoons and carries a significant load of ballistic weapons. Devastating attacks that can render attacker crippled. However, the design's only gleaming flaw is its slow speed. This ‘Mech is seen in Mechwarrior 3.

Daishi/Dire Wolf

* Tonnage: 100
* Top Speed: 64 kph
* Tech: Clan

The ultimate word in OmniMech technology, The primary weapons layout for the Daishi carries four ER large lasers, supplemented by two Class Five Ultra Autocannons, four ER medium pulse lasers, a couple of machine guns, and a rack of 10 Clan Long Range Missiles. It is a favorite of Clan Smoke Jaguar, who have used it to deadly effect against the Draconis Combine during the initial Clan invasion of 3050.

It is one of the most powerful Assault 'Mechs in the video games in which it appears. In MechWarrior 4, few other 'Mechs can carry equal firepower. Its only disadvantages is its unimpressive top speed. As an OmniMech, it can be heavily modified to suit unique purposes. It is the preferred ‘Mech of many notable MechWarriors including Victor Ian Steiner-Davion, Morgan Hasek-Davion, Natasha Kerensky, and Hohiro Kurita.

Fafnir

* Tonnage: 100
* Top Speed: 73
* Tech: Inner Sphere

The original Fafnir is armed with twin heavy Gauss rifles and 3 ER medium lasers (BattleTech Canon) or twin heavy Gauss rifles, a pair of Inner Sphere large lasers and Inner Sphere medium lasers (MW4: Mercs canon). It was created by Defiance Industries, who wanted to create a successful ‘Mech similar to their failed Defiance model. The result was the threatening Fafnir, which was favored by the Lyrans during the FedCom Civil War. Though quite slow, it has thick armor to compensate for its lack of speed. It can also carry a lot of alternatives to its standard armament, but those are limited to beam and ballistic weapons due to the omission of missile hardpoints. Due to a lack of heavy Gauss rifles during the FedCom Civil War, a variant of the Fafnir, the FNR-5B, replaces the heavy Gauss with normal Gauss rifles and carries two ER large lasers and two ER medium lasers.

Atlas Prime

* Tonnage: 100
* Top Speed: 54 kph
* Tech: Inner Sphere

The infamous skull-headed ‘Mech, it bears more armor than any other ‘Mech known for its vast array of weapons and firepower. It is worth noting the Atlas was the first ‘Mech to field a Class 20 autocannon and was designed to the specifications of Aleksandr Kerensky, the progenitor of the Clans prior to the Exodus.

Alternate Versions
"Atlas II"
* Tonnage: 100
* Top Speed: 54 kph
* Tech: Inner Sphere

This design was based on the infamous skull-headed Atlas ‘Mech. It was designed to be the high-tech version of the Atlas for the Royal BattleMech regiments of the Star League. Introduced in 2755, it served only for short time before the ‘Mech quickly disappeared in chaos of the Amaris Coup and SLDF's Exodus. The design was re-introduced to the Inner Sphere in the early 3070s. The Clans only have few of these Mechs left, and they are prized possessions.

Battlemaster

* Tonnage: 85
* Top Speed: 64 kph
* Tech: Inner Sphere

The Battlemaster is a ‘Mech that is rightly favoured by Commanders for its heavy armament and strong armour, however it is often set-back by slow speeds. Despite these facts it was the preferred ‘Mech of great house leaders such as Hanse Davion and Takashi Kurita.

Alternate Versions
"Battlemaster C"
* Tonnage: 85
* Top Speed: 46 kph
* Tech: Clan

In 3064, Clan Jade Falcon captured the Red Devil Industry plant on Pandora, where production of the recently re-introduced redesigned Battlemaster BLR-4S had begun. The Jade Falcons have infused their latest Clan technology (Hyper-Assault Gauss rifle or HAG) into this machine with other innovations, creating the "C" variant to help bolster its garrison forces in their Occupational Zone.

Longbow

* Tonnage: 85
* Top Speed: 64 kph
* Tech: Inner Sphere

An old design, the Longbow is primarily a fire-support BattleMech. The original version, the LGB-0W, had twin LRM20 launchers, two LRM15s, and a small laser. This design, created by the Free Worlds League, was to be answer to Terran Hegemony's Archer. This is not a popular ‘Mech with pilots due to its thin armor (for an assault ‘Mech), yet the design managed to survive the devastating Succession Wars.Over its life time it has been given numerous revisions, each one making it faster, bettered armored, and more devastating. With each revision, the machine’s appearance has been completely altered, making it impossible for opposing pilots tell what machine they’re facing until it’s too late.

Hauptmann

* Tonnage 95
* Top Speed: 76.07
* Tech: Inner Sphere

The first OmniMech fielded by the Lyran Alliance, the Hauptmann carries a very strong and very diverse array of weaponry, with Omni hardpoints on its arms. It also sports a shoulder-mounted ballistic rack that can carry a Gauss rifle or Long Tom Artillery in place of the LBX class 20 autocannon placed there by default.

Victor

* Tonnage: 80
* Top Speed: 64 kph
* Tech: Inner Sphere

The Victor is a venerable assault ‘Mech easily recognized by its distinctive head shape and the use of heavy ballistic weapons in all variations (in some cases a Class 20 autocannon and in others a Gauss rifle)and short range missile rack in its torso and its jump jet engines for extra mobility. It was the preferred ‘Mech of Prince Ian Victor Steiner-Davion prior to receiving his Daishi Prometheus.

Gladiator/Executioner

* Tonnage: 95
* Top Speed: 81.07
* Tech: Clan

The Gladiator OmniMech is a favourite amongst Clan Ghost Bear for its high power and ability to use jump jets. Although its default armament might not seem impressive, and takes away a lot of weight, its ability to quickly and easily mount a Clan Gauss rifle while still retaining jump jets and lots of Beam weaponry places it as one of the elite.

under

* Tonnage: 90
* Top Speed: 64 kph
* Tech: Inner Sphere

Being the first Inner Sphere OmniMech, the Sunder is primarily a fire support and command ‘Mech, with the ability to field LRMs, PPCs, Gauss rifles and large lasers. It still retains adequate heat dissipation and armour, although its slow speed is a significatnt hindrance. However, it can be equipped with jump jets.

Cyclops

* Tonnage: 90
* Top Speed: 64 kph
* Tech: Inner Sphere

A classic assault BattleMech design favored by commanders for its communications suite, weapons mix, and good overland mobility, the 90-ton Cyclops was a mainstay of regimental command units but a rare sight on the battle lines. Known for its high quality regimental command computer interface, the Cyclops belies its name, giving commanders unmatched control over the deployment of their forces.

Kodiak

* Tonnage: 100
* Top Speed: 82 kph
* Tech: Clan

Clan Ghost Bear’s favored design. Fast and maneuverable with jump jets, the Kodiak is a force to be reckoned with. It is mostly a fire support ‘Mech because of its ability to carry two sets of Clan medium range missiles. It is known for its claws, three or five, on each hand.


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