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Assassin

$3,315,400
Assassin Mass (Tons) 40/40T

For a mech its class, the Assassin is an unusually fast mech for MechWarriors to boot. Its speed makes it a viable choice early-to-mid-game, however, the mech won't last long under heavy fire. When fitted with 4 Medium Lasers, the Assassin can make for a good poker. Nonetheless, as soon as the game progresses into harder missions, you might want to sell it back to the market.

Walking Speed 75.6 kph
Running Speed 118.8 kph
Jump Jets 7
Heat sinks (int) 11 engine
Heat sinks (ext) none
Armor (Tons) 4.50T

1 LRM 5
1 ton LRM 5 Ammo
1 SRM 2
1 ton SRM 2 Ammo
1 Laser (Medium)

Atlas

???
Atlas Mass (Tons) 98.00/100T

The Atlas is one of the most powerful Inner Sphere mechs. A single salvo can bring most of an enemy mech's armor into the red. Its slow speed is its weakness. A medium mech can make short work of an Atlas. Its arms are easy targets, and since some weapons are on the arms losing them reduces the Atlas's efficiency. The Autocannon is only really effective at close range (although you do not need to be as close as for a Flamer) and the SRMs are very short-range, so consider having one weapon group for the Lasers, Autocannon, and SRMs, and another for the LRMs.

Walking Speed 32.4 kph
Running Speed 54.0 kph
Jump Jets none
Heat sinks (int) 12 engine
Heat sinks (ext) 8 single
Armor (Tons) 19.00T

1 Autocannon/20
2 tons Autocannon/20 Ammo
4 Laser (Medium)
1 LRM 20
1 SRM 6
2 tons LRM 20 Ammo
1 ton SRM 6 Ammo

Awesome

$7,871,650
Awesome Mass (Tons) 80.00/80.00T

The Awesome lives up to its name; while it has less armor and a lower tonnage than the Atlas it also costs less, and its huge number of heat sinks make it perfect for customising. Its main weakness is its enormous arms, which are often the first parts to be lost in combat. If you choose to customise this mech be sure to put any crucial weapons on the torso. Its default PPC armament does a good deal of damage, but even with its huge number of heat sinks the heat levels will rise very quickly. You might want to swap a PPC or two for some form of LRM, and then put the energy weapons in a separate group.

Walking Speed 32.4 kph
Running Speed 54.0 kph
Jump Jets none
Heat sinks (int) 9 single
Heat sinks (ext) 18 single
Armor (Tons) 15.00T

1 Laser (Small)
3 PPC

Catapult

$6,260,800
Catapult Mass (Tons) 65/65T

The Catapult is a powerfully armed Support mech, with generous backup weapons, but its protruding cockpit makes damaging the cockpit area much too easy for comfort at close range. If you insist on piloting this mech, make sure to stay at medium to long range, and use the Catapults jumpjets in strafing movements to negate counter-fire.

Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets 4
Heat sinks (int) 10 engine
Heat sinks (ext) 5 single
Armor (Tons) 10T

2 tons LRM 15 Ammo
4 Laser (Medium)
2 LRM 15

Cicada

$3,164,650
Cicada Mass (Tons) 40/40T

The Cicada sports impressive speed, but has overall poor armor. An excellent mech for Hit and Run raids, Long Range patrols and Dustoff missions - This alone is enough reason to keep one around. But if you plan on getting into any amount of direct fire, this Chassis might be best left in the Hangar.

Walking Speed 86.4 kph
Running Speed 140.4 kph
Jump Jets none
Heat sinks (int) 12 engine
Heat sinks (ext) none
Armor (Tons) 4.00T

2 Laser (Medium)
1 Laser (Small)

Centurion

$4,591,100
Centurion Mass (Tons) 50/50T

A Lance favorite for Patrols, the Centurion is not one to be toyed around with. The Autocannon may be more vulnerable as it sits on the Arm with low Ammo, but the LRM is tucked away neatly in the Torso, making it your biggest threat.

Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 8 engine
Heat sinks (ext) none
Armor (Tons) 8.50T

2 Laser (Medium)
1 LRM 10
2 tons LRM 10 Ammo
1 Autocannon/10
2 tons Autocannon/10 Ammo

Clint

$3,379,700
Clint Mass (Tons) 40/40T

A moderately Agile body with fair weaponry. Similar to the Cicada as a Raiding Chassis, but sports Jump Jets in lieu of a faster engine. The Autocannon gives it a slightly better punch also. Again, this should be valued as a Special Mission Chassis.

Walking Speed 64.8 kph
Running Speed 108.0 kph
Jump Jets 6
Heat sinks (int) 9 engine
Heat sinks (ext) none
Armor (Tons) 4.50T

1 ton Autocannon/5 Ammo
2 Laser (Medium)
1 Autocannon/5

Commando

$3,342,600
Commando Mass (Tons) 25.00/25.00T

This is your starting Mech. Used properly, its quite powerful for its light 25 tons. Faster than most Heavy and Assault Mechs gives it surprising survivability while strafing. Just move the lasers from the arms into the Torso sections for added Redundancy. Treated properly, the Commando will last you well into your 2nd Campaign year.

Walking Speed 64.8 kph
Running Speed 108.0 kph
Jump Jets none
Heat sinks (int) 6 engine
Heat sinks (ext) none
Armor (Tons) 4.00T

1 ton SRM 4 Ammo
1 SRM 4
1 Laser (Medium)

Crab

???
Crab Mass (Tons) 50T

An oddly shaped mech. It sports a large bank of Lasers; a good choice for lengthy missions. Its protruding center torso is a liability however.

Walking Speed ??? kph
Running Speed 86.4 kph
Jump Jets none
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Cyclops

$8,808,600
Cyclops Mass (Tons) 90.00/90.00T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 14 engine
Heat sinks (ext) 2 single
Armor (Tons) 10.00T

1 Autocannon/20
4 tons Autocannon/20 Ammo
1 SRM 4
1 ton SRM 4 Ammo
1 LRM 10
1 ton LRM 10 Ammo
2 Laser (Medium)

Dragon

$6,033,800
Dragon Mass (Tons) 60/60T
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Walking Speed 54.0 kph
Running Speed 86.4 kph
Jump Jets none
Heat sinks (int) 12 engine
Heat sinks (ext) none
Armor (Tons) 10.00T

2 tons Autocannon/5 Ammo
1 LRM 10
2 tons LRM 10 Ammo
2 Laser (Medium)
1 Autocannon/5

Hatamoto-Chi

80
Hatamoto-Chi Mass (Tons) ???T

A Draconis Combine assault mech available later in the game, it is similar to the Thug - it features a PPC in each arm and SRMs in the torso.

Walking Speed ??? kph
Running Speed ??? kph
Jump Jets ???
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Hornet

???
Hornet Mass (Tons) ???T

The lightest mech in the game at 20 tons. Its default weapons (LRM5, Medium Laser, and Small Laser), speed, and armor make it mediocre at best. With some tweaking and lots of C-Bills the mech can become a good fast raider and head hunter but most of the time it's best to just go with the slightly heavier Commando or Jenner.

Walking Speed ??? kph
Running Speed ??? kph
Jump Jets ???
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Hunchback

$5,573,850
Hunchback Mass (Tons) 50/50T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 8 engine
Heat sinks (ext) 3 single
Armor (Tons) 10.00T

1 Laser (Small)
1 Autocannon/20
2 Laser (Medium)

Jagermech

$6,336,800
Jagermech Mass (Tons) 65/65T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 10 engine
Heat sinks (ext) 3 single
Armor (Tons) 8.00T

2 LRM 15
2 tons LRM 15 Ammo
2 Laser (Medium)
2 Laser (Large)

Jenner

$3,368,600
Jenner Mass (Tons) 35/35T

Tactically, the Jenner is a horrible mech. Its arms are very easy targets, and that is where all its weapons are located by default. Even worse, the enormous cockpit means even AIs have a chance of killing the pilot. Its sole advantage is its impressive speed. If you choose to use this mech move some or all weapons to the torso and consider sacrificing some speed in exchange for armor. The stock armor is quite weak. While it can easily circlestrafe slower mechs such as the Atlas, it would only take a single salvo from the giant to destroy or seriously cripple the Jenner.

Walking Speed 75.6 kph
Running Speed 118.8 kph
Jump Jets 5
Heat sinks (int) 9 engine
Heat sinks (ext) none
Armor (Tons) 4.00T

1 ton SRM 4 Ammo
1 SRM 4
4 Laser (Medium)

Javelin

$3,384,200
Javelin Mass (Tons) 30/30T
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Walking Speed 64.8 kph
Running Speed 108.0 kph
Jump Jets 6
Heat sinks (int) 7 engine
Heat sinks (ext) none
Armor (Tons) 4.00T

2 SRM 6
2 tons SRM 6 Ammo

Mauler

???
Mauler Mass (Tons) 90TT
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Walking Speed ??? kph
Running Speed ??? kph
Jump Jets ???
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Orion

$7,316,800
Orion Mass (Tons) 74.50/75.00T

In-universe, the Orion is an old but very sturdy design that lasted through the years, often drawing comparisons as a "Poor Man's Atlas". The wide mix of weapon types means that you'll always have something to use in a given situation. The stock Orion also features the most armor a Heavy Mech can mount, though there are popular variants that trade out armor for another SRM launcher.

Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 12 engine
Heat sinks (ext) none
Armor (Tons) 14.00T

1 Autocannon/10
2 tons Autocannon/10 Ammo
1 LRM 15
2 tons LRM 15 Ammo
1 SRM 4
1 ton SRM 4 Ammo
2 Laser (Medium)

Panther

$3,463,600
Panther Mass (Tons) 32.00/35.00T

Although well armed and armoured for a light mech, the lack of speed can make it an easy target for heavier mechs.

Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets 4
Heat sinks (int) 5 engine
Heat sinks (ext) none
Armor (Tons) 6.50T

1 SRM 4
1 ton SRM 4 Ammo
1 PPC

Quickdraw

$6,072,800
Quickdraw Mass (Tons) 60/60T
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Walking Speed 54.0 kph
Running Speed 86.4 kph
Jump Jets 5
Heat sinks (int) 12 engine
Heat sinks (ext) 3 single
Armor (Tons) 8.00T

4 Laser (Medium)
1 ton SRM 4 Ammo
1 SRM 4
1 LRM 10
1 ton LRM 10 Ammo

Raven

???
Raven Mass (Tons) 35/35T

A short, fast mech with a large cockpit and a protruding torso. Good for quick recon missions and hit and fade tactics. A poor choice for prolonged combat. Support mechs recommended if you do choose to pilot this mech.

Walking Speed 64.8 kph
Running Speed 90.7 kph
Jump Jets none
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

1 SRM 6
1 tons SRM 6 ammo
2 Lasers (Medium)

Trebuchet

$4,661,600
Trebuchet Mass (Tons) 50/50T

A "Missile Boat" design, Trebuchets can dish out a surprising amount of damage from long range like a miniature Catapult. The downside is that they only have one ton per LRM, leaving you with just the three medium lasers. The speed is decent, and a common variant involves dropping one of the LRMs (usually the one in the Left Arm), for five Jumpjets, five Heat Sinks, and Extra Armor, changing it from a support role to a skirmisher.

Walking Speed 54.0 kph
Running Speed 86.4 kph
Jump Jets none
Heat sinks (int) 10 engine
Heat sinks (ext) none
Armor (Tons) 7.50T

2 LRM 15
2 tons LRM 15 Ammo
3 Laser (Medium)

Sentinel

???
Sentinel Mass (Tons) 40T
This section is a stub. Help us expand it, and you get a cookie.
Walking Speed ??? kph
Running Speed ??? kph
Jump Jets none
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Stalker

$8,535,000
Stalker Mass (Tons) 75.00/85.00T

A Juggernaut of a Mech. Your will first encounter the Stalker as its Pilot during a POW Rescue Mission. Great armor, and a lethal bank of Weapons. Its only real drawback is its speed and wide profile. And the high price tag.

Walking Speed 32.4 kph
Running Speed 54.0 kph
Jump Jets none
Heat sinks (int) 10 engine
Heat sinks (ext) none
Armor (Tons) 13.5T

2 Laser (Large)
2 SRM 6
2 tons SRM 6 Ammo
2 LRM 10
2 tons LRM 10 Ammo
4 Laser (Medium)

Urbanmech

$3,329,450
Urbanmech Mass (Tons) 30/30T

A slow top speed, mediocre armor, and an easily targetable cockpit combine to form a mech only worth salvaging for parts. Annoying only as long as its autocannon ammo lasts, the remaining small laser isn't worth bothering about. Extensive refits would be needed to make the Urbanmech useful, so your C-Bills are better used on another mech. Fun fact: Urbanmechs are so slow, you'll fail the tutorial mission if you switch to this from the Commando.

Walking Speed 21.6 kph
Running Speed 43.2 kph
Jump Jets 2
Heat sinks (int) 2 engine
Heat sinks (ext) 1 single
Armor (Tons) 6.00T

1 ton Autocannon/10 Ammo
1 Autocannon/10
1 Laser (Small)

Victor

$7,716,400
Victor Mass (Tons) 80.00/80.00T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets 4
Heat sinks (int) 12 engine
Heat sinks (ext) 5 single
Armor (Tons) 11.50T

3 tons Autocannon/20 Ammo
1 SRM 4
1 ton SRM 4 Ammo
1 Autocannon/20
2 Laser (Medium)

Vindicator

$4,008,250
Vindicator Mass (Tons) 45/45T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets 4
Heat sinks (int) 7 engine
Heat sinks (ext) 6 single
Armor (Tons) 9.00T

1 Laser (Medium)
1 LRM 5
1 ton LRM 5 Ammo
1 PPC
1 Laser (Small)

Whitworth

$3,553,400
Whitworth Mass (Tons) 40/40T
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Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets 4
Heat sinks (int) 6 engine
Heat sinks (ext) none
Armor (Tons) 8.00T

3 Laser (Medium)
2 LRM 10
2 tons LRM 10 Ammo

Wolf Trap

???
Wolf Trap Mass (Tons) ???T
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Walking Speed ??? kph
Running Speed ??? kph
Jump Jets ???
Heat sinks (int) ???
Heat sinks (ext) ???
Armor (Tons) ???T

???

Zeus

$7,707,900
Zeus Mass (Tons) 80/80T

The Zeus is a fairly well armed, armored, and quick mech for its weight class. Its LRM15 can reach the farest targets while its AC/5 has excellent range as well as long as its single ton of ammunition lasts. Backing up these two weapons are a large laser, and two medium lasers. The mech's biggest disadvantage is its wide profile which will puts its armor to the test. Well worth the high price tag and suited for all but hit and run missions.

Walking Speed 43.2 kph
Running Speed 75.6 kph
Jump Jets none
Heat sinks (int) 12 engine
Heat sinks (ext) 7 single
Armor (Tons) 11.5T

1 ton LRM 15 Ammo
2 Laser (Medium)
1 Laser (Large)
1 Autocannon/5
1 ton Autocannon/5 Ammo