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KTO-18 Kintaro
  • Armament: LRM-5 , 3 SRM-6, 2 ML
  • Movement: 5\8
  • Armor: 11 tons
  • Heatsinks: 10

Advantages: Massive short range punch with the 2 ML and 3 SRM 6 gives a potential alpha strike of 46. Well armored. 11 tons is as much or more than any other medium mech , allowing it to survive to get close to deliver it's arsenal.

Disadvantages: Very ammo dependent. While the LRM should be good for even a long battle, the SRM's can burn through ammo quickly. With all the ammo, is very vulnerable once the torso area starts to be breached. Will build a lot of heat if it tries to fire all its weapons at once, meaning it either needs to stagger it's attacks, or do hit and run attacks by coming in to deliver an alpha strike and then clear out to cool down enough to repeat. Most of it's arsenal is short ranged, with only the LRM able to provide some harassing damage at med and long range.
If quirks implemented: "However, the left-arm system, where the Holly-5 and one of the HoverTec-6 launchers are located, is extremely complex, requiring the entire arm to lock in place for three seconds while reloads stored in the torso cycle through. Sudden movements can cause the SRM system to jam, which usually requires an hour to clear before it is usable again, although jams for the LRM launcher are very rare."

Tactics: A close range brawler in terms of damage and armor, but its heat profile indicates hit and run tactics would suit it better. It's initial function was to come in, deliver a solid punch and along with it plant a NARC beacon to enable its missile armed lance mates to be able to home in for the kill. But with the NARC being lostech now its mostly a short range combatant who can use the LRM to provide a little damage while closing.

- Packrat's Notes -
KTO-18: If you fire its entire close range arsenal at once, you're spiking 8 heat without movement. To keep heat manageable, you generally need to pick 3 of the 5 weapons. This does allow for flexibility depending on the situation, but it's an underwhelming amount of firepower for a 55 ton mech. Personally, I would've dropped the LRM and its ammo and given the mech 5 jump jets, basically creating a big Jenner in that you could spike your heat with an alpha and then jump to safety to cool off. As it is, though, it's just not a very good design.
 
SCP-1N Scorpion
  • Armament: PPC, SRM-6
  • Movement: 6\9
  • Armor: 7 tons
  • Heatsinks: 10

Advantages: Speed, is faster than anything else it's size and as fast as much smaller mechs. Can provide long range punch with the PPC.

Disadvantages: Only has two weapons same as the Griffin, but the Griffin's weapons have roughly the same engagement range, whereas the Scorpion has long range with the PPC and short range with the SRM's. Lightly armored for this size mech, with most of it concentrated in the Center torso. However, the ammo and weapons are on the more thinly protected side torsos. Only 10 heatsinks means it can't move and fire the PPC without building heat.

Tactics: Designed to be a revolution in mech combat, instead it became a much maligned BattleMech that set back 4 legged concept so far that not even the far more solid Goliath design was able to redeem it. Its speed and firepower do have some uses though, both as mobile fire support, flanking attacks and heavy scouting. But its armor and lack of more than one close in weaponry indicate it should avoid being in the thick of battle or engage other mechs its size one on one. It can be a good enemy scout and light mech hunter though due to its ability to maintain speed with most mechs and the firepower to deliver serious hits to them at range with the PPC.

- Packrat's Notes -
SCP-1N: The Scorpion is a very difficult mech to use, but one that can nevertheless be an asset in battle. It's fast for its size, lightly armored, and carries a PPC. This makes it a natural fire support mech, able to use its speed to reposition or maintain range while sending PPC bolts downrange at anything that moves, then finishing them off with the SRMs once the battle is at its end (the SRMs are also useful for deterring mechs that might think to close, with the threat of crits to locations weakened by the PPC). That being said, a single PPC is hardly intimidating firepower on a 55 ton mech, and it carries only 7 tons of armor with a load of ammo in its belly. It only has 10 heat sinks to cool a PPC, so you need to either move as infrequently as possible or take the occasional turn to cool off. This is where the unique aspects of quads come into play. You can sit behind partial cover and be very well protected, or even go prone behind it to make yourself untouchable from several angles. When you need to reposition, you can use the mech's lateral shift ability to give yourself the widest possible range of options, putting yourself in the best possible position to resume firing. How well the Scorpion performs for you depends entirely on how well you can take advantage of the unique attributes of quad mechs. If you play it like any other mech, it'll seem very underwhelming. If, however, you use it correctly, it can be a surprisingly strong PPC platform.
 
SHD-2H ShadowHawk
  • Armament: AC\5, LRM-5, SRM-2, ML
  • Movement: 5\8\3
  • Armor: 9.5 tons
  • Heatsinks: 12

Advantages: Can engage at all ranges with something. Very heat efficient. Can maneuver in rough terrain with jumpjets. Sparrow 300J life support system. Among the most advanced ever devised, the Sparrow can keep a pilot comfortable up to 30% longer than similar systems in other 'Mechs. This is especially important on extended missions where a more relaxed pilot is a better pilot.

Disadvantages: Lacks real punch with any of it's weapons. Jumpjets only good for 90 meters, so not as useful for disengaging from close combat. General purpose means it can do almost any job adequately, but not be great in any one area. Ammo dependent ( though generally has enough for extended engagement).

Tactics: A multi-role mech that can fulfill a role ranging from leading a scout lance to being a spotter for a heavy or assault firelance. Can brawl on the front lines if necessary, or stay back and provide fire support. Can keep up with fast attack mobile lances. All in all this is a mech for the Mikey's in the world. Try it and you'll like it.

- Packrat's Notes -
I don't like it.
SHD-2H: I'm sorry, but how is this thing supposed to destroy its enemies? All I see is an AC/5, LRM-5, SRM-2, and a single medium laser. I am thoroughly underwhelmed. There are light mechs with comparable firepower. This thing doesn't even have the excuse of extreme mobility, with a movement profile of 5/8/3, nor of being exceptionally heavily armored. Don't get me wrong, 9.5 tons is good, but not amazing. The best description I can come up with for the Shadow Hawk is, "It can do anything, but none of them well." Other "jack of all trades" mechs are at least adequate at what they do; the Shadow Hawk just sucks at anything you try to do with it. The only reason I can think of for its popularity is the original Unseen artwork, which is quite possibly the best looking mech ever.
SHD-2D: This variant cuts the armor to add an SRM-2, an extra ton of ammo, and another medium laser. "Hey, let's take a bad mech and make it stupidly fragile for its size for a token increase in its short range offense!" Great idea.
SHD-2K: My favorite variant of the Shadow Hawk, by virtue of the fact that it's the only one that isn't completely terrible as much as anything else. This mech carries a PPC, LRM-5, and 17 heat sinks, meaning it's basically a Griffin with a smaller LRM rack, less jumping distance, and too many heat sinks. Still, a slightly different Griffin isn't an awful thing to be. It's certainly serviceable in its role as fire support, and it can keep up its fire all day thanks to being oversinked. This variant makes me wish the Shadow Hawk that'll be in this game looked like the Unseen version, because it would have provided a great excuse to have that sexy beast in your lance.
 
WVR-6R Wolverine
  • Armament: AC\5, SRM-6, ML
  • Movement: 5\8\5
  • Armor: 9.5 tons
  • Heatsinks: 12
Advantages: Excellent mobility for this size mech, especially being able to jump 150 meters. Good heat dissipation as the main model armaments does not tax the heat sinks, allowing moving and firing simultaneously. Able to use all weapons at close range to pack a solid punch as well as brawl.

Disadvantages: Punch at long or med range is weak with only the AC\5. Ammo dependent, with only one ton of ammo for the SRM's.

Tactics: A fast strike mech that can also fill most other roles as well. Main variant is best at close range and using its mobility to engage to it's advantage. Most house have their own variant that fit their tactics and supplies. Some transform it to an all energy output while others give it a greater mid range punch. But ultimately its calling card is versatility.

- Packrat's Notes -
WVR-6R: This is a decent if unspectacular trooper mech that leans on its mobility to allow it to exploit mistakes by the enemy to make up for its lack of raw hitting power. Its AC/5 allows it to chip away at pretty much any range, but its best firepower is up close, with its SRM-6 making it great for finishing off mechs weakened by other members of its unit. The best tactic is to try to keep it at 2-6 hexes from the enemy, allowing you to maintain a medium range mod or better for all of your weapons and make the most of its limited firepower. Fortunately, it has the mobility to do that, as well as attempt to get in the enemy's rear arc and really put the hurt on.
WVR-6K: No jump jets or autocannon, but it mounts 2 more heat sinks, 2 more tons of armor, and some lasers. This is still a trooper design, but just shifts the balance of maneuverability, firepower, and protection. Unlike the base model, this is a knife fighter, excelling at close range combat, with only its large laser reaching out past 9 hexes. It has the speed and armor to close reliably with most mechs and bring its weapons to bear, but the lack of jump jets mean it's not as good at taking advantage of opportunities the opponent leaves open or getting into an enemy mech's rear arc. It's a much more "just run up into their face" kind of fighting, but the Wolverine-6K can pull it off well.
WVR-6M: Something of a compromise of the other two models, this variant drops the autocannon for a large and medium laser, 2 more heat sinks, and an extra ton of armor. Though the word "compromise" makes it sound subpar, I contend it manages to capture the best of both mechs and is the best variant by far. It has only slightly less firepower and armor than the WVR-6K, making it dangerous in a straight-up brawl, but also retains the mobility of the WVR-6R, meaning its best use is to take advantage of any weaknesses the opponent makes the mistake of presenting. Further, its superior mobility to the WVR-6K means it has a much easier time of staying in optimal range of its mostly short range arsenal. The combination of jump jets and lasers means it requires careful management of its heat, but it's effective enough to make the effort well worth it. This mech arguably best exemplifies the qualities of medium mechs, possessing an almost perfect blend of armor, mobility, and firepower.
 
CPN-2N Champion
  • Armament: AC\10, SRM-6, 2 ML, 2 Sm L
  • Movement: 5\8
  • Armor: 8 tons
  • Heatsinks: 10
Advantages: Good short range firepower. Relatively good speed for a heavy class mech.

Disadvantages: Low armor for a heavy mech. Factory building it destroyed during succession wars, is very rare and thus almost impossible to replace. No hand actuators. Can run hot when firing its full arsenal.

Tactics: 5\8 movement and less than maximum armor is fairly standard for 60 ton mechs. In the downgrade from star league tech, the Champion actually retains most of its abilities and firepower. The only oddity is that it has mostly short range firepower, but is not armored well enough to be a front line mech. Is better of as a harasser and flanking mech as its speed can allow it to get around heavier mechs and its firepower can do some real damage in close. Despite its lower level of armor protection, all the weapons and most of the armor is concentrated around the torso areas, making it sturdier than would be expected ( though still not good enough to be slugging it out on the battle line). Its a mech ( like many others) that can do well in a group but not as well on its own.

- Packrat's Notes -
CHP-2N: The Champion is a terrible heavy mech, but actually a decently adequate medium mech. It has the movement profile and armor of a mech 10 tons lighter, but superior firepower. That's how you need to treat the Champion: as an oversized medium mech. That being said, even as a medium mech, it still has some flaws. Its arsenal is short ranged and it has 3 ammo bins, but its armor is insufficient to brawl. Its primary asset is the additional firepower it carries over the medium mechs that are its primary prey, but it lacks the heat sinks to truly take advantage of it. To mask the armor deficiency, you need to stay mobile, make use of cover, and not get too close. Fortunately, you have plenty of ammunition, so you can afford to hang back and take some chancy shots. The only thing you can do about the heat is simply ride the curve. A good cycle to fire your weapons in is AC/10+ML+ML, AC/10+ML+SRM-6, AC/10+SRM-6, repeat. If you're at a run (and given your weak armor, you should be), you'll accumulate 3 points of heat over the first 2 turns, then only generate 7 on the third turn, returning you to 0 heat. This allows for maximum firepower and target movement mods while avoiding heat penalties. This cycle also relies heavily on your ammo-based weapons, emptying the bins to decrease the damage you'll suffer if one of them takes a crit. All in all, I don't find the mech as useless as people generally claim, but it's not exactly spectacular, either.
 
DRG-1N Dragon
  • Armament: AC-5, LRM-10, 2 ML (one rear facing)
  • Speed: 5/8
  • Armor: 10 tons
  • Heat Sinks: 10

Advantages: 2 tons of ammo for the AC and LRM means it can handle extended engagements well. Armor concentrated in torso and rear armor is thicker than most mechs it's size.

Disadvantages: Overall punch is rather weak for a heavy mech , especially in close where it only has the AC and a ML to use. Dependent on ammo.

Tactics: Originally designed to compete with the ShadowHawk, it can fulfill most of the same roles. It has the speed to lead scout lances, the ability to engage at all ranges or be part of a fire lance and provide indirect fire. It can brawl and stand up to punishment for a short time at least and it has enough ammo to still be effective even in a longer fight. There is a good reason why it has been the standard workhorse mech for the Draconis Combine for a long time. It doesn't excel at anything but it can be at least decent in everything. And given the sheer numbers the DC have produced over the years, it has spread out to the neighboring realms and mercenary units via salvage and purchase making it one of the more common and available heavy mechs around.

- Packrat's Notes -
DRG-1N: The Dragon was designed to replace the Shadow Hawk. The Shadow Hawk's primary job appears to be "be terrible at everything", and the Dragon can certainly fulfill that requirement. It has the speed, armor, and firepower of a mech 10 tons lighter than itself. Its best use is as mobile fire support, using its speed to get in the best firing position for its long range weapons. It has enough ammo for its weapons that you can afford to take some chancy shots, which is certainly helpful, because its limited bite means you need to try to damage the enemy on as many turns as possible and attempt to slowly wear them down. Up close, it has only melee and a single medium laser to defend itself, because its second ML is facing the wrong direction. Well, its AC/5 is still serviceable up close, but it's not its ideal role. Much like the Shadow Hawk, it's basically a mech that you use as a "warm body" fill-in until you can find something better. The base model is my preferred variant of the two, but that's just because the alternative is even worse.
DRN-1C: This takes the original's lackluster armament and makes it even more anemic. It's driven even further into its niche of mobile fire support, but would have been better served by upsizing its LRM launcher instead of packing on more armor. One possible use is to try to use its heavy armor, ability to build respectable target movement mods, and the sheer range of the AC/2 to try to outlast other fire support mechs in a counter-battery fire situation, but I'm hard pressed to think of any other situation in which it's even remotely decent.
(No Data for DRG-1G variant.)
 
LNC25-02 Lancelot
  • Armament: PPC, 2 LL, ML
  • Movement: 4\6
  • Armor: 9.5 tons
  • Heatsinks: 19
Advantages: Excellent firepower, especially at medium range. All energy based firepower removes ammo vulnerability and makes it useful for extended campaigns or behind the lines guerrilla fighting. Is still in limited production, meaning spare parts and replacements can be obtained (assuming you are on good terms with the Draconis Combine)

Disadvantages: Unable to fire its full arsenal without building significant heat. Armor is only average for a mech without the speed to flank or disengage from heavier mechs.

Tactics: The Lancelot is an okay, although somewhat under armored heavy mech design, but it is a shell of its star league self that moved at 6\9 and had double heatsinks to be able to use its full arsenal of weapons. The stripped down version is better suited to direct fire support where it can stay behind the main combat line and alternate its LL's with the PPC to keep its heat in check and not have to go toe to toe with front line brawlers like a Thunderbolt or Warhammer. This is a classic example of how Star League tech can greatly increase the effectiveness of a mech design.

- Packrat's Notes -
LNC25-02: I don't quite understand the hate for this mech. It's a solid fire support platform. You can fire the PPC and a large laser at a walk without building heat. If you're running, you can alternate firing the PPC and a large laser with both large lasers every other turn to avoid building heat. At a standstill, you can fire all three weapons and then cool off by just firing the PPC the next turn. These are all just off the top of my head: There are lots of combinations of cycling out various weapons and changing motive method to optimize the amount of firepower you're putting downrange over the course of the battle. This means you can be flexible in your tactics instead of sticking to a strict firing cycle. The armor isn't the greatest, but it's not terrible, and the armament allows you to keep your distance from the enemy to protect yourself. Yeah, sure, it's not an amazing mech, but it's still pretty good even without Star League tech.
 
MLN-1A Merlin
  • Armament: PPC, 2 ML, LRM-5, MG, Flamer
  • Movement: 4\6\4
  • Armor: 10.5 tons
  • Heatsinks: 18

Advantages: Runs fairly cool. Can move and fire its weaponry with very little heat build up. (does build up more if jumping and doing the same thing). Well rounded in being able to deal with mechs and vehicles as well as infantry. Can engage at long range as well as short. Good mobility with the jumpjets. Made from reliable and readily available components, making it easy to repair.

Disadvantages: Only produced in the Outworlds Alliance currently, so can be difficult to get replacement chassis if not in that area. Short range punch is rather weak for a heavy mech. Slower than most 60 tons mechs.

Tactics: Is a decent all purpose mech that can perform a variety of roles. It's an excellent mech for a mercenary company in that it is multi-role and easy to repair and maintain. Average speed is its most limiting factor compared to its contemporaries at 60 tons, but its mobility with the jump jets help offset it. It has average overall firepower but has enough to do damage and enough armor for its size to hang in battle against other mechs of its weight. It starts to be outgunned once it faces off against the bigger heavies but its versatility makes it an useful component of any med or heavy lance.

- Packrat's Notes -
MLN-1A: This is basically the ideal mech for garrison duty or mercenary work, because it can handle any situation. It has a hole puncher, it can shoot indirectly, it has some short ranged weapons, it has anti-infantry capability, it has an incendiary weapon, and it even has jump jets. That being said, like most 60 ton mechs, it's really more of a big medium mech than a true heavy, and by those standards it holds up well, even possessing really good heat sink capacity, a rarity in 3025. Ideally, you want to be in medium range where you can take advantage of your higher than average number of heat sinks and fire as many weapons as possible, but maintaining that perfect range with a 4/6/4 mech can be tricky. Although it's not really great at anything, it's good at pretty much everything, so it's rarely a bad choice as long as you remember to treat it like a medium mech.
 
OSR-2C Ostroc
  • Armament: 2 LL, 2 ML, SRM-4
  • Movement: 5\8
  • Armor: 9 tons
  • Heatsinks: 15
Advantages: Mostly energy loadout, making it effective in extended or guerrilla campaigns. Good med and short range punch with the LL's and ML and SRM-4. Weapons and most armor protection concentrated in torsos, making it more survivable than it first looks.

Disadvantages: Cant fire its full arsenal without running extremely hot ( cant even fire both LL without building heat). While the torsos and legs are better protected, the arms are lightly protected. All weapons in torso limits its firing arcs. No current factories producing the mech, making getting replacement chassis very difficult.

Tactics: Much in the mold of other 60 ton mechs, it is more of a medium mech design in good firepower, good speed, but lower armor protection. While that is mitigated somewhat by concentrating it in the torsos this is a mech who needs to get relatively close to do its damage but lacks the heat dissipation to really use its arsenal effectively. You will need to alternate the LL usage with the ML's to keep heat in check. Can front line brawl ( for a short while ) if necessary, but works better as part of a medium raiding lance or a mid range fire support for a brawler mech.

- Packrat's Notes -
OSR-2C: Unlike most other people, the Ostroc-2C is my favorite 3025 Ost-series mech (assuming no modifications). In fact, it's my favorite 60 ton mech in this timeframe. 9 tons of armor isn't great, but it's fairly typical of 60 ton 3025 mechs. Its 5/8 movement is also pretty standard for its size. What sets it apart from the others is its combination of heavy firepower and decent heat sink capacity. It's true that firing both large lasers even at a standstill will generate heat, but you can't be afraid of a heat curve in 3025. The dual range brackets make this mech versatile. You can use it to supplement and guard fire support mechs, or use it as a brawler. I feel it serves better in the latter role, because you can use various combinations of its weapons to manage its heat, whereas you only have the large lasers to assist in fire support. In the brawler role, it can strip armor with its lasers and critseek with the SRM-4, making it quite deadly. All in all, it's a solid if unspectacular mech, but the 60 ton weight bracket is overall underwhelming to me in this timeframe, so the Ostroc-2C stands out to me for being actually pretty good.
OSR-2L: This simple modification swaps out the SRM-4 for an LRM-5. This enhances the Ostroc's role in a fire support unit by allowing it to better contribute to the mission while retaining enough short ranged firepower to act as a bodyguard, but it loses the critseeking the SRM provides for its role as a brawler. Like the base model, it can still serve in both roles, but just changes which it is better at. Generally speaking, I prefer having an SRM-4 to an LRM-5, but that's just personal preference, and this is still a good mech.
OSR-2M: To increase the mobility of the Ostroc, this variant removes the medium lasers, SRM-4, and ammunition, and adds 5 jump jets. At first, I wasn't fond of this mech, seeing it as only exacerbating the mech's heat issues. Then I remembered the Jenner, and realized you could play this mech the same way: fire those lasers until the heat gets too much, then jump away to cool off for a turn. I still view this as inferior to the OSR-2C and OSR-2L due to its inability to maintain its firepower as well as those variants, but if you need the jump jets, this is certainly a serviceable mech.
OSR-3C: This variant also removes all weaponry besides the large lasers, and supplements them with a 3rd large laser. This mech is a heat monster. It simply lacks the heat sinks to use its weapons with any degree of efficiency or consistency. This is just a terrible mech.
 
OTL-4D Ostsol
  • Armament: 2 LL, 4 ML ( 2 Rear Facing)
  • Movement: 5\8
  • Armor: 9 tons
  • Heatsinks: 16
Advantages: All energy based weaponry, allowing it to operate in low supply, extended campaigns or guerrilla fighting. Can fire both LL and be heat neutral if doesn't move, giving it good med range support. Weapons are all in the Torsos, allowing it to fight on despite heavy damage. Rear facing ML's to provide coverage from flanking enemies.

Disadvantages: Unless it builds heat, its close range punch is not stellar. Armor is light, although it is concentrated mostly in the torsos. Only torso mounted weapons restrict fields of fire. No current factories producing the mech or chassis, so replacing it is extremely difficult.

Tactics: Strip off the SRM-4 from the Ostroc, add 2 ML pointed to the rear and a Heatsink and you have the Ostsol. Otherwise they are identical. The Ostsol was made to provide a mech that could fight alone and not need resupply. This makes the Ostsol good for fighting behind enemy lines or going on deep raids. It works well as a fast strike (cavalry) mech or a heavy reconnaissance role. It has most of the strengths and weaknesses of the Ostroc, except it dissipates the heat of its 2 LL a little better and its short range punch isn't as good.

- Packrat's Notes -
OTL-4D: Ugh. Rear-facing weapons -- some of the most worthless things you can mount on a mech, especially one that's not made for brawling. So, looking at what will actually be of use against the enemy, the difference between this mech and the Ostroc-2C is that it has an extra heat sink, but no SRM-4. This seems like a bad trade to me. Still, though I find it inferior to its sister mech, it remains a pretty good design. Its armor and speed are typical of 60 ton mechs, but it has a pretty good armament and the heat sinks to use it. Despite its similarity to the Ostroc, it does play differently: That extra heat sink means you can run and fire a large laser and both mediums and remain heat neutral. This represents more total damage for less heat than firing the two large lasers. So, the ideal tactic is to stay closer than you would with the Ostroc, running and firing those 3 lasers each turn. The heat spikes quickly if you try firing both large lasers with even 1 of the mediums, so choose your weapons wisely.
OTL-4F: This variant removes all of the weapons and replaces them with a pair of PPCs, basically making it a little Marauder, and I have exactly the same problem with it that I do with the base model of the Marauder: It lacks the heat sinks to use those PPCs. If you fire both at even a walk, you're already hitting a heat penalty. If you need a stationary PPC platform, it can do that, but there are far better units that can fulfill that function. This is just plain inferior to the base model Ostsol.
 
QKD-4G Quickdraw
  • Armament: LRM-10, SRM-4, 4 ML (2 rear facing)
  • Movement:5\8\5
  • Armor: 8 tons
  • Heatsinks: 13

Advantages: Excellent mobility for a heavy mech. Able to fire all of its lasers to the rear since the arm actuators can bend backwards to let the arm mounted medium lasers fire behind it.

Disadvantages: Light armor for a heavy mech, lighter than most mediums. Firepower is weak for a heavy mech, with only the SRM-4 and 2 ML able to engage in short range, and only the LRM-10 for med and long range. Weak ankle actuator joints. Targeting the ankles with weapons fire, or with a good kick while engaged in close combat, could cripple or even immobilize the 'Mech. Firing all its close range weapons while jumping builds more heat than its Heatsinks can dissipate.

Tactics: Initially designed as a replacement for the Rifleman, but did not manage to fill that role well. Instead is a generalist workhorse mech that can fill several roles from leading scout lances to raiding to working with a fire lance,and even brawling if necessary. But while it can hang tough for a little while, can easily be matched by several medium mechs and outclassed by most heavies in a straight up fight. It's competent enough that you can make use of it, but its more of a mech you take when you don't know what mission role you will need and don't have a better option.

- Packrat's Notes -
QKD-4G: An attempt at a trooper heavy mech, the Quickdraw fails to impress. It spends a lot of tonnage on mobility, but lacks the firepower to take advantage of the opportunities that this opens up. It's a curious design, with its jump jets and ability to fire many of its weapons behind it (including two dedicated rear arc weapons) encouraging a brawling tactic, but it lacks the armor to excel in that role. The best use of it I can think of is to hang back and help weaken enemies with its LRM-10, relying on the LRM's range and its mobility to avoid taking hits to its weak armor, and then close in and help finish off enemies as the battle comes to its conclusion. It's not necessarily good at this, but I can't think of anything better to do with this lackluster design.
QKD-4H: My preferred variant moves the two rear-facing medium lasers to fire forward and the SRM-4 to fire backward. This gives it a bigger forward-facing punch, which it desperately needs. It plays basically the same as the base model.
QKD-5A: This variant drops the LRM-10 for an additional pair of medium lasers and 4 more heat sinks. This does make its firepower more reliable, but the lack of range on such a thinly-armored mech is a killer. You need to use its mobility to keep to cover until you get in striking distance, then unload with everything you have and get the hell out of dodge. That being said? It has the firepower of a Jenner, a mech almost half its size. There are much better hit-and-run mechs out there.
 
RFL-3N Rifleman
  • Armament: 2LL, 2 AC\5 2 ML
  • Movement: 4\6
  • Armor: 7.5 tons
  • Heatsinks: 10

Advantages: Good long and mid range firepower with the twin AC\5-LL combos. Exceptional pieces of electronics, the Garret D2j targeting-tracking system allowed the Rifleman to maintain an accurate lock on swift-moving aerial targets and achieve excellent accuracy. The Garret T11-A was equally impressive as a communications system.

Disadvantages: Not enough Heatsinks to fire most of its weapons, much less all, without building a lot of heat. Paper thin armor for a Heavy Mech, especially in the rear where a med Laser can penetrate the torso easily. Only one ton of ammo split between both AC\5 prevent sustained fire with the AC. Slow compared to most of the other 60 ton BattleMechs.

Tactics: An anti-aircraft and mid range fire support mech. Should never see combat on the front lines, instead should be supporting your front line med and heavy mechs. Needs to alternate fire not only to avoid heat build up, but to conserve AC ammo. Is dead if even a light mech can get a decent shot into the rear armor so needs to be warded on the flanks in larger group engagements. It's long range ability and tracking systems keep it a useful mech, but users need to be mindful of its many deficiencies in combat.

- Packrat's Notes -
RFL-3N: The Rifleman was designed as an anti-air platform. In that role, it's quite good. If you try doing anything else with it, you'll probably be disappointed. Even as a fire support platform, the only other role it can perform even remotely adequately, it lacks the heat sinks and ammunition to actually maintain a decent amount of fire. If you absolutely must use it against mechs, park it in heavy cover and pretend one of its large lasers doesn't exist.
RFL-3C: Mounting a pair of AC/10s and a pair of medium lasers, this variant is much better suited to combat against mechs. It has an extra ton of armor over the base model, but you still shouldn't be brawling with this thing. Its autocannons are intermediate range weapons and you have limited ammo, so you'll have to get closer to the enemy than you would usually want to with a Rifleman. This necessitates intelligent use of cover and screening to keep it alive long enough to dish out the damage. Between the weak armor and only carrying 10 shots for each autocannon, you should probably go into battle expecting this thing to be destroyed, but if played right it can accomplish a lot in the time it's on the field, making it my preferred variant.
RFL-4D: This variant exchanges the AC/5s and medium lasers of the base model for a pair of PPCs and 5 more heat sinks. This is just a terrible mech, and it's due largely to its lack of heat sinks. It's not as good at anti-aircraft duty as the base model, lacking the ability to fire its entire arsenal without risking a shutdown, and it's also not as good a fire support platform, with inferior sustained damage potential. If you must use it, there are a couple of ways to go about it, centered around whether you want to use the PPCs or large lasers. If you use the PPCs, you'll want to fire them in a 2-1-2-1 pattern like a Warhammer or Marauder, remaining stationary because any movement will result in a net gain of heat. If you're using the large lasers, you can fire both of them for a number of turns before needing to lay off one, building only a single point of heat if you fire them while stationary. This is riskier because you'll have to be closer to the enemy where they can potentially exploit the Rifleman's weak armor, but you can maintain a more consistent rate of fire, and are also able to move and fire better than if you're sticking with the PPCs. It's ultimately a matter of personal preference which way to go.
 
BMB-10D Bombardier
  • Armament: 2 LRM-20, SRM-4 , MG
  • Movement: 4\6
  • Armor: 12.5 tons
  • Heatsinks: 10
Advantages: Long Range firepower. Twin LRM-20s allow damage to be delivered directly or indirectly up to over half a kilometer away. Well armored. Near max armor and only half a ton less than the venerable Archer has.

Disadvantages: Only has an SRM-4 and a MG to defend itself at close range. Only has 6 shots per Launcher for the LRM-20s. Is especially vulnerable on the right side, where ammo is housed in the Right arm, the right torso and the Center torso.

Tactics: Originally designed as a mobile fire support mech (the Star League version had a more powerful engine that let it move 5\8) but the loss of the advanced engine leaves a poor man's archer with less endurance, less close in defense and more vulnerability to ammo explosion. But for the short time its LRM ammo holds out, it can deliver firepower at range equal to an Archer, and take damage and melee almost as well as the Archer with its battlefists and near max armor. Should be kept at range, usually as part of a fire lance or as long range support for a heavy assault lance. Whatever you could do with an Archer, you can do with a Bombardier, just not as long.

- Packrat's Notes -
BMB-10D: Although the general inclination when you see twin LRM-20s and few backup weapons is to fight from long range, the extremely limited ammo means you can't afford to do that. You need to make every shot count. Get in closer, and fire only the shots with the best chance to hit. Once the LRM ammo has run out -- and it won't take long -- what you do next depends on what kind of game you're playing: In a one-off fight, you'd get in close to start firing away with the SRM-4 and throwing melee attacks. In a campaign, you'd bug out. But really, only 6 shots per launcher? This is just terrible.
 
CPLT-C1 Catapult
  • Armament: 2 LRM-15, 4 ML
  • Movement: 4\6\4
  • Armor: 10 tons
  • Heatsinks: 15
Advantages: Good maneuverability with the jump jets, able to deal with rough terrain better than other mechs with similiar profile. Decent close in armament and decent enough armor to close for the kill after missiles depleted. Very heat efficient, able to fire and move without building significant heat.

Disadvantages: Armor, while good for a fire support mech, is still light for a heavy mech this size. Should avoid brawling unless finishing off mech weakened by LRM barrages. No hand actuators, hampering its use in close combat and raiding missions. Only has 8 shots for each LRM, meaning will run dry quickly in an extended engagement.

Tactics: Much like similar mechs, The Trebuchet and the Archer, its designed to provide long range fire support via direct or indirect barrage. It should stay at range sufficient to bring its missiles into play but avoid the enemy striking back. it distinguishes itself from its compatriots in that it has better rough terrain maneuverability with the jump jets and more close range firepower than either the Trebuchet or Archer (standard variants). But it is slower than the Trebuchet and less protected than the Archer. Still it fulfills its designed role well enough that most units will be more than satisfied with a couple of Catapults in their company.

- Packrat's Notes -
CPLT-C1: The base model of the Catapult is one of my favorite 3025 mechs. I know some complain about its limited ammo, but if you just change your mindset, it's not that bad. Instead of thinking of it as a pure fire support mech, think of it as a multirole mech that softens up the enemy at range and then closes in and finishes them off with its medium lasers and kicking. It does have somewhat light armor for its size, but since it shouldn't be taking many hits until you close in, with its ammo bins depleted and enemy weakened, it's not as bad as it could be. Jump jets and ample heat sinks mean it can always take advantage of opportune firing spots. I find using the Catapult in this skirmisher-like fashion far more effective than using it purely for fire support, because it effectively masks the mech's weaknesses while playing to its strengths.
CPLT-A1: This variant is purely a fire support mech -- it literally has no weapons besides its LRM-15s. I'm not fond of this variant. It's too niche to really shine in battles between lances (IMO), but doesn't have the ammo to contribute significantly in larger fights, though those are probably its best use. I'd say 8v8 is probably the ideal engagement size for this mech, letting it have dedicated screeners/bodyguards, but not putting so many mechs on the field that its ammo is too much of a liability.
CPLT-C4: Very similar to the Catapult-A1, this variant drops all the medium lasers and some heat sinks to upsize its missile launchers to LRM-20s, with its only other weapons being a pair of small lasers. Being very similar in concept, it's also very similar in terms of its strengths and weaknesses, except I feel it swaps the size of battle it's best used in, with its heavy long range firepower being most effective in 4v4 fights, but lacking the duration for larger engagements. Still don't like it, though.
 
CRD-3R Crusader
  • Armament: 2 LRM-15, 2 SRM-6, 2 ML, 2 MG
  • Movement: 4\6
  • Armor: 12 tons
  • Heatsinks: 10

Advantages: Excellent total firepower at both long and short range. Versatile, can be used in multiple roles on the battlefield. Well armored at 18.5% armor to weight ratio and able to take up to 2 PPC or an AC\20 to any location ( except obviously the back or the head) and not get internal damage. Still being produced in several factories, making refit kits, spare parts and replacement chassis easy to obtain.

Disadvantages: Limited ammo reloads. Only 8 per LRM and only 15 total divided between 2 SRMs. Lacks any 'punch' weaponry. Most of its armament will sandpaper the opponent rather than punch through the armor. Has ammo in every torso location, making it very vulnerable once the armor is breached. Runs hot, especially in close.

Tactics: It's a multi-role mech that can handle pretty much any task asked of a heavy mech. It can provide long and med range fire support, has the armor and close range punch to brawl, has weaponry to deal with vehicles and infantry handily. It has developed a solid reputation as a workhorse heavy mech for a good reason.
Along with the Archer , this has always been one of my favorite mechs. The original unseen design just had a solid look that said this is a badass mech. Granted looking at it critically now, i can see the several flaws it has, and would choose a Thunderbolt over this mech head up, but its still a good mech that I wouldn't mind having in a lance.

- Packrat's Notes -
CRD-3R: The ammo looks limited, but I don't consider it too much of a problem, because the two brackets together give you a total of 15.5 rounds of fire, which is exactly how much you want. Further, the low amount of ammo per weapon (except for the MGs) means you burn through it quickly, limiting the liability faced from having so many ammo bins. It's actually quite a clever allocation of ammunition, just enough to soften 'em up first with the LRMs, then close in and finish 'em off with the SRMs and medium lasers, while posing as little risk to your mech as possible. The heat sinks also support this play style, only providing enough heat capacity to use one of the range brackets at a time. Actually, the heat sink capacity is woefully insufficient for its short ranged bracket, possessing only the 10 standard heat sinks to dissipate a possible 16 heat, so it's best to lay off the medium lasers if you fire both SRM-6s, or only fire one of the SRM launchers at a time, which incidentally further stretches your ammunition reserves. Really, with the exception of the MGs and the location of the SRMs in the legs, it's a very smartly designed mech, really making the most of every ton, allowing the mech to have quite a good blend of armor and firepower while still maintaining average mobility for its size. The Crusader does have a problem in that it lacks a hole puncher, but it works excellently as part of a lance alongside mechs that carry such weapons.
CRD-3D: This variant removes the machine guns and their ammo and downsizes the SRM-6s to SRM-4s. The freed up tonnage is used to mount 4 heat sinks. This is my favorite Crusader variant, because it removes the MG liability and makes the mech completely heat neutral if you use bracket fire, in exchange for only a relatively minor decrease in its alpha strike potential. When you consider that this mech actually has better sustained damage potential than the base model, the trade-off looks even better still.
CRD-3K: This is similar in intention to the Crusader-3D, but goes about it in a different way. This variant also removes the MGs, but downsizes the LRM-15s to LRM-10s and leaves the SRM-6s in place as well as adds 6 heat sinks to the design. This is a good variant like the CRD-3D, but I don't like it quite as much because I think the smaller LRM launchers have a more detrimental impact on the performance of the mech than smaller SRM launchers. Still, it's better than the base model.
CRD-3L: This variant downsizes all of the missile launchers (but keeps the MGs), and uses the freed up weight to equip 2 more heat sinks and, more importantly, 4 jump jets. I'm not overly fond of this particular variant, because the Crusader doesn't strike me as a mech that really benefits much from jump jets. If you're playing a campaign, maybe they can be helpful, but for the kinds of one-off matches that are the standard of BattleTech, it just doesn't seem worth it to me for this particular mech.
 
JM6-S Jagermech
  • Armament: 2 AC\5 , 2 AC\2 , 2 ML
  • Movement: 4\6
  • Armor: 6 tons
  • Heatsinks: 10

Advantages: Long range of his main weapons means it can engage well outside the return fire range of most weapons. Sufficient ammo for 20 full barrages, which allow it to keep up fire even in an extended battle. Garret D2J Targeting and tracking system allows it to effectively engage aerial targets. Can fire all its AC's without building heat ( if it doesn't move).

Disadvantages: Primarily Ammo based weaponry, when hte ammo does run out, only has 2 ML to defend itself. No hand actuators. Armor is painfully thin ( comparable to light mechs half its size). Armor on the arms ( where the main weaponry is ) can be penetrated by one shot from a Large laser or higher damage weapon.

Tactics: Designed to address the shortcomings of the Rifleman, it manages to improve in terms of ammo and heat buildup, but still has the same level of weakness in armor, meaning it should never try and close or brawl with medium or heavy mechs, instead it should stay at extreme range and take advantage of the AC's superior range to most weapons. It's main role is the same as the Rifleman's in providing aerial defense and long range fire support, but lacks the secondary punch the Rifleman's Large Lasers provide. This is probably a good thing as it should prevent JagerMech pilots from wanting to get 'into the thick of things'. While not overly impressive pure firepower compared to some of its missile armed compatriots, it can still deliver a respectable amount of damage down range, slagging off a ton of armor from an enemy it hits with it's autocannons. While it didn't provide the upgrade initially envisioned over the Rifleman, it still serves as an effective fire support and aerial defense mech, especially for the Federated Suns where it is most prevalent.

- Packrat's Notes -
JM6-S: "I want a mech that can plink at long range, but is really cheap, and I'm willing to sacrifice its ability to do absolutely anything else to keep its cost down." Have I got a mech for you! Literally its only asset is the extreme range at which it's capable of hitting opponents, so if range is the primary factor in the mission, such as anti-aircraft duties and vehicle hunting, this mech can excel, but for any mission requiring decent speed, armor, or firepower, look elsewhere. If you're forced to take it against mechs, make damn sure it has bodyguards and something to present a more pressing target, because with its tissue paper armor and plentiful ammo, this thing will explode if the enemy so much as looks at it funny.
JM6-A: Exchanging the AC/5s for LRM-15s and 2 tons of armor, this attempts to enhance the mech's anti-aircraft role by giving it longer range weapons. Its enhanced firepower and extra armor may make you think it would be effective in combat against mechs, but its limited LRM ammo and pathetic firepower once that ammo is gone put that idea to rest. Still, it can accomplish quite a bit in a short engagement and is even better at taking out aircraft than the base model, plus has better protection, making this my preferred variant. Just gotta be very careful about when you choose to fire its LRMs.
 
TDR-5S Thunderbolt
  • Armament: LRM-15, LL, 3 ML, SRM-2, 2 MG
  • Movement: 4\6
  • Armor: 13 tons
  • Heatsinks: 15
Advantages: Able to deliver good damage at all ranges from long to short. Able to track multiple targets. Very well armored. Has armor to match almost any heavy mech and in some cases a few assault class. Large arsenal of weapons means it can still deliver good damage even with the loss of a couple of weapons.

Disadvantages: Thick armor is mostly concentrated on front. Back armor is still weak, can be penetrated by Large Laser or PPC. Lots of ammo. Although the torsos are very well protected, 3 different types of ammo make it very vulnerable once it is penetrated. Even 15 heatsinks are not enough to allow it to fire its full arsenal, much less move while doing so.

Tactics: A well armored front line brawler, or a bodyguard that can contribute to the firelance as well. It's arsenal lets it engage from long range and just keep coming forward,shifting the weapons its using as it continues pouring out respectable damage at medium and close range. The armor allows it to go toe to toe with any other heavy mech and most likely come out on top. The T-bolt has made a well -earned place in the front ranks of many units.

- Packrat's Notes -
TDR-5S: A damn fine general purpose heavy mech, the Thunderbolt-5S has a weapon for every range, outstanding armor, and is capable of making both its enemies and its own pilot cry if it tries to alpha strike. It's basically a small Stalker, come to think of it. Much like the larger mech, you're not meant to fire all its weapons all the time, but rather use bracket fire to unleash only the weapons with the best chance to hit. The wide selection of weapons means that the Thunderbolt can fulfill any role where maneuverability isn't a factor -- the damn thing is basically a 65 ton Swiss Army knife. The only weaknesses I can find with the design are the plethora of ammo, which means once its armor gets breached, it's going boom, and its lack of jump jets preventing it from excelling in the trooper role.
TDR-5SE: See what I said just know about its only weaknesses being all that ammo and a lack of jump jets? Well, this variant removes the SRM-2 and machine guns -- along with their ammo -- and adds jump jets! It also downsizes the LRM-15 to an LRM-10 and adds a couple heat sinks, but those are comparatively small matters. This mech is essentially the definitive trooper heavy: if you have a job that needs doing that isn't scouting, the Thunderbolt-5SE can do it, and do it well.
TDR-5SS: This variant is roughly tied in my mind with the Thunderbolt-5SE, hitting hard at range with its PPC, critseeking up close with its SRM-6, using its medium lasers for general damage, and even possessing a flamer for anti-infantry work. It doesn't have the TDR-5SE's jump jets, limiting its versatility, but extra heat sinks give it a better sustained barrage with its superior firepower, and I can never decide which one of the two I prefer. This changes how the mech plays, making the best tactic closing in to around 2-6 hexes to bring its full arsenal to bear, relying on its heavy armor and sheer firepower to overwhelm the enemy, basically making it a little assault mech.
 
ARC-2R Archer
  • Armament: 2 LRM-20, 4 ML (2 Rear facing)
  • Movement: 4\6
  • Armor: 13 tons
  • Heatsinks: 10

Advantages: Impressive long range firepower with the twin LRM-20's. Able to deliver both significant direct and indirect damage. Well armored. Has as much armor as a front line heavy like a Thunderbolt. Allows it to survive combat and coming under fire much better than most mechs that fill a fire support role. Two battlefists and hand actuators. Can be very effective in melee combat with its impressive armor and two battlefists for when it does have to get close to the enemy. 4 tons of ammo for the LRM's. 12 shots each allow it to be effective longer than a lot of contemporary fire support mechs like the Catapult and the Rifleman ( who can only deliver 8 and 10 shots from their main distance weapons)

Disadvantages: Base model very weak in short range, non melee combat with only 2 ML facing forward to fire. Main damage weapons are inaccurate and scattered damage. Able to sandpaper down an opposing mech's armor, but doesn't deliver a solid shot to one location. Ammo in both the left and right torso means it becomes vulnerable once the armor is penetrated, though its role and impressive armor makes that a lesser risk. No real punch outside melee once the LRMs run dry.

Tactics: Base model tactics are fire support tactics. Station it behind your brawlers, rain down LRM's to create weak spots in the enemy armor for the direct fire weapons of your lance mates to punch through. This is the mech that defines the term "Bring the Rain". variant models either downsize the LRMs or remove the rear lasers and some armor to add a pair of SRM-4s for better close range punch and the Kuritans did both to provide a couple large lasers, making more of a regular combat capable heavy mech, but all of these variants either reduce the protection or the potential damage of its main designed role, proving high long range damage in support of your lancemates.

- Packrat's Notes -
ARC-2R: "My missiles will blot out the sun!" "Then we shall roll for initiative in the shade." The Archer is designed to bombard the enemy with a massive amount of missiles and withstand counter-battery fire, and that's exactly what you should do with it. 12 salvos give it decent longevity, but you still need to be careful choosing your shots because once the ammo runs dry, there's not much else it can do. The two rear-facing medium lasers are a very curious addition, because as a fire support mech, nothing should be getting behind it. I can understand the thinking for rear-facing weapons on mech like the Atlas, but on the Archer they just kind of take what would be an amazing design and make it merely adequate.
ARC-2K: Downsizing the LRM-20s to LRM-15s and removing all the medium lasers and some armor, this variant mounts a pair of large lasers as backup weapons, as well as an additional pair of heat sinks. As with the base model, you should start with a missile barrage, weakening your opponents. The difference is that once the ammunition has been expended, the large lasers allow it to maintain decent firepower. It lacks the heat sinks to move while firing the lasers, so your best bet is to find some cover, remain stationary, and use them to continue its fire support mission. Paired with the Archer's still respectable armor, this variant should be able to contribute to the fight a long time.
ARC-2S: This variant also downsizes the LRM-20s to LRM-15s, using the weight freed up to mount a pair of SRM-4s. This compromises its fire support mission somewhat, but means it can still fight effectively once the LRM ammo is gone. As with all Archers, you start by hanging back and peppering the enemy with missiles until it has none remaining. Once it's out of LRM ammunition, you can close in and use the medium lasers and SRMs to attempt to finish off opponents weakened during the course of the battle. With the Archer spending much of the battle a ways away from the enemy and possessing heavy armor, it should still be relatively fresh by the time it's time to tangle with its damaged opponents in close range.
ARC-2W: Also featuring a pair of SRM-4s, this variant frees up the weight for them by dropping the rear-facing medium lasers and 3 tons of armor. This is my preferred Archer variant. It has those massive LRM-20s to unleash on the opponent early in the battle, and also possesses the ability to close in and finish them off like the Archer-2S. The weakened armor would ordinarily be an issue, but with the Archer's job of spending the beginning of the battle out of easy reach of the enemy and only approaching when the battle is almost over and the enemy almost dead, it's not as much of a problem as it would be for other mechs. Able to both weaken enemies and get the kill, this is a highly effective mech.
 
CTF-1X Cataphract
  • Armament: PPC, AC\10 , 4 ML (2 rear facing)
  • Movement: 4\6
  • Armor: 11 tons
  • Heatsinks: 16

Advantages: Decent mix of weapons allows it to provide good damage at medium and close range. For Capellans, can be made from parts manufactured in Liao space.

Disadvantages: 11 tons of armor, while decent, is still on the low end for a heavy mech designed to stand on the front lines.

Tactics: Designed to be a cheap, easily produced mech with parts able to be manufactured in Capellan space and allow Liao to bolster the number of heavy mechs in their arsenal. It's an ugly but adequate design. And that's all you can really say for it. It's adequate to the jobs needed for a heavy mech, but its not exceptional. Designed from parts from a Phoenix Hawk, a Shadow Hawk and a Marauder, its is truly a Frankenmech. Is mostly used in Davion and Liao space. The Davions use it in Capellan march militias as an insult to the Capellans, while the Capellans use it because its a mech they can make and their manufacturing resources are limited.

- Packrat's Notes -
CTF-1X: The PPC and AC/10 provide good firepower, though the latter has limited ammunition. A pair of medium lasers provides so-so close range punch, with another pair facing the rear, making them practically meaningless. Its speed of 4/6 is standard for a heavy, and its 11 tons of armor is adequate. 16 heat sinks provides satisfactory heat dissipation. Go back and read the adjectives I used: good, so-so, standard, adequate, satisfactory. There's just nothing remarkable about this mech, for good or ill. On the one hand, that means it's never a bad choice, but it's also never the best choice. When you do find yourself using it, though, you'll find yourself in kind of a tricky balancing act where you don't want to get too close with the enemy, because many heavy mechs tend to have either better firepower or better armor, but you can't stay too far away because your long range punch isn't spectacular. Short-mid range is where the Cataphract excels, 4-5 hexes from the enemy, outside the short range of the ubiquitous 3/6/9 weapons, but within the short range of its own PPC and AC/10. You'll want to lean on your energy weapons mostly, supplementing with the AC/10 when an opportune shot presents itself.
CTF-0X: I'm including this because we might see it in the game. This is a very rare variant, sporting a PPC, AC/5, and a pair of medium lasers. What's remarkable about it is that it carries the same EW Equipment as the Raven-1X, and also mounts a remote sensor dispenser. It's something of a slow, heavy scout mech. It lacks the speed to escape pursuit if discovered, so you'll want to send it to place sensors where you think the enemy might go instead of trying to find out where they currently are. Being well away from enemy lines, it should have enough firepower and speed to retreat if discovered in this capacity. Once that job is done, it can still contribute to the fight in primarily a fire support capacity, but can also use its EW Equipment for utility purposes.
CTF-2X: This variant carries a large laser, an AC/10, a pair of medium lasers, and an SRM-4. Notably, its medium lasers face towards the enemy! It features an extra ton of AC/10 ammo over the base model, and also trades a pair of heat sinks for 2 more tons of armor. Though this trade makes heat management something of an issue, it's still not terrible, and its overall superior forward-facing firepower makes it the most effective variant in my mind, not to mention its heavier armor and extra AC/10 ammo. Don't be afraid to get in close, because you have the armor to take the damage and none of your weapons have a minimum range. The complementary ranges of the large laser and AC/10 lend this mech well to bracket fire, but it's best to use the AC/10 all the time, because it's a hard hitting weapon and you have plenty of ammo. The large laser is the biggest drag on your decreased heat sink capacity, so it's mostly a matter of either firing it alongside the AC/10, or firing the AC/10 with the medium lasers and SRM-4. With a combination of hole punchers and critseekers, decent range, and heavy armor, this variant does what the base model fails to: stand out as a mech to be feared.
 
GHR-5H Grasshopper
  • Armament: LRM-5, LL, 4 ML
  • Movement: 4\6\4
  • Armor:13 tons
  • Heatsinks: 22
Advantages: Mobility with the jumpjets, which are not standard on most heavy mechs. Mostly energy based weaponry, allowing it to be used on extended missions and behind enemy lines raids where it can't resupply. Generous number of heatsinks allow it to fire all its weapons and move while only building up a little heat. Can continuous fire its lasers if walking or not jumping. Armored enough to stand up to other heavy mechs if it has to brawl. LL is in center torso, meaning its biggest weapon is the most protected and can survive loss of limbs on the mech.

Disadvantages: LRM only does minimal damage and is used mostly for harrassment shots while closing. Gives potential for ammo explosion. While it's close range damage is good, it's medium and long range damage is very weak compared to other heavy mechs.

Tactics: Originally designed as a hunter killer mech for enemy light and medium mechs, it has evolved to an excellent fast strike and independent guerrilla mech as well as being used to flank enemies or hit and run assaults where it can jump into a formation, unload its weapons, and then jump out again. this is especially effective if the enemy lacks close range firepower.

- Packrat's Notes -
GHR-5H: Despite being 70 tons, you have to play this mech with the mentality of a mediumweight design. Its armament is almost entirely short-ranged, and doesn't deliver a knockout blow. What it does offer you is a specific combination of traits that allows the thing to just keep going for days. First is its 13 tons of armor, damn solid for its size. Next are its jump jets, always allowing you to find the optimal firing position and disengage at will. Next up is the nature of its armament, almost all energy weapons, meaning no worrying about ammo explosions or running out of shots. After that, note its plentiful heat sinks, serving double duty by both allowing you to fire all your lasers while running or keep up a respectable barrage while jumping, as well as effectively critpadding the mech. Finally, its single most powerful weapon is housed safely in its center torso. Play with a medium's mindset -- keep moving, dictate the terms of engagement -- and the Grasshopper can easily win what will effectively be a battle of attrition with almost any enemy you can think of.