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Kereminde

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Feb 22, 2018
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Courtesy of "Dragonmack" and @Packrat on the old HBS forums, I bring to you (mostly unedited) the presentation by Dragonmack and analysis of variants by Packrat. Sadly, the threads are too large to simply copy and paste but . . . well here you go. If you catch an error in the data, it may be an original error, not a transcription error. Don't shoot the messenger. (We shoot back.)

For references, since there may be things lost in transition!

The 'Mechs are being discussed primarily based on knowledge of their tabletop statistics, which may not be 100% accurate to their behavior or statistics in the game by Harebrained Schemes. Therefore there are a lot of BattleMech models listed here and not all of them are slated to be in the game.

If it is listed as "Will be in the game" it is confirmed as of March 1, 2018. If it is listed as "May be in the game", it is because PGI has definitely modeled it and those models are available for future use. I have made only four adjustments to the list from what was said on February 14, 2018; future adjustments may be made if I remember to do it.

Packrat had done an exhaustive look at the variant models of each base chassis, but there are no promises of these variants being available. They do exist in the world at this time period for the tabletop game, but may or may not be available in the game HBS is making.

I make no guarantees or promises about the upkeep of this list, though I shall try.

Edit (4/13/19): So I ran through and hyperlinked all the entries, noticed I lost the Ostscout data and can't find it in my archive. Oops. On the plus side I marked the trio of Flashpoint DLC 'Mechs, and specified which were available with the base game. Interestingly, HBS_HighCommand has said the Unseen will arrive - but no guarantees on when. Thusly, if it's on this list, it's a candidate for being included.

BattleMech Master List

20 ton BattleMechs

25 ton BattleMechs


30 ton BattleMechs


35 ton BattleMechs

40 ton BattleMechs

45 ton BattleMechs

50 ton BattleMechs

55 ton BattleMechs

60 ton BattleMechs

65 ton BattleMechs

70 ton BattleMechs

75 ton BattleMechs

80 ton BattleMechs

85 ton BattleMechs

90 ton BattleMechs

95 ton BattleMechs

100 ton BattleMechs
 
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Locust LCT-1V
  • Armament: 1 ML , 2 MG
  • Movement: 8/12/
  • Armor: 4 tons
  • Heatsinks: 10
Advantages: Speed, speed and more speed. Only two other mechs in the 3025 period can equal the 8\12 movement speed of the Locust and there were none faster in the Inner Sphere. Very common meaning it was cheap, with widely available parts and was produced throughout the Inner Sphere and Periphery. Has numerous variants meaning it can contain some surprises in terms of its armament loadout. Standard variant is effective against infantry. Can run and fire all its weapons without building significant heat.

Disadvantages: Armor is low, especially in the arms where the secondary weapons are located as even a hit from a ML will penetrate to the internal structure. No hand actuators, handicapping it in melee combat and preventing it from carrying anything. All its weapons in standard configuration are short range.

Tactics: Is an excellent scout mech, even without jumpjets. Able to cover a lot of ground at high speed. Good for getting flanking around and getting behind the enemy, or getting into the rear areas against soft targets. Able to assist other mechs against infantry attacks. Can hold its own against other mechs of its size though will struggle with anything bigger.

- Packrat's Notes -

LCT-1V: Deadly to infantry, but its scouting is hindered somewhat by its lack of jump jets. 4 tons of armor and its primary weapon being located in its torso mean it can stay in the fight a surprisingly long time for a 20 ton machine, as long as its MG ammo isn't touched off. Still, I'd generally be hesitant to use this variant in combat against anything but infantry or light vehicles.
LCT-1E: My personal favorite Locust variant is also the rarest. 2 MLs and 2 SLs provide fantastic firepower for this weight class, and it doesn't sacrifice any speed or armor to do it. This mech is a fantastic flanker and harasser.
LCT-1S: Dropping the machine guns and one ton of armor for a pair of SRM-2s, you can almost think of this variant as a poor man's Commando. Its weak armor means this mech needs to use hit-and-run tactics almost exclusively, but that suits its critseeking armament just fine. You can also load it up with infernos to make it an inexpensive but highly effective infantry and vehicle killer.
LCT-3V: This variant adds a second medium laser to the Locust-1V, but drops half a ton each of machine gun ammo and armor to do it, which means the only thing you're really losing is the half ton of armor. Half a ton of armor is quite a lot at this weight class, but then again so is an extra medium laser. Considering that a Locust that's getting hit isn't going to live long anyway, on the whole I consider this an improvement over the base design.
 
WSP-1A Wasp
  • Armament: 1 ML, 1 SRM-2
  • Movement: 6\9\6
  • Armor: 3 tons
  • Heatsinks: 10
Advantages: Excellent mobility with being able to jump 180 KM a turn. SRM-2 gives good firepower for a light mech against small vehicles, and able to load inferno rounds for use against infantry or for setting fires.

Disadvantages: While jumpjets give good mobility, overall speed is decidedly average for a recon mech. Has only 3 tons of armor, meaning anything more than a med laser is going to penetrate right through even the torso areas.

Tactics: Use it's mobility to scout and avoid heavier forces. Makes an excellent light vehicle killer as well as being able to use Inferno SRM's for some tactical advantages. Main design is weak against infantry, though some variations do address that. Should be kept out of straight combat with anything bigger than it as it doesn't have the armor to stand up to anything packing more than a med laser.

- Packrat's Notes -
WSP-1A: It was designed to scout, and that's what you should use it for. The 3 tons of armor and ridiculous amount of ammo that comes in a single ton of SRM-2 ammo means it's going to die fast if it starts getting hit. Fortunately, all of its weapons reach out to 9 hexes, so in combat you can keep your distance from other bug mechs, which is recommended. The plentiful ammo for the SRM mean you can afford to do whatever you need to maximize your opponents' to-hit numbers and still afford to take shots yourself. This rare ability to play range games, and the fact that any 20 ton mech getting hit isn't going to live long anyway, makes the base model my preferred Wasp variant.
WSP-1D: More of a generalist design, this variant drops the SRM-2 and its ammo for a pair of small lasers and a flamer. This makes it outstanding for combating infantry and vehicles, but it's risky to take this into battle against other mechs due to the need to get up very close to bring its firepower to bear. On the upside, the lack of ammunition increases its survivability a bit.
WSP-1K: Also losing the SRM-2, this variant instead features a machine gun and an additional half-ton of armor. I'm not fond of this mech. A grand total of 8 more points of armor isn't enough extra protection to make the sacrifice in firepower worth it.
WSP-1L: This variant loses the medium laser to upsize its SRM launcher to an SRM-4. This makes it effective as an ultra-cheap critseeker, but it's not good for much else in combat, lacking in raw firepower.
WSP-1W: This variant exchanges its entire arsenal for 6 small lasers. Aww, it's a baby Charger! Though it has great raw firepower, the need to get up in your opponents' faces makes this a very risky mech to use. It does have a niche in attacking fire support mechs by taking advantage of their weapons' minimum range and bringing a surprisingly strong amount of firepower for a 20 ton mech.
 
STG-3R Stinger
  • Armament: ML and 2 MG
  • Movement: 6\9\6
  • Armor: 3 tons
  • Heatsinks: 10

Advantages: Good mobility with the ability to jump up to 180 meters. Effective against infantry with the 2 MG's.

Disadvantages: Armor is light at 3 tons total. Speed is very average for a light mech. Very cramped cockpit.

Tactics: Tactics are pretty much the same as the mech it closely resembles, the Wasp. Is slightly more effective against infantry than the base Wasp, while the Wasp is a little more effective against light vehicles. Neither can afford to trade shots with anything packing more than a med laser. Both make good scout and raiding mechs with their speed and their ability to pick up loot and cargo. Both are common enough that spare parts are easily acquired. The Stinger's main variant trades the MG's for a second ML, losing the ability to effectively engage infantry while increasing its ability to fight back against other light mechs.

- Packrat's Notes -
STG-3R: Primarily a scout, the Stinger can also serve double duty as an infantry hunter. Outside of those roles, it lacks the armor and firepower to excel. It's tricky to use against armored opponents, because the necessity to get up close to use the machine guns puts the mech at risk, leaving you with only the medium laser to use in relative safety, which is hardly threatening to anything except other bug mechs.
STG-3G: Everyone's favorite Stinger variant (and I'm certainly no exception), this drops the MGs and the volatile ammo for a second medium laser and an extra ton of armor. It loses its infantry killing capability, but increases its lethality against hard targets as well as its own survivability. It's basically a little Spider, so use it as such.
 
FLE-4A Flea
  • Armament: 1 LL, 2 Sm L, 1 Flamer( rear facing)
  • Movement: 6\9
  • Armor: 2 tons
  • Heatsinks: 10
Advantages: LL provides power and range virtually unheard of at this weight class. Surprise element. With the mech being virtually extinct till it appeared with Wolf's Dragoons, most mechwarriors will tend to underestimate it or not really know its strengths and weaknesses. Rear facing flamer allows mech to deal with infantry and small vehicles that get behind it as well as lay down a firewall behind it while moving forward ( provided flammable material has been laid out

Disadvantages: Beyond paper thin armor. Even a ML will penetrate all but the center torso, and it will vaporize all the armor there in one shot. Exclusively built for Wolf's Dragoons ( in the 3025 era), making getting spare parts for the average mercenary company close to impossible.Very capable of overheating if it fires all its lasers at the same time and moves. No jump jets hinders its mobility, and its not fast enough to outrun most bigger lights and several medium mechs.

Tactics: Envisioned as a scout mech, it can perform those duties adequately, as well as be an effective scout hunter with its LL providing great firepower for its size, but ideally it wants to keep the fight at med range to use its advantage, as it doesn't have the armor to stand up in close even to other 20 tons mechs. Its a design that went all in on firepower at the cost of armor, while keeping speed at barely acceptable level.

- Packrat's Notes -
FLE-4: It's a large laser with legs! OK, sure, it also has a pair of small lasers and a flamer, but that's not why you'd use this mech. What you use it for is hunting other light mechs, taking advantage of the range and power of the LL to destroy them before they can exploit the Flea's almost nonexistent armor. Fortunately, it has no ammo, so it can survive an armor breach, but not for long with that 20 ton IS. It almost goes without saying that you need to run every single turn, and put as many woods hexes between you and the opponent as possible while still letting you shoot. The trouble is that it lacks jump jets, which most light mechs have. This means its primary targets have a massive maneuverability advantage over it, so they can easily close the range and exploit the Flea's weak armor. It's just a design that doesn't work for me.
FLE-15: With a pair of medium lasers, a pair of machine guns, and a flamer, this is easily the second-most feared mech among infantry. I can just imagine it stomping up to a platoon, firing its MGs, its pilot shouting "I am the scales of justice, conductor of the Choir Of Death! Sing, Brother Sperry! Sing, Brother Browning! Sing, Brothers! Sing! SING!" ahem Yes, this is an outstanding infantry killer, but those two medium lasers mean it has a decent punch for a light mech against armored targets, too. Further, it has 1 ton of armor more than the base model. Though it still lacks jump jets, this ability to put great firepower for its weight on any target while still carrying an average amount of armor make it my preferred variant.
 
HNT-151 Hornet
  • Armament: LRM-5, ML, Sm L
  • Movement: 5\8\5
  • Armor: 4 tons
  • Heatsinks: 10
Advantages: Long range damage with the LRM's which is very uncommon for light mechs. Good armor for a 20 ton mech, able to absorb up to a LL in both the torso and the head. Good mobility with the jump jets. Unlike some of its contemporaries, the Hornet is in current production so parts and replacements are available, although not common.

Disadvantages: Slow speed ( the slowest of all the 20 ton mechs) and not able to outrun most medium meds and even a few heavies. No hand or lower arm actuators makes it weak in melee combat and unable to carry items in raids.

Tactics: Tactics are similiar to the Thorn that bears a similiar armament and armor, but has slightly more speed whereas the Hornet has jump jets. Originally intended for urban reconnaissance but is best used as a light scout hunter with its advantage in engagement range, or providing fire support to a scout lance. Is not an effective scout on its own due to lack of speed.

- Packrat's Notes -
HNT-151: This is a curious mech. It's designed for urban combat, but its primary asset is an LRM launcer, hardly ideal for the confines of a city. As such, it's most well suited for heavily wooded areas, where it can use its jump jets to maintain range as long as possible while peppering its target with missiles. Because it's only an LRM-5, this works best against other light mechs. In contrast to the Thorn, its short range weaponry is only average for its size, but its jump jets give it superior mobility, so you'll find yourself leaning on the LRM more with the Hornet than you would with the Thorn, ultimately leaving it a matter of preference which is better. It's slow for its size, but it has range, making it my preferred variant.
HNT-152: This variant trades the LRM-5 for an SRM-4. This seemingly simple change radically changes how the mech plays. It's now a true urban combat machine, able to deftly leap from street to street, unleashing its weapons and hopping away before the enemy can retaliate. In more open terrain, however, its lack of range and speed leaves it very vulnerable. You basically need to treat it like an UrbanMech. I'm not fond of this variant because it's too hyper-specialized, only able to have a real impact in battles in a very constrained environment against vehicles and other light mechs.
 
THE-S Thorn
  • Armament: 1 LRM-5, 2 ML
  • Movement: 6\9
  • Armor: 4 tons
  • Heatsinks:10

Advantages: Long range fire not seen in mechs this size. Armor is thicker than most other mechs of its weight, giving it that extra bit of protection to absorb a LL to the chest and not damage any internals. Surprise factor. Since the mech is virtually extinct ( outside of Star league models hidden in ComStar vaults) most mechwarriors are not going to be familiar with its capabilities.

Disadvantages: Speed is average for a light mech and lack of jump jets hurts its mobility. No current manufacturers in this time period, meaning even if one was managed to be found, spare and replacement parts are virtually non-existent.

Tactics: Although envisioned as a scout mech, several other 20 ton designs fill that role much better. Instead it became an infantry support mech and scout mech hunter with its good firepower and armor for its size and its ability to also engage from outside the range of most light mechs. While it's armor is better than most of its contemporaries, it should still avoid engaging anything bigger than it as 2 shots from a ML will still punch through it and a LL to anywhere but the chest will also score internal damage.

- Packrat's Notes -
[Missing: THE-S Analysis]
THE-F: A pair of medium lasers and an LRM-5 combined with 4 tons of armor make this an outstanding mech for battles between light lances, possessing above-average firepower, range, and armor for its size. The only downside it has compared to its competition is lower maneuverability due to a lack of jump jets. It's best to use the range of the LRMs to soften up opposing light mechs for the medium lasers to finish off once they're in range. Keep the distance as long as possible, because few light mechs can return fire from LRM range and you have plenty of ammo. It's less effective against heavier mechs, because its mobility isn't enough to really exploit them and, though it's an excellent fighter for its size, it's still a 20 ton mech, but generally the same tactics apply. It's also a quite good vehicle hunter.
 
COM -2D Commando
  • Armament: SRM-6, SRM-4 , ML
  • Movement: 6\9
  • Armor: 4 tons
  • Heatsinks:10

Advantages: Excellent short range punch, capable of doing damage equal or greater than mechs almost twice it's size. Alpha Strike capability is second only to the Jenner in light mechs currently in the game.

Weaknesses: Ammo dependent. While sufficient ammo for most battles, an extended campaign can leave it with just the ML to rely on. Weak armor; has armor equal to the locust, but spread out more meaning that a LL, PPC or AC\10 can penetrate the torso and chest and get internal damage in one shot. No jump jets; despite having ground speed that is standard among most light mechs, it has no jump jets and can be ran down by some larger mechs with equal or greater speed. No long range damage capability in standard model; Some variants do address this by swapping some of the Missile launchers for either a LL or an AC\2 but they are rare and have their own trade-offs in terms of greater heat or lower damage potential.

Tactics: A decent but not great scout mech. Has good speed but lack of jump jets hinders its mobility in rough terrain. Is an excellent fighter against most other light mechs due to ability to deliver a lot of damage and SRM's ability to get critical hits. Capable of decent damage against soft targets and can do hit and run tactics against larger mechs, especially in groups.

- Packrat's Notes -
COM-2D: You need a mech to finish off opponents without cutting into your BV? Give this baby a whirl. 10 SRMs make for a surprisingly good sandblasting effect for this weight class, and the ML means it still has at least one decent punch. A lack of jump jets and unspectacular speed hinder its scouting, but it can do in a pinch. Only 4 tons of armor on a 6/9/0 mech always struck me as fragile; if you field a Commando, you can probably expect it to die at some point.
COM-1B: A rare variant with a surprising punch, this mech mounts a large laser, medium laser, and SRM-2. Arguably an attempt at a trooper light mech, it has decent all-around firepower, armor, and mobility for its size, but it still leans towards the Commando's hit-and-run specialty due to its movement profile and armor. Its range and enhanced survivability due to fewer ammo bins make this one of my preferred variants, tied with the COM-1D.
COM-1C: This exceptionally rare variant is an AC/2 with legs and a medium laser to back it up. It's rare to see any light mech mount a weapon that has a range beyond 9 hexes, let alone one that can reach out to 24. Considering how thin-skinned most light mechs are, this variant can be surprisingly deadly in an all-light fight if the map is large enough to let it maintain its range advantage. In almost any other situation that doesn't involve it shooting at aerospace fighters, it's pretty worthless.
COM-1D: Similar to the less common Commando-1B, this variant exchanges the medium laser and one ton of armor to upsize the SRM rack to an SRM-6. This thing packs a serious punch for 25 tons. It can make a great flanker unit, using its LL to hit targets with a power and range seldom seen on light mechs, then moving in to critseek with its SRMs. At least, it can make a great flanker unit if you can keep it alive, and that's not very easy, because your opponent will probably take one look at that firepower protected by that little armor and aim to take it out fast. Still, because I expect Commandos to die and this particular one can accomplish quite a bit before it does, it's one of my favorites of the bunch, tied with the COM-1B.
COM-3A: This mech drops one ton of armor from the base Commando-2D to increase the SRM-4 to a second SRM-6 and add a flamer. Personally, I would have rather had that ton of armor or a second medium laser instead of the flamer, but the Lyran Commonwealth didn't consult me on the matter. It has limited ammo, but considering its thin skin and the fact that you'll probably be spending most of your time maneuvering for position, plus the fact that even when it's out, it still has that medium laser and flamer, which isn't a terrible amount of firepower at this weight class (though not exactly good either), that lack of ammo isn't as crippling as it would be on other ammo-dependent designs. Don't get me wrong, it's still not a good thing, but the mech is at least still somewhat serviceable once its ammo runs dry. This thing is basically the embodiment of the hit-and-run tactic, not really being good for much else, arguably making it the ultimate Commando.
 
MON-67 Mongoose
  • Armament: 3 ML, Sm L
  • Movement: 8\12
  • Armor: 5.5. tons
  • Heatsinks: 10
Advantages: Raw Speed. One of the faster mechs at any size in this time period, and the fastest at 25 tons. Good close range firepower. Similiar to the Commando, it does good damage in close with the 3 ML and the Sm L if it gets really close. Substantial armor for its size. At 5.5 tons it can absorb a PPC shot without penetration to anywhere but the arms (and head). Hand Actuators and all energy weapons make it a great raiding mech or in a long campaign when supplies are short.

Disadvantages: No Jump Jets hinders its mobility in rough terrain. Firing all its weapons and moving can build up heat, affecting its performance. No active plants producing it means that spare parts are hard to come by and this is a downgraded version from its original star league loadout.( House Davion does have more access to spare parts than other successor states due to the plant being in their territory that still churns out some spare parts.) No anti-infantry weaponry

Tactics: Designed to replace the Locust, it can be treated as a better armed and better armored version of the Locust. Anything you can do with the Locust, you can do a little better and a little longer with the Mongoose. The Mongoose does better the Locust in having hand actuators for raiding purposes and any melee. It also makes a good scout hunter having the raw speed ( though not the jump jets) to keep up with or run down the predominant light mechs of the day.

- Packrat's Notes -
MON-67: Think of something you would want to do with a light mech. Odds are, the Mongoose can do it, and do it well. It's one of the fastest mechs in 3025, hits well above its weight, and can take hits in return. It can scout, it can hunt scouts, it can hunt vehicles, it can duck inside the minimum range of fire support mechs, it can flank heavies, and it can shred rear armor. Its all-energy arsenal, hands, and sheer speed make it an unparalleled raider and guerrilla fighter. It's simply one of the best light mechs in 3025.
 
FLC-4N Falcon
  • Armament: ML, 2 Sm L, 2 MG ( rear facing)
  • Armor: 6 tons
  • Movement: 6\9\6
  • Heatsinks: 12

Advantages: Well armored for a light mech, able to still have armor left in the torso and legs after a PPC shot and take a LL to the arms before getting internal damage. Good mobility with being able to jump 180 meters, making it effective in city and rough terrain. Defense against infantry to the rear of the mech with the rear mounted MG's making it effective even if flanked by them. Hand actuators and mostly energy based weaponry make it an effective raiding mech.

Disadvantages: Firepower is not really impressive compared to other 30 ton mechs ( or even some smaller ones.) No current manufacturers for the mech, meaning is very hard to get spare parts, with only Wolf's Dragoons having any new or relatively undamaged models ( and no known source).

Tactics: Generally used as a 'bug' hunter, taking down the smaller more common scout mechs such as the Wasp, Stinger and Locust. While it's firepower is no greater than those mechs, its armor is more substantial, allowing it to trade shots and absorb more damage while still able to keep pace having their same profile. Can also fill the same roles as the Wasp and Stinger, being a more robust version of those mechs.

- Packrat's Notes -
FLC-4N: The Falcon can be a pretty good scout, with speed comparable to other scout mechs in 3025 and much better armor, making it more likely to survive long enough to relay the intel it gathered. That is by far its most useful role, and if you're forced to use one, it should be in that capacity. Outside of that role, it can effectively trade blows with bug mechs and light vehicles, and absolutely nothing else. It's oversinked and undergunned, not able to bring effective firepower to bear on either armored targets or infantry. In battles involving only mechs, it can serve adequately as a spotter for indirect LRM fire, again taking advantage of its combination of mobility and armor to fulfill its job without getting itself killed. That's the thing about the Falcon: in order to use it effectively, you need to ask yourself "What jobs can a mech do that don't involve shooting at things?" There aren't many, but what ones there are, the Falcon can perform pretty well. I'd still rather have almost any other light mech, though.
 
SDR-5V Spider
  • Armament: 2 ML in CT
  • Armor: 3.5 tons
  • Movement: 8\12\8
  • Heatsinks: 10

Advantages: Speed and jump capability. Few mechs are faster or can jump farther, making this a very mobile mech and an excellent scout. Weapons are in the Center Torso, making the Spider usually able to keep firing even with lost limbs or torso. Also no ammo dependency.

Disadvantages: Low armor even for a light mech. The standard Locust has more. Only the center torso can take a LL hit without internal penetration and a PPC shot will go through the armor at any point. Lightly armed for it's size. 2 ML gives it a very low damage potential each round compared to similar sized mechs. Not effective against infantry in standard model, though variants address this at the cost of firepower vs mechs.

Tactics: The Spider is the epitome of a scout mech that relies on speed and maneuverability instead of firepower. Lack of ammo requirements make it an excellent behind the lines mech as a light raider against non or lightly defended targets. But it should avoid direct combat with any mech its size or larger, using its great speed to escape.

- Packrat's Notes -
SDR-5V: A.B.J. -- Always Be Jumping. Evasion is life in a Spider, because heaven knows that piddly armor isn't (the damn thing doesn't even have an ejection seat!). People underestimate the Spider's offensive potential because they forget it can swing those fists around every turn, and it has literally no reason not to if it can land right behind its target. Two 1-in-6 chances to hit the head? Yes, please! And a better scout you will not find in 3025, simple as that. The base Spider is my favorite variant, because having... adequate hitting power beyond point blank range really lets the Spider pick and choose where it will land and still have an impact on the battle -- anything that limits your maneuvering options is bad for this mech.
SDR-5D: Trades one of the medium lasers for a flamer. This Spider is trying to be extra annoying, and I'm sure that's exactly what everyone wanted it to try to do, amirite? The Spider's ability to dictate range means it can put that flamer to good use, but the fact that it's arm-mounted reduces the Spider's punchy-punchy ability, which I don't like.
SDR-5K: This not only removes one of the medium lasers, it also drops 2 jump jets in order to mount a pair of machine guns and give them one ton of ammo. Of all the bad ideas for a mech design, this is one of the worst. It's not even humorously bad like the UrbanMech -- it's just bad bad. Jumping is basically the Spider's sole strength, and I can't fathom sacrificing that for anything, much less for some anti-infantry capability (which the Spider-5D already has covered) and the means of its own demise sitting right in its center torso. And did I mention the machine guns are arm-mounted? Because they are, making their inclusion even more awful. Just terrible.
 
HER-1A Hermes
  • Armament: 2 ML, Flamer
  • Movement: 9\14
  • Armor: 3.5 tons
  • Heatsinks: 10

Advantages: Speed, speed and more speed. Is the fastest mech ( tied with the Hussar) in the 3025 era. Good anti-infantry support with the Arm mounted Flamer. Energy based weaponry and hand actuator make it useful for raiding , low supply or guerrilla missions.

Disadvantages: Weak armor, comparable to mechs 10 tons lighter than it. Anything more than a ML will penetrate the armor. While its raw speed is fantastic, no jump jets hinders it in rough or city terrain. Spare parts are practically non-existent, as the only factory that produced it has switched to the larger, more balanced Hermes II design. The mech itself is very rare in the inner sphere meaning even salvage opportunities are practically non-existent as well.

Tactics: Useful for whenever you need a mech to get somewhere faster than any other, or as a scout who can disengage from any other mech ( provided the terrain complies). Should avoid combat with anything its size or bigger as it doesn't have the weaponry or armor to take on more than the standard 20 ton mechs and not come away as badly shot up as its opponent.

- Packrat's Notes -
HER-1A: Something you need to keep in mind about the Hermes-1A is that it's basically a bug mech without the arthropod name. Extreme mobility? Check. Light armor? Check. Light armament with anti-infantry capability? Check. It's all there. It's basically a bigger, faster, slightly less armored Locust. It's good at scouting and taking out light vehicles and infantry, and can serve as a decent flanker, but will struggle in any other role. The primary asset the Hermes has over other mechs is its speed, the fastest of the era. It's mediocre in every other area, so if you're going to bring one, make sure you take advantage of that speed. For what it does, it's a pretty good light mech on par with other scout designs.
HER-1B: My preferred Hermes variant exchanges the flamer for a 3rd medium laser. This seemingly small weapon swap has a huge impact on how the mech plays. It is now quite well armed for its size against armored targets. Paired with its outstanding speed, this makes it excellent at hunting light vehicles and scout mechs, and it is able to deftly flank mechs to fire at their rear armor or harass fire support mechs by getting inside their weapons' minimum range. It does lose its anti-infantry capability, but it now excels in several areas, whereas the base model was merely decent at whatever it did except for scouting, its only true stength. This is a superb mech.
 
UM-R60 UrbanMech
  • Armament: AC\10, Sm L
  • Movement: 2\3\2
  • Armor: 6 tons
  • Heat Sinks: 11
Advantages: One punch firepower, mounting one of the largest weapons on a light mech, can punch a hole in the armor of almost any light and several medium mechs with one shot. (Capellan version with the AC\20 is threat to even much heavier mechs) Well protected for a light mech . can take up to a PPC or AC\10 in arms and center torso before getting internal damage.

Disadvantages: Slowest mech in existence, barely faster than a walk. Even jump jets only good for 60 meters. While has a big damage weapon, it's total damage potential is very small, and only has a Sm L to deal with infantry or as a backup when the AC ammo is exhausted. Only has one ton of ammo meaning loses usefulness in a prolonged battle.

Tactics: Generally the UrbanMech should only be used in city or ambush situations where it can get the first shot, or its lack of speed and limited jump range can get it into some other close cover quickly. The Capellan version the Um-R60L has greater firepower, swapping the AC\10 for an AC\20 which increases its effectiveness in ambushes and allows it to damage even med or heavy mechs, but it trades off with 2 tons less armor and only has 5 shots, meaning it will be reduced to a very slow and lightly protected mech very quickly.

- Packrat's Notes -
UM-R60: My preferred variant, the UrbanMech-R60 is... serviceable in situations where it basically only needs to sit in one spot and wait for enemies to come to it, maybe moving around a little to take advantage of firing lanes or partial cover, or react to a flanker. I would not attempt to use it for anything else.
UM-R60L: I understand the thinking behind this variant, but it's just awful. Sure, the AC/20 is a scary weapon, but the mech only has as much armor as a Locust with none of mobility. Who cares if it only has 5 shots when it's going to die well before it has a chance to fire more than once or twice? This is the mech equivalent of a one-shot rocket launcher, because that's all you can count on it for.
 
HSR-300-D Hussar
  • Armament: LL
  • Movement: 9\14
  • Armor: 1.5 tons
  • Heatsinks:10

Advantages: Raw Speed. Moves faster than any other mech but the equally rare Hermes. Range factor and one shot punch. With the LL it out ranges most light mech designs and the LL packs enough punch to penetrate most light mechs in one shot and all of them in 2 if it hits the same location. Hand actuators and energy weapon make it useful for behind the lines raiding and guerrilla fighting. Center torso weapon means it can lose arms and either side torso and still keep firiing.

Disadvantages: Tissue paper thin armor. A stiff breeze can blow through it as can even a Sm L or MG. A ML will penetrate anywhere, even the Center Torso. Practically non-existent on the battlefields of 3025, so replacements or spare parts are nigh impossible to obtain if you did find one.

Tactics: Designed as an Infantry fire support mech, providing mid range fire support while using its incredible speed to avoid return fire is its best use. It has the weapon to deal with any light mech, the speed to outrun anything but not the armor to take anything. Keep it out of range of the other mechs weapons, run at top speed to be as hard to hit as possible and keep firing the LL. Yes you are screwed after one hit, but packing a LL, against anything your size or smaller, so are they. As part of a lance, it has the speed to flank quickly and if it can get in the rear, the firepower to do some damage.

- Packrat's Notes -
HSR-300-D: Notably, this mech is extinct outside ComStar, with this particular lostech-free variant not being invented until the 3030s when ComStar gave a lot of mechs to the Draconis Combine. When the DCMS gets their hands on it, though, what they'll find is basically a large laser with legs -- very fast legs, granted, but still. Because it cannot take a hit from anything, what you need to do is use the range of the large laser to shoot at things from beyond a range where they can return fire. The mech is ammo-free and heat neutral, so there's no reason not to take any shot that has even the slightest chance of hitting. Where the Hussar will be most useful is in open terrain against scout mechs and brawlers, where it can use its weapon without putting itself at risk and its speed to keep the distance. In almost any other situation, it's probably not going to last long.
 
JVN-10N Javelin
  • Armament: 2 SRM-6
  • Movement: 6\9\6
  • Armor: 4 tons
  • Heatsinks: 10
Advantages: Excellent short range firepower. Good mobility with jumpjets, able to jump up to 180 meters. Hand actuators allow it to be useful for carrying away supplies on raiding missions. No heat buildup ( unless using the JVN-10F variant, in which case heat build up is a concern)

Disadvantages: All ammo based armament. While 15 shots for each launcher is adequate for most battles, in extended or short supply conditions, the Javelin can become useless ( the JVN-10F variant which uses all ML and armor resolves this problem while creating a heat one). Protection is fairly light for a 30 ton mech, anything above a LL will penetrate and a LL will strip bare even the torso areas of the mech. Very front heavy when running. Needs to have the gyro balanced properly for the extra weight on the front of the mech and inexperienced pilots can have problems dealing with the front heavy center of gravity.

Tactics: The Jumpjets make it a somewhat better recon vehicle, with speed matching that of the standard Wasp and Stingers. But otherwise it should be used the same way you would use the Commando. In many respects the main Javelin model is a slightly more mobile and slightly better armed Commando. The Commando with arm mounted weapons has better fields of fire, but the jump jets let the Javelin position itself to bring the full brunt of both its launchers on target.

- Packrat's Notes -
JVN-10N: At first, I was unimpressed when I looked at this mech's stats, but it's actually a pretty good little machine. Its mobility and armor are average for a 3025 light mech, meaning it can scout if you need it to, and its armament gives it effective niches in finishing off damaged mechs, crippling vehicles, and even combating infantry if you don't have anything with MGs or flamers. It will inevitably draw comparisons to the Commando. Compared to that mech, the Javelin has jump jets, more armor, and more SRMs, but lacks the medium laser. That lack of concentrated damage potential does limit it somewhat, but in the niche of walking SRM carrier, the Javelin is the superior machine. Its weapons are entirely ammo based, but 15 shots for each weapon is generally considered the ideal amount. You shouldn't be firing its weapons every turn anyway, but rather waiting for the ideal opportunity to fire at a mech's back or unload into a damaged enemy.
JVN-10F: The base model is essentially a slightly different Commando-2D. This variant is a slightly different Jenner-F. Compared to the Jenner variant, the Fire Javelin is slower by 1 walk/2 run, has a longer jump by a single hex, has 1 ton less armor, and has 2 more heat sinks. They're very similar mechs, and as such should be played similarly. They both have their strengths compared to each other, making which one would be considered "better" simply a matter of personal preference. Compared to the base model Javelin, the Fire Javelin's extra armor makes me like it more, but they're both effective mechs.
 
VLK-QA Valkyrie
  • Armament: LRM-10 , ML
  • Movement: 5\8\5
  • Armor: 6 tons
  • Heatsinks: 11
Advantages: Long range firepower. Carries the largest LRM on a light mech in current era. Good armor. Torsos and legs can absorb a PPC or 2 ML and still have armor left and arms can absorb a LL. Mobility. Able to jump up to 150 meters.

Disadvantages: Only has 12 shots with the LRM. While suitable for a standard engagement, lengthy battles will leave it with only a ML for defense. Speed is low for a light mech. Is not as effective in traditional light mech roles because of lower speed.

Tactics: Designed to provide fire support cover for scouting lances, it works best when it can hang back and put its range and good firepower of the LRMs to use. Has much the same role that the Panther does for Kurita scout lances where it provides long range fire to cover the faster mechs going in to scout or fulfill an objective. Doesn't have the one area punch of the Panther, but it has better speed and longer jump capability.

- Packrat's Notes -
VLK-QA: I'll just come out and say it: I'm not fond of this mech. Its primary weapon is an LRM-10, which ain't a bad weapon, but by itself is only really threatening against light mechs. The problem? The Valkyrie is not fast enough to maintain range from its targets, and once they're inside the LRM's minimum range (where their own weapons are most effective), the Valkyrie only has a single medium laser to defend itself. Then there's the fact that the LRM launcher only has 12 shots. It's hunting light mechs, which means difficult shots. Either you take your shots early and likely run out of ammo, or spend an inordinate amount of time jockeying for good to-hit numbers. Either way, there's an inordinate number of turns spent doing not a whole lot, all so it can use a weapon that's, at best, decent. The impact-to-effort ratio just is not good for this mech. Now, an entire lance of Valkyries would be good, cheap fire support in larger battles, but a single Valkyrie just doesn't have what it takes to make itself worthwhile.
VLK-QF: This variant trades the medium laser for a flamer. This furthers what I said about Valkyries being good in groups but ineffective alone, lacking any sort of real backup for the LRM launcher, but gaining some support ability by being able to take on infantry and set fires. I may not be fond of the base model, but it's still better than this.
 
FS9-H Firestarter
  • Armament: 4 Flamers. 2 ML . 2 MG
  • Speed: 6\9\6
  • Armor: 5.5 tons
  • Heat Sinks: 10

Advantages: An infantry nightmare with the Flamers and Machine Guns. Able to easily set fire to forest regions and anything else flammable creating blocked area for ambush or to cover retreat. Good mobility with 6\9\6 speed and jumpjets. Good armor for a light mech in chest and torso area, able to absorb even a PPC shot without penetrating the armor. Rear facing flamer meaning infantry isn't safe behind the mech either.

Disadvantages: Very under-gunned against mechs for it's size. Armor is substantially weaker on the arms and legs, where most of the weapons are located, where anything bigger than a ML is going to penetrate.

Tactics: Though most regiments contained a number of Firestarter 'Mechs, they were traditionally assigned at the company or regimental level rather than be attached to a lance, with the commander then deploying them to support an attack group or scout wooded areas. The reason for this was that the 'Mech had such a specialized role that it was deemed useless to assign it to lances. Though protected by five and a half tons of armor and capable of jumping distances of 180 meters with its six jump jets, the Firestarter could do little against medium or heavyweight opponents. Instead a whole series of tactics were developed around its ability to start wildfires, with skillfully-placed blazes routing an enemy or covering a retreat and hampering any pursuit. Firestarter MechWarriors were fond of setting on fire a heavily wooded area as enemy 'Mechs advanced through it or any buildings within which the enemy were sheltering. Other uses for the 'Mech included performing scorched earth tactics (though this lessened in later years as it became more imperative to capture the dwindling number of valuable resources rather than destroy them) or lead units of Wasps and Stingers in deep penetration scouting and light raiding missions.
This policy changed in the later Succession Wars as it was found that the Firestarter performed well as a scout, able to not only start fires to prevent an enemy from attempting to follow it but also clear ambush areas for the advancement of friendly forces

- Packrat's Notes -
FS9-H: When you absolutely, positively have to kill all conventional forces on the planet, accept no substitutes. It's fluffed as being highly specialized, but it can fill a surprising variety of roles if you use it correctly -- those flamers can be a real pain as a harassment unit against other mechs. Its 6/9/6 movement, pair of medium lasers, and decent armor even make it a good scout and bug hunter. Still, it's definitely at its best taking on conventional forces with its literal 360 degree field of literal fire. That's not even mentioning its potential uses in setting fires on the map, so not only is it the ultimate infantry killer of its era, it's also an almost unsurpassed utility mech, all at a low BV.
FS9-M: My preferred Firestarter variant, the Mirage is (almost) a trooper light mech. 6/9/6 movement, a supremely impressive (for its size) 7.5 tons of armor, and a nonthreatening reputation making it a low priority target mean it's going to be in the fight long after other light mechs have been taken out. Its firepower is limited unless you're at pointblank range, though, armed only with a pair each of medium lasers, small lasers, and MGs. Still, if you can position it carefully, it can provide consistent damage through almost the entire fight. Those machine guns mean infantry still want nothing to do with it.
 
JR7-D Jenner
  • Armament: SRM-4 , 4 ML
  • Speed: 7\11\5
  • Armor: 4 tons
  • Heatsinks: 10

Advantages: Heavy short range firepower for a light mech. It's 28 potential Alpha Strike is tops among standard builds in game ( and second only to the Davion variant of the Raven). Speed; faster than all light mechs in game except the Spider and the Locust, and has jump ability to maneuver through rough terrain.

Disadvantages: Very lightly armored. Has same armor as the Locust that is 15 tons smaller. While Chest and Torso can absorb up to a LL hit, the arms can be internaled by a ML and that's where the ML's are, so it can easily lose half it's firepower to smaller weapons. Only short range weapons. No hand actuators to pick up cargo or objective items.

Tactics: An excellent raider mech against lightly defended targets ,and a good flanking mech while enemy is engaged with someone else. Also has speed to handle recon but should avoid combat one on one unless it can get the first shot and run away. Should use its speed and maneuverability to get behind an enemy or flank an engaged one to get shots against weak armor, where its significant short range firepower can be extremely effective. Also can be used for hunting other scout mechs with its superior firepower.

- Packrat's Notes -
JR7-D: This mech is a purpose-built flanker. It has the speed to get behind the enemy, the firepower to cause devastation once it's there, the jump jets to get the hell out of dodge, and the armor that this is pretty much the only combat tactic you want to use it for against anything except scout mechs. It also makes for a good scout in its own right and an excellent bug hunter.
JR7-F: Be still my heart. This variant solves the Jenner's biggest weakness by dropping the SRM-4 and its explosive ammo for additional armor, bringing its total up to 7 tons. Now you can run, jump, and fire all day, with only heat management being a major issue. The Jenner is now ready for the front lines, and heaven help its enemies' rear armor.
 
PNT-9R Panther
  • Armament: 1 PPC 1 SRM-4
  • Movement: 4\6\4
  • Armor: 6.5 tons
  • Heatsinks: 13

Advantages: Has the longest ranged weapon among standard light mechs( currently in the game), giving it the ability to damage or kill other light mechs from outside their range as well as ability to do decent damage to some medium mechs as well. Jumpjets give it maneuver ability in rough terrain. PPC gives it ability to go through most light mech armor in one shot. Has the highest amount of armor of any standard light mechs , making it more durable in combat than others in its class.

Disadvantages: Is among the slowest of light mechs, meaning it can't outrun several medium mechs that can beat it in speed and firepower and is as slow as most heavy mechs. Only two weapons means if the PPC is damaged or destroyed, its effectiveness in battle is more than halved.

Tactics: A good city fighter or area where its lack of relative speed but ability to move with its jumpjets can be utilized as the PPC gives it respectable damage potential against mechs even larger than it. Also good for defensive purposes such as a convoy guard where its lack of speed is irrelevant and its likely to face lighter mechs so its greater weapon range can be put to advantage. Not an ideal mech for scouting, but can provide some long range firepower to a scout lance as well as providing a defending mech to a medium fire support lance.

- Packrat's Notes -
PNT-9R: The Panther exists to field a PPC inexpensively, and that's really about it. That might not sound like much, but the point remains that it lets you field a PPC inexpensively, and that's really all the reason for existence something needs. As a slow, cheap sniper, the Panther lives on the back lines, providing cover for its more fragile lancemates and supplementary fire for the brawlers. The SRM-4 provides some protection against light mechs that try to close with it (the ideal tactic being to get in a good shot with the PPC to make a credible treat of crits from the SRM), as well as potentially close in and finish off mechs at the end of a battle, and with its heavy armor for its size and proper screening it should be relatively intact when that time comes. It's certainly a specialized mech, but one that can be quite effective when used properly, though one that is very unforgiving of mistakes in how you use it (it's still a light mech, after all).
 
WLF-1 Wolfhound
  • Armament: LL, 4 ML ( 1 Rear Facing)
  • Movement: 6\9
  • Armor: 7.5 tons
  • Heatsinks: 10

Advantages: Medium range punch with the LL gives it solid punch past the range of most light mechs. All energy loadout. Makes it an excellent mech for extended campaigns , low supply or guerrilla missions. Very well armored , 7.5 tons is more than any other light mech of this era. Can take a PPC blast anywhere on the front, and a ML to the back and still not penetrate the armor. Full head ejection system, allowing ejection in hostile environments if necessary.

Disadvantages: No jumpjets gives it less mobility than most light mechs. Can run very hot if all weapons fired. Normally should be using either the LL or the M Lasers as range dictates. Not in production yet at this time, meaning only prototypes are available. Hence spare parts and replacements extremely difficult to come by, and basically impossible outside Lyran space.

Tactics: Designed as a light mech hunter, with its principle opponents being the Panther and Jenner. It has more speed than the Panther, the armor to take a PPC shot while it closes to range and then the multiple ML to take on the Panther once inside its min range on the PPC. Conversely for the Jenner, its slower, but not by much, has enough armor to deal with the nasty alpha strike of the Jenner, and the range to take it down with the LL before it closes. It can work as a scout if necessary, although that's not its best function. It can excel as a light raiding mech and guerrilla fighter.

- Packrat's Notes -
WLF-1: This is an outstanding trooper light mech. Its mobility is below average for its size, but still pretty good, and its armor and firepower are fantastic by the standards of 35 ton mechs. It can serve great as the brute force for a light lance, fit right in with mediums, or even fill the role of mobile flanker for a heavier lance. Really, it's tough to find a light mech as versatile as the Wolfhound. Now, something to keep in mind with the Succession Wars model is that it only has the 10 base single heat sinks to cool all those energy weapons. Bracket fire is the way to go: You can run and fire the large laser and remain heat neutral, or fire all forward facing medium lasers at a run for only a single point of heat. Choosing how many medium lasers to fire lets you maintain some level of firepower while still cooling down.
WLF-1A: This variant removes the rear-mounted medium laser and adds an 11th heat sink. It's hard to think of an example where a single extra heat sink had such a profound effect on the way the mech plays. It is now completely heat neutral if you use bracket fire, and should the heat build, you can fire your large laser at a run and still cool a point of heat each turn. The combination of great firepower and an easy heat curve makes this my favorite of the Succession Wars Wolfhound variants.
WLF-1B: This variant simply turns around the rear-facing medium laser to fire forward. Wow, having all your weapons face toward the enemy -- what a concept! As is the case for all Wolfhounds of this era, bracket fire is the order of the day, but this is even more important for this variant because firing those medium lasers at a run will run you up 4 heat, just 1 shy of the first heat penalty. It has a higher first strike potential, but lower sustained damaged if you actually make use of it. Still, it's an option the base model doesn't have, making it superior to that model, but not quite as good as the Wolfhound-1A in my mind.