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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''BattleMechs''': [[Characters/BattletechInnerSphereLightAndMediumMechs Inner Sphere Light and Medium]] | [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere Heavy and Assault]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''BattleMechs''': '''[=BattleMechs=]''': [[Characters/BattletechInnerSphereLightAndMediumMechs Inner Sphere Light and Medium]] | [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere Heavy and Assault]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]
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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | [[Characters/BattletechSpecificMechs BattleMechs]]: [[Characters/BattletechInnerSphereLightAndMediumMechs Inner Sphere Light and Medium]] | [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere Heavy and Assault]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | [[Characters/BattletechSpecificMechs BattleMechs]]: '''BattleMechs''': [[Characters/BattletechInnerSphereLightAndMediumMechs Inner Sphere Light and Medium]] | [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere Heavy and Assault]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]
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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''': [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

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[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''': [[Characters/BattletechSpecificMechs BattleMechs]]: [[Characters/BattletechInnerSphereLightAndMediumMechs Inner Sphere Light and Medium]] | [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] Sphere Heavy and Assault]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]
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* Characters/BattletechInnerSphereLightAndMediumMechs
* [[Characters/BattletechSpecificMechsInnerSphere Battletech Inner Sphere Heavy, Assault And Superheavy Mechs]]

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[[Characters/BattletechInnerSphereLightAndMediumMechs Battletech Specific Mechs Inner Sphere: Light and Medium]]
* [[Characters/BattletechSpecificMechsInnerSphere Battletech Specific Mechs Inner Sphere Sphere: Heavy, Assault And Superheavy Mechs]]and Superheavy]]

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* Characters/BattletechSpecificMechsInnerSphere (heavy mechs and above)

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* Characters/BattletechSpecificMechsInnerSphere (heavy mechs and above)


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* [[Characters/BattletechSpecificMechsInnerSphere Battletech Inner Sphere Heavy, Assault And Superheavy Mechs]]

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* Characters/BattletechSpecificMechsInnerSphereCharacters/BattletechSpecificMechsInnerSphere (heavy mechs and above)
* Characters/BattletechInnerSphereLightAndMediumMechs
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[[WMG:[[center: [- [[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''': [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

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[[WMG:[[center: [- ''TabletopGame/{{Battletech}}'' '''[[Characters/BattleTech Main Character Index]]''' \\
[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''': [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]
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[[WMG:[[center: [- [[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''']]-]]]

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[[WMG:[[center: [- [[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | '''[=BattleMechs=]''']]-]]]
'''[=BattleMechs=]''': [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | [[Characters/BattletechSpecificMechsClan Clan]] | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

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[[foldercontrol]]

[[folder:Inner Sphere 'Mechs]]

!!Annihilator [=ANH-1A=]

[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/battletech_dalek.jpg]]
[[caption-width-right:349:''Annihilator'' (n): [[NamesToRunAwayFromVeryFast A person or thing that entirely destroys a place, a group, an enemy, etc. : one that annihilates something or someone]].]]

-->Production Year: 2779\\
Weight Class: Assault\\
Mass: 100 tons

The ''Annihilator'' was one of several 'wonderweapons' designed near the end of the Amaris Civil War, in this case to serve as the ultimate siege [=BattleMech=]. It was never built in the Inner Sphere, as the plans and early concepts were taken by the SLDF on their Exodus. The Inner Sphere would first encounter the ''Annihilator'' in 3009, when the mysterious Wolf's Dragoons arrived in the Inner Sphere carrying with them, amongst other rarities, a 'mech completely unknown to the Successor States. The ''Annihilator'' would serve the Dragoons as an exclusive terror weapon until 3048, when they decided to offer the 'mech's production specs to Inner Sphere manufacturers for unknown and not-at-all-related-to-an-imminent-Clan-invasion reasons.
----
* AchillesHeel: As with most "ultimate iteration" weapons, the idea was better than the execution. The ''Annihilator'' proves no different:
** Ammunition. The [=-1A=] model carries only four tons of ammo, meaning it has only enough rounds to fire the four [=AC/10s=] ten times before having to fall back on the medium lasers. The Dragoons would try to remedy this by switching to an all-energy loadout with four [=PPCs=] instead of the autocannons and filling all the other available space with heatsinks.
** Armor. The 12.5 tonnes of armor means that the design is relatively squishy by assault 'mech standards, which combined with the above and the lack of CASE in the Succesion Wars-era design means any shot that penetrates the torso will probably turn the whole 'Mech into a fireworks display.
** ''Speed''. 2 hexes of movement per turn. 3, at an all-out sprint. The design was meant for city defense, but the Annihilator is less of an Assault 'mech and more of a geographically flexible turret.
* ArmCannon: Each arm carries a pair of [=AC/10s=].
* AwesomeButImpractical: The ''Annihilator'' is very big, very armed, and very scary... And also underarmoured, low on ammunition, limited to direct line of fire and with mediocre range, and also very, very, '''very''' slow, making it easy for practically anything that can't take it on directly to escape its reach in open terrain.
* CyberCyclops: While it is a human-driven mech and not an actual robot, the ''Annihilator'''s design still evokes it with its cockpit and its single top window, especially in its ''Mechwarrior Online'' design.
* {{Foil}}: To the Clan ''Bane''. Both are 100-tonne autocannon-based 'mechs that were originally designed and prototyped in the Inner Sphere and brought along by the SLDF, but the ''Annihilator'''s original model is based around four LB-X 10 autocannons with a big AlphaStrike ability (with variants carrying mostly Gauss or PPC weapons) while the ''Bane'' carries ten [=Ultra-AC/2s=] and depends on DeathByAThousandCuts (with variants carrying LRM, Rotary AC or HAG weapons). The ''Annihilator'' was quickly mothballed by the Clans and given away to the Dragoons, while the ''Bane'' was still used as a workhorse garrison 'mech by the Clans as late as the Republic era.
* GlassCannon: Carrying four [=AC/10s=], the ''Annihilator'' can match a ''King Crab'' or an ''Atlas'' in close-combat firepower while comfortably out-ranging both of them with its main guns, but at only 12.5 tonnes of armour it has less armour than many Inner Sphere heavy 'mechs.
* IAmNotLeftHanded: The Dragoons were forced to do this to the 'mech: The original ''Annihilator'' model, the 1X, carried CASE, LB-10X and pulse lasers that were LostTechnology in the Inner Sphere and would have evoked (even more) suspicion. The 1A (which was the first introduced to the game out-of-universe) used regular autocannons and lasers until the available technology was rediscovered and allowed the Dragoons to upgrade their 1A variants to the 2A, which re-upgraded it closer to the original.
* InUniverseFactoidFailure: The Clans equipping the Dragoons with the ''Annihilator'' was their biggest research failure, as while most of their other 'mechs were LostTechnology, the ''Annihilator'' had never even been produced beyond a prototype stage. This immediately made several people in the know extremely suspicious of the Dragoons.
* LightningGun: After the battle of Misery, the Dragoons retrofitted many of their ''Annihilators'' to run [=PPCs=] instead of Autocannons, replacing the [=AC/10s=] with four [=PPCs=] and forty-one heatsinks instead, turning it into an even bigger ''Awesome''.
* MagneticWeapons: Practically all ''Annihilators'' produced post-Helm Memory Core use Gauss Rifles in one form or another, as the increased range and damage perfectly complements the ''Annihilator'''s drawbacks. Taken UpToEleven with the AceCustom 'Gausszilla' variant used by a particularly daring Ghost Bear, which carried ''five'' of them at the cost of practically everything else.
* MightyGlacier: The Glacierist of them all, as its undersized engine means it moves only 2 squares a turn. The only 'mech an ''Annihilator'' can tie in speed is an ''Urbanmech''.
* MixAndMatchWeapon: A salvaged ''Annihilator'' became part of a [=FrankenMech=] known as ''Schwerer Gustav'' as a result of a bar-room bet. It featured a mix of Clan and Inner Sphere experimental technology, a [[GatlingGood Rotary Autocannon]], and a ''freaking artillery piece.''
* MoreDakka: The ''Annihilator'''s stock in trade. Very few Inner Sphere designs carry four autocannons, let alone in the [=AC/10=] range.
* NoExportForYou: An InUniverse example. Wolf's Dragoons owned the only ''Annihilators'' in existence and they did not trade them away, giving them an advantage in unpredictability because no-one in the Inner Sphere knew what the design was capable of doing.
* NormalFishInATinyPond: To the Clans, the ''Annihilator'' was a two hundred year old relic long since rendered obsolete and sent with the Dragoons with stripped-down equipment so as to not evoke suspicion. To the Inner Sphere, it was one of the most frightening things imaginable -- a technological novelty developed ''outside'' known space.
* RangedEmergencyWeapon: The ''Annihilator'' carries a quartet of medium lasers (or pulse lasers in more advanced variants) for when the ammo inevitably runs out.
* RobotAntennae: Has these as well, which alongside the single-eye type cockpit only reinforces the robot aesthetic.
* ShotgunsAreJustBetter: Indeed they are, and the ''Annihilator'' was originally designed with four of them, but the lack of LB-X autocannons in the Inner Sphere means they had to be stripped out to maintain the Dragoons' cover.
* UrbanWarfare: Designed for siege combat, the ''Annihilator'''s main weaknesses are lessened by the cramped quarters and clear lines of fire available in urban combat.

!!Archer [=ARC-2R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_archer.png]]
[[caption-width-right:350:The Inner Sphere fire support 'mech, both prototypical and archetypical.]]
[[quoteright:191:[[labelnote:Click here to see the original Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/bt_unseen_archer.png[[/labelnote]]]]

-->Production Year: 2474\\
Weight Class: Heavy\\
Mass: 70 tons

One of the earliest and most enduring fire support [=BattleMechs=], the ''Archer'' was built in 2474 to serve as an Assault-grade long-range brawler before being relegated to the Heavy category. One of the most common LRM-wielders in the Inner Sphere, the ''Archer'' is iconic for its internal shoulder-mounted LRM racks and the signature missile bay doors that protect the launchers until the ''Archer'' is ready to fire.
----
* BoringButPractical: The most enduring ''Archer'' variant, the 2R, was based on a much more advanced 1A prototype with a lot of advanced electronics. The chief engineer made the (in retrospect very prescient) decision to tear most of the advanced stuff out in favour of a cheap, practical design using off-the-shelf components and built into a solid frame, and the 2R would go on to survive both Star League and all four Succession Wars due to its ease of manufacture.
* {{Cephalothorax}}: The ''Archer'''s cockpit is notable in that it protudes out of its torso forward instead of having a distinctive humanoid head. Rules-wise it's no different than any other 'mech, including the much bigger likelyhood of an incoming shot hitting Center Torso than the Head.
* HeWhoMustNotBeSeen: The original ''Archer'' is a member of the Unseen, 'mech designs from the original ''Battledroids'' set that were licensed from Japanese anime (the ''Archer'' is the Destroid Spartan from ''Anime/SuperDimensionFortressMacross''). As with most of the Unseen, legal issues with the license holder led it to be missing from official artwork for well over a decade until it had an original re-design that sidesteps this issue.
* {{Irony}}: Verbal. One of the largest and heaviest fire support 'mechs is named for the ''lightest'' medieval missile launcher (compare with the ''Catapult'' (5 tonnes lighter) and the ''Trebuchet'' (20 tonnes lighter)).
* LongRangeFighter: A classic 'fire support'-class Inner Sphere 'mech, the ''Archer'' fights best beyond 10 squares (or indirectly, from behind cover) where the long range of its [=LRMs=] outranges most 'mech weaponry.
* MacrossMissileMassacre: The archetypical Inner Sphere example, capable of launching 40 missiles per salvo.
* MightyGlacier: The ''Archer'' is incredibly well-armoured for a fire-support (carrying as much armour as the much more short-ranged ''Thunderbolt'') and carries a lot of long-ranged firepower, but it has no jump jets, average ground speed, and heat issues that prevents it from moving around too much.
* {{Overheating}}: The ''Archer'''s main issue is that its [=LRMs=] generate more heat than the chassis is capable of sinking each turn, leading it to have to fire in volleys (both [=LRMs=] twice, then only one to sink the excess) even when standing still and almost every turn if it's moving.
* PowerFist: It has Battlefists when Quirks are enabled, allowing it to (somewhat) reliably punch lighter 'mechs who get within arms' reach.
* RangedEmergencyWeapon: As is typical of fire-support 'mechs, the ''Archer'' carries as quartet of Medium Lasers for up-and-close defence, two of them being rear-facing. Certain variants (specifically the [=2S=] and [=2W=]) downgraded the missile launchers or stripped armor to add short-range missile launchers to provide for more close-in firepower.
* ShouldersOfDoom: The original Unseen version had the LRM launchers looking like pauldrons.
* WeaponOfChoice: Jaime Wolf and Morgan Kell, famous Inner Sphere mercenary leaders, both favored the design.
* TheWorkhorse: One of ''the'' oldest Mech designs still in existence. Over a hundred thousand of them were built between the introduction of the design and the start of the First Succession War. Even after the recovery of lost technology spurred new variants being designed, the original [=2R=] model was still being built in the Periphery.

!!Assassin [=ASN-21=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/asn_21.jpg]]
[[caption-width-right:350:Far less intimidating than the name would imply]]

-->Production Year: 2676\\
Weight Class: Medium\\
Mass: 40 tons

The ''Assassin'' was born from the most tried and true method of securing military contracts. The idea itself was not bad: a fast scout 'mech in the likes of an oversized ''Wasp'' or ''Stinger''. However, the final product proved too costly to be manufactured in similar amounts or quality as the 'Mechs it intended to replace. Undaunted, the creators bribed, pressured and lied their way into success, and the ''Assassin'' was eventually adopted into service by the SLDF and the Free Worlds League. There, despite its reputation as a political pork-job, it proved itself to be more than adequate at its intended role of a medium sized skirmisher/reconnaissance battlemech.
----
* ArmCannon: A rather underwhelming one. The ''Assassin'''s main weapon is a basic medium laser.
* ChestBlaster: Most models hold LRM and SRM launchers mounted in the side torsos as their main firepower.
* CuttingCorners: The design was a mess from the get-go, between shoddy workmanship and bad cockpit design. The cockpit especially is one of the most-cramped of any Inner Sphere mech and has defied centuries of attempts to fix it.
* DependingOnTheArtist: Is its cockpit a fighter jet-style canopy on top or crammed into the tiny "face" on the front? The current sourcebooks go with the latter as it fits with the 'Mech having the "cramped cockpit" trait in the rules, whereas the computer games go with the former, with the nose apparently being some kind of sensor suite or a dive-bomber style lower viewport.
* EquipmentUpgrade: Later models would be designed to fill different battlefield functions, most obvious in the [=ASN-99=] model, a forward artillery spotter model, which was given a better, lighter, engine, stealth armour and an honest to god [[{{BFS}} 'mech sized sword]] for emergencies, along with Target Acquisition systems to call for indirect fire.
* FragileSpeedster: Taking cues from the ''Wasp'' and ''Stinger'' models, the ''Assassin'' makes up for its lack of armour by being incredibly fast and manouverable. Not as well, but good enough to get by.
* OvershadowedByAwesome: Well, by ''decent''. Even when it was introduced, other designs could do anything it could do better, and probably cheaper as well. The ''Assassin'' was a solution in search of a problem and no new variants were produced after the Jihad.

!!Atlas [=AS7-D=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/364px_qdwf0q4w8e4sa9ifbv08c7d56eef4pn.png]]
[[caption-width-right:350:''The'' 100-ton Assault 'Mech]]

-->Production Year: 2755\\
Weight Class: Assault\\
Mass: 100 tons

The premiere Assault-grade [=BattleMech=], which premiered in 2755 with the sole goal of keeping the Star League Defense Force's unquestioned superiority over its member states, developed in part by the legendary Aleksandr Kerensky himself. It's most well known for its foreboding "death's head" cockpit, its nigh-impenetrable armor, and for its terrifying payload.
----
* {{BFG}}: By default, carries an [=AC/20=] in its right hip, the biggest gun a [=BattleMech=] can mount.
* ChestBlaster: The ''Atlas'' carries two missile launchers (an LRM-20 and an SRM-6) in its left torso and a pair of medium lasers in its rear centre torso.
* CloseRangeCombatant: Barring its LRM-20, all of the ''Atlas''' weapons are close-range. Combining the AC/20 as a "can opener" to strip away armor plus a whole bunch of light, multi-hit weapons for criticals means it's nasty close up. The A variant leans into this further, downgrading the autocannon and the long-range missile launcher to cram more short-range missile launchers into the torso.
* DependingOnTheArtist: The size and shape of the ShouldersOfDoom tend to vary, with some portrayals showing them as more pauldron-like while others have the tops of the shoulders level with the top of the mech's head. The design of the skull face is another common variable, with depictions varying between a full skull, the top of a skull (missing the lower jaw), or even a more helmet-like appearance in ''MWO''.
* TheDreaded: With Quirks active the ''Atlas'' is "Distracting", causing enemy 'mechs to suffer accuracy penalties if they aren't attacking the ''Atlas'' directly. Nobody wants an ''Atlas'' around that's not in their sights. In-universe, if you're facing down an ''Atlas'' in anything that isn't an assault Mech in its own right, ''run.''
** But again, remember that unlike the [[BeamSpam Awesome]], the Atlas has almost exclusively short-range, ammo-dependent weapons. Once those are gone, it's more or less a 100-ton paperweight. Unless someone has the [[TooDumbToLive bright idea]] of mistaking unarmed for harmless within arm's reach. Then, it becomes [[NoHoldsBarredBeatdown a paperweight that can still punch holes clear through most other non-assault 'Mechs with its fists]]. And one that in fluff (and with rules recently added to allow it in game as well) is one of the few mechs strong enough to [[GrievousHarmWithABody use a light 'mech as a flail to smash other 'mechs to pieces]]. Not ''a part'' of a light 'mech, like an arm or a leg. ''The whole 'mech''.
* ElitesAreMoreGlamorous: Downplayed. The ''Atlas'' was designed for the Star League Defense Force, who got the absolute best equipment available, but soon proliferated throughout the Inner Sphere. So the SLDF designed the ''Atlas II'', with even better technological goodies, and reserved it for SLDF Royal Regiments.
* FrontlineGeneral: The ''Atlas'' wasn't originally designed as a command 'mech (a 'mech equipped with a command console), but command variants quickly became very popular because, well, just ''look'' at the thing. Who wouldn't want to use it as their frontline command post? Anastasius Focht and Ian Davion both used ''Atlas''es as command 'mechs, and it was the favoured ride for Nicholas Kerensky to observe early Clan society and Devlin Stone during the Jihad. Even Aleksander Kerensky himself used an ''Atlas II'' earlier in his career, although he switched to the lighter ''Orion'' and became far better-known for piloting one of those.
* LongRangeFighter: In stark contrast to the A and D variants, the [=AS7=]-RS has only an SRM-4 for close engagements, instead boasting twin Large lasers, an AC-10 and an LRM-15 rack. While it does sacrifice some overall punch, the RS variant nearly doubles its effective engagement range and is able to carry more shots in a similar tonnage of ammunition.
** Taken to an extreme with the Kurita-designed K variant, which is practically a sniper mech. Its primary armament is now a Gauss Rifle, complimented by dual ER Large lasers and an LRM-20, along with an Anti-Missile System to thwart easy retaliation. A pair of Medium pulse lasers is its only real concession to close combat.
* MacrossMissileMassacre: In two flavors: an LRM-20 in the left shoulder and an SRM-6 on the left hip, letting it volley missiles at any range. The ''Atlas'' [=AS7=]-A variant plays this to the hilt: It mounts only an LRM-10, but compensates with five SRM-6 launchers in its torso, meaning at close range it will absolutely sandblast anything that gets close.
* MightyGlacier: The Mech carries an enormous amount of weaponry, enough heat sinks to keep heat under control, and almost twenty tons of armor, but its cruising speed is pretty lousy.
* PowerFist: The ''Atlas'' has the "Battlefists" Quirk if they're allowed in-game, which when combined with its massive weight makes it an utter terror in melee, beyond being just an utter terror in general.
* SeriesMascot: The covers of many a sourcebook feature an ''Atlas'', including the current version of ''Total Warfare'', the "core" core rulebook.
* SkullForAHead: Deliberately designed with one, as part of its goal to be a WeaponForIntimidation.
* SuperiorSuccessor: Though they look extremely different, mechanically the Atlas' default loadout is basically an up-armored, up-gunned version of the older ''Orion'' heavy 'mech. Fittingly, its development was spearheaded by Aleksandr Kerensky, whose personal 'mech was an Orion, and though he himself doesn't seem to have used one, his second in command Aaron [=deChevalier=] did.
* WeaponForIntimidation: No less than General Aleksandr Kerensky himself demanded the ''Atlas'' be as intimidating as possible, "so fear itself will be our ally."

!!Awesome [=AWS-8Q=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/504px_fjxi6d0jbd1bxsfto6sd9wvhmtyey16.png]]
[[caption-width-right:350:The last word in ShockAndAwe. . . until the Clans fielded the ''Hellstar'']]

-->Production Year: 2665\\
Weight Class: Assault\\
Mass: 80 tons

The ''Awesome'' was initially designed in 2665 to replace the similarly large ''Striker'', and it succeeded with flying colors: Becoming a rugged, sturdy fire support Assault 'Mech that sees plenty of action well into the present.
----
* ArmCannon: The right arm of the ''Awesome'' carries its primary PPC, with the other two distributed across its torso sections.
* BeamSpam: Commonly seen firing triple-PPC salvos at anything unlucky enough to be within half a kilometer's range, and able to consistently pump out these devastating broadsides with little pause.
* BoringButPractical: 80 tons, average assault 'Mech speed, thick armor, 3 [=PPCs=], and enough heat sinks to fire them nearly constantly with some heat management planning. And that's really everything you need to know about the ''Awesome''. That, and its low cost: 6.5 million C-bills makes it one of the most affordable assault 'mechs on the market, cheaper than some Inner Sphere heavies. Most similar-tonnage [=OmniMechs=] could buy you a lance worth of ''Awesome''s.
* LightningGun: Carries 3 [=PPCs=]. That's a lot of ShockAndAwe.
* LongRangeFighter: The PPC is meant for long-range. The ''Awesome'' packs three of them. The later -9M version leaned into this and upgraded the [=PPCs=] to extended-range versions.
* MadeOfIndestructium: A classic "zombie 'mech" [[labelnote:explanation]]a 'mech you basically have to kill by headshot or central torso destruction to stop[[/labelnote]], the ''Awesome'' has almost max armour for its weight, carries no explosive components or ammunition, and has a ''ton'' of Heat Sinks (or ''18 tonnes'' if you want to be literal) that makes {{Critical Hit}}s against anything important much less likely. Though it lacks a center torso-mounted weapon, its [=PPCs=] are evenly distributed throughout its body and it can, hypothetically, still do damage as long as the legs, CT, and head stay intact... Just not a lot of it.
* MightyGlacier: The ''Awesome'' carries almost maximum armour for its weight class, and due to the immense heat generation and long range of its weapons it tends to stand still and snipe. Later versions up-gunned the engine and upgraded to double-strength heat sinks, but the ''Awesome'' still won't set any speed records.
* PowerFist: Under the Quirks rules, has the "Battlefists" quirk, making its punches more effective than a 'mech of similar weight. That big, clawlike left hand? Not just for show.
* RangedEmergencyWeapon: In addition to the 3 [=PPCs=], carries one Small Laser, just in case an enemy gets within the [=PPCs'=] minimum range.
* TakesOneToKillOne: A popular saying about the ''Awesome'' is that the only defence against it is another ''Awesome''. This isn't strictly true gameplay-wise, but at 3025 tech levels there are few 'mechs capable of outright hard-countering an ''Awesome'''s sheer durability and long-range firepower.
* [[WhenAllYouHaveIsAHammer When All You Have Is Particle Cannons]]: ...then everything looks like a target profile. There is very little that's fancy or requires finesse with an ''Awesome'', being one of the game's finest examples of pure brute-force projection. Its sole solution to any problem placed before it is "drown the target in repeated PPC fire until it stops being a problem."
* VerticalMechaFins: One of the most striking visual elements of the ''Awesome'' is the pair large fins rising above its shoulders, presumably to protect the shoulder actuators from side attack or as part of its heat dissipation systems. Their exact size and sometimes even where exactly they sprout from is very much a case of DependingOnTheArtist - sometimes they're very large and are attached to the forearm or elbow, and other times, they're smaller and attached much closer to the shoulder, and sometimes they're depicted as very thin, and other times as rather thick. Regardless, in most depictions, the top of the fins is the highest point on the 'Mech.

!! Axman [=AXM-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050_axeman.png]]
[[caption-width-right:350:[[AwesomeMusic/GuardiansOfTheGalaxyVol2 Come a little bit closer. . .]]]]

-->Production Year: 3048\\
Weight Class: Heavy\\
Mass: 65 tons

Developed by the enigmatic Team Banzai, the Axman is the ''Hatchetman'''s bigger brother, designed as a dedicated anti-mech platform, and also as a symbol of the Federated Commonwealth's solidarity, taking parts from each section of their space to help build it.
----
* AnAxeToGrind: [[SarcasmMode No, the Lyrans just thought it would be a cool name.]] Yes, the ''Axman'' has a massive 'Mech battleaxe for use in separating vital components from the 'Mech they belong to.
* AwesomeButImpractical: The Hatchet is an excellent force multiplier for a 'Mech engaging in melee combat. But not quite enough so over the built-in [=BattleMech=] punch and kick to justify the Hatchet eating up a not-inconsiderable percentage of the ''Axman''[='=]s tonnage and crit allotment. [[labelnote:Rules-wise]]A Hatchet takes a variable amount of tonnage and crit slots based on the weight of the 'Mech mounting it, and deals as much damage as one kick, or two punches, from a 'mech of the same weight. The ''Axman''[='=]s is five tons and five slots, for which it gains a modest attack bonus and 7 extra damage over an unarmed limb.[[/labelnote]]
* CloseRangeCombatant: With an [=AC/20=], three Medium Lasers, one Large Pulse Laser, and the infamous Hatchet, this is a 'Mech that really needs to get in your face to bring the pain, but once it does. . .
* InventionalWisdom: Under the physical attack rules, Hatchet attacks cannot be made if the arm containing the Hatchet has any weapons that were fired earlier in the turn. The ''Axman'' mounts all three medium lasers in its right arm, where the Hatchet is located, meaning you either lose a fair amount of close-up punch setting up for the Hatchet attack, or can't use the 'Mech's signature weapon when you get right up next to someone.
* MacrossMissileMassacre: The [=AXM-2N=] replaces the [=AC/20=] with two [=LRM-15s=], basically turning it into a fire-support 'Mech with the Hatchet as a backup weapon if it gets rushed.
* MeaningfulName: It has a battleaxe (technically a Hatchet) taking up a chunk of tonnage and most of its right arm.
* OffWithHisHead: Like the smaller ''Hatchetman'', has a Full-Head Ejection System. It also does enough damage with its hatchet to decapitate an enemy of any weight class in a single blow, so getting into melee range rewards players with the possibility of removing an opponent from the field instantly.
* ShoulderCannon: The [=AC/20=] mounted high on its right torso.

!!Banshee [=BNC-3E=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_banshee1.png]]
[[caption-width-right:350:Unlike its namesake, the wail of ''this'' ''Banshee'' heralds little more than the arrival of a really sad [=MechWarrior=].]]

-->Production Year: 2475\\
Weight Class: Assault\\
Mass: 95 tons

Back in 2445, the ''Banshee'' was an impressively fast close combat Assault 'Mech in spite of its weight... But it was quickly noted as being extremely undergunned and underwhelming in performance for its class, and quickly gained a nasty reputation and a level of regretful longevity simply because nobody save the truly desperate wants to use it.
----
* AwesomeButImpractical: The ''Banshee'' is one of the deadlier 'mechs in the base game in melee combat (especially without Quirks, as it means no Battlefists which the ''Banshee'' hasn't got anyway), and as its charge allows it to deal [[OneHitKill headchopper]] damage, but if it's denied a brawl it's little more than a fire magnet.
* CloseRangeCombatant: Its intended role. Which it doesn't even do particularly well.
* CoolShades: The armored visor of its cockpit is modeled to look like these.
* EvenBeggarsWontChooseIt: Even with its original production run stopped in the 25th century, the ''Banshee'' survived the Succession Wars with a third of its number intact, because no commander wanted it in their frontline units. While its contemporaries the ''Mackie'' and the ''Emperor'' went extinct due to attrition, the ''Banshee'' soldiered on because it was rarely ever in use.
* InventionalWisdom: The ''Banshee'' was intended as a fast brawler, using its mass and speed to close on lighter foes and obliterate them... And it's equipped with long-range weaponry with minimum ranges, and doesn't even have Jump Jets allowing it to skirmish or turn around easily. The original also carries 16 heat sinks, which is more heat than the ''Banshee'' can realistically generate even while running at full speed and [[AlphaStrike Alpha Striking]].
* LightningBruiser: What it was intended to be - it carries a massive engine that lets it move much faster than most assault-class 'Mechs, but it doesn't have room for much firepower as a result. One variant produced by the Lyran Commonwealth during the technology-strapped Succession Wars downgrades the engine, which frees up over a quarter of the 'Mech's total weight for equipment. This moved it into MightyGlacier territory, reducing the speed to typical assault 'Mech levels but letting it haul enough guns to fight properly. After the rediscovery of extra-light engines and double heatsinks, the Lyrans combined the recovered technology with their slower, more heavily-armed variant to restore its speed to that of the original model and implemented some of the rediscovered weapons like a gauss rifle, fully realizing the 'Mech's potential as a fast, hard-hitting assault 'Mech.[[note]]Notably, when Catalyst Game Labs was designing its new line of plastic ''[=BattleTech=]'' miniatures in 2020, the design they used for the ''Banshee'' depicts one of these upgunned variants rather than the standard 3E model. This is partially because one of the designers [[CreatorsFavorite has a particular fondness for those variants]], and partially so that when people buy the box set that includes the ''Banshee'', they'll actually ''use'' the damn thing and not feel like they wasted their money.[[/note]]
* OnceDoneNeverForgotten: Has the "Bad Reputation" Quirk when these are allowed. The ''Banshee'''s anemic offenses means it's not a very popular 'mech, with the price-point, space, weight, and maintenance requirements of an assault 'mech without the firepower to match.
* RangedEmergencyWeapon: Carries a Small Laser in its head, for those occasions when something is ''just'' outside the reach of its (much more damaging) fists but inside its other weapons' minimum range.
* RescuedFromTheScrappyHeap: An InUniverse example. Recovery of the Helm Memory Core and the discovery of XL engines and Double Heat Sinks gave the ''Banshee'' the weight savings and tools to actually accomplish the role to which it was originally intended while still carrying respectable weaponry, and removed its bad reputation. ''Banshee'' variants made post-3039 do not have the "Bad Reputation" quirk.
* SkullForAHead: The first 'mech to feature this. Unlike the ''Atlas'', don't expect it to inspire that much terror.
* StoneWall: Due to its oversized engine and respectable 15 tonnes of armour, the ''Banshee'''s limited space makes it less deadly than an ''Enforcer'' (a medium 'mech half its weight) on offense. It is still an assault 'mech, however, and will survive a long time if left alone (which it will be, because it's a ''Banshee'').
* TheWorkhorse: Subverted. The ''Banshee'' is one of the oldest assault 'mech models still present in the Inner Sphere, but it's not because it's good, it's because most of them never saw combat. None of the ''Banshee''s present in the Inner Sphere in 3025 were ''less than five hundred years old''.

!![=BattleMaster BLR-1G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/719px_d8dj32ilxt90feog1tvsy2y1gul1mqj.jpg]]
[[caption-width-right:350:A sweet ride for any [[FrontlineGeneral battlefield commander]].]]

[[quoteright:350:[[labelnote:Click here to see the original Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/blr_3m.png]][[/labelnote]]

-->Production Year: 2633\\
Weight Class: Assault\\
Mass: 85 tons

The ''[=BattleMaster=]'' is a ubiquitous part of any major Battletech theater of war: Big, powerful, and a fantastic command 'Mech. While it's only ever been made in fairly low numbers since its 27th century introduction due to its sheer mass and cost, pretty much anybody who has one loves it, and everybody who doesn't have one ''desperately'' wants one.
----
* ArmCannon: Defied with the initial artwork, which showed the PPC held in the 'Mech's right hand (and looking like a high-tech sawed-off double-barrel shotgun). Later artwork plays this straight, putting the PPC along the 'Mech's forearm.
* BeamSpam: While the original design had four front-facing and two rear-facing medium lasers, most adaptations (particularly video games) tend to put all six up front, letting it pull off an extremely impressive lightshow.
* ChestBlaster: Depending on the variant and media depiction, the [=BattleMaster=] has either four or six medium lasers in its pectoral armour, letting it pull off a credible Anime/MazingerZ impression whenever it's not dodging the copyright lawyers for ''Anime/FangOfTheSunDougram''.
* CloseRangeCombatant: Downplayed. While a [=BattleMaster=] is certainly not harmless at long range, thanks to its biggest gun being a PPC, it's at close quarters where it really lives up to that grandiose name. In the unlikely scenario that something can get through its hail of missile, laser, and machinegun fire, it'll soon find itself pummeled to death by two gigantic metal fists.
* FrontlineGeneral: A "command 'Mech," the ''[=BattleMaster=]'' is designed to allow its pilot to effectively coordinate a large force while blowing the hell out of the opposition personally. The "Command 'Mech" Quirk (which the ''[=BattleMaster=]'' naturally possesses) adds to the Initiative of all friendly units. The trope also made two of the major leaders of the setting -- both Hanse Davion and Takashi Kurita piloted Battlemasters extensively, and were exemplars of this trope in action.
* GuyInBack: Most ''[=BattleMaster=]''s at least have space for a second seat, and some include a specialized command console or other equipment to allow for a full second pilot to operate the machine. Most often, there will a pilot to handle actually driving the 'Mech while the second seat is occupied by a battlefield commander. Under Quirks rules, the [=BattleMaster=] has the "Rumble Seat" Quirk, indicating the presence of an additional space in the cockpit for someone besides the pilot. The [=BLR-1C=], [=1Gbc=], and [=1Gc=] variants all mount Command Consoles (basically a full second cockpit with additional command and control features).
* HeWhoMustNotBeSeen: One of the Unseen, the original ''[=BattleMaster=]'' was was based on the Soltic HT-128 Bigfoot from ''Anime/FangOfTheSunDougram''. A Project Phoenix version was eventually created, and it has since been Reseen with new artwork to divorce it from its inspiration.
* JackOfAllTrades: The ''[=BattleMaster=]'' is an exceptionally well-rounded 'Mech, moving at a respectable (for an assault 'Mech) 64.8 km/h (4 hexes walking or 6 running in game terms), packing a PPC, six medium lasers (three in each side torso, two of which are rear-mounted), an SRM-6, and two machine guns, it spits out respectable firepower at all ranges and can even defend itself well from infantry attacks.
* SeriesMascot: Before being Unseen, the ''[=BattleMaster=]'' was one of the iconic 'Mechs of the franchise, appearing on several book covers and, at one point, as part of the ''[=BattleTech=]'' logo. Since being Reseen, it has returned to featured status, gracing several sourcebook covers (notably the Tech Manual). The new Classic has also graced a couple of prominent covers, including ''Interstellar Operations'' and (in Hanse Davion's colors) the cover of the ''Game of Armored Combat'' basic box set.
** It's become such a series mascot, in fact, that the official icons for moderators, staff and official volunteers on Catalyst's own forums for the game are Battlemasters.
* ShoulderCannon: In this case, holding a six pack of short-range missiles.
* ThrowAwayGuns: With Quirks enabled, it can detach the arm-mounted PPC. In-universe, Hanse Davion did this after pistol-whipping an enemy Mech so hard he broke the weapon's barrel.

!!Berserker [=BRZ-A3=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/berserker.jpg]]
[[caption-width-right:350: [[Videogame/Doom2016 Rip and Tear, until it is done]]]]

-->Production Year: 3056\\
Weight Class: Assault\\
Mass: 100 tons

Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]]. Carrying enough armor to take fire without much worry, a complement of weaponry that can be effective at any range, and an engine big enough to run at medium 'mech speeds, it would be the definitive answer to any Clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even by Clanner standards]].
----
* AnAxeToGrind: Its most notable weapon. Each hit can deal as much damage as an [=AC/20=] shot.
* AwesomeYetImpractical: More or less the core of the 'mech itself. It is an absolutely deadly machine by the standards of any age, but too costly to reliably produce.
* CloseRangeCombatant: It can certainly fight at medium to long ranges with a PPC and a pair of Large Pulse Lasers, but the biggest concern for anyone facing the design is the gargantuan hatchet it brings.
* LightningBruiser: It weighs in at 100 tons with the expected firepower for its size, combined with medium 'mech speeds. At eight hexes of movement running flat out with the MASC engaged, it can get up in a target's face in a hurry to put the hatchet into use.
* LightningGun: Carries an Extended Range PPC for long range combat.
* LimitBreak: Normally outfitted with MASC, which allows it to run at an incredible (for [[MightyGlacier assault 'mechs standards]]) 86 KPH.
* KillItWithFire: Has a head mounted flamer, mostly for intimidation, but it also works surprisingly well on any unarmored infantry that get too close for comfort.
* MacrossMissileMassacre: The B3 model changes from a close-range brawler to a fire support design, swapping the pulse lasers for a pair of LRM-10 launchers.
* PointDefenseless: Subverted. It carries an Anti-Missile System to handle incoming missile fire, along with a Guardian ECM Suite to make it harder to hit.
* SuperiorSuccessor: Depending on who you ask. The Free Worlds League saw the ''Berserker'' and created the ''Neanderthal'' in response, a mech twenty tons lighter, twenty-five percent cheaper, and almost as capable.
* SwordAndGun: It has the ER PPC in one arm and the hatchet in the other.

!!Blackjack BJ-1
[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/blackjack_rgilclan_v04.png]]
[[caption-width-right:249: The thing you give to militiamen so they can tell people to (hippity-hoppity) get off their property.]]

-->Production Year: 2757\\
Weight Class: Medium\\
Mass: 45 tons

The ''Blackjack'' was originally designed by GM during the reunification wars as a response to the SLDF's call for a dedicated anti insurgency [[note]]read: mostly shooting at protestors[[/note]] Battlemech. The design was quickly approved for use and the prototype BJ-1X was swiftly deployed into the Periphery for garrison duties. [[FlawedPrototype The long list of performance issues that came up almost bordered on comedy]], which led to them developing a notoriously bad reputation and consequently being mothballed or sold to the black market and eventually [[{{Irony}} being used by the very insurgents it was supposed to be fighting]]. Despite the reputation, however, the second incarnation of the ''Blackjack'', the [[SuperiorSuccessor BJ-1]], was a very solid 'mech. With superb manouverability, range and battlefield endurance, it eventually shed its bad reputation and garnered a new one as a very effective, simple and, above all, deadly, weapon.
----
* ArmCannon: The ''Blackjack'''s arms serve only as housing for its main guns.
* BoringButPractical: Its not at all glamorous, with a pair of small autocannons and a respectable amount of lasers at its disposal, but it is definitely effective at what it does. Most of the tactics employed in its deployment can be summed up thusly: 1: form a firing line facing the enemy. 2: keep enemy at range. 3: concentrate fire on priority targets. 4: Repeat until enemy either dead, retreating or no longer a concern.
* FlawedPrototype: The BJ-1X was, by all accounts, superbly crappy. How crappy? Well, it tended to fall over on its own due to poorly designed feet and legs, and the armour was subpar and tended to fall off on its own. The reputation it got was so bad it got the ''Blackjack'' labelled a subpar 'mech for centuries.
* JackOfAllStats[=/=]MasterOfNone: Somewhere in-between. The ''Blackjack'' doesn't excel at any particular task, but is decently competent at most. It has an undersized engine for a medium 'mech, but also has a full complement of Jump Jets. It has a mixture of long- and short-range weaponry that deal decent but not incredible amounts of damage and gives it AntiAir capabilities, and its armour, while somewhat subpar in the back, is adequate to stand up to most light 'mechs. It is also a rather cheap buy at 3.1 million C-bills or 900-ish BV. This was averted with the prototype, which was specifically designed for anti-insurgency duties and virtually nothing else, packing a larger engine, a quartet of medium lasers, and a pair of flamers.
* MidSeasonUpgrade: As lost technology was recovered, the Federated Suns came out with a new variant that had better equipment. Once the Inner Sphere got their hands on [=OmniPod=] technology, they created an [=OmniMech=] version with even more upgrades.
* MiniMe: It's essentially a smaller, more mobile ''Rifleman'', with the arm weapons both downgraded a tier.
* NationalWeapon: Downplayed. But true in two countries:
** Once it was proven effective (see below), the Federated Suns fell in love with the ''Blackjack'', partly due its utility in their combat doctrine, partly because it scared the pants off their perennial adversaries in the Draconis Combine, and partly because it's got autocannons, and Davions '''love''' anything with autocannons. While it didn't come be associated with the Federated Suns (or the Suns associated with it) exclusively, they were the ones who pushed for the design of an [=OmniMech=] version of the ''Blackjack'' during the Truce of Tukayyid.
** After the St. Ives Compact seceded from the Capellan Confederation, a modified, upgraded version of the Blackjack with two [=PPCs=], the [=BJ-3=], became the signature weapon of the St. Ives military.
* OnceDoneNeverForgotten: Subverted. The BJ-1 was eventually given the recognition it deserved some 300 years after it appeared when a [=FedSuns=] Lieutenant named Michael Ubodo and his militiamen driving BJ-1s stood their ground against a numerically superior and better trained assaulting Kuritan force and [[CurbstompBattle wiped the floor with them]] by playing to their 'mech's strengths and proving the design's capabilities. Ubodo would later use his [[AceCustom modified Blackjack]], nicknamed "Arrow", to terrorize several packs of clanner [[SuperSoldier Elementals]] during the clan invasions, further proving the ''Blackjack'''s effectiveness.
* TheWorkhorse: Given its simple and inexpensive design, ease of use, and its redeemed reputation, the ''Blackjack'' was almost ubiquitous in garrison and second-line units where it could be assigned to part-time volunteers and green recruits knowing that they'd be capable of making effective use of it.

!!Black Knight BL-6-KNT
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/it_always_triumphs.jpg]]
[[caption-width-right:350:[[Film/MontyPythonAndTheHolyGrail None shall pass.]]]]

-->Production Year: 2578\\
Weight Class: Heavy\\
Mass: 75 tons

A dedicated front-line Assault and Command 'Mech developed by the Star League in 2578, the Black Knight has been a valuable part of any battlefield it's been on, and since its production lines were destroyed in the 29th century, it has only become more and more valuable with time.
----
* AnAxeToGrind: [=ComStar=] built a "clanbuster" variant of the 'mech, the BL-9-KNT, which sports a Hatchet for melee combat (shaped like a sword to fit the knight theme).
* ArmCannon: Carries a PPC in its right arm and a Large Laser in the left.
* BeamSpam: If you don't mind it melting in the process, the ''Black Knight'' can AlphaStrike with seven lasers in a single round plus the [[LightningGun PPC]], an energy output outperforming even the heavier ''Battlemaster''.
* ChestBlaster: A Large Laser in its center torso means the ''Black Knight'' can stay in the fight until the engine is cored out.
* EnemyScan: Originally carried a Beagle Active Probe, which is generally not found on post-Star League models.
* FrontlineGeneral: Originally designed as a command 'mech for SLDF companies, though the command console was lost during the Succession Wars.
* LostTechnology: Its production line was destroyed by the Capellans in the Second Succession War, and no new ''Black Knights'' were produced between 2820 and 3062 when [=ComStar=] sold the schematics for their "clanbuster" variant to a manufacturer. ''Black Knight''s kept active in the meantime were often downgraded to the inferior BL-7-KNT due to lack of advanced components, removing two tonnes of armour and its advanced command and scanner system.
* MadeOfIndestructium: The classic ''Black Knight'' is a zombiemech and takes a lot to reduce to irrelevancy. It has an all-energy arsenal with a lot of redundancies and lasers in both its head and centre torso that lets it keep firing even with both side torsos gone. Later variants would downplay this, with the BL-7 being more of a GlassCannon due to low armour for its tonnage and the BL-9 and later models using XL engines (Engines shut down if they take three critical hits, an Inner Sphere XL engine takes three slots in both side torsos, all equipment in a location takes a crit if the location is destroyed).
* SuperiorSuccessor: The BL-9-KNT "clanbuster" variant made by [=ComStar=] added a Hatchet, replaced the standard engine with an XL engine and upgraded to Double Heat Sinks and Pulse Lasers, playing to most of the ''Black Knight'''s strengths as an energy-loadout 'mech in return for making it more fragile due to the XL engine.

!!Catapult [=CPLT-C1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/catapult_btrsagoac_8.jpg]]
[[caption-width-right:350:It's missiles, and lasers, and legs, and that's what's up.]]

-->Production Year: 2561\\
Weight Class: Heavy\\
Mass: 65 tons

A dedicated fire-support 'Mech that initially saw action in the 2560's for the Terran Hegemony, but became far more known for their relative rarity to the Inner Sphere, and ubiquity among the Clans once a vast majority of the survivors ended up in the hands of Kerensky's exodus.
----
* AceCustom: The ''Catapult'' is noted in-universe for being extremely easy to modify for a standard [=BattleMech=], mostly because its primary weapons are externally mounted pods replacing its arms. As such, it has a bewildering array of variants considering its rarity.
* ArmCannon: If Quirks are active, has the "No[=/=]Minimal Arms" Quirk. Its "arms" are nothing but big LRM pods.
** The Kuritan K2 and K4 variant, however, switch out the missiles for [=PPCs=] and [[{{BFG}} Heavy PPCs]] respectively, which fit this trope better.
* ChickenWalker: Reverse-joint legs to hold up its fuselage-pod body.
* JumpJetPack: Comes equipped with Jump Jets, to help it reposition for better firing solutions or escape from enemies who get too close and aren't threatened by a measly four medium lasers.
* LightningGun: The [=K2=] variant swaps the missiles for [=PPCs=], apparently because the Kuritans thought it was funny.
* LostTechnology: Only two years' worth of ''Catapults'' were produced before Hollis switched the entire production output to the more popular ''Battlemaster'', and most of the surviving original run left with Kerensky on his Exodus. The Capellan factory that produced more of them was destroyed in the First Succession War, meaning no ''Catapults'' were built between 2786 and 3030 when the Capellans resurrected the design. As a result, the ''Catapult'' was one of the rarest surviving 'mechs of the Inner Sphere, doubly so for the refitted Royal variant that upgraded the armor and improved the ammunition capacity and heatsinks.
** Ironically, the ''Catapult'' not being Unseen (and having inspired the look of ''the'' SeriesMascot of ''Battletech'') means it's ''much'' more common in ''Battletech'' artwork and assorted video games than the ''Archer'' and ''Crusader'', 'Mechs that fill the same niche but are ''much'' more common InUniverse-wise.
* MacrossMissileMassacre: The standard ''Catapult'' launches 30 missiles per round, which is fairly standard for an Inner Sphere support 'Mech (equaling the ''Trebuchet'' and ''Crusader'', but less than the ''Archer'').
* NationalWeapon: The Capellans love these things, mostly because they were the only Inner Sphere power able to build them after the original production run vamoosed with Kerensky. To the point Capellan techs said "hold my beer" and slapped an Arrow IV artillery missile launcher on the thing.
** The PPC-equipped K2 variant, meanwhile, is used almost exclusively by the Draconis Combine.
* SeriesMascot: Indirectly. It's basically one-half of the ''Mad Cat'' (the ''Marauder'' being the other half), so those who know nothing else about ''[=BattleTech=]'' will likely recognize the ''Catapult''...and wonder why someone forgot to draw the ''Timber Wolf''[='=]s arms.
* SuperiorSuccessor: With the ''Catapult'' being so rare, it wound up having something of a bigger, meaner brother in the assault-class ''Longbow'' Mech.
* WalkingTank: It's a cockpit on legs, with missile pods attached, and that's it.

!!Centurion [=CN9-A=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/487px_ed9b4zqyzmw3dbfran63oi2emjs28p2.png]]
[[caption-width-right:349:One of the most solid mid-weight workhorse 'Mechs around.]]
[[quoteright:349:[[labelnote:Click here to see the old design]]https://static.tvtropes.org/pmwiki/pub/images/tro_centurion.jpg]][[/labelnote]]

-->Production Year: 2801\\
Weight Class: Medium\\
Mass: 50 tons

Designed in 2801 to specifically fight alongside the ''Trebuchet'' mech, the ''Centurion'' has become the unofficial mascot 'Mech of the Federated Suns thanks to their ubiquity and reliability in their armed forces. A solid Medium-class option for any lance, though its Autocannon is very prone to jamming.
----
* ArmCannon: The ''Centurion''[='=]s right arm is almost entirely taken up by an [=AC/10=].
* BashBrothers: Unusually for a 'Mech design, the Centurion was designed to work with the ''[[MacrossMissileMassacre Trebuchet]]'' fire support Mech as a pair from the start.
* BoringButPractical: A mid-weight, decently-armed, decently-armored 'Mech with a good array of weapons, solid ground speed and no jump jets, the ''Centurion'' is one of the foundational workhorses of most Inner Sphere armies.
* ChestBlaster: A twofer: the medium laser in the center torso and LRM rack in the right breast. ''[=MechWarrior=] Online'' and ''HBS [=BattleTech=]'' do away with rear-facing weapons, so the ''Centurion'' has both medium lasers in the middle of its torso pointing forward.
* CloseRangeCombatant: With the exception of the LRM-10, the ''Centurion'' fights best at close range. With Quirks active it has improved accuracy with all weapons when inside their "close" range bracket (1-3 hexes for the Lasers and 1-5 for the AC/10).
* DependingOnTheArtist: As can be seen above, while the original artwork depicts the Centurion as relatively tall and slender for a Medium Mech, later versions tend to look considerably beefier. The current computer game model isn't even recognizable as the same Mech apart from the gun arm and the fin on its head, having broad shoulders and short, stocky legs that are best described as ape-like.
* LuckilyMyShieldWillProtectMe: Newer designs of the ''Centurion'' has its left arm shaped with a big armour plate on it, looking like a makeshift shield. As that arm is completely empty components-wise, ''Centurion'' pilots usually employ a "shield arm" strategy and pivot the 'Mech to present the left arm in front, so it can absorb shots meant for its more fragile right side.
* MacrossMissileMassacre: Comes equipped with an LRM-10, a respectable amount of missiles for a medium 'Mech that isn't designed for this trope.
* MadeOfIndestructium: Downplayed. The ''Centurion'' isn't ''quite'' a "Zombiemech", having Autocannon and LRM ammunition that could explode and destroy it. But the left arm has nothing at all in it, so damage there won't hamper the 'Mech, and both medium lasers (one front, one rear) are in the center torso, so if it loses its right arm and left torso without suffering an ammo explosion, it can still fight until cored or headchopped. The [=CN9-AL=] variant, which replaces the autocannon with a large and small laser, comes closer to a true "Zombiemech."
* MeaningfulName: Has a sensor and/or communications system on top of its head that gives it a passing resemblance to a Roman ''galea'' helmet. The current sourcebook illustration and computer game model both strengthen the resemblance by adding armor to the sides of its cockpit window resembling cheek guards.
* ReliablyUnreliableGuns: The ''Centurion'''s AC/10 has ammunition feed issues and is prone to jamming: When playing with Quirks on it can jam just like an Ultra AC can.

!!Chameleon [=CLN-7V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chameleon_5.jpg]]
[[caption-width-right:350:That'll learn ya.]]

-->Production Year: 2510\\
Weight Class: Medium\\
Mass: 50 tons

The ''Chameleon'' is a fast 'Mech designed as a dedicated training platform for pretty much any Light and Medium-class 'Mech. As a result, it's rarely actually seen much combat that wasn't simulated, but even when it does get out there, it has a surprising habit of being pretty useful in a firefight.
----
* BeamSpam: It's rare for a Medium 'Mech to have six different lasers on it.
* GlassCannon: It's fast, comes standard with a quartet of Jump Jets, and if you don't mind melting the 'Mech can put out a decent amount of damage, but it has a relatively paltry seven tons of armor. Justified, since it was a training 'Mech and never meant to see actual combat.
* LightningBruiser: Moves pretty fast and has a decent arsenal for a medium 'Mech. Intentional, since the point of it is to school new [=MechWarriors=] (especially light or medium 'Mech pilots) in maneuvering and heat management.
* MeaningfulName: The ''Chameleon'' is designed to change its appearance fairly easily, mounting flimsy panels to make it look like anything from a light 'Mech to an assault 'Mech for training purposes.
* NotTheIntendedUse: Designed exclusively as a training 'Mech, ''Chameleon''s have been forced onto actual battlefields, where the acquit themselves surprisingly well.
* {{Overheating}}: By design. The ''Chameleon'' mounts a huge array of energy weapons (a Large Laser, 2 Medium Lasers, 3 Small Lasers, and two Machine Guns), but only ten standard heat sinks. The point is to get new [=MechWarriors=] used to watching their heat gauge and managing their fire.

!! Champion [=CHP-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/585px_ff9rinvfbetlh9lu005oaiyrszdge1e.jpg]]
[[caption-width-right:350: Sort of fast, sort of well armoured, sort of decent weaponry, the most adequate at best heavy 'mech ever built]]

-->Production Year: 2602\\
Weight Class: Heavy\\
Mass: 60 tons

A 2602 design from the venerable Bergan Industries of ''Locust'' fame, the ''Champion'' was made as a quick strike and scouting 'mech that could manouver as fast as it could hit. While the resulting 'mech was mediocre at best, its superb agility for its size made it quickly popular as it was very well-suited for the skirmishes and duels that were common at the time. Outside this very limited field, however, the ''Champion'' is a very flawed 'mech.
----
* AwesomeButImpractical: It is very speedy for its large size, but it will most likely get murdered in any fight that is not 1 on 1. Also, it can put a fair amount of hurt on smaller Mechs, but it only packs ten standard heat sinks, meaning it will very quickly overheat in a pitched fight.
* CloseRangeCombatant: Most of the standard model's armaments are best used at close range.
* EpicFail: Not the base 'Mech, which is pretty decent. But the attempted [[TransformingMecha Land-Air Mech variant]] the designers utterly failed to make work definitely counts, and was possibly only even considered to begin with because of the same [[InsaneTrollLogic dubious thought processes]] that lead [[Series/TopGearUK Clarkson, Hammond, and May]] to attempt to turn a Reliant Robin into a Space Shuttle, specifically "It's a bit pointy in front."
* EquipmentUpgrade: [=ComStar=] created a "clanbuster" variant for the Battle of Tukayyid that not only included the Star League-era lost technology, but upgraded the engine to an XL variant, upgraded the heat sinks to double-strength versions, and added a pair of Large Lasers to the Mech, increasing its long-range firepower.
* GlassCannon: It's capable of going 86 KPH at top speed and packs a decent amount of firepower for a 60-tonner, but it's large and underarmored.
* LostTechnology: The autocannon and armor were both Star League tech, and during the Succession Wars both had to be replaced with lower-quality versions, which made the Mech even more fragile.
* MasterOfNone: Besides overheating and relatively light armoring, it doesn't have any overt design flaws, but is generally outclassed by most designs it's bound to encounter in combat. A competing bid when it was introduced highlighted this, proposing the lighter ''Griffin'' that could do everything the ''Champion'' could for cheaper.
* SituationalSword: It was designed for heavy reconnaissance and fast-striking, and it does that well and not much else.

!!Charger [=CRG-1A1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/charger_2.png]]
[[caption-width-right:350: [[EpicFail The big 'Mech that couldn't]].]]

-->Production Year: 2665\\
Weight Class: Assault\\
Mass: 80 tons

The ''Charger'' is seen in the Inner Sphere as an example of abject design failure. It was designed to be a highly manouverable 80 ton 'mech to be used for scouting out enemy positions and survive the ordeal; for that, it was given a 50 ton engine that allowed it to run at the blinding speed (for an [[MightyGlacier assault 'mech]]) of 86.4 KPH, but has a firepower comparable to something a quarter its size.
----

* BeamSpam: ''Technically'' the base model's firepower revolves around this, as it equips a respectable number of lasers. The problem is they are small lasers, so burning mean phrases in your enemy's armour is pretty much the most damage you can inflict using them.
* CloseRangeCombatant: When your only ranged weapon is a Small Laser, you're pretty much this by default. The ''Charger'' is completely harmless to anything more than eight hexes away (eight being the ''Charger'''s running speed, because it's more dangerous for its melee charge than its ranged weaponry).
* CripplingOverspecialization: Built into its design. The designers of the ''Charger'' wanted a scout 'mech with the speed of a medium built into the frame of an assault-class, and no weapons that would tempt the pilot to actually enter combat. They got exactly what they asked for, creating a 'mech that can run fast and tank an impressive amount of hits but literally cannot do anything else. It falls into this with regards to offensive options as well, as it has only a battery of small lasers and can't harm anything that is farther away than the mech's running speed.
* EpicFail: In virtually every possible way. The ''Charger'' comes in at 7.5 million C-Bills, enough to buy a ''Black Knight'' and have money left over, or multiple light Mechs that are actually suited for recon. It has an absolutely gargantuan 400-rated engine (engines above that rating are not constructed) that makes it as fast as a medium Mech, but only carries ten tons of armor, meaning it's very lightly armored for an assault Mech. Those two factors together means it has a whopping 2.5 tons of space available for guns. The SLDF couldn't get rid of it fast enough, and the manufacturers had already constructed over a thousand of them by the time word got out about how bad it was. Sure, it hits hard enough in melee, but odds are it'll be picked apart by lighter Mechs before it gets close enough to do real damage. It didn't even mount any sort of advanced sensors or Active Probe equipment to help it scout.
* EquipmentUpgrade: The 3K model used an XL engine and ferro-fibrous armor to improve its durability while opening up more tonnage for weapons. It's still under-gunned for an assault Mech, but it's less horrible and can defend itself at range.
* {{Foil}}: To the ''[=UrbanMech=]'', while the Urbie is a small, slow, (relatively) hard hitting light 'mech, the ''Charger'' is a big, fast (relatively speaking), and weak hitting assault 'mech. Most importantly, the ''[=UrbanMech=]'' is well regarded as a respectable and effective weapon for its intended purpose, while the ''Charger'' is a veritable EpicFail.
* JokeCharacter: Outside a very specific niché (hunting down medium 'mechs), the ''Charger'' is fairly useless on the tabletop and is very rarely seen. Since there is no FogOfWar or hidden hexes on the tabletop, its InUniverse use (scouting) doesn't even come into play. Outside the tabletop it is even worse, as no other medium that has managed to implement melee - the one place the ''Charger'' really excels - actually includes the ''Charger''. Ironically, the mechanics of the one game adaptation that implements melee, ''VideoGame/BattleTech2018'', would make it even more terrifying in melee as the game's mechanics would allow it to follow up a melee attack with attacks from all five of its small lasers, something it can't do on the tabletop.
* IdiotBall: Lore-wise, the designers were holding it firmly when they made this thing. Apparently they saw anything other than gathering data as a distraction, which explains its all round awfulness.
* InventionalWisdom: Basically the entire Mech. Nobody wanted an assault Mech that was designed for scouting and had a price tag several times any other scout Mech. If the Succession Wars hadn't created a crushing demand for literally any Mech anyone could get their hands on, the manufacturers would have gone out of business.
* LethalJokeCharacter: The one aspect where the ''Charger'' truly shines, is in hunting down smaller 'mechs and bludgeoning them in melee, because while it carries armaments comparative to a light 'mech, being shoulder tackled by an 80 ton 'mech going at 86 KPH is still quite painful.
* LightningBruiser: The Capellans got their hands on some Chargers and (in one of their smarter moves) downgraded the engine, freeing up almost half the Mech's weight to shove in more weapons and armor while still maintaining speed comparable to heavy Mechs.
* MeaningfulName: They called it the ''Charger'' because there is only one thing the standard model is good at: charging in head first into the fight, smashing another 'mech's cockpit in, then retreating.
* OnceDoneNeverForgotten: Suffers from the same "Bad Reputation" Quirk as the ''Banshee'', for pretty much the exact same reasons.
* StoneWall: The ground speed of a ''Kintaro'' and the armouring of an ''Awesome''... And the offensive weaponry of a ''Locust''.
* SuperiorSuccessor: Most variants of the ''Charger'' are this by default, since the standard variant is awful at pretty much anything you could want a 'mech to do. The variants, however, are actually dangerous seeing as they still retain most of the speed, are almost always tougher and carry hard hitting weaponry normally associated with assault 'mechs.
** The model would also later be reworked thoroughly by the Draconis Combine into the actually well regarded ''Hatamoto-Chi'', which is far harder hitting and far more successful. [[note]]Poetically, the ''Hatamoto-Chi'' is itself a SketchySuccessor to the Star League-era ''Thug'', having the exact same armament but half the heat sinking capacity.[[/note]]
* ViolationOfCommonSense: Seriously, whose idea was it to build a scout 'mech that stands ten meters tall and costs as much as any other Assault-class 'mech?
* TheWorkhorse: A subversion like the ''Banshee''. The ''Charger'' is an incredibly old model that (together with the ''Banshee'' and the ''Stalker'') makes up a lion's share of surviving Inner Sphere assault 'mechs by 3025, but mainly this is because it's been kept out of actual combat. Even its main user, the Draconis Combine, mainly uses it as a garrison 'mech because it looks imposing and is (relatively) cheap to maintain.

!!Commando [=COM-2D=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commando_btrsagoac.jpg]]
[[caption-width-right:350:The original light 'Mech. Or "Lyran Battle Armor," if you're feeling cheeky.]]
-->Production Year: 2486\\
Weight Class: Light\\
Mass: 25 tons

Originally created in 2463 for the Lyran Commonwealth Armed Forces, the ''Commando'' was a radical departure from previous 'Mech designs -- light, fast, and built for reconnaissance rather than direct battle. With the development of new designs that filled the reconnaissance role better (such as the jump-capable ''Wasp'' and ''Stinger''), the ''Commando'' was retooled as a dedicated hunter-killer 'Mech, and in that capacity it would serve the Lyrans with distinction for the next six hundred years.
----
* EquipmentUpgrade: Like many 'Mechs in prominent service during the Succession Wars, the ''Commando'' got a post-Helm Memory Core upgrade that was essentially "the same 'Mech with better tech." In this case, the [=COM-5S=] swapped the SRM-4 for a [[HomingProjectile Streak SRM-2]], added Artemis IV fire control to the SRM-6, and gained an Endo Steel chassis, Ferro-Fibrous armor, and CASE.
* FashionableAsymmetry: Due to a misinterpretation of the original ''Commando'' lineart, the 'Mech is commonly depicted with a faceplate that is asymmetrical in some fashion. The latest version of the art gives it a cluster of sensors over one "eye" to help sell the spec-ops "commando" look (along with head armor stylized to resemble a tactical beanie).
* GlassCannon: The standard ''Commando'' carries an SRM-4, an SRM-6, and a Medium Laser, giving it an AlphaStrike damage potential higher than many 'Mechs over twice its mass. It also carries only four tons of armor, meaning if it starts taking hits it will quickly fall apart.
* HitAndRunTactics: A combination of powerful short-ranged weaponry, high speed, and light armor make this the most effective way to use a ''Commando''.
* MacrossMissileMassacre: A salvo of ten short-range missiles is nothing to sneeze at from ''any'' 'Mech, to say nothing of one as tiny as the ''Commando''.
* NationalWeapon: The Lyrans jealously guarded the ''Commando'' through the time of Star League and the Succession Wars, and it was only with the formation of the Federated Commonwealth that the 'Mech really started to filter out to other parts of the Inner Sphere and Periphery. The SLDF themselves only gained access to it when some Lyran [=MechWarriors=] joined them on the Exodus and brought their rides along.
* TheWorkhorse: The original ''Commando'' was a second-generation [=BattleMech=] developed not long after the ''Mackie'', but variants on the design continued to serve as the Lyran Commonwealth's go-to light 'Mech well into the Jihad.

!!Crab [=CRB-27=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/619px_85rys5y8hyz5ejvy2z4pdsqugwuy3xg.jpg]]
[[caption-width-right:350:''You can look a little goofy, as long as you're dangerous'' -- Scrombles the [=MechWarrior=]]]

-->Production Year: 2719\\
Weight Class: Medium\\
Mass: 50 tons

The unusual ''Crab'' was designed during the Star League's final days, where it quickly distinguished itself as a speedy, easy to maintain, and well equipped for long-range missions, and while it became harder to find with time and the politics of the universe, it's a beloved part of any regiment that still has one.
----
* ArmCannon: Both arms are little more than Large Laser muzzles with clawlike protective housings.
* BeamSpam: Two large lasers, a medium laser, and a small laser are all the weapons a ''Crab'' has.
* ChestBlaster: Inasmuch as the ''Crab'' ''has'' a chest, it's dominated by its medium laser.
* DependingOnTheArtist: No two artists can seem to agree on what its lefthand is supposed to be. The original artwork depicts it with a humanoid hand, the computer game concept art has a much simpler arrangement of thin, metal claws while the actual in-game model just has two identical pincers. The computer game version also depicts it having a cab on top right in front of the prominent radar dish, while the location of the "head" is mounted further forward in the tabletop version, not unlike the Assassin.
* LostTechnology: The high-tech communications equipment and advanced armor became lostech with the devastation of the Succession Wars, and the downgraded [=CRB-20=] had less armor protection and less effective as a raider as a result.
* MadeOfIndestructium: Another classic "zombiemech." The Medium Laser and Small Laser are in the Center Torso and Head respectively, it has no ammunition or other explosive components, and only a standard engine, meaning the thing can still fight until cored or headchopped. Their technicians loved how easy it was to put these things back together after engagements that the phrase "''Crab'' walk" became synonymous with any 'Mech that took less time than usual to maintain.
* PowerPincers: Subverted. The big clawlike structures at the end of its arms are not these, nor are they even proper hand actuators. They're simply protective housings for the large lasers. It's actually inadvisable to punch with a ''Crab'', as this can (according to fluff, anyway) damage the lasers.

!!Crusader [=CRD-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crusader_rgilclan_v17.png]]
[[caption-width-right:350:''Deus vult!'']]
-->Production Year: 2572\\
Weight Class: Heavy\\
Mass: 65 tons

Developed for the Star League Defense Force shortly before the Reunification War, the ''Crusader'' has since become one of the most common heavy 'Mechs in the Inner Sphere. Possessing a heavy missile-based armament backed up by medium lasers and machine guns, good armor, and decent speed for its weight class, the ''Crusader'' is a good general-purpose all-rounder, with sub-par heat control being its primary weakness.
----
* AchillesHeel:
** Heat. The standard ''Crusader'' only comes with the basic ten engine-mounted heat sinks, meaning it can't fire both [=LRMs=] on the move or unload with all its short-ranged weapons at once without suffering heat buildup (to say nothing of trying to AlphaStrike). Two separate Succession Wars-era variants, the [=CRD-3D=] and [=CRD-3K=], were created to address the heat problem by stripping out the machine guns and downgrading either the [=SRMs=] or [=LRMs=] respectively to make room for more heat sinks.
** Ammunition. The standard ''Crusader'' has a ''very'' ammunition-intensive weapons loadout, with four separate missile launchers and a pair of machine guns. All that ammo is stored in the torso, with the SRM and machine gun ammo in particular being in the ''center'' torso (and therefore vulnerable to through-armor critical hits), while the LRM ammo bins in the side torsos are the only components in those locations that can suffer criticals. All this means that the ''Crusader'' has a distressingly high chance of suffering an ammo explosion that ''will'', without fail, completely annihilate the 'Mech. (This also ties in with the overheating weakness, as one of the possible results of excessive heat buildup is ammunition explosions.) Nearly every ''Crusader'' variant created after the rediscovery of CASE technology makes a point of including the system to try and improve the mech's survivability.
** Longevity. Risk of catastrophic explosions aside, the standard ''Crusader'' carries only enough ammo for sixteen total LRM-15 salvos and fifteen total SRM-6 salvos, each split across two launchers. While this is sufficient if the 'Mech is able to transition from long- to short-range combat over the course of a battle, it's a bit low if circumstances force the [=MechWarrior=] to engage entirely within one range bracket or the other.
* BoringButPractical: The ''Crusader'' was so popular for a reason. It uses extremely basic technology and while it isn't particularly fast or cool for its weight class, it is heavily armed and armored, which helped it survive for so long.
* EquipmentUpgrade: The numerous post-Helm Memory Core models upgraded virtually everything on the Mech in some fashion - some with an endo-steel chassis, XL engine, or ferro-fibrous armor, others with Artemis IV guidance, [=C3=] equipment, Streak launchers, or pulse lasers. Some finally fixed the overheating problem with double heat sinks and CASE to stop the thing exploding so frequently. With the numerous production facilities across the Inner Sphere, everyone wanted to put their own spin on the 'Mech.
* HeWhoMustNotBeSeen: Another of the classic "Unseen" designs derived from ''Anime/SuperDimensionFortressMacross'', in this case the [=VF-1A=] Armored Valkyrie. Like the others, it would eventually get a new "Reseen" design in ''Project Phoenix'', and then a recognizable-but-legally-distinct "Classics" redesign in the late [=2010s=].
* HomingProjectile: A lot of ''Crusader'' variants swap the [=SRM-6s=] for Streak [=SRM-2s=] with improved homing characteristics.
* JackOfAllTrades: The ''Crusader'' packs a variety of short- and long-ranged weapons, decent speed, and good armor. It doesn't excel in any particular role, but if you need a job done, the ''Crusader'' can probably do it well enough.
* JumpJetPack: A few ''Crusader'' variants mount jump jets in the torso to improve maneuverability. Sometimes this is paired with upgrades to the heat sinks to help with the overheating problem, sometimes... not so much.
* LegCannon: Nearly every version of the ''Crusader'' mounts its short-range missile launchers in the legs, specifically on the hips. With Quirks enabled, these launchers are even stabilized to let them fire more effectively on the move.
* MacrossMissileMassacre: A standard ''Crusader'' can unload a salvo of twelve missiles at close-in opponents, and thirty at targets further away. (Probably not both at once, though, unless you have a plan for dealing with the heat buildup.)
* ShootTheBullet: The [=SRM-6=] launchers being mounted in the legs was an attempt to avoid doing this to itself - the low-level mounting for them helped prevent those missiles from interfering with the flight paths of the higher-mounted LRM launchers.
* TheWorkhorse: Thanks to its production being spread across multiple different factories owned by four different manufacturers, said production running continuously from the glory days of Star League all the way through to the Jihad, and the 'Mech itself being a robust and easy-to-maintain generalist, the ''Crusader'' is one of the most numerous and ubiquitous heavy 'Mechs in the Inner Sphere.

!!Dragon [=DRG-1N=]/Grand Dragon [=DRG-5K=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/486px_pqpshewjr6f2aqt3bxeohilh41rh63u.png]]
[[caption-width-right:350:[[Theatre/KingLear Come not between the dragon and his wrath.]]]]

-->Production Year: 2754\\
Weight Class: Heavy\\
Mass: 60 tons

Originally designed in a bid to replace the ''Shadow Hawk'' in service in the SLDF at the time, the ''Dragon'' was passed over for an upgraded version of its competitor. It was then offered to and bought by the Draconis Combine, who promptly began mass producing it, holding it in a place of honor among their main weapons in the coming centuries. While it carries a rather versatile package of firepower, its weaponry is somewhat weak for a 'mech in its weight class. The ''Dragon'', however, more than makes up for it by being very fast and supremely tough for its size.
----
* ArmCannon: Played with. Its right arm serves primarily as housing for an AC/5 (or the PPC for the ''Grand Dragon''), but, due to its increased weight and armour, it is most effectively and commonly use is as a bludgeon.
* ChestBlaster: Normally carries an LRM launcher in its center torso.
* DistinctionWithoutADifference: The Draconis Combine shuns the use of medium 'mechs in their strategy, Combine strategists viewing them as an unnecessary compromise between the speed and scouting/flanking abilities of light 'mechs and the focused force of heavy 'mechs. The ''Dragon'', based as it is on the ''Shadow Hawk'', features the speed, armouring and weaponry of a medium 'mech but is officially a heavy 'mech and treated as such by the Combine.
* FrontlineGeneral: The Combine made Command Console variants of the ''Grand Dragon'', possibly in a bid to reduce their dependency on the rarer ''Battlemaster''.
* LightningGun: The DRG-5K carries a PPC by default. Originally this was treated as a ''Dragon'' variant, but the retrofit proved so popular in the PPC-happy Combine that it was spun into the ''Grand Dragon'', which would go on to replace the baseline ''Dragon'' around the time of the Clan invasion.
* LongRangeFighter: Subverted. One would think this would be the 'mech's primary role given the AC/5 and LRM-10, but the Combine tends to use the ''Dragon'' for close assaults, employing its long-range weaponry as support fire on approach.
* MadeOfIndestructium: Downplayed example. While not a zombie 'mech due to carrying explosive ammo, the ''Dragon'' is very heavily armoured for its weight, has the "Low Profile" quirk which makes it harder to hit, and carries a Centre Torso weapon... Sadly, it's an ammo-requiring LRM-10, meaning that without its Left Torso the ''Dragon'' won't be firing it. The ''Grand Dragon'' plays this straighter by replacing the ammo-dependent AC/5 with a PPC and additional medium lasers, and later adding CASE as standard equipment.
* NationalWeapon: The Draconis Combine absolutely loves these things, making so many of them that even their rivals managed to get their hands on a good number of them through capture and stealing.
* PummelDuel: Adept at getting into these, due to its speed and toughness, it will almost inevitably get up into its enemy's face and slap the bejesus out of it with its cannon arm.
* PowerFist: Played with. Its right arm isn't really made for melee, but as a side effect to being reinforced with extra weight for the autocannon housing, it is very effective as a bludgeon and functions in more or less the same way.
* StoneWall: Its offensive firepower is somewhat lacking, barely higher than the ''Shadow Hawk'''s, but the ''Dragon'' is very well-armoured and has above-average speed for a heavy 'mech. The ''Grand Dragon'' comes closer to LightningBruiser territory by adding a more damaging main weapon, but even then it will only outdamage a ''Griffin'' at close range.
* SuperiorSuccessor: In 3024, the ''Dragon'' was given an update by the Draconis Combine. Officially re-designated as the ''Grand Dragon'' [=DRG-5K=], the 'mech was pretty much just a ''Dragon'' with a [[LightningGun PPC]] replacing the AC/5. The ''Grand Dragon'' would go on to more-or-less replace the ''Dragon'' in the DCMS, having become the dominant variant post-Clan Invasion.
* TheWorkhorse: Given its modest price tag, ease of modification and all round versatility, the ''Dragon'' would become the spine of the DCMS's heavy battlemech divisions.

!!Enforcer [=ENF-4R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/enforcer_rgilclan_v18.png]]
[[caption-width-right:350:Proudly shooting House Davion's enemies since 2777.]]

-->Production Year: 2777\\
Weight Class: Medium\\
Mass: 50 tons

Introduced by the Federated Suns in the waning years of Star League, the ''Enforcer'' is a close-to-mid-range 50-ton brawler with a good mix of jump capability, armor (at least in the front), and firepower. It ultimately became an iconic staple of the [=FedSuns=] armed forces, in part because almost three hundred years of near-uninterrupted production meant there were always plenty of them around, and in part because anything with an [=AC/10=] for an arm was going to score points with the [=FedSuns=] regardless of any other factors.
----
* AchillesHeel: The [=ENF-4R=] pays for its thick frontal armor with thin rear armor and carries only a single ton of ammunition for its autocannon, making longevity a problem. It's also not particularly fast, with a top speed of only 64.8 km/h. All of these issues are addressed in the updated [=ENF-5D=] variant produced in 3050 (though that 'Mech acquires its own Achilles' Heel in the form of heat -- while its weapons and jump jets are upgraded, its heat sinks ''aren't'', making it less heat-efficient than the [=ENF-4R=]).
* ArmCannon: Both of the ''Enforcer'''s arms end in powerful guns, an [=AC/10=] on the right and a Large Laser on the left. Both are also sufficiently reinforced that [[ImprovisedWeapon they can be used as fairly effective bludgeons in a pinch]].
* ChestBlaster: The ''Enforcer'' carries a Small Laser in the left torso, for a bit of extra firepower when the enemy closes to knife-fight range.
* JumpJetPack: Every standard model has come with at least a few jump jets, making it even better in a city-fight as it can pop in and out of trouble by boosting over buildings.
* NationalWeapon: The ''Enforcer'' is strongly associated with the Armed Forces of the Federated Suns and their successors, the Armed Forces of the Federated Commonwealth.
* ReliablyUnreliableGuns: The ammunition feed for the ''Enforcer'''s autocannon arm can be a bit... finicky. If playing with Quirks, the autocannon has a chance to jam whenever it's fired (though it also generates slightly less heat to compensate).
* SuperiorSuccessor: The [=ENF-6M=] ''Enforcer III'', produced in 3059, is essentially an ''Enforcer'' rebuilt from the ground up with post-Clan Invasion technology.
* UrbanWarfare: The ''Enforcer'' performs particularly well in this theater of battle, maximizing its strengths and minimizing its weaknesses by using its jump capability to perform hit-and-run sniper attacks.
* TheWorkhorse: The Federated Suns would produce some form of ''Enforcer'' from the twilight years of Star League all the way up to the Jihad, a span of nearly three hundred years (and if one includes the ''Enforcer III'' as well, that service life extends all the way into the Dark Age). During that time, the ''Enforcer'' helped House Davion solve all manner of problems by the simple expedient of drowning them in autocannon and laser fire until they stopped being problems.


!!Fafnir [=FNR-5=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/489px_5ah8enzn2p4ghf2oe5hv1s210h1ydam.jpg]]
[[caption-width-right:350:It hasn't got subtlety, agility or endurance. What it does have going for it, is [[DualWielding two]] [[UpToEleven very]] [[{{BFG}} big fucking guns]].]]

-->Production Year: 3063\\
Weight Class: Assault\\
Mass: 100 tons

Shortly after the Clan invasions, someone in the Lyran Commonwealth asked the question "Could we take the biggest weapon we can possibly mount on a Battlemech and stick two of them in an effective design?" Nobody stopped them, so the ''Fafnir'' was designed. An extremely Lyran design, it's slow, heavily armored, and hilariously over-gunned.
----
* {{BFG}}: The biggest non-artillery weapon in existence. Two of them, in fact, along with plentiful ammunition stores. The Heavy Gauss Rifle is so powerful it can't be mounted in an arm or a turret, because the recoil would rip it off.
* ChestBlaster: Its chest is pretty much entirely dedicated to the humungous weaponry.
* CloseRangeCombatant: Works best at knife fighting range, as the Heavy Gauss Rifle faces a sharp drop-off in damage as range increases.
* DifficultButAwesome: It is not an easy task to bring its two cannons to their most effective range, especially in such a large and slow moving 'mech, but if it manages to, it turns into death incarnate.
* MadeOfIndestructium: Understanding that the ''Fafnir'' is a rather easy target, given its size and speed, the designers gave it so much armour that it's almost comically hard to kill it. Even if everything else is blown apart, it still has a medium pulse laser mounted on its head, so it can be annoying to the enemy to the very end.
* MightyGlacier: Being an Assault 'mech, it's not fast, and it's not agile. It is, however, ''extremely'' heavily armed and armored, with two eighteen-ton weapons and 19.5 tons of armor.
* UrbanWarfare: As the ''Fafnir'' isn't very agile, it excels in fighting in an environment where its targets don't have much room to maneuver.

!!Griffin [=GRF-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/griffin_grf_1n_ssw.jpg]]
[[caption-width-right:350:55 tonnes of solid fire support.]]

-->Production Year: 2492\\
Weight Class: Medium\\
Mass: 55 tons

One of the older 'Mechs still kicking around, the Griffin was initially considered a Heavy-class middle ground between the ridiculously large ''Mackie'' and the tiny ''Wasp'', and briefly dominated in that late 25th century before the codification of the Medium-Class, where it now sits as a ubiquitous part of any Lance, in part thanks to the numbers of companies who make them.
----
* AchillesHeel: The ''Griffin'' is unusual in that all its weapons are on one side of the 'mech, with the other side completely bereft of vital components. The ''Griffin'' can lose its entire left arm and torso with no ill effects (except for punching), but if the right side goes down first the 'mech is dead weight (except for punching). This is often exploited by players by always pointing the left side towards enemies to avoid the loss of weapons and other components in what's known as the "Shield Arm" strategy. Frequently taken UpToEleven when playing around with the Mech construction rules instead of the default loadout, wherein all jump lets and heat sinks will be moved to the right or dropped in favor of maxing out the left side's armor cap.
* ArmCannon: Like its fellow mediums the ''Shadow Hawk'' and ''Wolverine'' the ''Griffin'' carries its main weapon in its right hand; in this case a PPC.
* ElitesAreMoreGlamorous: The 2N "Royal Griffin" variant, fielded exclusively by the SLDF's royal regiments before the Amaris Civil War. It featured a pair of SRM missile launchers on both shoulders, upgraded its PPC to an ER version (thus making the Royal Griffin much more dangerous up close), and added double heat sinks and an ECM suite.
* HeWhoMustNotBeSeen: An Unseen 'mech, the ''Griffin'''s original design is that of the Soltic H8 "Roundfacer" from ''Anime/FangOfTheSunDougram''. It was, like the ''Shadow Hawk'' and ''Wolverine'', eventually Reseen through a legally distinct model.
* HitAndRunTactics: The ''Griffin'' is designed for this; it lacks the heat sinks to engage with all its weapons for long, especially if it's also moving, and will have to use its Jump Jets to leap out of sight range of heavier foes.
* JackOfAllStats: One of the trio of 55-tonne 'mechs with a potential role in almost any lance, the ''Griffin'' is solid across the board; only the minimum range of its weaponry keeps it from truly being able to fill any role.
* JumpJetPack: Jump Jet capable and mounting five of the things, the ''Griffin'' is intended for use as a fire support and skirmisher and loses a lot of its role if it cannot jump away.
* LongRangeFighter: Equipped with a PPC and an LRM-10, both the ''Griffin'''s weapons are intended for a long-range support role.
* NationalWeapon: Despite their love for the heaviest Mechs they can find, two Griffins from the Lyran Royal Guards will traditionally flank the Archon's throne on Tharkad.
* {{Overheating}}: The ''Griffin'' only has the standard ten engine heat sinks and as such tends to suffer from this due to its heat-intensive PPC: Merely firing its main gun while moving, nevermind jumping or adding LRM barrages, quickly causes it to overheat. The most common ''Griffin'' variant, the 1S, was built by House Steiner to adress its heat issues by downgrading the PPC and LRM-10 to a Large Laser and LRM-5 respectively, and installing four heat sinks and a pair of Medium Lasers in their place.
* PowerFist: Should it ever find itself in a melee, the Griffin has Battlefists and is capable of a solid 5 damage per punch.
* ShoulderCannon: Its LRM-10 is mounted on its right shoulder.
* SuperPrototype: The Federated Suns attempted to upgrade the ''Griffin'' to a full-fledged heavy 'mech as part of its "Project Phoenix". All prototypes of this ''Super Griffin'', alongside its production facility, was destroyed by Wolf's Dragoons.
* VerticalMechaFins: The ''Griffin'' has a pair of spoiler plates on its shoulders, shielding the cockpit and the shoulder-mounted LRM.
* TheWorkhorse: The ''Griffin'' is one of the oldest 'mech designs in existence, reaching back to 2492 and was a mid-point between the ''Mackie'' and ''Wasp'' in early 'mech design. With Quirks active the ''Griffin'' is both "Rugged" and "Ubiquitous", making it easy to repair or replace if needed. Its role in Mech warfare is so entrenched that securing supplies of spares was a serious strategic concern for all the Great Houses during the Succession Wars, to the point that the Capellans had a minor crisis when their supplier was captured, eventually resorting to buying whole production runs from the Taurians.

!!Guillotine [=GLT-3N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/guillotine_rgilclan_v23.png]]
[[caption-width-right:350:It sounds scarier than it is. . . but it's still ''pretty damn scary''.]]

-->Production Year: 2499\\
Weight Class: Heavy\\
Mass: 70 tons

The ''Guillotine'' was designed as a front-line fighter for the Terran Hegemony and served as the Star League's standard heavy 'Mech for generations. As newer and more potent heavy 'Mechs entered production, the ''Guillotine'' still found a role as a raider and cavalry heavy. Its high maneuverability for a heavy 'Mech -- thanks to jump jets -- and battlefield longevity kept it viable on battlefields dominated by much, much scarier heavy 'Mech designs.
----
* BeamSpam: Built around a large laser and 4 medium lasers to burn down its opponents.
* BoringButPractical: Despite being a Star League-era design, the Guillotine used mostly simple components and as such managed to survive the loss of advanced technology with only minor hits to its performance. The biggest saving grace was using single heat sinks, meaning the loss of double-strength versions didn't cripple the design and allowed for a few to be sacrificed for weight when endo-steel became [=LosTech=].
* EquipmentUpgrade: As with many Star League era 'Mechs, the ''Guillotine'' had to be downgraded into the [=4L=] as some things became [=LosTech=] (notably, CASE and Endo-Steel). Once the Helm Memory Core was retrieved, the ''Guillotine''s upgrades began. The [=5M=] replaces the large laser with an ER version, but is otherwise the same as the [=3N=].
* JumpJetPack: Carries four jump jets, one in each leg and one in each side torso, granting it good maneuverability for a heavy 'Mech.
* MacrossMissileMassacre: Also carries an SRM-6 for close-up punch.
* NonindicativeName: Named for a device that effortlessly decapitates, but carries no headchopper weapons.
* ReliablyUnreliableGuns: Oddly for a mostly energy-based 'Mech. The fiberoptic cables connecting the large laser to the power source can bind if the 'Mech's arm is moved wrong. An experienced pilot can clear it easily, a rookiee might snap the cable (a difficult and time-consuming repair). The SRM-6 also has a problem with sometimes failing to arm two of the missiles, removing the CASE system is the only fix.
* SoLastSeason: Toyed with. It was an early 'Mech design, and as such was superceded by later generations of 'Mechs in its original intended role as a frontline shock trooper. However, with its jump jets and heavily energy-based loadout, it was easily slotted into and excelled in the role of a heavy raider 'Mech.
* SuperiorSuccessor: The Clans created a [=IIC=] variant that utilized superior technology and crammed more weapons into the chassis.
* WeaponOfChoice: Khan Sarah [=McEvedy=] of Clan Wolverine favored piloting one of these, including facing down a Widowmaker ''King Crab''. [[CurbStompBattle She lost rather badly.]]

!!Hatchetman [=HCT-3F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hatchetman_rgilclan_v12.png]]
[[caption-width-right:350: [[VideoGame/{{Skylanders}} Axe First, Questions Later]]!]]

-->Production Year: 3023\\
Weight Class: Medium\\
Mass: 45 tons

The ''Hatchetman'' is a product of a combination of the Federated Commonwealth industry and the expertise of [[BunnyEarsLawyer mad scientist/mercenary]] [[Film/TheAdventuresOfBuckarooBanzaiAcrossThe8thDimension Dr. B. Banzai]]. Designed to carry a respectable package of conventional weaponry and a [[AnAxeToGrind 'mech sized hatchet]] that can tear apart components with ease, the ''Hatchetman'' pretty quickly became the king of close quarters fighting, being able to either blast down smaller 'mechs at a respectable range with its large autocannon or tear larger opponents apart with its namesake axe.
----
* AchillesHeel: The ''Hatchetman'' has almost no rear armouring at all, being designed to ambush opponents in close quarters. Combined with all the explosive ammo being carried in its Centre Torso, a lucky rear shot will put the ''Hatchetman'' out of comission instantly.
* AntiAir: Due to a quirk in its design, the ''Hatchetman'''s default targeting computer is optimalized for aircraft and gives it the "anti-air" Quirk when these are enabled... But given the short range of its weaponry, don't expect to actually ''use'' it much for anti-air duty.
* AnAxeToGrind: That Hatchet is not there just for show.
* CloseRangeCombatant: Its main weapon is an axe, after all.
** Taken even further with the computer game-exclusive 3X variant, which drops the autocannon in favor of a pair of SRM launchers and a whopping four machine guns.
* CriticalHitClass: The 3X again. Because machine guns combo with melee attacks in the PC game, it can cut through most 'Mechs' armor with the hatchet in one or two hits and then immediately spew a flurry of bullets into the now exposed internal structure which, though individually weak, are all but guaranteed to score crits on any weapons or other components mounted inside. [[MetaGame The sheer volume of fire it can put into a damaged section without any chance to angle it away or otherwise defend makes it an excellent counter against "crit padding" builds]].
* GlassCannon: It's not very agile, fast or well armoured, but it hits as hard as an Assault 'mech in hand to hand fighting.
* MeaningfulName: Take a look at the name, guess what it uses as a primary weapon.
* NationalWeapon: For the Federated Commonwealth, it was pretty much a symbol of the union, as it used parts made by both the Federated Suns and Lyran Commonwealth.
* OffWithHisHead: A defensive variant, its entire head was designed to pop off when ejecting, allowing for a Mechwarrior to make a quick escape if the rest of the 'mech is compromised. This became quite important during the Battle of Twycross, when Kai Allard-Liao was forced to go into combat with Dr. Deirdre Lear riding his borrowed ''Hatchetman'''s rumble seat. Kai was forced to self-destruct the 'Mech to set off a booby trap and wipe out the Falcon Guard Cluster. In the same situation, a conventional ejection system would have worked fine for Kai, but left Dr. Lear to die.
* UrbanWarfare: Excels at it, as an urban enviroment gives it more opportunities to bring its axe to bear. Similarly to the ''[=UrbanMech=]'', its relatively slow speed is made up for with jump jets, letting it pull amazing ambush and hit-and-run attacks in an urban (or other sufficiently hindering) environment.

!!Helepolis [=HEP-2H=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/helepolis.jpg]]
[[caption-width-right:350: Artillery, the king of the battlefield]]

-->Production Year: 2460\\
Weight Class: Heavy\\
Mass: 75 tons

Shortly after the advent of the ''Mackie'' and dissemination of the design, the Great Houses of the Inner Sphere saw the necessity to create a greater variation of [=BattleMech=] designs for greater tactical and strategic flexibility. Keeping in line with the history of human warfare, the desire to effectively fight at distance was one of the first concerns to be addressed. Enter the ''Helepolis''. Carrying as its main weapon a Sniper Artillery Piece, a scaled-down version of the [[{{BFG}} extremely powerful Long Tom artillery gun]], it can put significant hurt into anyone and anything at a ridiculously long range and thus is normally not seen operating with a lance, instead forming "batteries" and providing indirect fire for its comrades closer to the frontline.
----
* ArmCannon: The Sniper Artillery Piece ''is'' the ''Helepolis''[='=] right arm.
* AwesomeYetImpractical: The ''Helepolis''[='=] main gun is so large the 'mech qualifies as walking artillery, but the low speed and mediocre secondary weaponry make its use outside of the intended fire support purpose very limited, along with that. There is also the option of just getting a mobile Long Tom vehicle, which is much, much cheaper and carries a larger gun for indirect fire duty.
* {{BFG}}: The king of the big guns. Not even the later ''Fafnir'' design can top the sheer size of the ''Helepolis''[='=] main weapon.
* ChestBlaster: Carries some of its secondary weapons in its torso.
* EquipmentUpgrade: The original version used primitive technology, so as the components left the prototype stage the "standard" model was developed. After the Jihad, a futher-upgraded version (carrying an improved engine that remedied the speed issue) went into production.
* InventionalWisdom: The ''Helepolis'' belongs in the awkward early stage of Battlemech development, when weapons manufacturers stuck practically any weapon configuration on two legs to see if they could, rather than consider its actual utility. The end result was a 'mech that offered very little in a setting where [=DropShips=] already lets you deploy much cheaper and compact non-mech artillery batteries anywhere you can safely land.
* LongRangeFighter: So much so that, in the tabletop, the Sniper's range is not measured in hexes, it is measured in ''[[BrokeTheRatingScale maps]]''.
* LostTechnology: The ''Helepolis'''s only manufacturing plant was destroyed in the Amaris Civil War and the last functional examples of the design were destroyed in the Succession War. Like the ''Mackie'', it now only exists as a museum piece.
* MightyGlacier: It is ''very'' slow for its weight class, but carries a fair amount of armor and an ''artillery cannon'' as offensive weaponry.
* SituationalSword: It was designed to lob artillery shells over huge distances and pretty much nothing else.

!!Highlander [=HGN-732=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_highlander_new.png]]
[[caption-width-right:350:Airborne delivery incoming, 90 tonnes of BraveScot arriving on scene.]]

-->Production Year: 2592\\
Weight Class: Assault\\
Mass: 90 tons

The ''Highlander'' was the Star League Defense Force's most well-known 'Mech, excelling at being a defensive stalwart in urban settings and for its infamous innovation of the "Death From Above" maneuver. However, an original ''Highlander'' is all but impossible to find in the 31st century, as its original production facilities were devastated during the Succession Wars, and modern ''Highlander''s trade the advanced tech that it used to have for armor and heat sinks.
----
* ArmCannon: The right arm, where whichever {{BFG}} this ''Highlander'' model sports is installed.
* {{BFG}}: The right arm consists almost entirely of either a Gauss Rifle or [=AC/10=] or [=AC/20=], depending on available tech. The [=733P=] variant slots a PPC in there instead, bringing the {{BFG}} of energy weapons to the fight.
* ChestBlaster: Two medium lasers in the right breast, and an LRM-20 rack in the left.
* ElitesAreMoreGlamorous: Another design commissioned exclusively for the SLDF, which proliferated throughout the Inner Sphere in short order. The SLDF Royals got their own version with double heat sinks and better missile guidance systems.
* GoombaStomp: One of the few assault 'Mechs with jump jets as standard equipment. The "DeathFromAbove" attack (jumping and attempting to land your 'Mech on an opponent) even gets a specific designation when used in a ''Highlander'': the Highlander Burial. When playing with Quirks the ''Highlander'' has the "Reinforced Legs" Quirk, taking half damage from DFA attacks.
* JackOfAllStats[=/=]LightningBruiser: Somewhat between the two, keeping in mind that as an assault 'mech it is already firmly in the 'bruiser' category. The ''Highlander'' is not pigeonholed into a specific combat role like the brawling ''Atlas'' or the sniping ''Awesome'', instead fielding a selection of weapons for both close-range, medium-range and long-range combat and has some indirect fire capability. It has fairly impressive endurance thanks to its many heat sinks, generous armour and decent amount of ammunition. While its AlphaStrike is fairly mediocre, it also seldom overheats or finds itself without anything to do. Also, with three jump jets standard, it has unusual mobility for an assault 'mech and options for approaching or moving away from enemies that ground-locked assaults cannot take.
* JumpJetPack: The heaviest 'mech to have Jump Jets at its creation, the ''Highlander'' was the second jumping assault 'mech introduced to the game after the ''Victor'' and the first to pass 90+ tonnes (InUniverse the ''Emperor'', another 90-tonner, held this distinction first but it was not introduced to the game until some time after the ''Highlander'').
* LostTechnology: Both ''Highlander'' factories were decimated in the Second Succession War and their production lines ruined, meaning no new ''Highlanders'' (only spare parts) were made between 2860 and 3030 when the production line was restarted. The HGN-733, as the new model was called, featured less advanced weaponry in return for more armour and heat sinks.
* MacrossMissileMassacre: Carries an LRM-20 in the left torso and an SRM-6 in the left arm.
* MidseasonUpgrade: Mechanically the ''Highlander'' is essentially an upgunned version of the SLDF's older ''Shadow Hawk'' medium 'mech, having the same jump distance, similar battlefield role and the same weaponry (autocannon, LRM launcher, SRM launcher and medium lasers) but with everything turned up a notch or two.
* NotTheIntendedUse: The ''Highlander'' was originally given Jump Jets to function as an urban defence 'mech. Pilots quickly discovered that said Jump Jets made for a fairly good weapon in emergencies.
* TVHeadRobot: The ''Highlander'''s signature boxy head is, technically speaking, an extra layer of armour plating (it has the "Cowl" Quirk, adding extra armour to the back and sides of its head), but with the antennae on it very much resembles an old CRT TV.
* WaveMotionTuningFork: Its right arm is often depicted with a pair of prongs, though they're really just armored plates to protect its main gun.

!!Hollander [=BZK-F3=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hollander.jpg]]
[[caption-width-right:350: [[{{BFG}} Big Iron]] [[Music/MartyRobbins on his Hip]]...]]

-->Production year: 3054\\
Weight Class: Light\\
Mass: 35 tons

Born from the need for a light 'mech that could stand up to Clan designs, the ''Hollander'' aimed to use recently rediscovered lostech and the reverse engineering of Clan technology to create a reasonably-mobile platform for a Gauss Rifle to match the heavier firepower Clanner light armour brought in. The final product had to make serious cutbacks, particularly by removing the secondary weapons and lowering the expectations of its mobility. It was still capable of carrying a Gauss Rifle at a fraction of the cost of other options, which makes it a serious danger by Inner Sphere standards.
----
* AwesomeYetImpractical: The ''Hollander''[='=]s extreme overspecialization means that it can punch '''far''' above its weight, but the lack of secondary weapons and below-average mobility for a 'mech its size mean it will be easily outclassed in a close-range fight. The contract was won partly on this - the original prototype design was intended to be more heavily armored, faster, and have greater ammo reserves and secondary weapons. The ''Hollander'' was the only prospective design that used a Gauss Rifle instead of a PPC or [=LRMs=] for long-range punch and sidestepped the overheating or ammunition explosion issues that came with those weapons.
* {{BFG}}: The 'mech itself weighs in at 35 tons. The Gauss Rifle occupies 15 of them.
* ChestBlaster: It carries exactly one oversized gun, almost comically protruding from its chest.
* CripplingOverspecialization: The Gauss Rifle it carries can easily blast light and medium 'mechs while staying out of range of most return fire. This comes at the cost of subpar mobility and armor, and a complete lack of secondary weapons.
* GlassCannon: It can one-shot a light 'Mech at extreme range, but carries only four tons of ferro-fibrous armor, barely more than half that can fit on a 35-ton chassis. This is made worse by the ''Hollander'' not carrying CASE, which means a critical hit on the Gauss Rifle itself will cause it to explode.
* HitAndRunTactics: Uses them by necessity.
* LongRangeFighter: An exceptionally dangerous one, and by necessity, between the ArbitraryMinimumRange on the Gauss Rifle and the lack of armor.
* SketchySuccessor: While the [=BZK-F5=] ''Hollander II'' is considered a SuperiorSuccessor to the baseline ''Hollander'' for adding some backup weaponry to the chassis, the [=BZK-F7=] variant instead uses the extra tonnage to upgrade the Gauss Rifle to a ''Heavy'' Gauss Rifle. While this [[ThereIsNoKillLikeOverkill increases the 'Mech's firepower to even more ridiculous levels]], it also: 1) re-introduces all the problems from the original ''Hollander'' that the ''Hollander II'' fixed; 2) [[CloseRangeCombatant significantly reduces the 'Mech's effective combat range]], removing its ability to snipe from a safe distance; and 3) introduces the risk of [[RecoiledAcrossTheRoom the recoil knocking the 'Mech over if it fires its gun at anything other than a dead stop]], neutering its ability to use HitAndRunTactics. (In fact, it's possible for a particularly unlucky [=MechWarrior=] to [[EpicFail actually blow up their own 'Mech by trying to fire the Heavy Gauss Rifle on the move and falling over onto the gun]].) In other words, it takes all the CripplingOverspecialization of the original ''Hollander'' and places extra emphasis on the ''crippling''.
* SuperiorSuccessor: The ''Hollander II'' and ''Hollander III'' were both meant to address the shortcomings of the original model by going up a weight class, beefing up its armor and increasing its endurance with extra ammunition or swapping the weapon for a more general purpose one.
** The G1 variant was meant to be used as an armoured vehicle hunter by swapping the Gauss Rifle for an [=LB-10X=] and a pair of medium lasers, making it incredibly dangerous at close quarters.

!!Hunchback [=HBK-4G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchie.jpg]]
[[caption-width-right:350:[[Film/DirtyHarry This is the Kali Yama Big Bore, the most powerful 'mech gun in the world, and would blow your head clean off.]]]]
[[caption-width-right:350:[[labelnote:Click here to see the Older design]]https://static.tvtropes.org/pmwiki/pub/images/hbk_4g_7.jpg[[/labelnote]]]]

-->Production Year: 2572\\
Weight Class: Medium\\
Mass: 50 tons

A Medium-Class Mech from the 26th century that is well feared even in the present. Initially designed as an urban combat skirmisher, the Hunchback is now most well known for its enormous Kali Yama Big Bore autocannon, which can shred through 'Mech armor at a moment's notice.
----
* AchillesHeel: All ''Hunchback'' variants carry their weapons in their Right Torso. Any ''Hunchback'' without said Right Torso is practically defanged and it is therefore common to focus-fire the ''Hunchback'' down from its right side.
* {{BFG}}: One of the smallest 'mechs to naturally mount the massive Autocannon[=/=]20, which it was designed to wield.
* BeamSpam: The HBK-4P variant replaces the [=AC/20=] with six Medium Lasers and ten heat sinks. The 4P deals even more damage than the base model, but is prone to overheating and lacks the "can opener" factor of stripping a compartment clean of armour in one shot.
* CloseRangeCombatant: Designed for UrbanWarfare, the ''Hunchback'''s primary weapons all work best at knife-fighting range.
* InUniverseNickname: Non-[=AC/20=] variants are known as "swaybacks", because the ''Hunchback'''s skeleton is designed from the bottom up for the weight and massive recoil of its Autocannon. Variants that remove the [=AC/20=] are therefore prone to oddities in their gyros and balance, especially when firing their shoulder weapons.
* InventionalWisdom: After the rediscovery of lostech, numerous upgraded models were developed. The 5M ''Hunchback'' upgraded to double-strength heat sinks and a small pulse laser and included CASE to prevent ammo explosions from destroying the Mech, but this required removing most of the ammunition supply for the autocannon. The 5N refit was promptly spawned and undid most of the upgrades in exchange for restoring the ammunition supply. All of this despite the fact that the 5M carries more double heat sinks than it could ever need. It took the manufacturer thirteen years to merge the two into the 6N, which carries CASE and a small pulse laser, ''and'' plentiful reloads for the autocannon.
* MadeOfIndestructium: The HBK-4P carries no ammo at all, and combined with its head-mounted Small Laser and heavy armour is a classic "zombiemech" that will keep coming until it's shot in the head.
* MightyGlacier: Like the ''Centurion'', the ''Hunchback'' mounts an undersized engine. In return for this lesser movement the ''Hunchback'' carries a gun even assault 'mechs are careful around.
* MiniMe: Inverted, as the ''Hunchback'' came first, but it's in the same design philosophy as the ''Urbanmech'' - a relatively slow, relatively tough city-fighter with a (for the weight class) oversized autocannon.
* RangedEmergencyWeapon: Carries a Small Laser in its head, allowing the ''Hunchback'' to keep firing until the very end.
* ShoulderCannon: The ''Hunchback'''s name comes from the shoulder-mounted weapon array mounted above its right central torso, no matter the variant.

!![=JagerMech=] [=JM6-S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jm6s.png]]
[[caption-width-right:350: [[VideoGame/TeamFortress2 This is my airspace. You are not welcome in]] ''[[VideoGame/TeamFortress2 my]]'' [[VideoGame/TeamFortress2 airspace]].]]

-->Production Year: 2774\\
Weight Class: Heavy\\
Mass: 65 tons

Designed to address shortcomings of the earlier ''Rifleman'', the ''[=JagerMech=]'' is primarily an anti-aircraft platform first and a ground combat unit second. The 'Mech is built around a very simple concept--filling entire flight vectors with flak and staying as far away as possible from anything even remotely threatening. To this end, Kallon Industries elected to scale up to the 65 ton weight range and replace the previously hot-running large lasers with more autocannons, turning the ''[=JagerMech=]'' into a cool-running air defense unit. Accommodating the heavy quadruple gun loadout forced several concessions, however; the 'Mech has few weapons for close-defense, and its armor is perilously thin for a 65-ton 'Mech. Despite these shortcomings, the Federated Suns and Capellan Confederation would go on to use the 'Mech extensively, the former out of its national love of ballistic weapons and the latter out of sheer desperation for any kind of war materiel.
----
* AchillesHeel: In the course of trying to improve on the ''Rifleman'', it somehow manages to replace that design's flaws with its ''own'' flaws:
** The {{Overheating}} issue is remedied by swapping the large lasers for small autocannons. This cools the 'Mech down considerably, but at the cost of three-quarters of the lasers' hitting power.
** The inclusion of the autocannons drive up the weight, forcing the ''[=JagerMech=]'' to shed even ''more'' armor than the ''Rifleman'', leaving it grossly underprotected. This goes double for the rear torso--what was already thin on the ''Rifleman'' is practically non-existent on the ''[=JagerMech=]''.
** Adding more ammo to the 'Mech to make up for the lack of shells in the ''Rifleman'' also means that, should its thin armor be penetrated, the ''[=JagerMech=]'' is much more prone to exploding. Worse, they're spread out across all three torso sections, meaning a critical hit to ''any one of them'' will likely cripple or outright destroy the whole Mech.
* AntiAir: Its ''raison d'etre'', the ''[=JagerMech=]'' is a dedicated anti-aircraft unit thanks to its four autocannons and top-mounted radar. This is due to the long range of its guns, and the fact that any hit in atmosphere, no matter how minor, can cause a pilot to lose control and possibly crash.
* ArmCannon: Four of 'em, two to each arm. The normal arrangement is a smaller 35mm Autocannon-2 stacked on top of the larger 75mm Autocannon-5.
* EvenBeggarsWontChooseIt: Even during the equipment-starved Third Succesion War, some Great House and mercenary units, even hard-luck cases desparate for more 'Mechs, refuse to use the ''[=JagerMech=]'' due to its host of issues (and the probable exorbitant costs and logistcal headaches of keeping all those guns loaded).
* CamelCase: Yes, it is correctly spelled ''[=JagerMech=]'' and not ''Jagermech''.
* {{Cephalothorax}}: Its head is a small dome squished into its chest, under is shoulders. The spindly T-shaped 'head' protruding above it is the sensor suite.
* CripplingOverspecialization: Excellent at shooting down aircraft or fending off light vehicles. Utterly rubbish at fighting enemy 'Mechs or heavily armored vehicles.
* GatlingGood: The [=JM7=] series from the Federated Suns features dual Rotary [=AC/5s=], because of course they would.
* GlassCannon: Almost more of a ''paper'' cannon, its large size, slow speed, and thin armor means that it is not hard to disable or destroy a ''[=JagerMech=]''.
* LongRangeFighter: Its four main guns are best at extended ranges. Later configurations would stretch the range out even further, keeping it at distances where its thin armor would be less likely to suffer.
* MidseasonUpgrade: The ''[=JagerMech=]'' received several valuable upgrades after 3050. This includes an extra-light engine, freeing up much needed space, enhancements to its weapons kit, and the addition of desperately needed armor upgrades. Post-3060 designs would become downright fearsome with bigger guns and better technology.
* MoreDakka: ''Very much so''. Four autocannons is the largest number of autocannons carried on a base 3025-era unit, and it can pour out a storm of fire for 20 rounds (provided it doesn't die before then). Later units would up the dakka by including Ultra autocannons (fire two rounds per gun per turn) and Rotary autocannons (fire up to ''six'' rounds per gun per turn). A sufficiently motivated ''[=JagerMech=]'' could have a dozen 50mm slugs in the air at any given time.
* NationalWeapon: For House Davion, because of its single-minded dedication to autocannon usage. Paired with the other Davion favorite, the ''Rifleman'', few Federated Suns units had to worry about coming under enemy air attack. House Kurita captured the factory during the War of 3039 but didn't care for the original model, but the upgraded [=JM6-DD=] model was highly popular with them.
* NonIndicativeName: ''[=JagerMech=]'' translates into something like "hunting Mech" in German. This is weird because the ''[=JagerMech=]'' is an air-defense unit, and House Steiner, the Germanic-influeced Great House, does not actually build any of these things--the more French-inspired House Davion does.
* NotTheIntendedUse: Meant to be an anti-air defense unit. Often pressed straight into ground combat against other armored units, a role for which it is ''not'' well suited.
* RangedEmergencyWeapon: Two medium lasers in the torso for close range combat. God help you if you have to rely on those lasers, though.
* RedShirt: Every single time a ''[=JagerMech=]'' shows up in a ''Franchise/BattleTechExpandedUniverse'' novel, its sole purpose is to get its ass kicked while the author muses about its woefully thin armor.
* SketchySuccessor: Meant to improve on the ''Rifleman'' and address the various faults on that machine. Despite the effort, Kallon Industries somehow created a machine with ''even more issues than the original''.

!!Javelin [=JVN-10N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/435px_hcq090shubc73lzas709321k4g80gde.jpg]]
[[caption-width-right:350: Floats like a butterfly, stings like a bee]]

-->Production Year: 2751\\
Weight Class: Light\\
Mass: 30 tons

Weighing in at 30 tons, the ''Javelin'' is almost perfect in its simplicity. Entering production not long after the Amaris Civil War, it was intended to be a scout 'mech with enough armour, speed and manouverability to make contact with the enemy, relay their positions and escape alive, along with enough armaments to discourage any pursuit. It has since become the bread and butter of most Federated Suns light lances, serving competently in any role that requires mobility and hard hitting firepower. Be it mobile fire support, raiding, scouting or ambushing, the Javelin is almost always a good choice.
----
* BeamSpam: The [=10F=] "Fire Javelin" model replaces its main weapons with 4 medium lasers, while the [=11A=] model takes it UpToEleven. With double heatsinks being able to negate more heat, it packs a whopping 7 medium lasers, which is a bit overkill even by medium 'mech standards.
* ChestBlaster: Pretty much all variants mount their weapons, whether lasers or missiles, exclusively in their upper torso. Amusingly, the laser mounts on the [[Anime/MazingerZ breast of the Fire Javelin are usually depicted as being laid out in a V-shape]].
* GlassCannon: The standard model lugs around a pair of [=SRM-6=] missile launchers, meaning it can do some serious damage up close, but its 4 tons of armour is very underwhelming in any prolonged engagement.
* HitAndRunTactics: Most ''Javelin'' models have poor heat management and armour, meaning that hitting hard then fading away before the heat becomes too much to handle is a preferred tactic among its pilots.
* TheWorkhorse: The standard 'mech for any Federated Suns light lance, mostly due to its simplicity and vast variety of models.

!!Jenner [=JN7-D=]
[[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/191px_pny2qbwmg4uz9fudtnjc1vdhsgkag9b.png]]
[[caption-width-right:191:35 tons of hot murder on a pair of fast legs, what's not to like?]]

-->Production Year: 2784\\
Weight Class: Light\\
Mass: 30 tons

The ''Jenner'' is, among light 'mechs, a terror to behold, boasting a top speed of almost 120 KPH, 150 meters jump capacity and a complement of weaponry seen normally in 'mechs 20 tons heavier. The pride and joy of the Draconis Combine, it is a fearsome light battlemech used primarily in pack tactics and heavier 'mech hunting.
----
* AchillesHeel: Heat, so much so that firing its alpha strike twice can damage it from the heat buildup.
* BeamSpam: Its main weapon is 4 medium lasers housed in its arms, which it will normally fire in unison along with the [=SRM-4=] in its torso.
* CloseRangeCombatant: Almost all its variants carry weapons intended for knife-fight range, the default ''Jenner'' being practically harmless to anything more than six hexes away at the end of movement.
* FragileSpeedster: A mixture of this and GlassCannon. The ''Jenner'' runs fast as all hell and has an impressive 28 AlphaStrike damage (higher than many Inner Sphere 'mechs almost twice its size), but only 4 tons of armour means that one or two well placed shots will bring it down.
* HitAndRunTactics: The ''Jenner'' is designed for this tactic, being fast, jump-capable and very damaging up close but lacking the armour and heat management to stay in prolonged combat.
* JumpJetPack: Carries five of them by default, and the engine is big enough to support up to seven.
* NationalWeapon: The Draconis Combine had almost sole ownership of the design, and it was proud of it. It was a significant trump card in their war with the Federated Suns.
* ThoseTwoGuys: It is commonly paired up with the similar-weight ''Panther'', with the latter 'mech providing long-range covering fire and opening up holes in the enemy armour for the ''Jenner'' to exploit.
* ZergRush: One of the best tactics of the ''Jenner'' is forming a pack of them, arming some with [[KillItWithFire Inferno Rounds]], ambushing a heavy 'mech, getting close to it and firing an AlphaStrike in unison. The result is that either the heavier 'mech will be disabled or badly mangled and unable to respond due to the heat buildup.

!!King Crab [=KGC-000=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/800px_9oqimv19u4f6dela1azntws205zbems.jpg]]
[[caption-width-right:350:Pure, walking dakka.]]

-->Production Year: 2743\\
Weight Class: Assault\\
Mass: 100 tons

The ''Crab'''s bigger, angrier brother, requested by none other than Kerensky himself to be able to reduce a 'Mech to slag in a single salvo, and he got exactly what he wanted: the ''King Crab'' is a terrifying, hard-to-kill Command 'Mech of which one's only hope of surviving is hoping it runs out of ammo, which may not matter in the end.
----
* ArmCannon: The arms are entirely filled with an Autocannon[=/=]20 each.
* AwesomeButImpractical: It has ''two'' [=AC/20s=]. As Kerensky asked, that's enough to put most Mechs down in a single salvo. However, it only has a single ton of ammo for each cannon, and the only long-range weaponry it has are an LRM-15 (also with only a single ton of ammo) and a single Large Laser, meaning past the effective range of the autocannons it has almost nothing in the way of teeth. It also comes in at a cool ten million C-bills, making it more expensive than an ''Atlas.''
* {{BFG}}: Boasts two [=AC/20s=], and not much else.
* CloseRangeCombatant: Its main weapons have dreadfully short range. If an opponent can stay out of it, they can take the 'Mech down without much trouble. If they get in that range, well. . . they probably won't be there very long.
* CripplingOverspecialization: With two [=AC/20s=], even at 100 tons the 'Mech has little room for anything else, even sufficient ammo for its main guns. Its backup weapons consist of an LRM-15 and single Large Laser, to plink opponents outside the range of its massive autocannons. That Large Laser is also the only ammo-independent weapon the Mech has, which can leave the Mech very vulnerable in longer engagements if the very limited ammo supply for the autocannnons and missile launcher runs dry.
* InstantDeathRadius: More than six squares away, you're generally ok. Closer up... Not so much.
* LostTechnology: By the end of the Amaris Civil War, the ''King Crab'' was pretty much extinct, with Kerensky taking the remaining models with him on the Exodus.
* OvershadowedByAwesome: The ''King Crab'' was meant to be a Command 'Mech, with the ability to destroy any opposition in a single salvo. To be fair, it was pretty darn good at that last part, but its role as the centerpiece of a battle formation was ultimately usurped by the ''Atlas'', which hit basically as hard and had greater versatility and battlefield longevity.
* ShoulderCannon: After mounting the most dakka it can in the arms, the other, torso-mounted weapons take this position. The 000 model has the large laser and LRM-15 over the shoulders, while the 010 has the [=PPCs=] on the shoulders and ringed by the [=SRM-6s=].
* SuperiorSuccessor:
** The KGC-010 model was a prototype designed by the Star League to be the Command 'Mech the initial version failed at. It replaces the [=AC/20s=] with LB 10-X autocannons, rolling the space and weight savings into twin [=PPCs=] and SRM-6 launchers. Aleksandr Kerensky took the entire production run with him on the Exodus.
** The KGC-001 was designed by [=ComStar=] in the leadup to the Battle of Tukayyid. This model has an XL engine, replaces the [=AC/20s=] with Gauss Rifles, trading a 25% decrease in damage for a 200% increase in range and tripling the ammo capacity[[note]]the base model has two total tons of [=AC/20=] ammo, five shots per ton; the 001 has four total tons of Gauss Rifle ammo, 8 shots per ton; this equals five shots for each [=AC/20=] on the 000, sixteen shots per Gauss on the 001[[/note]], upgrading the Large Laser to a Large Pulse Laser, and adding two Streak SRM-2 launchers. After proving itself on Tukayyid, this "Clanbuster" variant was licensed for widespread production throughout the Inner Sphere.
* SuperweaponSurprise: Unbeknownst to anyone else, [=ComStar=] managed to repair the ''King Crab'' factory on Mars, and had plenty of them in the [=ComGuards=]' arsenal come the Battle of Tukayyid.
** Tukayyid offered a second such surprise when, upon seeing ''King Crabs'' on the field, the Clans assumed they could safely engage them at medium-to-long range with little issue. Only to be stunned as they began to be methodically picked apart at extreme range by the twin gauss rifles of Comstar's brand new KGC-001 variant. In fact, Comstar had specially designed the -001 to be a nasty surprise for anyone who assumed they were going up against the familiar close-range superiority of the -0000 model.

!!Locust [=LCT-1V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/locust_lct_1v_fsw.jpg]]
[[caption-width-right:350:A medium laser and a pair of legs. Everything else comes extra.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/locust_7.jpg[[/labelnote]]]]

-->Production Year: 2499\\
Weight Class: Light\\
Mass: 20 tons

The ''Locust'' was introduced in 2499, and from that year onward has been one of the most common 'Mechs to ever be made due to its miniscule size and relatively light requirements from production. It is primarily used as a reconaissance/quick-strike 'Mech, [[FragileSpeedster because making it do anything else would be suicide.]]
----
* ArmCannon: Its "arms" are little more than housings for its machine guns. Under the Quirks rules, has the "No[=/=]Minimal Arms" Quirk.
* BeamSpam: The LCT-1E variant removes the machine guns for additional medium lasers.
* BoringButPractical: It's essentially a medium laser and two machine guns on legs (a pair of very fast legs), and extremely easy to build and maintain. In-universe, there were more ''Locusts'' active in the Inner Sphere at the end of the Third Succession War than all the assault 'mechs combined. When Quirks are allowed the Locust has the "Ubiquitous" Quirk, making it extremely easy to repair during a campaign.
* ChickenWalker: It has reverse-joint legs, uncommon amongst battlemechs.
* ElitesAreMoreGlamorous: The SLDF Royal version packed every weight-saving technology available into the design and added a dizzying array of pulse lasers, giving it a surprising amount of close-range punch without sacrificing speed.
* FragileSpeedster: The fragilest, speediest 'mech of them all.
* HeWhoMustNotBeSeen: One of the Unseen, the ''Locust'''s original model is based on the Ostall from ''LightNovel/CrusherJoe''. A Reseen model was eventually introduced, changing the cockpit enough to be legally distinct.
* TheWorkhorse: One of the oldest 'mech designs in use, the ''Locust'' continued to be produced from the 25th century to well into the Dark Age.

!!Mackie [=MSK-6S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/482px_dzd6iisfxf9b20h19z9s5xg63flxksy.jpg]]
[[caption-width-right:350:The Original [=BattleMech=]]]

-->Production Year: 2439\\
Weight Class: Assault\\
Mass: 100 tons

The 25th century's biggest game-changer in warfare. The ''Mackie'' first entered testing in 2439, and for centuries was the Terran Hegemony's symbol of supremacy right up until the 28th century when it ceased production. Incredibly, there are still working examples of this 'Mech in the modern day, but nobody's going to go out of their way to use it.
----
* ArmCannon: Its arms are barely more than housings for the PPC and [=AC/10=], but they ''are'' there.
* BreakOutTheMuseumPiece: Though it hasn't been produced since the Amaris Civil War, some ''Mackie''s remained operational for seven centuries, the last known operational 'Mechs being in 'Mech Museums on Atreus and Strana Mechty in 3042.
* CurbStompBattle: The first test of the ''Mackie'' against four Merkava heavy tanks. The ''Mackie'' utterly crushed the opposing force, [[GiantFootOfStomping in the case of the last tank quite literally]]. ''Mackie''s of the Hegemony Armed Forces inflicting this as a matter of course on the conventional armies of the Great Houses lead to the proliferation of the [=BattleMech=] as the prefered weapon of war throughout the Inner Sphere.
* FlawedPrototype: The original ''Mackie'', even in its production run, used materials and components that hadn't been refined and designed specifically for use on [=BattleMechs=] (since [=BattleMechs=] didn't exist before the ''Mackie''). As a result, by "modern" standards it's anemically armed for a 100-ton assault 'Mech, as many of its components were heavier or larger than later designs meant to be installed aboard 'Mechs.
* LensmanArmsRace: Kicked off the spree of [=BattleMech=] design and refinement that continues throughout the franchise's history.
* MidseasonUpgrade: Later versions of the Mackie (few though they were) brought the refined "standard" technology to the design, freeing up room for more weapons and better equipment.
* SuperweaponSurprise: When the Terran Hegemony first debuted the ''Mackie'', every single Successor State was awed by the capability of this new weapons platform, and immediately rushed to buy, beg, barter, or steal the blueprints so they could make their own.
* UnusualWeaponMounting: ''Who'' decided the two medium lasers had to go over the 'Mech's ''crotch''? The redone artwork in the recent ''[=BattleTech=]: Legends'' does move the lasers just marginally higher up the centerline to make it seem a little less suggestive.

!!Marauder [=MAD-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_marauder_classics.png]]
[[caption-width-right:350: "It's a beautiful balance of guns, armor, mobility, and most importantly, character." - Tex Talks Battletech. Reseen design.]]
[[caption-width-right:350:[[labelnote:Click here to see the Project Phoenix redesign]]https://static.tvtropes.org/pmwiki/pub/images/426px_rrgtfr5gmh8vftimifqkajg2fq9tl4z.png]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]]https://static.tvtropes.org/pmwiki/pub/images/3025_marauder.png]][[/labelnote]]

-->Production Year: 2819\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Marauder'' first debuted in 2612 with the intention of it being the vanguard of a new kind of 'Mech for the Star League. While the Star League was never able to make that evolution happen due to its dissolution, the ''Marauder'' has done pretty well for itself as a powerful long-range Fire-Support 'Mech throughout history.
----
* AchillesHeel: The stock ''Marauder'' 3R carries the ammo for its AC/5 in the left torso, in an otherwise empty compartment. The first CriticalHit to hit the left torso will therefore unfailingly hit the ammo magazine, and probably OneHitKill the ''Marauder'' in the process.
* ArmCannon: Has a PPC built into each of its arms, which are reinforced to allow the ''Marauder'' to engage in melee combat without damaging them.
* BoringButPractical: Lore-wise moreso than in-game. Two of the major advantages the ''Marauder'' has over other, more humanoid mechs are actually old concepts first worked out in the early years of World War 2; the ability to go "Hull Down" (placing the bulk of the 'Mech behind cover and only exposing the respectibly-ranged [=AC/5=] to the enemy), and its narrow angular body shape which reduces the profile of the mech, especially at range, and presents armor to the enemy at an angle - which would increase the functional thickness of the armor and reduce the liklihood of penetrating it. [[GameplayAndStorySegregation Though neither of these abilities are modeled within the tabletop rules.]]
* ChickenWalker: Has reverse-joint legs, aiding its distinctive, hunched-over appearance.
* ElitesAreMoreGlamorous: The design was initially reserved for the SLDF, but the Royal Regiments eventually got their own version with [=ER PPCs=] and Double Heat Sinks.
* EquipmentUpgrade: ''Everyone'' had their own variant, usually based on what technology they had ready access to. Marik swapped out the [=PPCs=] for Large Lasers to make it more heat-efficient, Davion ditched the autocannon for a Large Laser to make it ammunition-independent. When lost technology was recovered, the Great Houses upgraded their Marauders with the best equipment they could, giving their variants their own upgrades to the latest technology.
* HeWhoMustNotBeSeen: The most well-known Unseen, the ''Marauder'''s original design was that of the Zentradi Battle Pod from ''Anime/SuperDimensionFortressMacross''. It was Reseen through Project Phoenix, with a visible redesign of its cockpit, AC/5 placement, and arms. It then received a "proper" Reseen redesign as part of the blanket {{Retcon}} of all the Unseen.
* LongRangeFighter: The ''Marauder'''s main guns are a pair of [=PPCs=] and an AC/5, giving it a preference for fighting from 4-18 hexes.
* RangedEmergencyWeapon: Inverted, as the medium lasers usually found on the design are used in cases where an enemy is too close to engage with its other weapons, which are primarily for mid to long range combat.
* ScaryScorpions: Its doubled barreled arm guns and back-mounted cannon invoke a scorpion's pincers and stinger.
* ShoulderCannon: The ''Marauder'''s AC/5 is built into its right torso shoulder. On both the original Unseen and Reseen designs, this manifests as a large cannon on a pintle mount on top of the 'Mech's centerline. The Project Phoenix redesigns made it a "proper" Shoulder Cannon.
* SuperiorSuccessor: The ''Marauder'' has two mk.II variants, both of whom improve upon the original machine. The ''Marauder IIC'' is a [=ClanTech=] EquipmentUpgrade made by the Clans during the Political Century that is upgraded to an 85-ton Assault 'Mech and carries a trio of the deadly [=ClanTech=] ERPPC, while the ''Marauder II'' is a 100-ton Assault 'Mech designed by Wolf's Dragoons during the late Third Succession War, sporting superior armour and jump capability (as well as initially having only energy weapons).
* ThoseTwoGuys: It's often paired up or contrasted with the ''Warhammer'', both being heavy 'mechs with identical primary weapons and a similar battlefield role. The original [=MechWarrior=] rivalry of the game, Natasha Kerensky and The Bounty Hunter, was between a ''Warhammer'' and a ''Marauder''.
* WeaponOfChoice: Besides the upgraded version reserved for SLDF Royal Regiments, the ''Marauder'' was a particular favorite of the SLDF Gunslinger Program (the elite of the elite). Numerous well-known pilots would use the ''Marauder'', including Grayson Carlyle and the infamous Bounty Hunter.


!!Orion [=ON1-K=]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/3025_orion1.jpg]]
[[caption-width-right:290:A rich man's ''Centurion'' and a poor man's ''Atlas''.]]

-->Production Year: 2525\\
Weight Class: Heavy\\
Mass: 75 tons

One of the first Heavy 'Mechs, the ''Orion'' is one of the oldest [=BattleMechs=] still around and bears the unique honor of being Aleksandr Kerensky's Mech of choice.
----
* AchillesHeel: Beyond ammo explosions, a serious concern when the design has as many ammo-dependent weapons as the ''Orion'' does, the loadout produces a fair amount of heat with no additional heat sinks.
* ArmCannon: Both arms, in fact.
* MacrossMissileMassacre: It packs both an LRM and an SRM launcher in most variants, letting it barrage targets with missiles at any ranges it wants.
* NationalWeapon: Not deliberately, but the Free Worlds League wound up with the only functional factory producing the model.
* ReliablyUnreliableGuns: Besides the odd tendency for the hip-mounted autocannon to jam unless it was loaded with nineteen salvos instead of the full twenty available, it can be accidentally knocked out of alignment by the right arm.
* SuperiorSuccessor: The Inner Sphere [=OmniMech=] ''Perseus'' was developed from the ''Orion.'' In addition, the ''Atlas'' is pretty much the ''Orion'' made bigger, tougher, meaner, and scarier by adding 25 tons to the chassis and sculpting it to be intimidating, with more missiles, more lasers, and a bigger autocannon.
* WeaponOfChoice: Aleksandr Kerensky favored the design. The Clans respect it so much that Clan Wolf made an upgraded variant that is bestowed on warriors who have distinguished themselves, and is seen as such an honor that they're expected to give up an [=OmniMech=] ride in favor of the ''Orion IIC''. One of the most famous images from the Amaris Civil War is Kerensky kicking in the doors to Amaris's palace with his ''Orion.''
* TheWorkhorse: There are over a dozen variants spanning the design's centuries-long production run.

!!Panther [=PNT-9R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_panther.png]]
[[caption-width-right:350:[[UsefulNotes/MiyamotoMusashi "Draw both sword and companion sword and assume a wide-stretched left and right attitude. The spirit is to chase the enemies around from side to side, even though they come from all four directions".]]]]

-->Production Year: 2759\\
Weight Class: Light\\
Mass: 35 tons

The national 'mech of the Draconis Combine, the ''Panther'' began its lifespan as a light sniper support 'mech built in the final century of Star League. Commonly deployed in tandem with the ''Jenner'', the ''Panther'' combines a powerful offensive punch and long range from its PPC with an ease of mass manufacture and solid armour for its weight class.
----
* ArmCannon: As with many Inner Sphere battlemechs, the ''Panther'' wields its main weapon in its right arm, in this case its PPC.
* BoringButPractical: It's a PPC with Jump Jets and enough armour to survive surprising amounts of support fire from anything long-ranged enough to fire back, with enough heat sinks to keep firing for a good while. It's also a steal at 2.5 million C-bills.
* DistinctionWithoutADifference: The Combine dislikes using medium 'mechs, considering them a redundant middle point between the fast first wave of light 'mechs and the heavier main battle punch delivered by heavy and assault 'mechs. The ''Panther'', similar to the ''Dragon'', is a mech not in the medium class but with the movement speed and equivalent weaponry to one.
* EquipmentUpgrade: The ''Panther'' began obtaining upgraded versions mounting ERPPC and Double Heat Sinks around the time of the Clan Invasion, with the 10K mostly replacing the 9R over time.
* FlawedPrototype: The original production run of the ''Panther'', the PNT-8Z, had a faulty casing for its Large Laser that caused overheating. Switching to a PPC fixed this problem, and the 9R has been the dominant production variant of the ''Panther'' ever since.
* HitAndRunTactics: Possesses Jump Jets to engage in this tactic, as well as obtaining higher ground and to keep up with the ''Jenner''.
* JumpJetPack: Mounts four of them, giving it equivalent mobility to an ''Enforcer''. It also has the "Nimble Jumper" quirk, allowing it to deviate jump paths slightly and go around obstacles larger 'mechs cannot avoid.
* LightningGun: The ''Panther'''s main offense and its bread and butter, and probably also the reason the Combine loves it so much.
* MightyGlacier: A light 'mech example. At four hexes of movement the ''Panther'' is equivalent to a heavy 'mech in mobility, but the PPC gives it a pretty decent offensive punch and it carries almost maximum armour for its weight.
* NationalWeapon: The most beloved 'mech of the Succession Wars-era Draconis Combine, as the sole mass manufacturer. Even the ''Dragon'' and ''Jenner'' are not as well liked as the ''Panther'' (probably because they lack [=PPCs=]).
* RageHelm: The armor surrounding its cab is stylized to look like the face of a snarling jungle cat with its fangs bared, even in its ''MWO'' incarnation, which usually downplays fanciful details like that.
* RangedEmergencyWeapon: Carries a chest-mounted [=SRM-4=] for close-up defence. As it almost completely lacks overlap with the PPC, the 'mech rarely engages in AlphaStrike tactics.
* ThoseTwoGuys: The ''Panther'' is commonly paired up with the ''Jenner'' in a manner similar to the longsword/katana and companion sword of Edo-era {{Samurai}}, with the ''Panther'' providing the long-distance firepower as the ''Jenner'' closes in for the AlphaStrike. The Federated Commonwealth created the ''Wolfhound'' specifically to counter this combo, having fallen afoul of it one too many times.
* UrbanWarfare: An adept Urban Warfare combatant, the ''Panther'' can engage both in long-distance bombardment from rooftops or engage in ambush tactics. The Lyran Commonwealth nicknamed the 'mech "Alley Cat" for its tendency to mug bigger 'mechs during urban engagements.

!!Phoenix Hawk [=PXH-1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/521px_qep36xhc5rd5dxn1jpo90nh81gc0gxk.png]]
[[caption-width-right:350:[[ScrewedByTheLawyers/BattleTech Launcher of a thousand lawsuits]], free to fly once more. Reseen version.]]
[[caption-width-right:350:[[labelnote:Click here to see the Project Phoenix version]] https://static.tvtropes.org/pmwiki/pub/images/356px_f0in0bztxgcip2f98v2jbeqosm3ueot.png]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/422px_ssfylasongs5jdb7njzzs6sdplysmfe.jpg]][[/labelnote]]

-->Production Year: 2568\\
Weight Class: Medium\\
Mass: 45 tons

The ''Phoenix Hawk'' began life as a strict upgrade from the ''Stinger'' 'Mech in 2568, as its manufacturers realized it was strong enough a design to improve upon. It's now the gold-standard of reconnaissance 'Mechs, but also has a respectable niche as a very useful command 'Mech. It's got quite a few powerful lasers, can flank with the best of them, and is ''very'' good at carving out niches for itself in most Lances, but they are notorious for their poor heat control.
----
* AntiInfantry: The machine guns and small lasers that show up on the 'Mech are excellent at cutting down swaths of infantry. It's also a reasonable PowerArmor-infantry hunter.
* ArmCannon: The medium lasers and machine guns are mounted in arm blisters which provide additional short-ranged firepower. The large laser is sometimes also put into an integrated forearm mount to try and differentiate it more from its original source material.
* BeamSpam: Most ''Phoenix Hawk''s mount multiple lasers for attack, and a few mount nothing but.
* {{BFG}}: For a 45-ton 'Mech, the large laser counts. It's over 11% of the ''Hawk's'' mass, and constitutes its primary weapon. The handful of variants carrying a PPC definitely count.
* BoringButPractical: Lasers and machine guns on a jump-capable chassis sounds fairly pedestrian, but it's an excellent scout and flanker and very useful just about anywhere: in light units, it's a great command 'Mech, and in heavy units, it's quite capable for recon.
* CloseRangeCombatant: Most ''Phoenix Hawk''s carry close-range weapons with one or two large long range weapons, and tend to do most of their damage in close range engagements.
* DependingOnTheArtist: Prior to the lawsuit, the original model art of the 'Mech was rarely followed and as a result it never seemed to have the same proportions or details twice; the only things which stuck were the twin backpack jets and the round head with four antenna.
* ElitesAreMoreGlamorous: The SLDF's variants are ''definitely'' much nicer than the stock variants, featuring much more powerful weapon packages and excellent scout/ECM equipment.
* FragileSpeedster: A textbook case for the early years of the franchise. Highly agile, with six jump jets and a ground speed over 90 kph, putting it on par with common scouts such as the ''Stinger'' or ''Wasp'', but noticeably brittle for a medium 'Mech. Most concerningly, it did not have full head armor and was uncomfortably prone to dying outright to headshots that other 'Mechs might have just barely survived.
* GlassCannon: In spite of its 8 tons of armor, which is reasonably decent for its weight class, it is still quite delicate, and is especially prone to losing limbs. As a tradeoff, later ''Hawk''s hit harder and often have nasty surprises in their equipment packages, such as particle projection cannons or plasma rifles.
* HeWhoMustNotBeSeen: The series' poster child for this trope, as the ''Phoenix Hawk'' unquestionably looked the like the VF-1S Super Valkyrie Commander Type, and was squarely in Harmony Gold's crosshairs for decades. This led to its total visual overhaul for the ''Project Phoenix'' books and its absence from any visual depiction such as video games or sourcebooks. With the settling of the lawsuit, it has returned to visibility with a new, more stylish look.
* HitAndRunTactics: A mandatory requirement in using one. It lacks adequate armor or firepower to stand and fight, so it has to stay mobile and avoid engaging directly, either whittling down opponents with sniper shots or flanking weaker side/rear armor angles.
* InventionalWisdom: House Kurita's decision to remove the jump jets and machine guns from their versions of the ''Phoenix Hawk'' does serve to reduce the heat burden and provides room for more armor, but robs the 'Mech of its superb scouting/flanking/anti-personnel/raiding capabilities and leaves it noticeably undergunned in the direct fights that are now its sole duty. It also notably hamstrings the machine in any terrain that isn't flat, level open ground.
* JumpJetPack: Often seen with six jump jets arranged in a large paired rocket pack on its back.
* LimitBreak: MASC, or Myomer Acceleration Signal Circuitry, is an option on some ''Hawk''s and accelerates their running speed to a brisk 120 kph, with the caveat that their leg joints might explode if they keep it up for more than a few seconds at a time.
* MasterOfNone: The PHX-series Land-Air 'Mechs (note the different serial codes) look impressive, but still run hot, are even more fragile, and move slower in 'Mech mode, without carrying any extra firepower. It still has some utility as a scout, but it's a questionable area to focus on for a 50-ton 'Mech.
* MeaningfulName: “Phoenix” because of its hot-running nature, “Hawk” for its aerial agility.
* {{Overheating}}: Its bane. While agile and decently well armed, a stock ''Phoenix Hawk'' runs up so much excess heat that even a single jump and AlphaStrike will degrade its performance. Fortunately, the recovery of double heat sink technology helped relieve this matter somewhat.
* ShotgunsAreJustBetter: While the base model doesn't mount any weapons resembling them, the ''MWO'' version stylizes the energy weapon mounts on both arms to look like it's carrying [[GunsAkimbo a pair]] of [=SxS=] double-barreled shotguns. Also, the 1c variant of the Phoenix Hawk Special uses a Snub PPC, which is basically a shotgun that uses charged ions rather than lead.
* SuperiorSuccessor: One of the best upgrades during the early 3050 Clan era, where much-needed double heat sinks extended its longevity and extended-range weapons kept its still-fragile chassis out of the heavy fighting. Then the Clans showed up, and their second-line Garrison Cluters might be equipped with the ''Phoenix Hawk IIC'', which is '''an 80-ton assault 'Mech''' version of the chassis, bearing two Ultra [=AC/10s=] and two machine guns (which is not terribly frightening, by assault 'Mech standards).
* TransformingMecha: The very rare PHX-series ''Phoenix Hawk''s are 'Land-Air Mechs, and have the ability to transform into both an Aerospace Fighter and a hybrid “Airmech” plane-with-legs, making them lean very close to the original VF-1 Valkyries from ''Anime/SuperDimensionFortressMacross.'' Harmony Gold took particular umbrage over these designs.
* VerticalMechaFins: The twin jump packs on its back have intakes that extend well above its head, giving it the appearance of folded wings on its back.
* TheWorkhorse: One of the most common medium 'Mechs, it gets the "Ubiquitous" quirk when these are enabled. The ''Combat Manual: Kurita'' sourcebook even even calls Dispossessed pilots (Mechwarriors who have have their 'Mechs shot out from under them) “''Phoenix Hawk''-bound” because odds were good that they would probably end up in a ''Phoenix Hawk'' as their next ride.

!!Quickdraw [=QKD-4G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/qdr.jpg]]
[[caption-width-right:350: Voted "Most Underwhelming Replacement" for three centuries and counting.]]

-->Production Year: 2779\\
Weight Class: Heavy\\
Mass: 60 tons

The ''Quickdraw'' is the byproduct of someone in the SLDF attempting to test the age old adage of "if it ain't broke, don't fix it". First thought up as an attempt to replace the ''Rifleman'' in the front line roles it ended up being employed in (something it was not designed to do), the ''Quickdraw'' was designed as an extremely mobile fast attack platform that could hit quite hard for its speed and size. For that, it was outfitted with a positively huge Vlar 300 engine and 5 jump jets, meaning that it could run like hell, jump like mad and smash anything smaller than it with the guns it carried. Well, that's the theory, at least, the truth is that the ''Quickdraw'' turned out to be a bit of a mess, being very hot when used in its intended role and too fragile to reliably act as a frontline fighter.
----
* AchillesHeel: Achilles Ankles, actually. The ''Quickdraw'' had an insanely easy time in climbing hills and rough terrain from well-built ankle actuators which also happened to be fragile as hell, something that did not go unnoticed by pilots fighting them. This led to the strategy of shooting any and all ''Quickdraw''s in the feet to get an easy kill.
* ArmCannon: Mounts a pair of medium lasers in its arms.
* BadassBack: The one thing most can agree the designers actually got right about the ''Quickdraw'' was giving it the Hyper-Extending Actuators quirk, allowing it to flip its arms to the rear like the ''Rifleman'' while still having proper fist-laden arms in the event punching is called for. Being able to bring four medium lasers to bear in its rear arc at least provides the ''Quickdraw'' with a reason for having its otherwise problematic jump jets, even if it's not a terribly convincing one.
** A popular variant, the QDK-4H, would see the rear lasers swapped with the forward SRM launcher, giving it a bit more punch and greater range flexibility while still allowing it to retain a hefty rear guard. While time intensive, it was otherwise fairly easy for a decent technician to swap between the G and H models in the field.
* GlassCannon: The ''Quickdraw'' is very mobile for a heavy 'Mech and hits hard for a Succession Wars-era design. But it only carries eight tons of armor, which is about average for a medium 'Mech.
* InventionalWisdom: Most people will tell you that a heavy 'mech would benefit more from having 5 more tons of armour or 5 more heatsinks, but someone thought it was a good idea to stick 5 tons of jump jets in the ''Quickdraw''. Additionally, almost one quarter of its firepower is dedicated to the rear arc, while its forward facing weapons have a very narrow range where they synergize well, leaving the ''Quickdraw'' struggling to fight back effectively.
* MasterOfNone: Designed as an earnest attempt at a generalist 'Mech, the ''Quickdraw'' ended up being saddled with so many additional requirements that its ability to fulfill whatever role it found itself in was rather underwhelming. In fairness, it did succeed in providing a better frontline combatant to replace the more second-line specialized ''Rifleman'', but that was a small comfort to the Mechwarriors condemned to drive the thing.
* MidseasonUpgrade: Later models use double heatsinks to ease the heat issues.
* {{Overheating}}: What the base model will spend most of its time doing.
* SketchySuccessor: The ''Quickdraw'' was meant to be a SuperiorSuccessor to the ''Rifleman'' in light of the various challenges that design faced in the close-combat battles of the Succession Wars. Unfortunately, the ''Quickdraw'' doesn't have much more armor than the ''Rifleman'' and also has terrible heat-sinking capacity. So while it can get in close and hit hard better than the ''Rifleman'', it can't hang in there for long.

!!Rakshasa [=MDG-1A=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/680px_1dgrfh7uk60zo3goavzvz5dggbt3nu1.png]]
[[caption-width-right:350:The ''Rakshasa'', just in case you need an object lesson in how hard Inner Sphere tech sucks.]]

-->Production Year: 3055\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Rakshasa'' is what happens when the Inner Sphere got to see their first [=OmniMech=] in the ''Mad Cat'', and wondered "well, how hard could that be to make?"\\
\\
The result is this 'Mech, which has a lot of its Clan-contemporary's strengths, but ultimately falls short in critical areas (namely in being ludicrously expensive) that ultimately gives it a really nasty reputation.
----
* ArmCannon: Like the ''Mad Cat'', it mounts ER Large Lasers in its arms.
* GladIThoughtOfIt: When first briefed on the ''Mad Cat'' by Anastasius Focht, [=ComStar=] Primus Myndo Waterly ordered all of the [=ComGuards=] ''Catapult''s to be reconfigured like ''Mad Cat''s, believing (not necessarily incorrectly) that such powerful 'Mechs would let [=ComStar=] easily take over the Inner Sphere. Focht had to point out that mounting the array of weapons the ''Mad Cat'' possesses would result in it being insufficiently armored, and adding proper armor would then require sacrifices in speed. A few years later, the New Avalon Institute of Science made the ''Rakshasa'', an attempt to emulate the ''Mad Cat'' which is in every way not quite as good as the Clan 'Mech it was based off.
* MacrossMissileMassacre: The ''Rakshasa'' has half the missiles of the ''Mad Cat'', but ''does'' have Artemis IV fire-control systems, making the missiles more dangerous.
* OvershadowedByAwesome: Its not a bad 'mech when you overlook the ludicrous price tag and the comparisons to the 'mech it was trying to copy. The problem is that when those issues are taken into account, it becomes pretty much pointless by default.
* ShoddyKnockoffProduct: The ''Rakshasa'' is an attempt by the Inner Sphere to copy the ''Mad Cat'', which failed miserably due to the inferiority of Inner Sphere tech compared to the Clans. The Rakshasa has two [=LRM-10s=] where the ''Mad Cat'' has two [=LRM-20s=], 2 ER Large Lasers, 2 Medium Lasers, and a Medium Pulse Laser, losing the ER off the Medium Lasers and the ''Mad Cat''[='=]s Machine Guns. The Inner Sphere weapons are also heavier, bulkier, do less damage, and generate more heat than the Clan versions. By Inner Sphere standards, it's still an exceptionally dangerous heavy 'Mech, but it is ''also'' ridiculously expensive due to the weight-saving technologies needed to mount that many weapons, so it's two-thirds the cost of a ''Mad Cat'' and two to three times the cost of other 75-ton Mechs.
* ShouldersOfDoom: Like the ''Mad Cat'', has big missile launcher shoulders.

!!Raven [=RVN-3L=]
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/raven_rgilclan_v06.png]]
[[caption-width-right:346:Hoping to keep your 'Mechs hidden from the enemy? [[Creator/EdgarAllanPoe Quoth the]] ''[[Creator/EdgarAllanPoe Raven]]'' [[Creator/EdgarAllanPoe "Nevermore."]]]]
-->Production Year: 3048\\
Weight Class: Light\\
Mass: 35 tons

In the closing years of the Third Succession War, the Capellan Confederation began work on one of the first truly original [=BattleMech=] designs in centuries: a dedicated electronic warfare unit that would serve as a force multiplier for the perpetually-beleaguered Capellan military. While the initial prototype was neither as game-changing nor as exclusive as the Capellans would have liked, advances in technology would ultimately allow the ''Raven'' to blossom into one of the Inner Sphere's premier reconnaissance and support 'Mechs.
----
* AnimalMecha: With its distinctly pointed {{Cephalothorax}}, [[ArmlessBiped minimal arms]], and ChickenWalker legs, the ''Raven'' definitely looks like a giant robot bird, albeit something more like a long-legged kiwi than anything resembling an actual raven.
* AwesomeButImpractical: The electronics warfare equipment that went into the prototype [=RVN-1X=] ''Raven'' was an attempt to recreate the Beagle Active Probe and Guardian ECM Suite of the Star League era using Succession Wars-level technology. ''Technically'' the EW equipment achieved this goal, but it was also heavy, bulky, and short-ranged, and the [=RVN-1X=]'s performance fell well short of the designers' expectations. It was only after the rediscovery of the Helm Memory Core and the proliferation of Star League-era technology that the ''Raven'' was able to come into its own as a practical and effective electronic warfare 'Mech.
* {{Cephalothorax}}: The ''Raven'''s beak-like cockpit merges fairly seamlessly into its torso, giving the 'Mech the appearance of a giant metal bird skull on legs.
* DeathFromAbove: Included in the ''Raven'''s suite of battlefield support systems is Target Acquisition Gear, which allows it to effectively spot for indirect fire by [=LRMs=] and, more importantly, artillery.
* EnemyDetectingRadar: The ''Raven'' carries a Beagle Active Probe that's capable of detecting and identifying enemy units, even if they're camouflaged or shut down. {{Inverted|Trope}} in that the ''Raven'' also carries a Guardian ECM Suite, which is [[WalkingTechbane specifically designed to counter scanners like the Beagle and deny this sort of information to the enemy]].
* FlawedPrototype: The original [=RVN-1X=] ''Raven'' was built before the Helm Memory Core [=LosTech=] was rediscovered, and as a result was more lightly armored, slower, and generally less capable than the 3L model. This also goes for the ersatz EW Equipment that was mounted on the original model - larger, heavier, and less capable than the later equipment.
* FragileSpeedster: The 1X had barely four tons of armor, making it extremely fragile for its speed. The 3L upgraded to ferro-fibrous armor and had more of it, but it's still lightly-armored.
* HomingProjectile: The ''Raven'''s left arm incorporates a launcher for Narc Missile Beacons that, when attached to a target, significantly improve the homing ability of [=SRMs=] and [=LRMs=]. In game terms, this increases the number of missiles that will hit the target out of any given salvo.
* IronicName: Most variants of the ''Raven'' lack jump jets, making it a [=BattleMech=] named after a flying bird that is largely incapable of flight.
* MeaningfulName: Depending on which bit of folklore you read, ravens are associated with wisdom, protection, trickery, misfortune, and death. All appropriate for a 'Mech that provides improved battlefield awareness for its allies, denies that information to its enemies, and marks foes for destruction through highly-accurate barrages of missile and artillery fire.
* NationalWeapon: The Capellan Confederation were the ones who originally built the ''Raven'' and are responsible for most of its variants, though other power blocs in the Inner Sphere were able to acquire the 'Mech through trade, capture, or salvage, and some even developed ''Raven'' variants of their own.
* NonActionGuy: {{Downplayed|Trope}}. The ''Raven'' is certainly ''capable'' of fighting, and in fact has a fairly decent weapons loadout for a 'Mech of its size and tech level, but that is not its intended purpose. During the early days of its use, the Capellans considered any engagement where a ''Raven'' was forced into direct combat to be a failure.
* SixthRanger: When it was first deployed, the ''Raven'' was typically attached to other 'Mech lances as an auxiliary unit, rather than be incorporated into the lance proper or fielded in lances of its own.
* TheSneakyGuy: The [=RVN-4L=] variant of the ''Raven'' and its derivatives are protected by Stealth Armor, allowing the 'Mech to turn on what is effectively an InvisibilityCloak in exchange for neutered electronic warfare capabilities and a significant amount of heat buildup.
* SupportPartyMember: The ''Raven'''s primary purpose is not to engage enemy forces directly, but rather to provide friendly forces with improved targeting data and ECM coverage via a comprehensive suite of electronic warfare systems.

!!Rifleman [=RFL-3N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gunmech3n.png]]
[[caption-width-right:350:The definitive anti-aircraft 'Mech.]]

-->Production Year: 2770\\
Weight Class: Heavy\\
Mass: 60 tons

The ''Rifleman'' is another older 'Mech, this one designed primarily to shoot down aircraft. While it was often plagued with issues throughout its lifespan, its impressive targeting tech and even more impressive guns ensured it would see its way onto battlefields well into the days of the Word of Blake Jihad.
----
* AbnormalLimbRotationRange: It can flip its arms over its head to shoot at targets directly behind it. Usually a very awkward manouver, only very skilled ''Rifleman'' pilots could get much use out of doing it. This became a plot point in the Warrior trilogy.
* AchillesHeel:
** Armour. The ''Rifleman'' is very poorly armoured, especially in the rear. When flanked, even a ''Wasp'' or a ''Locust'' can quickly punch through its armour.
** Ammo. The lasers aside, the [=RFL-3N=] carries only a single ton of ammo for its two autocannons, meaning it has enough ammunition for only ten rounds of combat.
** Heat. Carrying only the standard engine heatsinks, the ''Rifleman'' will quickly overheat once it starts using its lasers. The ArbitraryMinimumRange on its Autocannons only makes this worse, as it has little to no heat-efficient ways of deterring close-up enemies.
* AntiAir: The archetypical anti-air 'Mech of earlier starts, to the extent that it was the first one to have the "Anti-Aircraft Targeting" Quirk, which is ExactlyWhatItSaysOnTheTin.
* ArmCannon: Its arms ''are'' cannons.
* BadassBack: ''Theoretically.'' The above-mentioned AbnormalLimbRotationRange of its arm-mounted weaponry was a design feature meant to compensate for the limited torso twist ability, so the ''Rifleman'' could easily blow away a target that got behind it. The problem with hitting anything at close range remains, especially as the ''Rifleman'' is one of the very few 'Mechs with that ability, making it an uncommon move.
* BeamSpam: The ''Rifleman'' was originally an entirely energy-based 'Mech until heat concerns led to the introduction of the [=AC/5=]s by its third incarnation. The 3N has remained the definite version of the ''Rifleman'' ever since.
* BoringButPractical: The ''Rifleman'' is slow, poorly armoured, prone to overheating and not nearly as long-ranged as it would like, but it is one of the cheapest 60-ton Mechs around and is simple to build. Its targeting and communications systems are noted InUniverse to be incredibly accurate and robust, and never became LostTechnology. The ''Rifleman'' is ''very'' good at anti-air and long-range fire support duties. It is ''not'' good at virtually anything else.
* CripplingOverspecialization: The baseline [=RFL-3N=] manages to avoid the pitfalls of its otherwise very niche combat role by virtue of its cheap, effective and very accurate targeting computer allowing it to engage foes well beyond their own effective ranges. However, the ''Rifleman III'', designed by Stefan Amaris in the final days of the Amaris Civil War, is a textbook one-trick pony desperation weapon. Four Gauss Rifles and a bleeding-edge stealth system meant it was a hideously lethal ambush weapon, to the point where it jumped an SLDF Company and downed nine of their twelve 'Mechs before depleting its ammo. However, accommodating that arsenal meant it was slow, poorly supplied, very poorly armored and had absolutley no backup weaponry, all adding up to making the ''Rifleman III'' a very expensive novelty and liability outside of this single combat scenario.
* ElitesAreMoreGlamorous: The ''Rifleman'' had an SLDF elite variant known as the ''Rifleman II'', exclusive to the royal regiments. In a departure from most royal 'Mechs, who tend to have an EquipmentUpgrade but leave the chassis the same, the ''Rifleman II'' was an Assault 'Mech 20 tonnes heavier than the regular ''Rifleman''.
* EquipmentUpgrade: As lost technology was recovered, various Great Houses gave the ''Rifleman'' a facelift, increasing armor protection and heat capacity and up-gunning the Mech in exchange for driving the unit price up.
* FlawedPrototype: The ''Rifleman III'', of which only one prototype was ever completed, was an attempt by Stefan Amaris to build a "wonderweapon" to turn the Amaris Civil War back in his favour. Basically a canonical "Gausszilla", the ''Rifleman III'' mounted four giant Gauss Rifles and advanced stealth armour, and precious little else because of the immense cost and weight requirement. The prototype was used briefly during the Siege of Terra, where it successfully ambushed a few 'Mechs before running out of ammo and being abandoned by its pilot.[[note]]A shortage of ammo was one of many major flaws with the ''Rifleman III'' (beyond its hideous expense, poor armoring, abysmal speed, and high industrial base requirement). To put in terms just how undersupplied it was, the ''III'' had exactly enough ammo for four volleys, giving it a theoretical combat endurance of around 40 seconds. Which makes it all the more impressive that, in the ambush it executed, its targeting computer recorded '''nine kills''' before running dry.[[/note]]
* GlassCannon: The ''Rifleman'' has very solid damage for a 60-tonner, but its speed is on par with other heavy 'mechs and its armour is barely more than half that of the ''Thunderbolt''.
* HeWhoMustNotBeSeen: Based on the Destroid Defender from ''Anime/SuperDimensionFortressMacross'', the original ''Rifleman'' is now one of the Unseen. Like all of the original Unseen, it has a legally distinct Reseen version.
* HistoryRepeats: It's not the first piece of military equipment originally made to be an anti-aircraft platform that was then turned against armored ground targets, an example being the German's 88mm flak cannons during WWII. However, while the flak cannons could do it because of their particular barrel size, the Rifleman can do it because of how easy it is to customize the weaponry mounted.
* LongRangeFighter: As can be expected from a 'Mech designed to shoot down aircraft (who tend to stay away from the ground where 'Mechs operate), the ''Rifleman'' operates best at medium to long range. This resulted in a poor reputation for the Mech during the Succession Wars, as a Mech that was designed to stay at range to suit its armoring, ammo capacity, and heat sinking capability was often forced into close-range engagements due to lack of other Mechs to put in the fight.
* MoreDakka:
** Rediscovery of the Ultra Autocannon from the Helm Memory Core quickly made its way to the ''Rifleman'' in the form of the 5M variant, a straight-up EquipmentUpgrade of the original.
** House Davion, always fond of the ''Rifleman'', made sure to stuff their Rotary Autocannons into the 'Mech at first opportunity and creating the [=RFL-8D=] variant.

!!Shadow Hawk [=SHD-2H=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_hawk_shd_2h_fsw.jpg]]
[[caption-width-right:350:Whether you want to get dug in and lob shells and missiles at the enemy or ram right into them, this 'Mech has you covered.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/3025_shadowhawk.jpg]][[/labelnote]]

-->Production Year: 2550\\
Weight Class: Medium\\
Mass: 55 tons

The ''Shadow Hawk'' is a 26th century 'Mech that is often hailed as one of the better options in its weight class thanks to its medium range guns and jump jet capability. It was briefly only ever made by a few companies throughout its life, but has remained a fairly ubiquitous Medium-class 'Mech.
----
* AdaptationalWimp: Its design was based on the title mech of ''Anime/FangOfTheSunDougram'', which was a veritable [[OneManArmy One Mech Army]] able to go toe to toe with several enemy Combat Armors at once. In ''Battletech'', however, while it's a decent Medium Mech overall, it's generally considered one of the weaker mechs in the 55-ton weight class.
* ArmCannon: In contrast to the ''Wolverine'', the ''Shadow Hawk'' carries a Medium Laser in its wrist.
* ElitesAreMoreGlamorous: The SHD-2Hb Royal ''Shadow Hawk'' was designed exclusively for the SLDF Royal Regiments. It used a much more close-combat focused setup, including an [[ShotgunsAreJustBetter LB-10-X]].
* FlawedPrototype: The ''Shadow Hawk'' development process was marred by several defects in the original's armour plating. Proponents of the ''Wolverine'' would probably call the 'mech itself one of these, given the ''Wolverine'''s more focused design.
* GlassCannon: While most variants of the ''Shadow Hawk'' carry very respectable amounts of armor, the [=2D=] variant adds another short-range missile launcher and another medium laser to the design in exchange for over half of its armor. This was a variant born of Federated Suns desperation during the First Succession War and was really only able to ambush and fall back without being destroyed.
* HeWhoMustNotBeSeen: Based on the [[TheHero "Dougram" Combat Armour]] from ''Anime/FangOfTheSunDougram'', and one of the most famous of the Unseen. The Reseen version has changed remarkably little while still legally distinct.
* JackOfAllStats[=/=]MasterOfNone: Half a dozen of one, six of the other. The ''Shadow Hawk'' is a 55-tonne medium 'mech capable of filling many roles, but none of them particularly well, and built as such by the Terran Hegemony. It is capable of indirect fire and has more long-range damage than its main competitor, the ''Wolverine'', but is missing the latter's jump distance and close-up punch, and has half the long-range damage output and half its jumping distance of the ''Griffin'' but is marginally more dangerous close-up.
* JumpJetPack: Carries three, two less than the ''Griffin'' and ''Wolverine'' and making it as jump-capable as the twice-as-heavy ''Highlander''. Another reason why the other two parts of the 55-triangle tend to be valued over it.
* ShoulderCannon: Carries its main weapon, an AC/5, on its shoulder. Even in the Reseen version, it can flip up like in the Hero Armour.

!!Spider [=SDR-5V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spider_rgilclan_v19.png]]
[[caption-width-right:350:[[ComicBook/SpiderMan Does whatever a spider can.]] Including getting ''[[FragileSpeedster squished]]''.]]
-->Production Year: 2650\\
Weight Class: Light\\
Mass: 30 tons

Named for the distinctive spiderweb pattern formed by its chest armor, the ''Spider'' was built for the Star League Defense Force as a reconnaissance and light attack 'Mech -- a role it performed admirably, thanks to its high speed, outstanding jump capability, and ammunition-independent weapon loadout. Never produced in large numbers before the fall of Star League, the ''Spider'' nearly went extinct through attrition during the Succession Wars, but the recovery of its schematics by the Free Worlds League allowed the 'Mech to start propagating through the Inner Sphere once more.
----
* ArmoredCoffins: Due to its small size and quirks in its design, the standard ''Spider'' lacks an automatic ejection system -- any [=MechWarrior=] needing to leave the 'Mech must disconnect from its systems, pop the hatch, and exit manually. As you might expect, this does little to help with the survival rate for ''Spider'' pilots.
* ChestBlaster: The ''Spider''[='=]s only weapons, a pair of Medium Lasers, are mounted in its center torso next to the reactor. ''Technically'' this makes the ''Spider'' a "[=ZombieMech=]," albeit a particularly fragile one.
* EquipmentUpgrade: The 3051 [=SDR-7M=] variant is the usual Helm Memory Core upgrade, with an Endo Steel chassis, Ferro Fibrous armor, and the standard model's lasers updated to pulse variants. The SDR-7'''K''' variant from 3067, however, incorporates a Light Fusion Engine on top of that -- which not only let the designers add on a couple more tons of armor, but also install an ''actual ejection system'' for the first time ever.
* FragileSpeedster: ''Very'' fast, with a top ground speed of 129.6 km/h. ''Very'' fragile, with only 3.5 tons of armor to its name. For comparison, the archetypal FragileSpeedster 'Mech, the ''Locust'', has the same ground speed and carries half a ton ''more'' armor on a chassis ten tons lighter!
* JumpJetPack: The ''Spider'' mounts an impressive ''eight'' jump jets in its torso, allowing it to clear 240 meters in a single bound. Unlike most 'Mechs, the ''Spider'' can make minute adjustments to its thrust vectors mid-jump, allowing it to jink in midair and making it even harder to hit during a jump than usual.
* LostTechnology: After the destruction of the original ''Spider'' factory during the Amaris Civil War, the number of ''Spiders'' in the Inner Sphere steadily began to dwindle, ultimately reaching a point where combat operations were being fought over spare ''Spider'' parts and the Wolf's Dragoons were noteworthy for being able to field an entire lance (i.e. just four) of the things. This state of affairs ended when the Free Worlds League secured the 'Mech's schematics and contracted Nimakachi Fusion Products Limited to build them, allowing the design to proliferate once more (particularly in FWL and Draconis Combine space).
* MundaneUtility: The ''Spider''[='=]s advanced computer systems can make rapid adjustments to its jump trajectory mid-flight, transmit communication and sensor data back to HQ... and provide various forms of entertainment so that the [=MechWarrior=] doesn't die of boredom during long recon deployments.
* ShoutOut: It's hard to look at the ''Spider'', with the distinctive pattern in its chest armor, and not see a giant robot ComicBook/SpiderMan. This is especially true for [[https://www.sarna.net/wiki/File:Spider_Token.jpg the version pictured in the tokens of the Fourth Edition boxed set]] (which looks more like a costumed superhero than a robot), and ''especially'' when you consider that there's an upgraded version of the ''Spider'' called the ''ComicBook/{{Venom}}''.

!!Stalker [=STK-3F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_stalker1.jpg]]
[[caption-width-right:350:It's not flashy. It's not the cutting edge. It just. ''Keeps''. '''Coming'''.]]

-->Production Year: 2594\\
Weight Class: Assault\\
Mass: 85 tons

One of the lighter Assault 'Mechs going, it's not exactly going to break any land-speed records, but it's remained a staple of Assault 'Mech formations due to the sheer amount of firepower it brings with it. It's also noteworthy in that there are many variants that dropped it from the Assault-Class down to Heavy-Class due to the sheer stress of its guns on its skeleton.
----
* AchillesHeel: Beyond ammo explosions, a danger to any 'mech not purely-energy, the ''Stalker's'' weaponry are immensely heat-generating. An AlphaStrike will quickly cook both it and its ammo stores.
* BoringButPractical: Nothing about the base ''Stalker'' is advanced technology, and like the ''Awesome'' it revolves around a simple philosophy - tank hits and drown the target in fire until it stops being a problem. While the ''Awesome'' relies on PPC fire at long range, the ''Stalker'' blasts away with missiles and lasers until it boils over.
* ChickenWalker: Zigzagged. Original artwork of the ''Stalker'' had it with normal legs, while its later appearances (like in ''Mechwarrior Online'') gives it chicken legs.
* ElitesAreMoreGlamorous: Like many other mechs, the ''Stalker'' had an upgraded version for the SLDF Royal Regiments, which added an ECM package and upgraded the heat sinks, the missile guidance, and the long-range missiles and large lasers, but dropped the short-range missiles.
* FeelingTheirAge: Odd for an inanimate object, but many older ''Stalkers'' had to be downgraded or rebuilt as 75- or even 70-ton mechs (down from their normal 85) to reduce stress on the Mech's skeleton.
* GlassCannon: The ''Stalker'' has a lot of weapons on it, and at point blank will match even the ''Atlas'' in sheer offence, but it has a lot of ammo-hungry weapons (and a lot of heat problems) that renders it prone to ammo explosions.
* ImplacableMan: The ''Stalker'' is designed to slowly creep up on the foe, slowly amping up the firepower by activating more and more of its weaponry.
* MacrossMissileMassacre: It packs two [=LRM-10s=] and two [=SRM-6s=], allowing it to hammer a target at any range with more missiles than they know what to do with. The [=3H=] variant drops the Large Lasers and upgrades the missile launchers to [=LRM-20s=] to take this even farther.
* MeaningfulName: The ''Stalker'' was commonly employed in UrbanWarfare, powered down until an enemy passes by the building it's hiding in before emerging and unleashing its weaponry into the unaware opponent.
* MightyGlacier: According to the lore, one of the slowest 'mechs ever constructed, though in-game it's as fast as any other assault.
* WalkingTank: Perhaps the most notable example in ''Battletech'', the ''Stalker'' doesn't even have arms. It's just a fuselage glued on a pair of legs, with guns on it. Lots and lots and ''lots'' of guns.
* TheWorkhorse: The workhorse assault 'mech of the SLDF, more ''Stalker''s were built than of most other assault 'mech chassis combined, and even the Succession Wars couldn't stop it from remaining the most commonly used assault 'mech in service. By 3025, over 2000 ''Stalker''s -- around a third of the total number of assault 'mechs -- were still stalking the Inner Sphere and beyond. It even managed to remain in continuous production during the Succession Wars, which few other designs (let alone assault-class designs) managed to do.

!!Stinger [=STG-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dbuxmln_b3be8f08_7d5c_4017_a2c3_c66cedb4fb10.jpg]]
[[caption-width-right:350:This is not the VF-1A you are looking for.]]
[[caption-width-right:350:[[labelnote:Click here to see the Reseen version]] https://static.tvtropes.org/pmwiki/pub/images/stg_3p_stinger.jpg]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/stinger.jpg]][[/labelnote]]

-->Production Year: 2479\\
Weight Class: Light\\
Mass: 20 tons

Brought into service in the 25th century as a competitor to the ''Wasp'', the ''Stinger'' was heavily produced prior to the Succession Wars, and has largely been able to survive the rising size of 'Mechs by being hard to hit and faster than everything else at the time, and for being able to do its job admirably.
----
* AntiInfantry: The ''Stinger'' was designed as an anti-infantry 'mech, featuring Jump Jets and twin Machine Guns to ambush infantry squads and massacre them at point-blank range, and was the premieer anti-infantry 'mech until the introduction of the ''Firestarter''.
* ArmoredCoffins: A variation - due to the ''Stinger'''s small size, the cockpit is terribly cramped and unpleasant for any pilot larger than a teenager. This means that it's almost impossible for tall/weighty pilots to fit in the command chair, and almost everyone needs the assistance of a tech to get out of the cockpit afterwards. This leads to diminished effectiveness and the heightened risk of injury or death. In-game, this is represented by the "Cramped Cockpit" quirk and all the negatives that come with it (fortunately, "Difficult Ejection" is a separate quirk that does not affect the ''Stinger'').
* ChestBlaster: The Jihad-era 3P variant and its derivatives are built around a Light PPC, mounted in the Right Torso. The weapon takes up most of the Mech's chest cavity. Rumors of being copied from the extremely similar Clan ''Pack Hunter'' design are a matter of personal judgement.
* FragileSpeedster: It has about average speed for a light 'Mech, but with only three tons of armor a few good shots can cause serious trouble.
* HeWhoMustNotBeSeen: Based on the VF-1A Valkyrie from ''Anime/SuperDimensionFortressMacross''. Like the ''Wasp'' (based on a similar Valkyrie model), this made it one of the Unseen, and it took several revisions to produce a modern iteration that would be beyond litigation.
* JumpJetPack: The second scout 'mech to use Jump Jets, coming right behind the ''Wasp'' and becoming its main competitor. Of course, this lead to...
* SerialNumbersFiledOff: The ''Stinger'' was considered an InUniverse example of this, resembling the ''Wasp'' so much that it led to a long lawsuit between the 'mechs' respective manufacturers.
** Which becomes either HilariousInHindsight or HarsherInHindsight as the ''Stinger'' was one of the bones of contention in the Harmony Gold vs. [=FASA=] lawsuit...
* TransformingMecha: Also like the ''Wasp'', the ''Stinger'' had an LAM variant, just like VF-1A Valkyrie it was based on.
* TheWorkhorse: Alongside the ''Locust'' and ''Wasp'', one of the earliest Battlemechs still in production and the second-most produced 'mech of all time; over 200,000 ''Stingers'' were produced between its introduction and the end of Star League. For comparison, by the first edition of ''Battletech'' (3025) there were around 60,000 mechs in the Inner Sphere in ''total'' (around a fifth of these were ''Locusts'', ''Stingers'' or ''Wasps'').

!!Thanatos [=TNS-4S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/594px_2ds3xp3if2j3z9jqjv8uybb9gmwy47o.jpg]]
[[caption-width-right:350: The Inner Sphere's take on the concept of death in 'mech form]]

-->Production Year: 3061\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Thanatos'' is a post-Clan Invasion heavy 'Mech based on several design philosophies borrowed from Clanner designs. Initially designed to be an Inner Sphere [=OmniMech=], its prototype was deemed by the Federated Commonwealth as too costly to reliably manufacture in great enough numbers. It was eventually reworked into a standard mech that combined a large arsenal with impressive agility and speed, which was eventually accepted into official use.
----
* AchillesHeel: Despite being a tough nut to crack, it carries a massive 375 rating XL engine which takes up a lot of space in its side torsos, meaning that any serious damage beyond its (admittedly thick) side torso armour has a good chance of disabling it.
* AwesomeButImpractical: Part of being initally designed as an [=OmniMech=]. It has both endo-steel construction and an XL engine, which leaves plenty of room for other equipment but also makes it ''very'' expensive. It was intended to emulate the Clan's ''Summoner'' design, and is only marginally cheaper than one.
* BeamSpam: Four-fifths of its offensive weapons are lasers of various types, and it has enough heat-sinking capacity to fire them all day long.
* JackOfAllStats: Its got a decent ammount of tools for about any situation, but not enough drawbacks to make it a MasterOfNone.
* JumpJetPack: Carries a total of 5 jump jets, allowing it to jump much higher than one would expect from such a large machine.
* LightningBruiser: Despite its mass and size, the ''Thanatos'' is capable of a quite impressive 86.4 KPH top speed. It also boasts more than adequate firepower to make any 'mech think twice about engaging it in a one on one fight.
* MacrossMissileMassacre: It packs an [=MRM-20=], which are nasty up close.
* WalkingTechbane: Usually carries an ECM suite, which allows it to screw with the sensors of any nearby opponents.

!!Thunderbolt [=TDR-5S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thunderbolt_tdr5s_ssw.jpg]]
[[caption-width-right:350:[[WesternAnimation/ThunderCats "Thunder! Thunder! Thunder! THUNDERBOLT, HOOO!"]]]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/3025_thunderbolt.png]][[/labelnote]]

-->Production Year: 2491\\
Weight Class: Heavy\\
Mass: 65 tons

A late 25th century model that was initially one of the heaviest 'Mechs made at the time, but has since become well-known for its heavy armor and eclectic weapon-selection in an already tanky Heavy-Class. It does however, have plenty of heat issues that have been the bane of any of its pilots.
----
* AchillesHeel:
** Heat. The ''Thunderbolt'''s attack will generate about twice as much heat as it's able to sink, at any range, and will quickly pop all its ammunition.
** Speaking of ammunition, the ''Thunderbolt'' carries its missile ammunition in its Centre Torso. While this means any potential ammo explosion is located behind the thickest armour of the 'mech, it also means one lucky through-armour critical in the most likely hit location -- or one good BackStab -- will instantly destroy the whole 'mech. Granted, that's pretty much the [[JustForPun case]] for any Inner Sphere 'Mech without Cellular Ammunition Storage Equipment.
* AffectionateNickname: It's known as the "T-bolt" in the Inner Sphere, partly because its roomy cockpit makes it a favoured ride for [=MechWarriors=].
* HeWhoMustNotBeSeen: One of the Unseen, the original ''Thunderbolt'' design was based on the Hasty [=F4X=] "Ironfoot" from ''Anime/FangOfTheSunDougram''. The modern ''Thunderbolt'' is more streamlined and carries its cockpit on the opposite side.
* JackOfAllStats: The ''Thunderbolt'' features decent weapons coverage (barring its heat problem) and is well-armed and armoured for a heavy 'mech. It also has a ton of variants that lets it fill a variety of roles, including a Jump Jet-capable variant for scouting.
* MightyGlacier: The original ''Thunderbolt'' had an undergunned engine that made it as slow as an assault. Advances in engine design makes most modern versions average movement for a heavy 'mech.
* ShoulderCannon: For its [=LRMs=].
* UpgradeVsPrototypeFight: It's pretty clear where the Clan ''Summoner'' derives most of its design inspiration, leading to this trope whenever Clan ''Summoner''s meet Inner Sphere ''Thunderbolt''s. The most notable example was Maeve Wolf in a ''Thunderbolt'' refitted with Clan technology versus Alpin Wolf in a ''Summoner'' during the Dragoon Civil War. [[spoiler: Maeve won.]]
* TheWorkhorse: It's one of the oldest Mech designs still around, with dozens of variants and upgraded versions.

!!Trebuchet [=TBT-5N=]

[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/trebuchet_rgilclan_v04.png]]
[[caption-width-right:342:Delivering [[MacrossMissileMassacre humongous missile barrages]] at affordable prices since 2799.]]

-->Production Year: 2799\\
Weight Class: Medium\\
Mass: 50 tons

The ''Trebuchet'' (affectionately known as the "trenchbucket" by its pilots) is a fire support 'mech designed from the ground up to work with a lance instead of being a standalone model.
----
* AceCustom: The ''Trebuchet'' piloted by Sharron Burgoz of Kurita's "Sorenson's Sabres" started out as a custom model, sporting [=PPCs=] and an autocannon instead of the missile-heavy loadout of the stock ''Trebuchet''. It was canonized as a production variant by House Kurita after Burgoz showed how effective the weapons configuration was.
* AchillesHeel: Heat and ammunition. The 5N model only carries a single ton of ammunition for each LRM-15 launcher, enough for eight salvos when most tabletop battles run around fifteen rounds. It also generates twice as much heat as it can sink on an AlphaStrike, meaning it can use the missiles or the lasers, but not both.
* AffectionateNickname: Known also as the "Trenchbucket"[[note]]yes, its canon[[/note]], presumably because it just sounds funny.
* BashBrothers: The ''Trebuchet'' was designed to work with the ''Centurion'', with the ''Centurion's'' heavy autocannon providing the close-range punch to the ''Trebuchet's'' long-range missile barrages. A particular Marik standard fire-support lance TOE includes one ''Centurion'', two ''Trebuchets'' and one ''Archer''.
* BoringButPractical: The ''Trebuchet'' isn't particularly impressive on its own. But it boasts superb missile launching capabilities at a modest cost of 4.3 million C-Bills, only mildly inferior to those of the heavier and costlier ''Archer''. Combined with a serviceable 7.5 tons of armour and more than adequate mobility, it quickly became one of the most sought-after 'mechs in the Inner Sphere during the Succession Wars.
* CripplingOverspecialization: The standard model was made to shoot targets from afar with a massive ammounts of long range missiles. If anything comes closer than the missiles' minimum range, the ''Trebuchet'' is in for a rough time with only a trio of medium lasers to fall back on. This led to the development of the 5S model, which replaced the long-range missiles with short-range missiles and more heat sinks, meaning anyone who managed to close in on a ''Trebuchet'' lance would find a nasty surprise waiting for them.
* LostTechnology: The SLDF's [=TBT-3C=] model had virtually every advanced technology available - Artemis missile guidance, CASE, double heat sinks, endo-steel construction and an XL engine. When Star League fell, the Mech had to be redesigned to use more readily-available equipment.
* MacrossMissileMassacre: Its specialty. Boasting a pair of [=LRM-15s=], it can badly hurt most targets on its weight class or above before its close combat oriented lancemates take it down.
* TheWorkHorse: Intended to be one for fire-support 'mechs when designed. It became a fixture of any lance in the Federated Suns that required indirect fire support, particularly alongside the ''Centurion'' and the ''Archer''.

!![=UrbanMech=] [=UM-R60=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/urbanmech_rgilclan_v02.png]]
[[caption-width-right:350:Behold, the most beloved 'Mech in all of ''Battletech'']]
[[quoteright:350:[[labelnote:Click here to see the old design]] https://static.tvtropes.org/pmwiki/pub/images/urbanmech.jpg]][[/labelnote]]

-->Production Year: 2675\\
Weight Class: Light\\
Mass: 30 tons

The [=UrbanMech=], or "Urbie", as it's well known, is... Unique. Designed purely as an urban defense unit on a dirt-cheap chassis, it's one of the more heavily-armored Light-class 'Mechs in the universe while also being much, ''much'' slower, receiving the dubious honor of being one of the slowest 'Mechs in existence[[note]]It lumbers forward at a measly 34 km/h, or 20 mph[[/note]]. While most pilots agree it's worth about two minutes or so of actual combat, in the right hands, it can be quite deadly.
----
* AbnormalLimbRotationRange: Under the Quirks rules, the ''[=UrbanMech=]'' has "Extended Torso Twist," letting it twist its torso one hexside farther than other 'Mechs, granting it an improved field of fire. In ''[=MechWarrior=] Online'', this is translated into a full 360 degree torso rotation range.
* AffectionateNickname: Known as the "Urbie" both InUniverse and out of it.
* AwesomeButImpractical\BoringButPractical\CripplingOverspecialization: It is testament at just how ''odd'' the ''[=UrbanMech=]'' is in that it can simultaneously be in all 3 categories at once;
** On the [[CripplingOverspecialization Overspecialization]] front the ''[=UrbanMech=]'' is, as its name suggests, optimized for [[UrbanWarfare city-fighting]] and its slow speed and short range cripples it outside that environment...
** Within that environment however, the ''[=UrbanMech=]'' is an (admittedly little) terror where its small size, movement related quirks, tough armor and short-ranged-but-high-powered weapons make it a superb ambusher able to punch firmly above its price tag...
** Which leads into the [[BoringButPractical Practical]] side of things as the ''[=UrbanMech=]'' is one of the cheapest mechs available with a significant number of variants available for whatever specialized battlefield role a commander may require; be it [[OneHitKill coring Assault mechs]] or [[NukeEm deploying tactical nuclear artillery]] - as long as that role takes place within a city.
* {{BFG}}: The stock ''[=UrbanMech=]''[='=]s AC/10 weighs 12 tonnes not including ammo, near half the 'Mech's weight and comically oversized for a light 'Mech. Taken to extremes with the Capellan [=UM-R60L=], which totes an AC/20 [[GlassCannon in return for two tonnes of armour]]. In fact, pretty much every configuration of the Urbie is made to carry one in one form or another:
** The Kuritan [=UM-R68=] variant does away with the autocannon entirely, replacing it with an [[MacrossMissileMassacre MRM/30]] and 2 tons of ammunition, tripling the damage potential of the stock Urbie and allowing it to fight for longer, at the cost of being [[CloseRangeCombatant significantly less accurate and less effective at range]].
** The UM-R80 carries a [[SawedOffShotgun snub nosed PPC]], allowing it to blast away at close range targets without worrying about ammo consumption.
* ExactlyWhatItSaysOnTheTin: It's a 'Mech. For urban fighting. ''[[BreadEggsBreadedEggs UrbanMech]]''.
* DifficultButAwesome: Sure, it looks unimpressive and kinda funny, but in the hands of skilled pilots and fighting in their element, a pack of these are downright terrifying. Just ask the Ghost Bears.
* HitAndRunTactics: Toyed with. The Urbie isn't ''running'' anywhere fast, but it's got an autocannon typically mounted on much larger Mechs and was designed specifically to fight in an urban environment, popping in and out of cover by hiding in side streets or over buildings with its jump jets. In the right hands, it's actually quite good at its designated role. And absolutely nothing else.
* InventionalWisdom: Carries an extra heat sink above the 10 included in the engine, despite having a maximum heat output of 6 from [[AlphaStrike Alpha Striking]] while firing both its jump jets. Presumably adding a medium laser or some additional ammo or armour with that ton instead would be unsporting.
* JumpJetPack: The only 'mech to mount 2 jump jets by default. Why 2? Because its engine is so small it can't mount any more. 60 metres still gives the "Urbie" the reach to jump onto or over the average building, which is handy if you ever were to bring one to an urban environment.
* LethalJokeCharacter:
** ''[=UrbanMech=]''s generally aren't taken very seriously, but for their price point they can make for surprisingly effective cannon fodder in the environment it's designed for. It's also one of two 'mechs that can gun its engines to full on asphalt and never have to worry about a seatbelt check.
** Some of the ''[=UrbanMech=]'''s variants are... Somewhat better optimized than the base model and can almost be considered dangerous under the right conditions. The UM-R90 ''[[PunnyName SuburbanMech]]'' variant, for example, trades the BFG for a (much lighter but equally damaging) [=PPC=] and a pair of Medium Lasers, making it essentially a cheaper ''Panther''.[[note]]The R90 is not, strictly speaking, a "proper" variant, being a fanmade design that appeared in the ''Battletechnology'' magazine before being included in HBS ''VideoGame/BattleTech''.[[/note]]
** The [=UM-AIV=] is an ''[=UrbanMech=]'' variant armed with an Arrow IV artillery missile launcher. Canonically, the Word of Blake employed at least one [=UM-AIV=] armed with nuclear warheads.
** Any [=MechWarrior=] who can effectively pilot this [[DifficultButAwesome extremely unorthodox machine]] is not to be underestimated.
** In the ''Crescent Hawks Inception'' video game, two Kurita ''[=UrbanMech=]''s are a HopelessBossFight early in the game. Your ''Chameleon'' simply can't stand up to the pounding of their [=AC/10s=], nor do enough damage to get through their armor before they get through yours. You're pretty much expected to lose the 'Mech and escape on foot, though you can blast a hole in the wall of the training ground and run for it. But even that's no guarantee of escaping with the ''Chameleon''. . . Urbies may be slow, but those [=AC/10s=] have solid range.
** This trope is even more apparent in ''[=MechWarrior=] Online'', where, [[AceCustom due to being heavily customizable]], one can solve most shortcomings the Urbie has by greatly improving its movement speed and upgrading its arsenal. The end product is, potentially, a relatively durable light 'Mech that moves about as fast as one would expect from a light 'Mech, [[PintsizedPowerhouse but that can dish out enough punishment to give assault 'Mechs pause, while retaining its small size and survivability]], meaning a souped out Urbie is an absolute pain in the ass to take out if the pilot knows what they're doing. The downside, of course, is that you'll be spending far more in the upgrades than you'll be spending in purchasing the actual 'Mech[[note]] namely larger engines, ferro-fibrous armour, endo-steel structure, conversion to double heatsinks and your pick on whatever pricey killing tools to mount on it, which will cost you roughly twice what the mech does, depending on your loadout of choice[[/note]]. And, as established elsewhere, if the ''[=UrbanMech=]'' has a design philosophy, it's "be very very cheap," partially explaining why such radical upgrades aren't made to canon Urbies.
* MasterOfNone: It's not quick. It's not well-armoured. It isn't even particularly dangerous offensively. The "Urbie" is, however, very, very, ''very'' cheap.
* MacrossMissileMassacre: The Draconis Combine created the [=UM-R68=] shortly after the Clan Invasion, which sports an MRM-30 and was employed against Clan Ghost Bear during the Combine-Ghost Bear War. The Ghost Bears quickly grew to ''hate'' them.
* MightyGlacier: Downplayed ''and'' exaggerated (because if that's at all possible, of course the Urbie would do it). The ''[=UrbanMech=]'' is mighty.... For a light 'Mech. It's also slow... ''for an assault 'Mech''.[[note]][[DownplayedTrope So it's mighty only by the standards of a class of 'Mech not known for being mighty]], and [[ExaggeratedTrope slow by the standards of a class of 'Mech reknowned for being slow!]][[/note]]
* MoreDakka: The Federated Suns stuck a Rotary AC/5 on their [=UM-R70=] Urbie model, because of course they did.
* PintSizedPowerhouse: Under the Quirks rules, the ''[=UrbanMech=]'' has "Narrow[=/=]Low Profile," making it harder to hit at range than other 'Mechs. Even just in general, it has pretty impressive firepower and armor for a 30-ton 'Mech, albeit at the cost of being dreadfully slow.
* RangedEmergencyWeapon: The ''[=UrbanMech=]'' sports a Small Laser, for those all-too-common scenarios where its autocannon runs out of ammunition. This fearsome loadout allows it to lightly singe any enemy foolish enough to allow an ''[=UrbanMech=]'' to somehow close to point blank range.
* RedShirt: The ''[=UrbanMech=]''s role in any ''Battletech''-related narrative it is included in is generally to show up and immediately get slaughtered.
* SeriesMascot: An entirely fan-made example. The Urbie is on exactly none of the ''Battletech'' manuals and no famous [=MechWarriors=] in the 'verse would be caught dead in one, but it's one of the most beloved and recognizable 'mechs by the fandom anyway. [[EverythingsBetterWithPlushies It even has its own official Plushie]], thanks to being a Stretch Goal of the 2019 ''Clan Invasion'' box Kickstarter. [[https://www.youtube.com/watch?v=xOAre8wMWGU&list=PLR5zhFCFVb9Ul5DLGzgQ6k4OeYjy2daZ3&index=31 It was also the focus of the third episode of Tex Talks BattleTech]], because it was the one the fans requested the most. Tex seemed rather off-put by this.
-->'''Tex Talks Battletech''': In the world and setting of ''[=BattleTech=]'', there are many glorious and truly mighty machines of war! And then, well, there's. . . the . . . ''[=UrbanMech=]''. But, well, it's what you wanted, so I guess we're going with that!
* SituationalSword: The ''[=UrbanMech=]'' was designed with one particular battlefield in mind. [[ExactlyWhatItSaysOnTheTin We leave it to eagle-eyed readers to determine which one.]]
* SuperweaponSurprise: Not quite a ''super''weapon but the DCMS unleashing the missile centric [=UM-R68=] onto the invading Clan Ghost Bear had more or less the same effect, as a 'mech that was once considered a nuisance at best, would now show up in packs and tear apart their vastly more expensive heavy 'mechs with a concentrated barrage of missiles.

!!Uziel [=UZL-3s=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/558px_moyizz6v3c06qxygrkfisychvs3t4mc.gif]]
[[caption-width-right:350: It's a robot cassowary, '''with guns'''.]]

-->Production Year: 3065\\
Weight Class: Medium\\
Mass: 50 tons

In a drastic departure from the usual [[MightyGlacier Lyran]] [[{{BFG}} design]] [[BiggerIsBetter tradition]] the ''Uziel'' was envisioned by Defiance Industries as the epitome of a multi-role fighting machine. Outfitted with a vast amount of recently rediscovered weight-saving lostech, it carries a very varied loadout which allows it to fight effectively from virtually any range. Due to its extreme versatility, the ''Uziel'' was normally employed as a "trooper" 'mech, doing anything that needed to be done, not exceptionally well, but well enough.
----
* AnimalMecha: Designed to look like a large, flightless raptor bird, such as a cassowary.
* ArmCannon: Both arms are used mostly to house lasers.
* ChickenWalker: Has reverse jointed legs to allow for better running.
* CloseRangeCombatant: The ''Uziel'' packs an [=LB-2X=] autocannon, the longest-ranged weapon in the Inner Sphere arsenal, but it doesn't do much damage. The vast majority of the ''Uziel'''s firepower is effective within ten hexes.
* FragileSpeedster: Not due to a lack of armor, but an XL engine means a loss of either side torso will mission-kill the Mech. It also doesn't use CASE, meaning a good hit to the right torso internals will likely turn the 'Mech into a fireworks display.
* JackOfAllStats: It can run, jump, recon and fight at both long and close ranges decently well. It won't be as effective as a specialized 'mech might be, but you can count on the ''Uziel'' to be decently effective at most jobs its given.
* JumpJetPack: It carries a full complement of six jump jets, making it exceptionally mobile.

!!Victor [=VTR-9B=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/victor_rgilclan_v18.png]]
[[caption-width-right:350:Because jumping into some poor [=MechWarrior's=] face and murdering them qualifies as "support."]]

-->Production Year: 2508\\
Weight Class: Assault\\
Mass: 80 tons

In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower. Basically, [=HildCo=] was asked to make an assault-'Mech version of the ''Catapult'', and instead made one of the deadlier brawlers in the Inner Sphere.
----
* AchillesHeel: Durability. The ''Victor'' is at the bottom end of assault 'Mech tonnage, so would be fragile by assault 'Mech standards anyway, but the price for its relatively heavy armament and jump capability is shedding more armor than most assault pilots are comfortable with. Assorted variants have addressed the problem mostly by using advanced technology to free up tonnage for armor. Notably, the [=9A=] and [=9A1=] variants ''remove'' armor to add anti-infantry flamers and/or machine guns.
* ArmCannon: The main armament of the standard ''Victor'' and most of its variants is [[{{BFG}} a massive AC/20]] mounted in the right arm.
* BeamSpam: The AceCustom ''Li'' variant used by the Combine warlord Li Dok To replaces the AC/20 with a massive ten medium lasers (filling the ''entire'' right arm's slots with medium lasers), more than doubling the baseline variant's damage at the cost of a horrific overheating problem.
* CloseRangeCombatant: None of the standard ''Victor'''s weapons have a maximum range greater than 270 meters, and all of them are most effective within 90 meters. Most variants of the ''Victor'' follow this pattern, though there are a few that buck the trend by swapping the [=AC/20=] for a Gauss Rifle.
* EquipmentUpgrade: The [=9D=] model uses Star League technology to up-gun and up-armor the ''Victor'' with an Endo-Steel chassis, while the Clan refit of the classic [=9B=] model increases the firepower with Clan-Tech weaponry that's lighter and more effective.
* FragileSpeedster: With a top speed of 64.8 km/h and four [[JumpJetPack jump jets]], the ''Victor'' is speedy and maneuverable for an Assault 'Mech, and with its powerful [=AC/20=] backed up by Medium Lasers and [=SRMs=], it can quickly pound lighter 'Mechs to scrap. The tradeoff is that the ''Victor'' only carries 11.5 tons of armor, which would be mediocre protection for a 'Mech ten tons lighter.
* HitAndRunTactics: The preferred method of fighting with a ''Victor'': use its speed and mobility to get in close, mangle or destroy an enemy 'Mech with overwhelming firepower, and retreat to cover before remaining enemy forces can bring their guns to bear.
* NationalWeapon: The Federated Suns captured the only factory capable of building ''Victors'' during the Second Succession War, and the 'Mech quickly became associated with their armed forces. Even after the Draconis Combine retook the factory in 3039, many House Kurita [=MechWarriors=] refused to pilot a machine that was now considered to "belong" to the enemy.
* SituationalSword: Best employed in short fights such as ambushes or quick strikes, as it is not well equipped to hold out against prolonged fire, but its weapons allow it to be brutally effective at blasting apart most 'mechs its own size or smaller before things get dicey.
* WeaponOfChoice: Perhaps unsurprisingly, Victor Ian Steiner-Davion piloted a ''Victor'', until he was given a Wolf's Dragoons produced ''Dire Wolf''.

!!Viking [=VKG-2F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/screenshot_8_5.jpg]]
[[caption-width-right:350: Your gods can't hear you over the sound of 70 missile tubes fired at once.]]

-->Production Year: 3059\\
Weight Class: Assault\\
Mass: 90 tons

From the dawn of human warfare, there has never been a desire greater than tossing nasty, very deadly things at your enemy to put them down at a safe distance. 'Mech warfare is no exception to that maxim, from the early ''Helepolis'' with its massive cannon, to the venerable ''Archer'', the thirst of tactical and strategic planners for 'mechs that could safely support close-range combatants through a barrage of unending fire could never be truly sated. It was from that thirst that the ''Viking'' was born. Intended to replace the aging ''Bombardier'', the Free Rasalhague Republic designed it with help from Comstar and created a mech that was cheaper, tougher and harder hitting than its predecessor. Equipped with 4 Long Range Missile racks, totalling 70 missiles fired per volley, it was the final solution to anyone seeking a long range assault platform.
----
* AchillesHeel: Besides the minimum range on the missiles, the ''Viking'' only carries twelve salvos worth of ammunition for the various launchers. While one might think that 840 long-range missiles with Artemis IV guidance would be plenty, most battles tend to go about fifteen rounds.
* BoringButPractical: The ''Viking'' is more or less a bigger, badder ''Catapult'', but anything that can launch that many missiles is still a ''very'' dangerous foe.
* LegCannon: The ''Viking'' carries a quartet of machine guns mounted in the legs as defense against infantry.
* LongRangeFighter: The main objective of the 'mech was to be able to drown out the opposition with missiles from a long range, and it is damn good at that.
* MacrossMissileMassacre: The [[UpToEleven Macross Missile Massacrest 'mech]] [[NoKillLikeOverkill of them all.]]
* MightyGlacier: It's an Assault 'mech, so it won't be setting any speed records, but ''god'' can it lay down some serious hurt.
* RangedEmergencyWeapon: Should anything manage to survive the massive salvos of missile fire long enough to close within their minimum range, all the ''Viking'' has for close-range defense is a pair of Small Lasers.
* ShouldersOfDoom: Where the bulk of its firepower is stored.
* SuperiorSuccessor: Was one for the ''Bombardier'' and had its own with the [=VKG-3A=], which replaces 2 of its launchers with Arrow IV missile artillery, making it a straight up strategic theater weapon.

!!Wasp [=WSP-1A=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wasp_wsp_1s_fsw.jpg]]
[[caption-width-right:350:[[WesternAnimation/ToyStory To Infinity]]... [[ScrewedByTheLawyers And a lawsuit]].]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/wasp_8.jpg]][[/labelnote]]

-->Production Year: 2464\\
Weight Class: Light\\
Mass: 20 tons

The original reconaissance 'Mech, brought into prominence in 2464. It was revolutionary for its time for being one of the first 'Mechs capable of using jump jets, and it's kept to its recon, hit-and-run style of use for centuries primarily due to just how solid its initial design is.
----
* ArmCannon: Its medium laser is built into the 'mech's right wrist.
* BoringButPractical: As a 20-ton light 'mech, it carries pratically nothing but some symbolic weaponry, jump jets and a smidgeon of armour. It's extremely cheap and can be built anywhere in-universe, and in-game perfectly designed to sink all its heat while jumping its full six squares and firing all its weapons.
* HeWhoMustNotBeSeen: One of the Unseen and one of the most recognizable to anime fans, based on the [[TransformingMecha mech form of]] the VF-1 Valkyrie from the original ''Anime/SuperDimensionFortressMacross''. The Reseen version has a distinctly visible cockpit and a much blockier chest- and leg area.
** This adds some {{Irony}} on to the 'mech's fluff: As mentioned below, it is one of the most widely-produced and available designs in the Inner Sphere, to the point where it's a common joke that convenience stores stock chips, beer, bait, tackle and spare parts for ''Wasp''s. Of course, thanks to the legal shenanigans that swept up the art for the ''Wasp'' in RealLife, the mini took many years to re-emerge and so it was de-facto one of the ''least''-seen 'mechs on tabletops for a considerable amount of the game's history. It's only with the Kickstarter that this situation may finally be able to change and the mass availability of the design in fluff will be matched by actual availability of the miniature for play.
* JumpJetPack: The defining feature of the 'mech, the ''Wasp'' was the original prototype for Jump Jets.
* LegCannon: Carries a missile launcher in its left leg, though later versions would explicitly mount it on the outside of the 'mech's lower hip.
* LongRunner: Both in-universe and out: The ''Wasp'' was the first 'mech to mount Jump Jets in-universe and the first mass-produced 'mech still produced, and was one of the first 'mechs introduced in the first edition of ''Battledroids''.
* SuperPrototype: The Federated Suns attempted to create an updated version called the ''Super Wasp'' using tech from the Helm Memory Core. The facilities for the ''Super Wasp'' were destroyed in a raid by Wolf's Dragoons and the prototypes of the ''Super Wasp'' destroyed trying to defend it.
* TransformingMecha: As befitting its inspiration, the ''Wasp'' was one of the Land-Air 'Mechs, back when rules for those still existed in the game ([=LAMs=] were removed due to the combination of the rules never quite being correctly balanced and the "Unseen" debacle).
* TheWorkhorse: ''The'' most-produced 'mech in the ''Battletech''-verse, bar none, and still in active production by the Dark Age. It has the "Ubiquitous" Quirk when these are used, making it extremely easy to repair on a campaign.

!!Warhammer [=WHM-6R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/black_widow_warhammer.jpg]]
[[caption-width-right:350:The Warhammer that started it all. a Rolling Thunder Warhammer from ''Battledroids'' first edition rulebook.]]
[[quoteright:350:[[labelnote:Click here to see the Reseen design]] https://static.tvtropes.org/pmwiki/pub/images/578px_l0q0t8aw4uy2cppjz1c13feul5vq2vb.png]][[/labelnote]]

-->Production Year: 2515\\
Weight Class: Heavy\\
Mass: 70 tons

The ''Warhammer'' was designed to be one of the first anti-'Mech 'Mechs ever conceived in the early 26th century, and it has been one of the most well-used and well-loved 'Mechs in history; dozens of famous pilots count the ''Warhammer'' as their ride of choice, and its respectable armor and weaponry ultimately allowed it to become the gold standard of Heavy-Class 'Mech design.
----
* AchillesHeel: The base model carries the machine gun ammunition in the center torso, so a shot that penetrates there (or the heat gauge spiking too high) can take out the entire 'Mech.
* ArmCannon: Its forearms are both taken up by its main guns, a pair of [=PPCs=].
* BeatThemAtTheirOwnGame: It was one of the first dedicated anti-'mech designs, design to hunt and destroy 'mechs of its own or lower weight class.
* BoringButPractical: The original ''Warhammer'' production model had no particularly advanced technology - no CASE, weight-saving technology, double heat sinks, or advanced missile guidance - but was extremely efficient at what it was designed to do. This let it survive through the Succession Wars with little trouble.
* ElitesAreMoreGlamorous: The ''Warhammer'' had an SLDF royal version, the [=WHM-6Rb=], but it had practically no differences from the baseline apart from a slight EquipmentUpgrade to Double Heat Sinks and slightly better armouring. It would later be replaced by the WHM-7A, which gave it the latest in Star League weaponry.
* EquipmentUpgrade: A frequent recipient as practically all nations to field it tended to modify the baseline model to fit their own needs: Removal of the machine guns (either for more heatsinks or alternative, less explosive AntiInfantry weaponry) was a particularly common modification. After its main producer [=StarCorps=] decided to permanently upgrade their ''Warhammer'' models in the [=mid-3060s=], their factories in each of the Inner Sphere nations (the [=FedComs=], Capellans, Combine and FWL) created their own unique upgraded versions.
* JackOfAllStats: The iconic heavy 'mech of the early game, the ''Warhammer'' has a set of mostly non-overlapping weapons that lets it deal around 20 damage at both close and long range (and about twice that at optimal overlap), carries a decent amount of armour, a pair of machine guns for AntiInfantry, and has an average speed for a heavy 'mech. It has no real weaknesses, apart from ammunition explosions and not being particularly stellar at any one role.
* HeWhoMustNotBeSeen: Another famous ''Anime/SuperDimensionFortressMacross'' transplant, the ''Warhammer'' was based on the mark one Destroid Tomahawk and thus rendered Unseen. Its Reseen version was introduced through Project Phoenix.
* LongRangeFighter: A slightly downplayed example. The ''Warhammer'' deals optimal damage at four to six squares' distance (short range for the [=PPCs=] and medium for the lasers and SRM rack), but it lacks the heat sinks and armour to brawl with heavier 'mechs at that range for long. While it deals only half as much damage at long range, it has much better heat management and endurance at that range.
* SeriesMascot: The ''Warhammer'' was featured on the first edition of the ''Battledroids'' book and the original ''Battletech'' manual. It featured heavily on early promotion material until the Unseen debacle, having lost a fair bit of prominence since.
* ShoulderCannon: Holding a six-tube short-range missile launcher. The other shoulder typically carries a floodlight.
* SuperiorSuccessor:
** One of the earlier 'mechs to get introduced to upgrades from the Helm Memory Core, with the Combine producing an upgraded model as early as 3047. [=ComStar=] created a "clanbuster" variant for the Battle of Tukayyid that included Star League-era technology and the inclusion of Jump Jets.
** The Clans, on their end, produced the C-line of the ''Warhammer'' (C1, C2 and C3), each model increasingly replacing the original technology with more [=ClanTech=]. Eventually this turned into the ''Warhamner [=IIC=]'', upgraded to an assault chassis and built entirely with Clan Components.
** The ''Warhammer'' itself is actually a successor design to the ''Hammerhands'', the 'Mech that arguably started the Federated Suns love of Autocannons. Switching the arm guns from AC-10s to [=PPCs=], along with more subtle upgrades across the board and adding support weaponry, the ''Warhammer'' was such a monumental success that it reduced its otherwise proud predecessor to a mere footnote in history.
* ThoseTwoGuys: Often paired up or contrasted with the ''Marauder'', the original heavy 'mechs of the setting with overlapping roles. Natasha Kerensky drove a ''Warhammer'' for most of her career, battling The Bounty Hunter in his ''Marauder''.
* UpgradeVsPrototypeFight: The ''Warhammer'''s design heavily inspired the Clan ''Hellbringer''/''Loki'', making any encounter between the two an example of this.
* TheWorkhorse: One of the standards for heavy 'mech design for over 500 years, the ''Warhammer'' is produced and fielded by practically every major Inner Sphere power (and the Taurians) and has a ton of variants due to field reworks and variability of production facilities. With quirks on it is both "Rugged" and "Ubiquitous", making it easy to repair and find replacement parts on a longer campaign.

!!Whitworth [=WTH-1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_whitworth1.jpg]]
[[caption-width-right:350:Whitworth, the Inner Sphere's #1 name in [[MasterOfNone mediocrity]].]]
-->Production Year: 2610\\
Weight Class: Medium\\
Mass: 40 tons

The flagship (and indeed only) product of the Whitworth Company, the ''Whitworth'' was launched in the early [=2600s=] as a middleweight option between the ''Wasp'' and the ''Phoenix Hawk''. However, faulty leg actuators made the ''Whitworth'' significantly slower than either of those designs, and after the initial close combat-oriented model fared poorly on the battlefield, it was redesigned as an LRM-equipped fire support 'Mech. Never particularly popular, the ''Whitworth'' would steadily decline in numbers over the Succession Wars through sheer [=MechWarrior=] apathy as much as anything else.
----
* TheAllegedCar: The ''Whitworth'''s leg actuators are so poorly designed that its legs tend to ''fall off'' during high-stress maneuvers, and replacing them would require a rework of the 'Mech's entire lower body. This may be why its ground speed caps out at 64.8 km/h.
* ArmCannon: Both of the ''Whitworth'''s arms end in Medium Laser barrels rather than hands. This is actually one of the reasons why the [=WTH-1S=] model was unsuccessful, as its lack of hands impaired its ability to fight in melee or grab supplies during a raid.
* ChestBlaster: The ''Whitworth'''s primary weapons, its LRM-10 racks, are located in its side torsos.
* CloseRangeCombatant: The original [=WTH-1S=] model mounted a pair of SRM-6 launchers and a few extra heat sinks instead of the [=WTH-1's=] [=LRM-10s=], making it more of a close-in brawler. However, that design tended to get its pilots killed, so the 'Mech was retooled as a fire support unit.
* EvenBeggarsWontChooseIt: After the Whitworth Company's factory was destroyed during the Amaris Civil War, the ''Whitworth'' nearly went extinct over the following centuries simply because no one ''cared'' enough about it to try and restart production. Even after a company specifically created to produce spare parts for the machine was incorporated in Combine space, most of the mechs wound up sold off or cannibalized for spares.
* FanNickname: Well, "fan" might be pushing it. In-universe, the ''Whitworth'' has acquired a couple of nicknames: the relatively neutral "Tin Woodsman," and the entirely derogatory "Worthless." Out-of-universe, it's also known by the even-more-derogatory "Shitworth."
* JumpJetPack: The ''Whitworth'' mounts four jump jets, which help mitigate its otherwise poor mobility.
* KillItWithFire: Downplayed. A rare variant of the design mounted a Flamer in one arm and Inferno-loaded SRM launchers in place of the LRM launchers. Amaris used these as terror weapons to destroy entire cities.
* LongRangeFighter: This is the LRM-equipped [=WTH-1=] ''Whitworth'''s intended battlefield role, following the failure of the short-ranged [=WTH-1S=] model.
* MacrossMissileMassacre: The ''Whitworth'' mounts two LRM-10 launchers, which lets it put out a surprising amount of firepower for a 40-ton design. This was later upgraded with Artemis fire-control equipment.
* MasterOfNone: As a fighting machine, the ''Whitworth'' is... ''okay.'' It has a decent, but not exceptional, level of firepower at both close and long ranges. It's slow, but jump capable. It has a good amount of armor, although that armor is questionably distributed on its chassis. It can bully smaller 'Mechs and annoy larger ones, but it's not going to be punching above its weight. Ultimately, this mediocre level of performance contributed to the 'Mech's relatively poor reputation and the general lack of enthusiasm for the design among [=MechWarriors=].
* MightyGlacier: Subverted. The ''Whitworth'' actually has a lot of protection for a 'Mech of its size -- a full 20% of its total mass is devoted to armor, in fact -- but for some reason a greater-than-normal amount of that armor is mounted on the legs, leaving the arms and side torsos (which house most of the ''Whitworth''[='=]s weaponry and all of its ammunition) lightly protected. It also packs a fair bit of weaponry, with an AlphaStrike that caps at an impressive 35 damage, but in practice it has neither the range overlap for its weapons nor the heat sinking capacity to actually reach that cap reliably. As for the "glacier" part, the ''Whitworth''[='=]s top speed is only 64.8 km/h, a speed profile more commonly associated with Heavy 'Mechs.

!!Wolfhound [=WLF-2=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_wolfhound.png]]
[[caption-width-right:350:Not Shown: [[SlasherSmile Wolfish Grin]]]]
[[caption-width-right:350:[[labelnote:Click here to see a more wolfish interpretation]] https://static.tvtropes.org/pmwiki/pub/images/wolfhound_4thsw.jpg]][[/labelnote]]

-->Production Year: 3052\\
Weight Class: Light\\
Mass: 35 tons

A dependable and rugged design from the 31st century from the Lyran Commonwealth, designed primarily to put the ''Panther'' and ''Jenner'' 'Mechs from the Draconis Combine down. It's an energy-heavy Light-Mech that packs enough armor to survive its intended prey, at the cost of using mostly standard components under the hood to keep the cost of production down.
----
* ArmCannon: Its right arm is the muzzle of a Large Laser.
* BeamSpam: Based on an all-energy loadout, the ''Wolfhound'' mounts an ER Large Laser and four Medium Lasers (one rear-facing).
* ChestBlaster: The trio of medium lasers, arranged in a triangle in the middle of its chest.
* DependingOnTheArtist: Exactly how "wolfish" the 'Mech looks varies wildly from description to description.
* MadeOfIndestructium: As far as light 'mechs go, at least. The ''Wolfhound'' carries maximum armor for its weight, has no ammunition-dependent weapons, and carries two medium lasers in the torso, meaning the only way to put it down for good is to take out the center torso or the head.
* OffWithHisHead: Has a Full-Head Ejection System, so the whole head unit detaches and functions as an escape pod for the [=MechWarrior=].
* TacticalRockPaperScissors: Designed by the Lyran half of the Federated Commonwealth to address perennial favorite Kurita light 'Mechs, the ''Jenner'' and ''Panther''. It proved quite capable at this: able to snipe the ''Jenner'' from beyond the range of its [=SRMs=] and get close to the ''Panther'', inside the minimum range of its PPC, and tear both apart with its assortment of lasers. In return, House Kurtia developed the ''Wolf Trap'' to counter the ''Wolfhound'' (it was notably less than successful).
* WeaponOfChoice: Phelan Kell piloted a ''Wolfhound'' (named Grinner) against Vlad's ''Timber Wolf'' in one of the first encounters with the Clans ([[CurbStompBattle this did not go well for Phelan]]). Upon becoming a Warrior of Clan Wolf, Ulric Kerensky used the data from Grinner's head to create a ''Wolfhound IIC'', rebuilding it from the ground up with Clan tech. Despite being, by Clan standards, a second-line 'Mech (not having Omni capability and being based on an Inner Sphere design), Phelan piloted this rebuilt ''Wolfhound'' to great effect throughout the remainder of the Clan Invasion.

!!Wolverine [=WVR-6R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_wvr_6r_fsw.jpg]]
[[caption-width-right:350:The Not-Named 'Mech in all its reliable glory.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/wolverine_3.png]][[/labelnote]]

-->Production Year: 2575\\
Weight Class: Medium\\
Mass: 55 tons

The ''Wolverine'' has a complicated history: designed originally to be a quick-strike 'Mech designed to compete with the Federated Suns' enemies, where they were previously lagging behind their speedier, better equipped [=BattleMechs=]. While it's gone through a number of design concerns, it ultimately made its debut as the Federated Suns' workhorse Mech. While it's well-armored, jump jet capable, and its weaponry is powerful; its cockpit is notoriously cramped and hard to see out of, and it also has a ''very'' nasty reputation among the Clans due to its name being a consistent reminder of the Not-Named Clan.
----
* ArmCannon: The ''Wolverine'''s right arm contains its Autocannon/5, its primary weapon.
* TheArtifact: The "Cramped Cockpit" quirk is the result of the original "Blockhead" design having a proportionately small, slightly pushed-back head to accommodate the huge, awkward ball-mount gun turret in front. The current redesign replaces this with a modest laser emitter, leaving plenty of room for what looks in the artwork like a fairly roomy cabin, but this has no effect on the stats.
* FrontlineGeneral: One of the lightest Mechs to possess the "Command Mech" quirk, the ''Wolverine'' is a perennial favorite among Scout and Cavalry lance leaders for the boost to their command's efficacy without relying on a Mech that risks being left behind. Unfortunately, unlike larger and slower Mechs which often have cockpit room to spare for extra computers and comms equipment, a ''Wolverines'' cockpit is already small even by Medium Mech standards and all those extra electronics give it a second, nastier quirk: "Cramped Cockpit".
* HeWhoMustNotBeSeen: The original ''Wolverine'' is one of the Unseen, based on the "Blockhead" from ''Anime/FangOfTheSunDougram''. It was eventually given a Reseen model (as seen to the right), allowing it to re-join official artwork.
* {{Irony}}: Because of the history of the Not-Named Clan, the word "wolverine" is [[TheScottishTrope a taboo in Clan culture]]. Then the ''Wolverine'' became one of the Unseen, meaning it couldn't be depicted in artwork, and while it could still be referenced, common practice became to not mention the Unseen at all. Thus, the ''Wolverine'' was (nearly) wiped from ''[=BattleTech=]'', just like Clan Wolverine.
* JackOfAllStats: At 55 tonnes, the ''Wolverine'' comes in almost exactly at the centre of the weight distribution. It has a long-ranged autocannon mounted in an arm for decent accuracy, a Medium Laser and SRM for a decent melee punch, pretty decent armouring for a medium 'mech, and good mobility thanks to its five jump jets.
* JumpJetPack: Has five Jump Jets, and was designed by the [=FedSuns=] to fill a 'flying cavalry' role.
* [[TheScottishTrope The Scottish 'Mech]]: The Clans despise the ''Wolverine'', and do not acknowledge its existence, maintain them, or salvage them for their ''toumans''. It got to the extent that the Clans created an IIC variant of the 'mech which they very explicitly did not name the ''Wolverine IIC''.
* ShoulderCannon: For its SRM-6.
* SuperiorSuccessor: The [=FedSuns=] built the ''Wolverine'' as an answer to the Hegemony's ''Shadow Hawk''. The ''Wolverine'' quickly garnered a reputation as the more reliable machine of the two.

!!Zeus [=ZEU-6S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zeus_rgilclan_v02.png]]
[[caption-width-right:350:Prepare for divine punishment.]]
-->Production Year: 2787\\
Weight Class: Assault\\
Mass: 80 tons

The ''Zeus'' was built by the Lyran Commonwealth at the start of the First Succession War as a long-range, hit-and-run-capable Assault 'Mech. It excelled in this role and in others, earning a strong reputation among Steiner and mercenary [=MechWarriors=], and ultimately became one of the Commonwealth's most beloved 'Mechs of the Succession Wars era.
----
* AchillesHeel: Armor and ammunition. While the [=AC/5=] has plenty of ammunition with a single ton, the LRM-15 only has enough for eight rounds. Some pilots pragmatically noted that by the time the LRM ammo was expended, the armor was probably breached anyway, and additional ammunition would pose an explosion risk.
* ChestBlaster: The ''Zeus'' carries a trio of lasers in its torso -- one Large and two Mediums, one of which is rear-facing -- for use against targets at short-to-medium range.
* FragileSpeedster: In terms of speed (64.8 km/h at a run) and protection (11.5 tons of armor), the ''Zeus'' is more akin to a slightly-oversized Heavy 'Mech than a "traditional" Assault.
* JackOfAllTrades: While ostensibly designed as a LongRangeFighter, the ''Zeus'' packs a variety of different weapons that make it deadly at all ranges. Other variants take this further, swapping out various weapons to suit the ''Zeus'' to different range brackets. The 6A variant replaces the [=LRM-15=] with three [=SRM-6=] launchers to give it a nasty close-range punch.
* LightningGun: Ironically enough, averted for the "standard" 6S model. The designers ''wanted'' to include a PPC as a primary armament, but problems with the magnetic shielding made the weapon unreliable, and they ultimately went with a simpler autocannon instead. Technological advancements following the Third Succession War allowed them to fix this problem, and the PPC-armed 6T variant effectively became the new standard going forward.
* NationalWeapon: The ''Zeus'' is strongly associated with the Lyran Commonwealth and House Steiner. This actually caused some friction during the early days of the Federated Commonwealth, as some Davion [=MechWarriors=] refused to pilot the thing, and likewise some Steiner officers became very protective of the 'Mech when it seemed to be in danger of being replaced.
* ReliablyUnreliableGuns: The one problematic component of the ''Zeus'' is its complex, barrel fist-mounted LRM-15 (meant to allow that arm to be used as a bludgeon), which is prone to malfunctions if not constantly maintained.
* RobotAntennae: Two, placed on top of the 'Mech and somewhat back from the forward-slung cockpit.
* UnfinishedUntestedUsedAnyway: The two ''Zeus'' prototypes got an abrupt test on Hesperus II as the Draconis Combine was attacking the Defiance Industries factory. Between the long-range firepower, [[SuperPrototype using relatively advanced technology]], and the novelty of being a new mech design, the two prototypes manage to stall the DCMS advance long enough for reinforcements to arrive.
* TheWorkhorse: The ''Zeus'' is another one of those designs that survived three centuries and four Succession Wars because it was built using simple, tried-and-true technology rather than advanced components that would become [=LosTech=] as conditions in the Inner Sphere deteriorated.

[[/folder]]

[[folder:Clan 'Mechs]]

!!Adder[=/=]Puma

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_adder.png]]
[[caption-width-right:350:The ''Adder'', or "Lesson 101 of why you don't play against Clans using Tonnage Restrictions."]]

-->Production Year: 3010\\
Weight Class: Light ([=OmniMech=])\\
Mass: 35 tons

Originally created by Clan Star Adder in 3010 to serve the role as a test-bed [=OmniMech=] for their wargames against the Inner Sphere, the ''Adder'' leaked into the other Clans soon enough to form the spearhead of light 'mech formations during Operation REVIVAL. Despite its creators never getting to fully use it for its intended purpose (Star Adder failed to qualify for the Clan Invasion), the ''Adder'' serves as a pointed lession in Clan technological superiority, being a light 'mech that can reliably go up against an Inner Sphere heavy and win.
----
* AwesomeButImpractical: [[ExactWords Yes]]. All joking aside, at over 2,000 BV (and 7 million C-Bills) the ''Adder'' Prime will set you back a mint and give you an alarmingly fragile 'mech for the cost. Its weapons are also extremely heat-intensive, causing the ''Adder'' to depend on a Volley Fire strategy. Alternate loadouts of the 'mech tend to trade away the headchopper capability for better overall sustained damage and a lower BV.
* KillItWithFire: Unusually for an [=OmniMech=], the ''Adder'' has a fixed-mount weapon that cannot be reconfigured using [=OmniPods=]. One Flamer.
* LightningGun: The Prime configuration carries two Clan [=ERPPCs=], letting it deal 30 damage at long range when firing both with a chance at decapitating a 'Mech outright. Aside from the fixed-mount Flamer, these are the only weapons the Prime configuration carries.
* LongRangeFighter: Pretty much all variants of the ''Adder'' fill a fire support or sniper role.
* MightyGlacier: By light 'mech standards, especially Clan ones, the ''Adder'' is slow at a 'mere' six squares of movement and lacks jump jets, but it has as much armour as an ''Urbanmech'' and most variants will out-damage an Inner Sphere heavy 'mech.
* PintSizedPowerhouse: The ''Adder'' Prime totes two deadly [=ClanTech ERPPCs=] and with it the firepower of an ''Awesome'' in a 35-tonne package.
* RangedEmergencyWeapon: The ''Adder'' has a flamethrower hard-bolted into its Centre Torso that isn't attached to an omnipod, and thus always available to all versions of the 'mech regardless of damage or ammo situation.

!!Bane[=/=]Kraken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/somebody_order_some_dakka.png]]
[[caption-width-right:350:[[Webcomic/SchlockMercenary There is no "overkill". There is only "open fire" and "I need to reload".]]]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/kraken_prime.jpg]][[/labelnote]]

-->Production Year: 2827\\
Weight Class: Assault\\
Mass: 100 tons

Based on a Star League prototype that was never manufactured in the Inner Sphere, the venerable ''Bane'' served the Clans well as assault-class fire support 'mech until the invention of the [=OmniMech=]. During the Clan Invasion it served as a second-line garrison 'mech especially favoured by Clan Jade Falcon, wielding its massive weaponry against Inner Sphere counterattacks.
----
* AchillesHeel: The ''Bane'' is predisposed to absolutely gargantuan ammo explosions thanks to its designers being very keen to head off the issues of supplying so many weapons at once. To their credit, most variants of the mech carry enough ammo to keep every gun on it firing constantly for several minutes, with particular note going to the ''sixteen tons'' of LRM ammo aboard the ''Bane 3'', but even with CASE to contain any unforseen early ignitions, portions of the 'Mech will explode in a fireball visible from space.[[labelnote: In numbers]] For the Battlemath fans in the crowd, if a ''Bane 3'' suffers an ammo explosion without firing once, it immediately takes '''1,920 points''' of damage. This is equivalent to a direct hit from multiple [=WarShip=] grade weapons, and would be sufficient to obliterate almost two lances worth of ''Atlases''.[[/labelnote]]
* AntiAir: Carrying ten of the the second longest-ranged weapon in the game (only beaten by the LB-2X) and the ability to fill any nearby airspace with lead, the ''Bane'' Prime is a nightmare to aircraft.
* AwesomeButImpractical: The ''Bane'' Prime carries ten AC/2 autocannons, providing it near unparalleled range and CriticalHit ability while being completely heat-neutral off its engine heatsinks alone. However, an AlphaStrike of 40 damage is fairly anemic for a Clan 'mech, and double-firing will, statistically, jam one of its guns every other turn or so[[note]]an infamous story in the ''Battletech'' fandom tells of a player who managed to jam ''seven'' of the ''Bane'''s [[EpicFail guns in a single round of shooting]][[/note]]. The ''Bane'' also stands in real danger [[ARareSentence of running out of AC/2 ammo]] if you do so.[[labelnote:Explanation]]AC/2 ammo has 45 shots per ton, more than enough for most engagements when firing up to three times per turn. With four tons of Ultra AC/2 ammo, 180 shots, the ''Bane'' has 9 turns of ammo; most battles tend to run about fifteen turns.[[/labelnote]]
* CriticalHitClass: Depending on large volumes of low-damage hits, the Prime and 3 configurations are extremely lethal to any 'mech whose armour has been stripped off, but the rarity of through-armour criticals means it will rarely do that much to an armoured section (well, the Prime anyhow. The 3 variant, not so much).
* HeWhoMustNotBeSeen: Part of the "second wave" of Unseen 'Mechs designed by the Japanese company Victor Musical Industries. While not taken from existing anime (though many take design cues from series such as ''Franchise/{{Gundam}}'' and ''Anime/{{Patlabor}}'') they were dropped by FASA in the wake of the lawsuits over the earlier Unseen designs due to trepidation over using anything not developed in-house.
* MacrossMissileMassacre: The ''Bane'' 3 replaces its autocannons with eight [=ClanTech=] [=LRM-15s=], to the tune of 120 LRM missiles (or an entire ton of ammo) gone in a single AlphaStrike, comfortably out-missiling just about every 'mech in the game and [[DeathByAThousandCuts sandblasting]] just about anything unlucky enough to stand at the receiving end.
* MoreDakka: The ''Bane'' Prime mounts ten Ultra [=AC/2s=], making it capable of 20 shots per round. The 2 configuration replaces it with four Ultra [=AC/10s=] instead, which is still a very respectable amount of ballistic firepower (and deals twice the actual damage, albeit at less than half the range of the Prime).
** Later variants would (naturally) get Rotary Autocannons or Hyper Assault Gauss, with the ''Bane'' 5 being capable of wielding Rotary [=AC/2=]s for 24 shots per round, and the ''Bane'' 7 wielding two [=HAG-40s=] for ''80'' shots per round.
* RangedEmergencyWeapon: Every configuration of the ''Bane'' carries at least one of these for point-blank fighting, with the standard being a quartet of Machine Guns for countering infantry rushes.
* {{Whoring}}: A 'mech built around the concept, the primary ''Bane'' configurations all feature multiples of a single, primary weapon all feeding off the same ammo. It wasn't until the Jihad that Clan Jade Falcon's scientists came up with the idea of mounting multiple types of guns on the thing, creating the 4 and XR variants (though given it was pretty much a garrison 'mech at that point, it was probably more of a desperation move than anything).
* TheWorkhorse: The ''Bane'' is an ancient design by Clan standards, having been introduced over two centuries prior to the Invasion and a scant five years after Operation Klondike, yet it was still in production during the early stages of the Refusal War. It has the distinction of being one of the few regular Battlemechs still in Clan use by that point, predating the invention of the Omnimech by a good half century.

!!Conjurer[=/=]Hellhound

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reseen_heckhound.jpg]]
[[caption-width-right:350:Totally Not The ''Wolverine IIC''.]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/hellhound.jpg]][[/labelnote]]
[[caption-width-right:250:[[labelnote:Click here to see the ''Mechwarrior'' design]]https://static.tvtropes.org/pmwiki/pub/images/nxejmvq_8.jpeg]][[/labelnote]]

-->Production Year: 2829\\
Weight Class: Medium\\
Mass: 50 tons

The ''Conjurer'' is absolutely not the ''Wolverine IIC''. It has nothing to do with that cursed 'mech whatsoever, and if you bring up its similarity in chassis and design specs in front of a Clanner they will, [[BlatantLies very gently]], remind you that the ''Conjurer'''s all-rounder, jump-capable 50-ton chassis, bristling with Clan lasers, makes it both radically different from the Not-Named and also very capable of instantly vaporizing anyone who keeps pushing the issue. It's ''not'' a ''Wolverine IIC''. ''At all''.
----
* ChickenWalker: Its ''Mechwarrior'' design has reversed legs. The canonical tabletop version does not, in either variant.
* EquipmentUpgrade: It's essentially the "''IIC''" version of the Inner Sphere ''Wolverine'' medium 'Mech; the same fundamental chassis as the ''Wolverine'', but redesigned from the ground-up using Clan equipment.
* {{Energy Weapon}}: The ''Conjurer'' is considerably more energy-based than its progenitor, trading the autocannon for a Large Pulse Laser and an additional ER Medium Laser while downgrading its SRM rack to two Streak SRM-2 launchers.
* HeWhoMustNotBeSeen: Unlike the earlier "Unseen" designs, it's not directly based on any previous anime designs (though its legs, shoulder and torso component bears an eerie resemblance to the [[Anime/MobileSuitGundam RX-78]]), but the original concept art was done by a third party company, Victor Musical Industries and dropped as part of a general purge of out-of-house work to avoid copyright conflicts. As a result, it has had several redesigns, one for ''VideoGame/MechWarrior IV'' (which ironically did not resemble the ''Wolverine'' in the slightest and would never be confused as anything but an original Clan creation) and a Reseen version employed in the tabletop version (which very much resembles the Reseen ''Wolverine'').
* TheScottishTrope: In reality, it's the ''Wolverine IIC''. But thanks to the history of The Not-Named Clan, the Clans won't call it that, calling it the ''Conjurer'' instead. Interestingly, even the Inner Sphere doesn't call it the ''Wolverine IIC'', refering to by the ReportingName of ''Hellhound.''
* ShoulderCannon: The ''Mechwarrior'' design is notable for its use of ShouldersOfDoom carrying its secondary torso weapons.

!!Cougar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cougar_rgilclan_v19.png]]
[[caption-width-right:350:Like a ''Puma'', but meaner.]]

-->Production Year: 3058\\
Weight Class: Light ([=OmniMech=])\\
Mass: 35 tons


Developed by Clan Jade Falcon in the wake of the Refusal War, the ''Cougar'' was designed as an upgrade to the classic ''Adder'' Light [=OmniMech=], sacrificing speed and a bit of armor for increased firepower. The end result was a highly-capable fire support 'mech, albeit one that wasn't going to be breaking any land-speed records any time soon.
----
* GlassCannon: With more firepower than some Inner Sphere Assault 'Mechs and only five and a half tons of armor, the ''Cougar'' can dish out hits, but it can't take them.
* LegacyCharacter: Probably not intentional on the in-universe developers' part (what with them being proud Crusader Clanners and all), but out-of-universe it can't be a coincidence that the 'Mech whose Inner Sphere reporting name was ''Puma'' would get a successor named ''Cougar''.
* LongRangeFighter: By the standards of a light 'Mech, the ''Cougar'' isn't particularly fast, and it isn't heavily armored, so it survives by plinking away at range.
* MacrossMissileMassacre: Mounts a pair of [=LRM10s=] in the torso in the Prime configuration, giving it a fairly impressive missile barrage for such a light chassis. The A configuration ups them to [=LRM20s=].
* MightyGlacier: Even moreso than the ''Adder''. Compared to its predecessor, the ''Cougar'' boasts a third again more long-ranged firepower in the Prime configuration and is more heat-efficient to boot, but its top speed is a fairly pokey 86 km/h -- comparable with most 55-ton Inner Sphere Mediums, several iconic Clan Heavies, and the ''Charger'' and ''Gargoyle'', which are ''Assault'' 'Mechs.
* SeriesMascot: Less so than 'Mechs like the ''Timber Wolf'' or ''[=BattleMaster=]'', but a ''Cougar'' graced the cover of the 2002 video game ''VideoGame/MechAssault''.
* SuperiorSuccessor: It was meant to be one to the ''Adder'', the new Jade Falcon Khan wanting the symbolic goal of five new designs. Reception was mixed - light 'Mechs usually rely on speed to stay alive in combat, but Clan pilots came to the general consensus that with the added firepower the ''Cougar'' could generally hold its own.

!!Dire Wolf[=/=]Daishi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/455px_4vm2e4mmr5chhiqxsfeln0lutcovjmr.jpg]]
[[caption-width-right:350:Great Death comes for you.]]

-->Production Year: 3010\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 100 tons

One of the most feared Clan assault [=OmniMech=]s, or just one of the most feared 'mechs period, the ''Dire Wolf'' was created by Clan Wolf in the early 31st century in expectation of an invasion of the Inner Sphere, but quickly became associated with Clan Smoke Jaguar after they won manufacturing rights for the death-machine. Nicknamed "Daishi", or "Great Death", by [=MechWarriors=] of the Draconis Combine during the Clan Invasion, few things on a 31st century battlefield can be said to be more daunting than having to face any variant of this monstrosity head-on.
-----
* AwesomeButImpractical: Filling its 50.5 tons of pod space with weapons invariably results in a loadout that's lucky if it can shoot half of them without overheating. Striking a balance between firepower and heat efficiency within the available critical space is surprisingly challenging. It also costs a cool 29 million C-Bills and change, over three times the cost of an ''Atlas''.
* DifficultButAwesome: Is the Dire Wolf scary? Yes, yes it is, but, as already established, its hard to choose an appropriate weapons loadout that wont cook the pilot in a matter of minutes, add to that the fact that its ''very'' slow and ''very'' large, making it an incredibly inviting target. So, any pilot driving one should be ''very'' good at what they do, because if they aren't, they'll be driving a glorified 100 ton pressure cooker that will either catch on fire with them in it because they fired their weapons too fast, get the crap shot out of them due to being in an unfortunate position, or both.
* TheDreaded: For centuries, the denizens of the Inner Sphere thought the ''Atlas'' was the scariest [=BattleMech=] in the universe. The ''Dire Wolf'' proved them wrong.
* FollowTheLeader: Downplayed. The Inner Sphere couldn't quite copy the ''Dire Wolf'', so the Lyran Commonwealth took definite design cues from it for their ''Hauptmann'' [=OmniMech=].
* MightyGlacier: It's got roughly the same cruising speed and armor protection of an ''Atlas'', so it's not setting any speed records, but God help you if it gets you in its sights.
* NamesToRunAwayFromReallyFast: "Dire Wolf" is intimidating, yes, but the Draconis Combine warriors who faced this called it "Daishi", or "Great Death."
* NoExportForYou: InUniverse, Clan Smoke Jaguar beat Clan Wolf to the production rights in a Trial of Possession (which rumor has it was fought dishonorably) and jealously guarded them until Ulric Kerensky won rights for Clan Wolf to produce the 'Mech as well. Between Clan Wolf and Clan Smoke Jaguar, production rights were heavily defended, with the only ''Dire Wolves'' outside those Clans earned through salvage, gifts, or trade. The Wolf's Dragoons also managed limited production on Outreach, building enough to earn their own distinct variant designation.
* WalkingArsenal: A 100-ton [=OmniMech=] with 50.5 tons of pod space for modular weapons and equipment, every configuration is inevitably this trope. As a for instance, the Prime configuration mounts 4 ER Large Lasers, 4 Medium Pulse Lasers, 2 Ultra [=AC/5s=], and an LRM-10. Natasha Kerensky's personal configuration featured 2 [=ERPPCs=] and 2 Large Pulse Lasers, three ER Medium Lasers, an ER Small Laser, and an Ultra [=AC/20=].
* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

!!Fire Moth[=/=]Dasher

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_dasher.png]]
[[caption-width-right:350:For when you feel the need for speed.]]

-->Production Year: 2874\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

Intended as a carrier and support 'mech for the deadly Clan PowerArmour Elementals, the ''Fire Moth'' is a light scout 'mech capable of incredible ground speed. As is typical for a Clan 'mech, having over half its weight given over to a massive engine does not stop the ''Fire Moth'' from packing a surprising amount of weaponry for its weight and making it a deadly threat even to an Inner Sphere medium.
----
* AbnormalLimbRotationRange: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms.
* AntiInfantry: Designed to both deal with infantry and [[AwesomePersonnelCarrier transport them]]. As these are Clanner infantry and thus are PoweredArmor-wearing [[SuperSoldier Elementals]], this is more of a threat than it seems.
* FragileSpeedster: UpToEleven. The ''Fire Moth'' is not only a very fast 'Mech on its own (162 km/h, or 10 walking[=/=]15 running MP), it comes with Myomer Acceleration Signal Circuitry (MASC), giving it the potential to go ''even faster'' (216 km/h, or '''20 MP'''). On the other hand, it's barely more armed or armored than most Inner Sphere light 'Mechs.
* GlassCannon: Extremely fast. Respectably armed by Inner Sphere standards, as an Alpha Strike in the Prime configuration can lay down 34 damage, which is only slightly less than a ''Rifleman'' (which weighs three times as much) can manage. Only has two tons of ferro-fibrous armor, meaning a solid hit virtually anywhere is going to punch through and break something.
* LimitBreak: MASC increases the 'Mech's already ludicrous top speed, in exchange for potentially damaging its all-important legs. MASC can inflict critical hits on the legs, and pretty much any critical hit to a leg will reduce a 'Mech's speed.
* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

!!Gargoyle/Man O' War

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_rgilclan_v11.png]]
[[caption-width-right:350: It's like the ''Charger'' except it's actually good.]]

-->Production Year: 2945\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 80 tons

Originally designed alongside the ''Timber Wolf'' to replace the aging ''Woodsman'', the ''Gargoyle'' is an impressive feat of engineering and design. While its weaponry is somewhat anemic for an 80 ton 'mech, it more than makes up for it by being one of the fastest assault 'mechs ever produced.
----
* ArmCannon: Carries almost all of its armaments in its arms.
* BeamSpam: Configuration D mounts a pair of ER Large Lasers and a trio of Medium Pulse Lasers, along with the ER Small Laser in the chest. All of these are mated to a top of the line Targeting Computer, making the ''Gargoyle D'' incredibly accurate.
** The ''Gargoyle A'' boasts a nearly complete rainbow of Clan lasers as backup for its twin [[LightningGun ER PPCs]], mounting a Large Pulse, a Medium Pulse, an ER Medium and an ER Small.
* ChestBlaster: Not a terribly convincing one, but the ''Gargoyle'' does carry an ER Small Laser in its center torso on most loadouts, with artwork often placing it dead center of the chest.
* LightningBruiser: Carries a respectable ammount of firepower and armour while lugging around its 80 tons at a more than decent 86.4 KPH.
* MacrossMissileMassacre: Mounts twin SRM-6 launchers, giving it a nasty close range punch.
* ReportingName: Was nicknamed "Man O' War" by the inner sphere pilots that had the misfortune of running into it, because, much like its terran naval counterpart, it was big, imposing, and above all, fast.
* ShotgunsAreJustBetter: Carries a pair of LB 5-Xs capable of firing fragmentation rounds, one in each arm.
* OvershadowedByAwesome: It was designed alongside the ''Timber Wolf'', so yeah, its a given.

!!Hellbringer[=/=]Loki

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_lord_of_lies.png]]
[[caption-width-right:350:''If you see a Falcon not in a Summoner, Hellbringer or Kit Fox, double your caution.'']]

-->Production Year: 2926\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Originally a Clan Hell's Horses design, the ''Hellbringer'' was highly popular among Clan Jade Falcon due to its offensive power. Bearing a confusing mix of weapons, electronics, and equipment, the Hellbringer would be nicknamed the ''Loki'' by [=FedCom=] officer Galen Cox, who deemed the mech's loadout "an utterly mad configuration."
----
* AntiInfantry: The Prime configuration mounts anti-personnel pods in the legs, which will handily reduce any infantry in the same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.
* EnemyDetectingRadar: Alongside the targeting computer and ECM suite, the ''Hellbringer'' mounts an active probe, letting it spot hidden enemies.
* GlassCannon: The mech has a hefty 325 XL engine and an immense offensive loadout, but it only carries eight tons of armor, so it's very fragile for its weight.
* InventionalWisdom: The ''Hellbringer'' is built on this, partially out of sheer desperation by Clan Hell's Horses in trying to create a new 'mech for their Keshigs. The prime configuration, for instance, carries twin ER [=PPCs=] as its main weapons while all its other weaponry (barring the ECM) are intended for point blank range only. It also carries too few heat sinks to use any of them efficiently. Its ReportingName of ''Loki'' originates from Inner Sphere officers trying to analyse the configuration and assuming it was a case of ConfusionFu.
* NationalWeapon: Alongside the ''Summoner'', Jade Falcon warriors were usually piloting one of these.
* OvershadowedByAwesome: As with most invasion-era Clan mechs, the ''Hellbringer'' falls behind the ''Timber Wolf'' or ''Summoner'' in terms of fame. While the ''Hellbringer'' is cheaper than either one and has almost half its weight available as pod space, it carries less armor than most medium Mechs.
* SuperiorSuccessor: To the ''Warhammer'', at least in intention. Besides the visual resemblance, the Prime configuration mounts a very similar loadout: twin [=PPCs=], backed up by medium lasers, an SRM-6 rack, and machine guns. The ''Hellbringer'' carries a bigger engine despite being five tons lighter and can hit harder at longer range. However, the ''Hellbringer'' is far more fragile than the ''Warhammer'' is and will boil over before the ''Warhammer'' does.

!!Hellstar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellstar.jpg]]
[[caption-width-right:350:Anything ''Awesome'' can do, I can do better!]]

-->Production Year: 3079\\
Weight Class: Assault\\
Mass: 95 tons

Created during the late Jihad as a collaboration between Clan Wolf-in-Exile and Clan Hell's Horses, the ''Hellstar'' embodies the pragmatism and changes in combat doctrine experienced by both Clans in the decades following the Inner Sphere invasion. Eschewing the standard Clan ideals of operational speed and swift, glorious victory by Trial, the ''Hellstar'' is an work-horse intended for long campaigns and winning battles through a combination of sheer endurance and withering volley fire from its deadly quartet of [=ERPPCs=].
----
* BoomHeadshot: [=ERPPCs=] deal fifteen damage, enough to take a 'Mechs head off. With four of them and enough heat sinks to fire all of them every turn, it has a 1-in-9 chance each turn to land a headshot and remove any enemy 'Mech from the game.
* BoringButPractical: It's four [=ERPPCs=] and enough Double Heat Sinks on legs. Pound an opponent with 60 long-ranged points of damage a turn until something gives. Also falls into this in-universe, as unlike most of the flashier Clan 'Mechs, the ''Hellstar'' is a standard Battlemech rather than an Omni design. This limits the radical reconfiguration potential, but also makes it much easier to build ([[DownplayedTrope although the amount of advanced technology in it doesn't make it any cheaper]]).
* LensmanArmsRace: A massive departure from traditional Clan 'Mech design. Rather than being made to end a fight with glorious swiftness, the ''Hellstar'' is set up to endure a long, slow, brutal slogging campaign (hence only having energy weapons, and only four of those, eliminating the need for ammo and minimizing the parts that can wear out or break down). After combat with the Inner Sphere (especially the Battle of Tukayyid), the Clans started re-evaluating how they fought war. The ''Hellstar'' was pretty much a direct response to the battlefields of the Word of Blake Jihad.
* LightningGun: Four [=ERPPCs=].
* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), fifteen tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

!!Hunchback IIC
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchieiic.jpg]]
[[caption-width-right:350: [[Film/MadMaxFuryRoad WITNESS ME!!]]]]
-->Production Year: 2856
-->Weight Class: Medium
-->Mass: 50 tons
At a glance, the ''Hunchback IIC'' looks like a killer among similarly sized 'Mechs. Outfitted with a pair of Ultra Autocannon/20s, it packs a significant punch even by Heavy and Assault 'Mech standards, and its Inner Sphere predecessor's subpar mobility is made up for with a set of jump jets, making it punch twice as hard and be much more maneuverable than its predecessor. To achieve this, however, the Clanner designers gave it a ''very'' underwhelming 6 tons of armour, which puts it on par with the durability of a [[GlassCannon mid tier Inner Sphere Light 'Mech]]. This combination of low speed and low durability means its pilots are mostly [[TheAtoner disgraced warriors in a suicide mission]] or [[DeathSeeker aging clan warriors seeking a glorious battlefield death]].
----
* ArmoredCoffins: Its main use, as most of its pilots are not expected to come back alive.
* {{BFG}}: Two of 'em, in [[MoreDakka ultra configuration]].
* CloseRangeCombatant: Just as much as the regular ''Hunchback'', throwing virtually everything into the two [=UAC/20=] autocannons. It only has two ER Medium Lasers, which together can put out a respectable 14 damage out to 15 hexes out (the maximum range of an Inner Sphere Large Laser) as backup. It's helpless beyond that range.
* DeathOrGloryAttack: The entire Mech is designed around this philosophy. This makes it almost utterly useless in a live combat situation where there may be more than one target to fight, but in the dueling-focused culture the Clans favor, it's ideal.
** In the standard configuration, each autocannon has a single ton of ammo supplying it, meaning at ''most'' it will have five rounds of shots if they only fire each cannon once each turn. [[MoreDakka But those ten shots can put down just about anything.]]
** The first alternate configuration swaps the autocannons out for a [[BeamSpam quartet of Heavy Large Lasers,]] which removes the ammunition dependency at the cost of shattering any sense of heat management.
** The second alternate brings in a trio of [[MacrossMissileMassacre 12-round Advanced Tactical Missile launchers]], but virtually no ammunition for them.
** The final Clan-designed alternate uses [[GatlingGood Rotary AC/5s]] that let it actually hit at long range, but still relatively little ammunition for them and increase the risk of jamming. It also improves the armor - by a single ton, meaning it's still very lightly armored.
* DyingMomentOfAwesome: What any warrior assigned to one is expected to perform, as receiving it is more or less a polite invitation to not come back alive.
* GlassCannon: Packs Assault 'Mech armaments, and Light 'Mech armour.
* TheLastDance: It's fully expected to be a ''solahma'' warrior's last ride.
* LethalJokeCharacter: Yes, it's funny that the 50 tonner has as much armour as an Urbie, but let it get close and it'll unload enough lead to kill your average Assault 'Mech.
* NotTheIntendedUse: In universe, it became popular among young, aspiring Jade Falcon warriors, as it could be used in their Trial of Position to easily secure a quick kill before calling it quits and secure themselves a position among the Clan's warriors.
* SketchySuccessor: To the respected and venerable ''Hunchback'' design.

!!Linebacker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linebacker_rgilclan_v06.png]]
[[caption-width-right:350:[[Film/TopGun I feel the need, The need for speed.]]]]

-->Production Year: 3052\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Designed by the post-Clan Invasion Clan Wolf to replace the then-aging ''Timber Wolf'', the ''Linebacker'' was designed to address the perceived lack of mobility of its predecessor. The ''Timber Wolf'' would frequently find itself being outrun by the rest of its Starmates, which limited the operational speed and effectiveness of the entire unit. Upon perceiving this issue, Clan Wolf-in-Exile comissioned the ''Linebacker'' to upgrade their Touman. Outfitted with a gigantic 390 XL engine, the ''Linebacker'' sometimes rivals light 'Mech designs in terms of speed, while being able to carry a variety of lighter, yet quite dangerous loadouts.
----
* AwesomeYetImpractical: It's a heavy Mech that can keep up with much lighter designs, and an Omni design at that. That comes at the cost of only having 17.5 tons of pod space, which (by Clan standards) gives it very little room for offensive weaponry. As with most Clan designs, it's also absurdly expensive, emphasizing quality over quantity.
* LightningBruiser: Emphasis on "lightning". The ''Linebacker'' can put most medium 'mechs to shame in terms of speed and agility, while being able carry a little over 17 tons of weaponry.
* LongRangeFighter: Many of the variants are geared towards fighting at range. The Prime variant packs a pair of [[LightningGun ERPPCs]] and an LRM-5 launcher.
* MacrossMissileMassacre: Normally outfitted with short range missiles as secondary weaponry, which can deliver a hard punch while taking little room.
* MeaningfulName: It got its name from its resemblance to American football players, due to being somewhat hunched over.
* SuperiorSuccessor: It draws direct design cues from the ''Timber Wolf'', especially in weapon layouts. Clan Mechwarriors were a bit more divided on its superiority, praising the increase in speed but criticizing the lighter weapon loadout.

!!Mad Dog[=/=]Vulture

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_naughty_dog.png]]
[[caption-width-right:350:For when your Clan wants heavy firepower on a budget.]]

-->Production Year: 2963\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 60 tons

One of the most common Clan heavy 'mechs, the ''Mad Dog'' was developed by Clan Smoke Jaguar shortly after the debut of the ''Timber Wolf'' and named as an intended slur of the latter. The exclusivity of the ''Wolf'', and Smoke Jaguar not bothering to maintain a monopoly of their own, saw the ''Mad Dog'' propagate rapidly through the Clans, where it became a workhorse support 'mech that far overshadowed its would-be inspiration in sheer usage (if not in reputation). With its pronounced cockpit, hunched-over appearance and tendency to stalk battlefields from a distance, it was christened "Vulture" by the Inner Sphere during the Clan Invasion.
----
* BoringButPractical: By comparison, anyway. The ''Mad Dog'' can do almost everything the ''Timber Wolf'' does, not ''quite'' as well, but fifteen tonnes lighter, at less than two-thirds the price, and with production widespread throughout Clan Space. The Clans all filled their heavy Stars with this 'mech for a reason.
* CephaloThorax: Its (frankly gigantic) cockpit is built into a non-streamlined torso, giving it its vulture-like appearance and ties its design in with the much-older ''Archer''.
* IHaveManyNames: To the Clans, it's the ''Mad Dog''. To the English-speaking Inner Sphere, it's the ''Vulture''. To the Japanese-speaking Inner Sphere, it's the ''Hagetaka''. . . which means "Vulture."
* KineticWeaponsAreJustBetter: In stark contrast to every other configuration, the ''Mad Dog C'' exclusively mounts a pair of Gauss Rifles.
* LongRangeFighter: Similar to the ''Timber Wolf'', the ''Mad Dog'' leans heavily into shoulder-based missile systems and long-ranged lasers, [=ERPPCs=] or autocannons in its arms.
* MacrossMissileMassacre: Most of its variants lean into the philosophy of "missiles are best," carrying some form of launcher or another.
* {{Overheating}}: Much like both its inspirations, the ''Mad Dog'' suffers from this. While it can remain fairly heat-neutral while using its LRM racks, once its arm cannons come into play the ''Mad Dog'' will overheat quickly, and none of its variants add additional heat sinks either.
* ShoddyKnockOffProduct: As much as the Clans can do anything "shoddily", the ''Mad Dog'' debuted sixteen years after the ''Timber Wolf'' and was clearly inspired by its design and combat role. Despite its mocking name, the ''Mad Dog'' is a lot deadlier than the Inner Sphere attempt and a worthy 'mech in its own right.
* ShouldersOfDoom: Carries its LRM racks inside its shoulders in a way clearly inspired by the ''Archer''.
* SuperiorSuccessor: Effectively an ''Archer IIC'' in everything but name. Twin [=LRM=]-20 racks backed by a quartet of lasers, intended to hang back on the edges of an engagement and provide fire support, albeit this time with the speed to let it have a greater say in where the fight happens. The ''Mad Dog'' also benefits heavily from Clan laser tech, since all four lasers are now Pulse versions and two are uprated to Large lasers, making it far from toothless once the ammo bins run dry.

!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 2926\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

A light second-generation [=OmniMech=] designed as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a Clan 'mech) that was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".
----
* AntiInfantry: Well over half of its configurations are dedicated wholly or partially to anti-infantry support weapons. The G configuration takes this UpToEleven by mounting eight heavy machine guns, allowing it to massacre infantry at point-blank range.
* ArmCannon: Its omnipods are all mounted on its arms, meaning the ''Mist Lynx'''s weaponry are all of this kind.
* BoringButPractical: Unusually for a Clan Omnimech, who are usually built to kick ass and take names in the Circle of Equals, the ''Mist Lynx'' is a dedicated scout and uses most of its weight on an Active Probe, Jump Jets and enough weaponry for quick skirmishes at best.
* JackOfAllTrades: While the chassis size and weight heavily limits just how battle-focused the ''Mist Lynx'' can become, it has a wide variety of configurations that allows it to specialize in AntiInfantry or 'mech hunting at a variety of ranges. The prime configuration carries weapons that allow it to fight at any range, though it is not particularly dangerous at any of them.
* JumpJetPack: Carries seven of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.
* MadeOfExplodium: The Prime configuration carries three different ammo-using weapons and no lasers at all, and has a nasty tendency to explode. Because it is Clan 'mech, CASE will keep ammo explosions from fully crippling it however.
* MeaningfulName: On its own the "Koshi" was not a particularly fearsome opponent, but it tended to herald the arrival of the "Daishi" (Dire Wolf) and the two 'mechs thus became linked in the Combine's mind.

!!Nova[=/=]Black Hawk

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_nova.png]]
[[caption-width-right:350:BeamSpam on legs.]]

-->Production Year: 2870\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

One of the first [=OmniMech=] designs, the ''Nova'' is a highly configurable design created by Clan Hell's Horses to carry a wide variety of [=OmniPods=] as well as serve as an Elemental carrier. The Inner Sphere quickly came to know its primary configuration of twelve deadly [=ClanTech=] lasers during the Clan Invasion, christening it the "Blackhawk".
----
* AbnormalLimbRotationRange: With Quirks active, the ''Nova'' has "No Torso Twist", limiting the fire arc of its weapons. Also, unlike most Clan [=OmniMechs=], the ''Nova'' includes lower arm and hand actuators, preventing it from flipping its arms backwards to shoot behind it.
* AwesomeButImpractical: The Prime configuration mounts twelve ER Medium Lasers, enough BeamSpam to put serious hurt on any enemy it encounters. It has nowhere near enough Double Heat Sinks to fire all of them without getting into trouble. It can sink 36 heat a turn, while it can generate a total of ''sixty-five'', meaning firing everything jumps you immediately one heat shy of "[[NoSavingThrow Automatic Shutdown]]."
* BeamSpam: Twelve ER Medium Lasers in the Prime Configuration.
* DeathOrGloryAttack: The Prime configuration's AlphaStrike will overheat the Mech to the point of nearly shutting it down, as mentioned, but it will put out an incredible amount of damage. Being designed for the Clan style of combat - rapid, decisive duels with maximum firepower - plays a large part in this. Thankfully most of the other configurations put out less insane amounts of heat...except for the "H" configuration, which can sink 40 heat while generating ''seventy-five'' thanks to leaning even harder into the BeamSpam with ten Heavy Medium Lasers.
* JackOfAllTrades: Much like the ''Summoner'', the ''Nova''[='=]s alternate configurations give it wildly different battlefield roles. The Prime configuration is basically a midrange brawler, with alternate configurations for sniping or LRM fire support.
* JumpJetPack: Also like the ''Summoner'', the ''Nova'' carries five hard-wired jump jets. This means that while it's not particularly fast for a medium 'Mech by Clan standards, it remains very maneuverable.
* MeaningfulName: The Clans call this 'Mech the ''Nova'', because it resembles a smaller version of the earlier Supernova, and because its Prime configuration can fire a barrage of laser light comparable to one. Nova is also the name of a Clan formation consisting of a 'Mech Star and Elemental Star, and the Nova 'Mech works well in such a formation due to its loadouts having most of their weapons in their arms, allowing it to fire them while carrying a full squad or "Point" of Elementals.
* OvershadowedByAwesome: Oddly for a Clan [=OmniMech=]. While devastating by Inner Sphere standards and remarkably affordable by Clan standards, the ''Nova'' only has twenty percent of its mass available for weaponry or equipment where better-known Clan designs have a third or more.
* YouDontLookLikeYou: Its distinctive body plan was altered to a more conventional one for gameplay purposes in ''Mechwarrior Online'' to allow its arms and legs to move independently.

!!Pulverizer

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_pulverizer.gif]]
[[caption-width-right:350:Clan Wolverine's ultimate achievement.]]

-->Production Year: 2823\\
Weight Class: Assault\\
Mass: 90 tons

Created by Clan Wolverine as the first truly original Clan 'Mech design in the years following the end of the Pentagon Wars, the ''Pulverizer'' was an assault-class command 'Mech designed to carry the early prototypes of what would later become the Clan standards for 'Mech weaponry. Following the Wolverines' Annihilation the 'Mech design was picked up -- and produced in small numbers -- by Clan Snow Raven.
----
* BeamSpam: Three-quarters of the weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third of the design's total weight, but also makes it very fast for an assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.
* LightningGun: Its main weapon is an Enhanced PPC, an improvment over the at-the-time cutting-edge Inner Sphere ERPPC.
* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.
* NationalWeapon: In the short time between the development of the ''Pulverizer'' and the Trial of Annhilation against Clan Wolverine, the ''Pulverizer'' became their signature 'Mech, used by their most skilled and formidable warriors, and exacting a terrible toll on Clan forces arrayed against them. {{Subverted}} as the 'Mech was salvaged and eventually reproduced by the other Clans, who politely ignored its origin with now Not-Named Clan.
* SuperiorSuccessor: Received one in the ''Kingfisher,'' a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s acquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.
* WalkingTechbane: The "final" version that was entirely upgraded with Clan-spec equipment added an ECM suite.

!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 2930\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

A widely-used Clan medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses during the twilight of the Golden Century. Falling in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for its combination of speed and offensive firepower.
----
* BeamSpam: The Prime configuration carries a pair of ER Large Lasers and three ER Medium Lasers and 22 Double Heatsinks, giving it decent Beam Spam capabilities without melting down on an AlphaStrike like the older ''Nova''.
* HitAndRunTactics: Designed by the Hell's Horses for this purpose, the ''Stormcrow'' depends on speed and surprise to take on targets it cannot reliably face in open combat.
* {{Irony}}: The Hell's Horses initially deployed the ''Stormcrow'' during the Battle of Tohsaka in an attempt to defend their primary 'mech plant, a battle they lost. The ''Stormcrow'' thus became a herald of the Hell's Horses switching to a much more tank- and combined arms warfare doctrine, and as a 'mech became much more affiliated with Clans Ghost Bear and Snow Raven.
* JackOfAllTrades: The ''Stormcrow'' contains the standard medium 'mech fusion of speed, armouring and firepower, all dialed up by [=ClanTech=] to the point that it can reliably chase many Inner Sphere light 'mechs while matching many Inner Sphere heavies in firepower. The only thing it lacks is a configuration with Jump Jets; practically everything else -- from knife-fighter to missile support -- can be found in one of its configurations.
* MacrossMissileMassacre: The ''Stormcrow'''s A and D configurations are both very missile heavy, both featuring at least one LRM-20 and several SRM racks on top of it.
* NonIndicativeName: Despite the name ''Stormcrow'', none of the 'mech's configurations are jump capable, or carries [[LightningGun PPCs]].

!!Summoner[=/=]Thor

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/summoner.png]]
[[caption-width-right:350:[[Music/{{Queen}} Very, very frightening]].]]

-->Production Year: 2872\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 70 tons

The signature 'mech of Clan Jade Falcon, the ''Summoner'' is a 70-ton [=OmniMech=] designed for jump capability and flexibility. Featuring a good mixture of armour, mobility and pod space, the ''Summoner'' is an all-purpose frontline 'mech that was nicknamed the "Thor" by the Federated Commonwealth during the Clan Invasion, due to its LB 10-X and [=ClanTech=] ERPPC throwing both lightning and thunder at anything in its path.
----
* ArmCannon: As with most Clan Mechs, the arms are designed to hold its main weapons.
* InventionalWisdom: The Prime configuration has an LB 10-X Autocannon, which can fire solid or cluster munitions, and an LRM-15. It only has one ton of cluster munitions for the autocannon, but two tons of LRM ammo[[note]]This means that one of the main advantages of LB-X autocannons, the ability to swap between cluster or solid munitions, is lost[[/note]]. Swapping one ton of [=LRMs=] for a ton of autocannon slugs is a common fan repod.
** A similar issue dogs the A configuration, which mounts a large pulse laser, SRM-6 launcher, and Gauss rifle. The SRM-6 launcher, arguably a secondary weapon at best, receives two tons of ammo for a total of 30 rounds of fire--more than the 'Mech could ever hope to use. On the other hand, the Gauss rifle is its main gun yet receives just one ton of ammo, for a miserly eight shots total. The reason for this highly questionable allocation? The technical readout calls this configuation a 'renowned infighter'...despite its two main guns being most respected for their long engagement ranges. Fans also often swap out a ton of SRM ammo for a ton of Gauss ammo, making things a bit more sensible.
* JackOfAllTrades: Most Clan [=OmniMechs=] (at least, at the time the Clans were introduced) tend to focus on a battlefield role, with the different Omnipod configurations being specializations within that role[[note]]All ''Dasher''s are scout 'Mechs, with some configurations able to damage opponents or defend themselves, others designating targets for a follow-up force, others being pure get-in-look-around-get-out, etc.[[/note]]. The ''Summoner'' is a do-anything machine, with different configurations filling completely different roles on the battlefield.
* JumpJetPack: The ''Summoner'' carries five permanently-mounted jump jets, meaning that no matter what configuration it's packing at the moment, it still has excellent mobility for a heavy Mech.
* LightningBruiser: A 70-ton Heavy 'Mech with jump jets, the ''Summoner'' is quite nimble, has solid armor, and packs a decent punch for its weight.
* LightningGun: In the Prime configuration, carries a PPC in the right arm.
* MacrossMissileMassacre: Many of the Summoner's configurations pack a missile launcher of some kind. Some of them carry a ''lot'' of missiles. The Prime configuration carries in LRM-15, good but not great for a heavy 'Mech. The Summoner B packs two LRM-20s, two SRM-4s, a NARC missile beacon, and an Anti-Missile system because dammit, it's the only one allowed to invoke this trope. The G model brings ''six'' SRM-4s to the fight, because apparently someone thought it was funny.
-->'''Tex Talks [=BattleTech=]:''' Because if you're gonna die to ammunition explosions you might as well be seen ''from orbit''.
* MeaningfulName: The ReportingName of "Thor" lets you know [[ShotgunsAreJustBetter exactly what]] [[ShockAndAwe you're in for]].
* MixAndMatchCritters: Its design is largely composed of bits of other 'Mechs, most prominently the cockpit and missile pod from a Thunderbolt, a Madcat's right arm and the distinctive high-heeled feet of an Archer.
* NonindicativeName: The Clan name of "Summoner" does little other than sound cool.
* OvershadowedByAwesome: Compare the ''Summoner'' Prime's loadout to that of the ''Timber Wolf'' prime, which is just 5 tons heavier. The ''Summoner'' lacks an Endo-Steel internal structure (''the'' most efficient way to free up extra weight in a 'Mech's chassis), meaning that compared to the 75-ton ''Timber Wolf'', the 70-ton ''Summoner'' has a depressing lack of pod space tonnage. The ''Summoner'' is still quite capable as a Clan heavy 'Mech, but will never approach the levels of ass-kickery the ''Timber Wolf'' can accomplish.
* ReportingName: Victor Steiner-Davion codenamed the 'Mech "Thor," since with the autocannon and PPC, it hurls thunderbolts and lightning, just like [[Myth/NorseMythology the Norse god]], not to mention its strong resemblance to the earlier Thunderbolt Battlemech, sharing its distinctive off-center cockpit and drum-shaped missile launcher.
* ShotgunsAreJustBetter: In the Prime configuration, carries an LB 10-X autocannon loaded with cluster munitions in the left arm.
* WeaponOfChoice: It was as close to a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.
* TheWorkhorse: Oddly for a Clan design, considering Clanners usually prefer the newest weapons they can field. The ''Summoner'' was barely a second-generation Omnimech, and while the Jade Falcons (who introduced and loved the design) had largely replaced it with the ''Grand Summoner'' in the late 31st century, the Hell's Horses picked up production, making it the oldest continuously-produced Omnimech in existence.

!!Timber Wolf[=/=]Mad Cat

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/madcat_2.jpeg]]
[[caption-width-right:350:''The'' Clan Heavy 'Mech.]]

-->Production Year: 2945\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 75 tons

The SeriesMascot of ''Battletech'', the ''Timber Wolf'' is the platonic ideal of a Clan [=OmniMech=] and the symbol of the Clans' technological superiority. Featuring the speed of an Inner Sphere medium 'mech, the armour of an assault and as much firepower as an Inner Sphere lance in one combined package, the ''Timber Wolf'' was the signature weapon of Clan Wolf and rarely seen outside the hands of the Clan's bloodnamed. Its resemblance to the Inner Sphere ''Catapult'' and ''Marauder'' gave it the Inner Sphere callsign of "Mad Cat," the first Clan 'mech to be classified by [=ComStar=] during the invasion from gun camera footage recovered from Phelan Kell's ''Wolfhound''.
----
* ArmCannon: The arms are designed to hold the main damage-dealing weapons of whatever configuration is being used. By default, this is a [=ClanTech=] ER Large Laser (as dangerous as an Inner Sphere PPC) in each arm with an underslung ER Medium Laser, but altenative configurations mount Gauss Rifles, Ultra Autocannons, or [=ERPPCs=].
* AwesomeButImpractical:
** The Prime configuration especially mounts ''way'' more weapons than it can effectively use, even with Double Heat Sinks to manage their prodigious heat. Though to be fair, it is intended to use each set of weapons in varying "range brackets" (though Clan weapons tend to have no minimum ranges, making alpha striking at close targets very tempting. . . until the heat gauge spikes).
** Like most Clan [=OmniMech=]s, the Timber Wolf is expensive. Really, really expensive. In-universe it costs almost 25 million C-bills in equipment and man-hours to construct, almost as much as four ''Awesome''s.
** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. This situation would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
* BadassBack: A rarity among Clan mechs, whose pilots obviously prefer fighting head on, the D configuration has two rear-facing SRM-6 launchers. While unpopular in the controlled honor duels of the Kerensky Cluster, having such a powerful option in case of an ambush proved invaluable during the open warfare conditions of the Inner Sphere.
* ChickenWalker: Much like the ''Marauder'' and ''Catapult'' that gave it its ReportingName.
* CloseRangeCombatant: Designed explicitly for urban combat, configuration S literally flies in the face of traditional ''Timber Wolf'' design philosophy by using its jump jets to leap into knife fight range, where its suite of Pulse lasers and SRM launchers rapidly shred its target. Machine guns are included just in case something manages to survive the initial blizzard of hideously accurate fire.
* EvilCounterpart: The ''Timber Wolf Z'' was exclusively used by the Society during their attempted coup. Designed to compensate for their Warriors lack of actual battlefield experience, the Z configuration was armed with twin [[AlwaysAccurateAttack Improved ATM-9 launchers]], dual ER Large Lasers and Medium Pulse Lasers, all mated to a Clantech version of the C3 warfare suite. While very powerful and accurate, the twisted origins of the Z meant that the only Clans who encountered them would scrap them rather than use such a disgraceful weapon.
* JackOfAllTrades: While certainly not possessing any serious weaknesses at closer ranges, the Wolves still felt that a more generalist configuration of the ''Timber Wolf'' wouldn't go amiss, giving rise to configuration B. Armed with a Gauss Rifle, Large and Small pulse lasers, and Artemis-IV enabled [=LRMs=] and [=SRMs=], the ''Timber Wolf B'' is much more capable in a sustained close range fight, if a bit less remarkable at long range. This adaptability won the variant many proponents in the face of the unpredictable battlefields of Operation REVIVAL.
* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Seriously, go up and compare the weapons loadout of the ''Atlas''. This thing mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
* LightningGun: Several configurations have at least one ER PPC, with the D configuration mounting two.
* LongRangeFighter: Most of the Timber Wolf's prime configuration weapons have a lot of range, letting it pummel enemies long before they can return fire. Since it is an [=OmniMech=] this is of course not true of every configuration, but it rarely mounts anything with shorter range than an AC/5.
* NoExportForYou: In-universe. Clan Wolf designed it and very jealously guarded the production rights, to the point that prior to the invasion there was only a single production facility on the Clan capitol world and other Clans had only procured any through gifts, trade, and salvage. The Inner Sphere came up with a knockoff in the ''Rakshasa'' that doesn't have nearly the same capabilities due to Clan tech superiority.
** In a grand case of irony, the derivative ''Mad Cat Mk. II'', ''III'' and ''IV'' were deliberately designed to be sold to foreign customers by Clan Diamond Shark, whose understanding of branding led them to trade on the fearsome reputation of the original by using the ''Timber Wolf's'' Spheroid ReportingName.
* ReportingName: "Mad Cat." The overall silhouette is similar to both the ''Marauder'' and ''Catapult'' of the Inner Sphere, while the boxy shoulder missile launchers are straight off a ''Catapult''. As a result, when first encountered by the Inner Sphere, the warbook programs couldn't decide if the opposing 'Mech was a ''Marauder'' (MAD) or ''Catapult'' (CAT), [[https://youtu.be/LD6S0fTY_ao?t=57 flipping back and forth between the two.]]
* SeriesMascot: Has become one of, if not '''the''' most recognizable 'Mech of the franchise, and gracing the covers of many, many sourcebooks. It's as fiercely beloved and protected by ''[=BattleTech=]''[='=]s owners as the owners of ''TabletopGame/DungeonsAndDragons'' protect the Beholder, or Games Workshop the [[TabletopGame/Warhammer40000 Adeptus Astartes]] (in fact, the whole Unseen debacle was kicked off by a lawsuit from FASA against ''Exo Squad'' creating a design a little too close to the ''Mad Cat'' for their liking). Because of its fame in-universe and out, it has a large number of official [=OmniPod=] configurations, as well as successor designs. The ''Mad Cat Mk II'' is a 90-ton Assault 'Mech based on the ''Timber Wolf'' hull, the ''Mad Cat III'' is the design scaled-down to a Medium 'Mech, and the ''Mad Cat Mk IV (Savage Wolf)'' is a "modern" remake for the Dark Ages.
* ShouldersOfDoom: Quite literally: in the Prime configuration, each shoulder is an LRM-20 missile launcher, raining up to 40 points of damage on a target from ridiculous distance. Most configurations put some kind of missile launchers in the shoulders.
* SuperiorSuccessor: Designed from the ground up to replace the venerable ''Woodsman'' in Clan Wolf's arsenal, the ''Timber Wolf'' succeeded beyond all expectations. By the time of the invasion, it was already a century old design and yet was still the Wolves biggest trump card in any military consideration.

!![=UrbanMech=] IIC

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/591px_35nsjd01c6ihmepeomg452t6bsh7k0m.png]]
[[caption-width-right:350:Because the Clans have to get in on the Urbie memes, too.]]

-->Production Year: 2849\\
Weight Class: Light\\
Mass: 30 tons

Even the Clans could do little to improve on perfection. The ''[=UrbanMech=] IIC'' is a baseline ''[=UrbanMech=]'', but upgraded using Clan weapons and employed as a cheap law enforcement and urban defence 'mech for many of the weaker Home Clans. The ''IIC'''s upgrades allows it to set new records for land speed amongst Clan light 'mechs and run out of ammunition ''twice'' as fast as the original.
----
* BoringButPractical: The Clans decided not to futz with the basic ''[=UrbanMech=]'', just straight upgrading almost everything. It's got an Ultra [=AC/10=] instead of a regular [=AC/10=], an ER Small Laser instead of a small laser, 10 heat sinks (not even Doubles), one more walking[=/=]jumping and two more running movement. If this seems underwhelming compared to what the Clans could have done, well, it is. But it cleaves close to the fundamental ''[=UrbanMech=]'' design philosophy: Be reasonably effective at one thing and one thing only, and be very, very, ''very'' cheap (as cheap as the base model; ''insanely'' cheap by Clan standards). Even the weapons upgrades are more a result of the Clans simply not making regular autocannons or lasers anymore, only Ultra and LB-X autocannons and ER and Pulse lasers.
* EquipmentUpgrade: It's the ''[=UrbanMech=]'', redesigned from the ground-up with Clan technology. Because you can't fix perfection.
* MoreDakka: Thanks to having an Ultra [=AC/10=], it can potentially put out twice the damage of the basic Inner Sphere Urbie. Clan Hell's Horses took this one step further by adding their experimental HAG 20 (basically an automatic [[MagneticWeapons railgun]]) to the thing.
* SituationalSword: Much like the original Urbie, the IIC is good at city-fighting and not much else. It now has better speed...comparable to that of an Assault mech.

!!Warhawk[=/=]Masakari

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_masakari.png]]
[[caption-width-right:350:Subtle as a battleaxe.]]

-->Production Year: 2999\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 85 tons

Designed by Clan Smoke Jaguar for an expected invasion of the Inner Sphere, the ''Warhawk'' is a fast-moving and long-ranged assault [=OmniMech=] that emphasises the pounce tactics favoured by Smoke Jaguar: It quickly became a cornerstone of the brutal Clan as they waged war on their Warden opponents in the Clans and the Inner Sphere both. It was nicknamed the "Masakari", or battle-axe, by the Draconis Combine [=MechWarriors=] that ran afoul of it, and even the savaging of Smoke Jaguar by the Inner Sphere did not stop the ''Warhawk'' from being used by the Clan's traditional rivals.
----
* ImprobableAimingSkills: While not fixed equipment[[note]]because it can't be, a Targeting Computer's weight and space is dependent on the weight of direct-fire weapons the unit mounts[[/note]] every configuration of the ''Warhawk'' manages to mount a Targeting Computer, giving it improved accuracy with all its direct-fire weapons.
* LightningGun: The Prime configuration mounts four Clan [=ERPPCs=]. Unlike the much later ''Hellstar'', its twenty double heat sinks aren't enough to cover this volume of fire (due in part to also carrying an LRM-10), so the Warhawk Prime is still set up for the quick, decisive engagements the Clans prefer.
* LongRangeFighter: Carrying four [=ERPPCs=] and an LRM-10, the ''Warhawk'' packs devastating long-range firepower. Note that unlike their Inner Sphere counterparts, neither of these weapons have a minimum range, making the ''Warhawk'' just as deadly when its in your face.
* MeaningfulName: The Inner Sphere ReportingName of "''Masakari''" comes from a Japanese battleaxe. Like a battleaxe, the ''Warhawk''[='=]s Prime configuration is meant to cleave through anything in its path by sheer brute force. Some Inner Sphere troops took to calling it the "Massacre," since. . . well, its rather brutally efficient at those.
* NoExportForYou: Downplayed InUniverse. Clan Smoke Jaguar developed the 'Mech in anticipation of the invasion of the Inner Sphere, and ''tried'' to jealously guard its production rights, but the ''Warhawk'' filtered into the ''toumans'' of other Clans more readily than Clan Wolf's ''Timber Wolf''. After the Great Refusal, Clans Fire Mandrill, Goliath Scorpion, and Diamond Shark obtained the production rights.

[[/folder]]

[[folder:Periphery 'Mechs]]
!! Agrotera AGT-1A
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/agrotera.jpg]]
[[caption-width-right:350: For when the Magistracy really wants someone dead]]
-->Production Year: 3108\\
Weight Class: Medium\\
Mass: 50 tons

The ''Agrotera'' is the result of lessons learned by the Canopian company Majesty Metals and Manufacturing from an un-named number of upgrades from the Word of Blake's ''Phoenix Hawk'' models, and used them to make a hard upgrade on the ''Hawk'' that could serve the Canopian military as well as the Capellans. While it has some of the similar downsides of its predecessor (namely its hellacious heatload), it can find itself as a ''Phoenix Hawk'' replacement in many lances, and if given the right pilot, it can go toe-to-toe with larger 'Mechs as a multi-purpose and ammo-efficient design.
----
* AceCustom: Canopus-Affiliated Team Triton sports one that is built for underwater ops in Solaris VII's Pool arena rather than for flight, and its armor has been set with Harjel and reflective armor and Clan weaponry, making it both tougher ''and'' scarier.
* ArmCannon: If you thought the ''Phoenix Hawk''[='=]s gun was huge, the ''Agrotera'''s PPC is under-slung mounted to the left arm, and is nearly as long as the Mechs entire arm.
* CurbstompBattle: The ''Agrotera'' proved it could punch above its weight in its debut year by having a pair of them face an entire pirate lance of Heavy 'Mechs. None of the 'Mechs could match up to their maneuverability and the pirates eventually just surrendered when their reinforcements arrived. The model built its reputation on this.
* DeathFromAbove: Besides the [[GoombaStomp direct route]] availed by its jump jets, it comes with a TAG laser.
* HitAndRunTactics: The ''Agrotera'' is best used in many of the same ways as a ''Phoenix Hawk'', though it can stay in engagements slightly longer than a ''Phoenix Hawk''.
* ImprobableAimingSkills: While it has generally normal targeting computers, its PPC gets to benefit from the Actuator Enhancement system set into the arm itself, allowing it to shoot its biggest gun with the same accuracy as if it ''had'' one.
* JumpJetPack: The ''Agrotera'' carries a series of Jump Jets, but also improves its flight range and control with a pair of airfoil wings.
* LightningBruiser: With six movement points as a walking speed, the ''Agrotera'' has speed comparable to designs twenty tons lighter, and its balance of precision, agility, firepower and durability means it can significantly outdo most 'mechs in one department or another.
* LightningGun: An Extended-Range PPC is the centerpiece gun of the 'mech.
* MeaningfulName: "Agrotera" is a name for the Greek goddess Artemis, known for their hunting prowess.
* MercurysWings: Like a few other Canopian designed 'Mechs, the ''Agrotera'''s most notable design feature is its cockpit having a pair of cosmetic wings.
* OffWithHisHead: Like many modern designs, it has a Full-Head Ejection System to help protect the pilot.
* SuperiorSuccessor: Unless you need the more close-combat variations of the ''Phoenix Hawk'', the ''Agrotera'' has just a little more in every direction than the original: it has longer range and more powerful weapons, can go farther using its more modern jump jets and Partial Wing system, has better cooling features as standard, and critically has ''much'' better armor than the original ''Phoenix Hawk''.

!!Cadaver CVR-A1

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cadaver_cvra1_9.jpg]]
[[caption-width-right:350: [[Film/TheFastAndTheFurious Very fast, not quite furious.]]]]

-->Production Year: 3094\\
Weight Class: Light\\
Mass: 30 tons

The ''Cadaver'' is the fruit of a collaboration between periphery newcomers Clan Snow Raven and the region's old timers in the Taurian Concordat. Boasting an incredible top speed of over 120 KM/H, along with [[WalkingTechbane ECM capabilities]], it was an ideal battlemech for light cavalry duties[[note]]meaning ambushing lighter units, raiding and attacking enemy support structures[[/note]]. However, it requires a hefty amount of advanced technology and lacks a long-range attack option.
----
* ArmCannon: Carries a pair of ER medium lasers, one in each arm, as its secondary weapons.
* ChestBlaster: An MRM-10 in its chest provides the bulk of its firepower.
* LightningBruiser: [[OverlyNarrowSuperlative By Inner Sphere Light 'Mech standards, at least.]] Very few other designs can match it for speed without using [[LimitBreak MASC]] and risking damage to their leg actuators, and it carries maximum armor for its weight. The damage output falls a bit short by comparison, but it still carries a respectable close-range punch.
* KillItWithFire: Brings a flamer for possible encounters with infantry.
* NoExportForYou: ''Allegedly'' the case InUniverse, as only the Taurian Concordat and the Raven Alliance are supposed to have access to the 'Mech. In truth, [[ProudMerchantRace Clan Sea Fox]] has purchased them from the Raven Alliance and re-sold them.
* OffWithHisHead: Comes with a Full-Head Ejection System to help protect the pilot.
* SkullForAHead: The top of its head is designed to look like a skull, because spooky skulls are good for hurting enemy morale.

!!Cazador

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cazador.jpg]]
[[caption-width-right:350: Because militiamen in the space boonies can have nice gear too... As long as a Clan rules them.]]

-->Production Year: 3086\\
Weight Class: Light\\
Mass: 35 tons

One of the first native creations of the Escorpión Imperio's Quixote Industries, the ''Cazador'' is a redesign of the rather well regarded ''Reptar'', a converted [=IndustrialMech=] used by the local militias. Using bits of Clan technology introduced to the region by the exiled Clan Goliath Scorpion[[note]]The main founding party of the Escorpión Imperio[[/note]] the Cazador is a modestly priced and rather simple light battlemech that is, nonetheless, very fast and heavily armed for its size.
----
* ArmCannon: Carries a flechette firing LB-10X autocannon in one of its arms, because ShotgunsAreJustBetter.
* FragileSpeedster: Equipped with a supercharger that can make it run at 108 KM/H in short bursts, but its mediocre 6 tons of armour mean that it'll fall apart rather quickly should it get into a protracted fight.
* GlassCannon: Carries a large autocannon and pulse lasers, but, as already stated, doesn't last very long under fire.
* SuperiorSuccessor: Based off of a converted industrialmech that gave the invading Goliath Scorpions a hard time in their initial invasion, the Cazador took the original design and ran with it. It pretty much just replaces the weaponry with lighter and harder-hitting Clan variants and the industrial-grade armor with military-grade armor.

!! Eyleuka EYK-45A

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eyleuka.jpg]]
[[caption-width-right:350: [[VideoGame/FalloutNewVegas The last 'mech you'll never see]]]]

-->Production Year: 3069\\
Weight Class: Medium\\
Mass: 55 tons

Born out of a collaboration between Canopian technical know-how and Capellan design during the powerhouse that was the Trinity Alliance, the ''Eyleuka'' provides a versatile package of weaponry, combined with advanced stealth and jumping capabilities. Its stealthy approach and capacity to call in indirect fire support makes it a capable ambusher and skirmish 'mech, able to signal artillery strikes onto enemy formations before engaging them directly and fading away while everyone tries to figure out what is going on.
----
* DeathFromAbove: Not in the [[GoombaStomp traditional BattleTech sense]], but it carries a TAG laser by default, which lets it spot for artillery strikes. Paired with the Stealth Armor, the first anyone may know of its presence is when things start exploding.
* GlassCannon: Not ''exactly'' glass, since nine and a half tons of armour aren't bad by any means for a medium 'Mech, but its XL engine renders it vulnerable to a side-torso loss. Oddly enough, this is paired up with a compact gyro, which is ''less'' vulnerable to hits to the center torso than a standard gyro would be.
* HitAndRunTactics: Adept at these, since its stealth armor severely hampers heat dissipation when active, as long as it remains unseen, the ''Eyleuka'' must either avoid direct combat or employ ambushes and fast strikes before fading away to avoid overheating.
* JumpJetPack: Carries a set of Improved Jump Jets to give it excellent mobility for scouting and ambushing duties.

!! Marshal MHL-X1

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/marshal_3.jpg]]
[[caption-width-right:350: [[Machinima/FreemansMind What country gives its police guided missiles?]]]]

-->Production Year: 3059\\
Weight Class: Medium\\
Mass: 55 tons

During the formation of the New Colonies region of the periphery, both the Canopian and Taurian governments found themselves short of equipment to deliver to the newly formed policing and pirate hunting [[SpacePolice Colonial Marshals]] force. This forced them to supply their shared forces with older, obsolete 'mechs, an issue the Taurian Concordat sought to remedy by creating the ''Marshal''. Knowing the 'mech's duty would entail spending several days or weeks long deployments in pirate hunting assignments, the designers gave it a varied loadout specialized in taking out ground vehicles and infantry at both long and short ranges, along with very thick armour and several redundant heat sinks to ensure nigh-unparalelled endurance. As such, the ''Marshal'' quickly became a terror to pirates and bandits that had the misfortune of running afoul of it.
----
* BeamSpam: 3 of its weapon systems, including the main gun, are lasers.
* BoringButPractical: The main production model has very little in the way of advanced technology, making it cheap to produce and easy to maintain and source parts for. The only "advanced" equipment - that is, things not available during the Succession Wars era - are the ferro-fibrous armor and a single medium pulse laser. It didn't even have double heat sinks initially. However, the laser-heavy loadout also means pilots don't have to worry about running out of ammo on long deployments, and later models did introduce fancier equipment to the design.
* JackOfAllStats: By design, its not specialized, to the point of it almost being a MasterOfNone. But given it is designed to hunt down pirates in some of the booniest of space boonies, the armaments it carries are damn near overkill for anything it might realistically run into.
* JumpJetPack: It carries four jump jets, which help alleviate the mobility issues.
* KillItWithFire: Carries a flamer for burning down vegetation blocking its path and the occasional outlaw that gets too close for comfort.
* LightningGun: Unlike the usual [=BattleTech=] PPC, a later variant introduced the [=TSEMP=] Cannon, which is essentially a [=BattleMech=]-sized ''taser.''
* MacrossMissileMassacre: The 2L model switched to double heat sinks, which freed up enough room to upgrade the [=LRM-5=] to an [=LRM-15=], tripling the long-range missile firepower.
* MadeOfIron: Despite being a medium 'mech, the ''Marshal'''s lighter weapon loadout allows it to carry as much armor as your average heavy.
* MeaningfulName: The ''Marshal'' was meant to be used by the Colonial Marshals.
* MightyGlacier: By medium 'mech standards, at least. As mentioned, it carries heavy armor, but it has speed comparable to heavy mechs.
* SpacePirates: What it's meant to spend most of its time shooting at; given said pirates are of the RuthlessModernPirates variety, the size, toughness and firepower are completely justified.

!!Toro [=TR-A-6=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/toro_2.jpg]]
[[caption-width-right:350: The Taurian Concordat's pride and joy.]]

-->Production Year: 2548\\
Weight Class: Light\\
Mass: 35 tons

During the early days of the Age of the [=BattleMech=], the Taurian Concordat would find itself in constant war with its Capellan neighbors. Due to their technological and industrial superiority over their Periphery counterparts, the Confederation was able to field a wide variety of 'mechs of their own production rather than the licenced or bought models the Taurians would use. This was remedied in 2481, when a joint project between the Concordat's top weapons manufacturers unveiled the ''Toro''[[note]]"bull" in Spanish[[/note]], a light and cheap [=BattleMech=] packing relatively thick armour and enough firepower to punch well above its weight. It became a fixture in the Taurian army during the Reunification Wars, where it showed the SLDF why the Taurian Concordat's military has a reputation for being Humanity's foremost expert at defense in depth.
----
* ArmCannon: A PPC in its arm provides the main source of firepower.
* BoringButPractical: Designed for mass production, the ''Toro'' stuffs the firepower of a ''Griffin'' into the chassis of a ''Firebee'' for massive amounts of cheap firepower on a budget.
* LightningGun: The model's main gun.
* LongRangeFighter: All of the weapons it carries, a PPC and a pair of Long Range Missile racks, are best used at long ranges, making it a terrifyingly effective fighter at extreme distances.
* LostTechnology: A strange example, as its loss was not due to the usual problem[[note]]being too complex to manufacture due to the loss of knowledge and infrastructure in the Succession Wars[[/note]]. The ''Toro'' was just such an iconic piece of the Taurian national image that the SLDF did their damnedest to stomp it out of existence to pacify occupied areas of the Concordat, leading to the destruction of all blueprints and factories producing it. It was returned to service only when its manufacturing processes were rediscovered within the Hegemony Memory Core during the Jihad, some 500 years after it was first made.
* MeaningfulName: When open, the doors covering the long-range missile launchers resemble a bull's horns.
* NationalWeapon: Besides the name and being designed by a who's who of the Concordat's finest armament manufacturers, the ''Toro'' is an excellent reflection of Taurian strategic planning scaled down to tactical doctrine. The Taurians fight by slowly giving ground, and making their foes bleed grievously for every inch yielded. Thus, the ''Toro'' is deployed in staggered defensive lines many ranks deep, using their long range to force opponents to close with them and draw into the guns of ever more ''Toro''s.
* {{Overheating}}: Its main bane is the lack of non-engine heat sinks, meaning the ''Toro'' cannot move and fire, or AlphaStrike, without dumping more heat than it can sink.
* ShouldersOfDoom: Not unlike the much heavier ''Archer'', the ''Toro'' mounts the missile launchers in the shoulders with flip-up doors.
* SuperiorSuccessor: The ''Toro'' was based on the Capellan ''Firebee'', with upgraded and more long-ranged weaponry, and lacks the predecessor's long list of negative Quirks.
* ZergRush: A rare long-range version, the ''Toro'' was designed to be quick to produce and inexpensive to replace[[note]]For context, the cost of the ''Toro'' isn't even one and a half times the cost of the dirt-cheap ''Urbanmech''[[/note]], allowing them to take the field in huge numbers and drown their foes in fire before they can close.

[[/folder]]

to:

[[foldercontrol]]

[[folder:Inner Sphere 'Mechs]]

!!Annihilator [=ANH-1A=]

[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/battletech_dalek.jpg]]
[[caption-width-right:349:''Annihilator'' (n): [[NamesToRunAwayFromVeryFast A person or thing that entirely destroys a place, a group, an enemy, etc. : one that annihilates something or someone]].]]

-->Production Year: 2779\\
Weight Class: Assault\\
Mass: 100 tons

The ''Annihilator'' was one of several 'wonderweapons' designed near the end of the Amaris Civil War, in this case to serve as the ultimate siege [=BattleMech=]. It was never built in the Inner Sphere, as the plans and early concepts were taken by the SLDF on their Exodus. The Inner Sphere would first encounter the ''Annihilator'' in 3009, when the mysterious Wolf's Dragoons arrived in the Inner Sphere carrying with them, amongst other rarities, a 'mech completely unknown to the Successor States. The ''Annihilator'' would serve the Dragoons as an exclusive terror weapon until 3048, when they decided to offer the 'mech's production specs to Inner Sphere manufacturers for unknown and not-at-all-related-to-an-imminent-Clan-invasion reasons.
----
* AchillesHeel: As with most "ultimate iteration" weapons, the idea was better than the execution. The ''Annihilator'' proves no different:
** Ammunition. The [=-1A=] model carries only four tons of ammo, meaning it has only enough rounds to fire the four [=AC/10s=] ten times before having to fall back on the medium lasers. The Dragoons would try to remedy this by switching to an all-energy loadout with four [=PPCs=] instead of the autocannons and filling all the other available space with heatsinks.
** Armor. The 12.5 tonnes of armor means that the design is relatively squishy by assault 'mech standards, which combined with the above and the lack of CASE in the Succesion Wars-era design means any shot that penetrates the torso will probably turn the whole 'Mech into a fireworks display.
** ''Speed''. 2 hexes of movement per turn. 3, at an all-out sprint. The design was meant for city defense, but the Annihilator is less of an Assault 'mech and more of a geographically flexible turret.
Characters/BattletechSpecificMechsInnerSphere
* ArmCannon: Each arm carries a pair of [=AC/10s=].
Characters/BattletechSpecificMechsClan
* AwesomeButImpractical: The ''Annihilator'' is very big, very armed, and very scary... And also underarmoured, low on ammunition, limited to direct line of fire and with mediocre range, and also very, very, '''very''' slow, making it easy for practically anything that can't take it on directly to escape its reach in open terrain.
* CyberCyclops: While it is a human-driven mech and not an actual robot, the ''Annihilator'''s design still evokes it with its cockpit and its single top window, especially in its ''Mechwarrior Online'' design.
* {{Foil}}: To the Clan ''Bane''. Both are 100-tonne autocannon-based 'mechs that were originally designed and prototyped in the Inner Sphere and brought along by the SLDF, but the ''Annihilator'''s original model is based around four LB-X 10 autocannons with a big AlphaStrike ability (with variants carrying mostly Gauss or PPC weapons) while the ''Bane'' carries ten [=Ultra-AC/2s=] and depends on DeathByAThousandCuts (with variants carrying LRM, Rotary AC or HAG weapons). The ''Annihilator'' was quickly mothballed by the Clans and given away to the Dragoons, while the ''Bane'' was still used as a workhorse garrison 'mech by the Clans as late as the Republic era.
* GlassCannon: Carrying four [=AC/10s=], the ''Annihilator'' can match a ''King Crab'' or an ''Atlas'' in close-combat firepower while comfortably out-ranging both of them with its main guns, but at only 12.5 tonnes of armour it has less armour than many Inner Sphere heavy 'mechs.
* IAmNotLeftHanded: The Dragoons were forced to do this to the 'mech: The original ''Annihilator'' model, the 1X, carried CASE, LB-10X and pulse lasers that were LostTechnology in the Inner Sphere and would have evoked (even more) suspicion. The 1A (which was the first introduced to the game out-of-universe) used regular autocannons and lasers until the available technology was rediscovered and allowed the Dragoons to upgrade their 1A variants to the 2A, which re-upgraded it closer to the original.
* InUniverseFactoidFailure: The Clans equipping the Dragoons with the ''Annihilator'' was their biggest research failure, as while most of their other 'mechs were LostTechnology, the ''Annihilator'' had never even been produced beyond a prototype stage. This immediately made several people in the know extremely suspicious of the Dragoons.
* LightningGun: After the battle of Misery, the Dragoons retrofitted many of their ''Annihilators'' to run [=PPCs=] instead of Autocannons, replacing the [=AC/10s=] with four [=PPCs=] and forty-one heatsinks instead, turning it into an even bigger ''Awesome''.
* MagneticWeapons: Practically all ''Annihilators'' produced post-Helm Memory Core use Gauss Rifles in one form or another, as the increased range and damage perfectly complements the ''Annihilator'''s drawbacks. Taken UpToEleven with the AceCustom 'Gausszilla' variant used by a particularly daring Ghost Bear, which carried ''five'' of them at the cost of practically everything else.
* MightyGlacier: The Glacierist of them all, as its undersized engine means it moves only 2 squares a turn. The only 'mech an ''Annihilator'' can tie in speed is an ''Urbanmech''.
* MixAndMatchWeapon: A salvaged ''Annihilator'' became part of a [=FrankenMech=] known as ''Schwerer Gustav'' as a result of a bar-room bet. It featured a mix of Clan and Inner Sphere experimental technology, a [[GatlingGood Rotary Autocannon]], and a ''freaking artillery piece.''
* MoreDakka: The ''Annihilator'''s stock in trade. Very few Inner Sphere designs carry four autocannons, let alone in the [=AC/10=] range.
* NoExportForYou: An InUniverse example. Wolf's Dragoons owned the only ''Annihilators'' in existence and they did not trade them away, giving them an advantage in unpredictability because no-one in the Inner Sphere knew what the design was capable of doing.
* NormalFishInATinyPond: To the Clans, the ''Annihilator'' was a two hundred year old relic long since rendered obsolete and sent with the Dragoons with stripped-down equipment so as to not evoke suspicion. To the Inner Sphere, it was one of the most frightening things imaginable -- a technological novelty developed ''outside'' known space.
* RangedEmergencyWeapon: The ''Annihilator'' carries a quartet of medium lasers (or pulse lasers in more advanced variants) for when the ammo inevitably runs out.
* RobotAntennae: Has these as well, which alongside the single-eye type cockpit only reinforces the robot aesthetic.
* ShotgunsAreJustBetter: Indeed they are, and the ''Annihilator'' was originally designed with four of them, but the lack of LB-X autocannons in the Inner Sphere means they had to be stripped out to maintain the Dragoons' cover.
* UrbanWarfare: Designed for siege combat, the ''Annihilator'''s main weaknesses are lessened by the cramped quarters and clear lines of fire available in urban combat.

!!Archer [=ARC-2R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_archer.png]]
[[caption-width-right:350:The Inner Sphere fire support 'mech, both prototypical and archetypical.]]
[[quoteright:191:[[labelnote:Click here to see the original Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/bt_unseen_archer.png[[/labelnote]]]]

-->Production Year: 2474\\
Weight Class: Heavy\\
Mass: 70 tons

One of the earliest and most enduring fire support [=BattleMechs=], the ''Archer'' was built in 2474 to serve as an Assault-grade long-range brawler before being relegated to the Heavy category. One of the most common LRM-wielders in the Inner Sphere, the ''Archer'' is iconic for its internal shoulder-mounted LRM racks and the signature missile bay doors that protect the launchers until the ''Archer'' is ready to fire.
----
* BoringButPractical: The most enduring ''Archer'' variant, the 2R, was based on a much more advanced 1A prototype with a lot of advanced electronics. The chief engineer made the (in retrospect very prescient) decision to tear most of the advanced stuff out in favour of a cheap, practical design using off-the-shelf components and built into a solid frame, and the 2R would go on to survive both Star League and all four Succession Wars due to its ease of manufacture.
* {{Cephalothorax}}: The ''Archer'''s cockpit is notable in that it protudes out of its torso forward instead of having a distinctive humanoid head. Rules-wise it's no different than any other 'mech, including the much bigger likelyhood of an incoming shot hitting Center Torso than the Head.
* HeWhoMustNotBeSeen: The original ''Archer'' is a member of the Unseen, 'mech designs from the original ''Battledroids'' set that were licensed from Japanese anime (the ''Archer'' is the Destroid Spartan from ''Anime/SuperDimensionFortressMacross''). As with most of the Unseen, legal issues with the license holder led it to be missing from official artwork for well over a decade until it had an original re-design that sidesteps this issue.
* {{Irony}}: Verbal. One of the largest and heaviest fire support 'mechs is named for the ''lightest'' medieval missile launcher (compare with the ''Catapult'' (5 tonnes lighter) and the ''Trebuchet'' (20 tonnes lighter)).
* LongRangeFighter: A classic 'fire support'-class Inner Sphere 'mech, the ''Archer'' fights best beyond 10 squares (or indirectly, from behind cover) where the long range of its [=LRMs=] outranges most 'mech weaponry.
* MacrossMissileMassacre: The archetypical Inner Sphere example, capable of launching 40 missiles per salvo.
* MightyGlacier: The ''Archer'' is incredibly well-armoured for a fire-support (carrying as much armour as the much more short-ranged ''Thunderbolt'') and carries a lot of long-ranged firepower, but it has no jump jets, average ground speed, and heat issues that prevents it from moving around too much.
* {{Overheating}}: The ''Archer'''s main issue is that its [=LRMs=] generate more heat than the chassis is capable of sinking each turn, leading it to have to fire in volleys (both [=LRMs=] twice, then only one to sink the excess) even when standing still and almost every turn if it's moving.
* PowerFist: It has Battlefists when Quirks are enabled, allowing it to (somewhat) reliably punch lighter 'mechs who get within arms' reach.
* RangedEmergencyWeapon: As is typical of fire-support 'mechs, the ''Archer'' carries as quartet of Medium Lasers for up-and-close defence, two of them being rear-facing. Certain variants (specifically the [=2S=] and [=2W=]) downgraded the missile launchers or stripped armor to add short-range missile launchers to provide for more close-in firepower.
* ShouldersOfDoom: The original Unseen version had the LRM launchers looking like pauldrons.
* WeaponOfChoice: Jaime Wolf and Morgan Kell, famous Inner Sphere mercenary leaders, both favored the design.
* TheWorkhorse: One of ''the'' oldest Mech designs still in existence. Over a hundred thousand of them were built between the introduction of the design and the start of the First Succession War. Even after the recovery of lost technology spurred new variants being designed, the original [=2R=] model was still being built in the Periphery.

!!Assassin [=ASN-21=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/asn_21.jpg]]
[[caption-width-right:350:Far less intimidating than the name would imply]]

-->Production Year: 2676\\
Weight Class: Medium\\
Mass: 40 tons

The ''Assassin'' was born from the most tried and true method of securing military contracts. The idea itself was not bad: a fast scout 'mech in the likes of an oversized ''Wasp'' or ''Stinger''. However, the final product proved too costly to be manufactured in similar amounts or quality as the 'Mechs it intended to replace. Undaunted, the creators bribed, pressured and lied their way into success, and the ''Assassin'' was eventually adopted into service by the SLDF and the Free Worlds League. There, despite its reputation as a political pork-job, it proved itself to be more than adequate at its intended role of a medium sized skirmisher/reconnaissance battlemech.
----
* ArmCannon: A rather underwhelming one. The ''Assassin'''s main weapon is a basic medium laser.
* ChestBlaster: Most models hold LRM and SRM launchers mounted in the side torsos as their main firepower.
* CuttingCorners: The design was a mess from the get-go, between shoddy workmanship and bad cockpit design. The cockpit especially is one of the most-cramped of any Inner Sphere mech and has defied centuries of attempts to fix it.
* DependingOnTheArtist: Is its cockpit a fighter jet-style canopy on top or crammed into the tiny "face" on the front? The current sourcebooks go with the latter as it fits with the 'Mech having the "cramped cockpit" trait in the rules, whereas the computer games go with the former, with the nose apparently being some kind of sensor suite or a dive-bomber style lower viewport.
* EquipmentUpgrade: Later models would be designed to fill different battlefield functions, most obvious in the [=ASN-99=] model, a forward artillery spotter model, which was given a better, lighter, engine, stealth armour and an honest to god [[{{BFS}} 'mech sized sword]] for emergencies, along with Target Acquisition systems to call for indirect fire.
* FragileSpeedster: Taking cues from the ''Wasp'' and ''Stinger'' models, the ''Assassin'' makes up for its lack of armour by being incredibly fast and manouverable. Not as well, but good enough to get by.
* OvershadowedByAwesome: Well, by ''decent''. Even when it was introduced, other designs could do anything it could do better, and probably cheaper as well. The ''Assassin'' was a solution in search of a problem and no new variants were produced after the Jihad.

!!Atlas [=AS7-D=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/364px_qdwf0q4w8e4sa9ifbv08c7d56eef4pn.png]]
[[caption-width-right:350:''The'' 100-ton Assault 'Mech]]

-->Production Year: 2755\\
Weight Class: Assault\\
Mass: 100 tons

The premiere Assault-grade [=BattleMech=], which premiered in 2755 with the sole goal of keeping the Star League Defense Force's unquestioned superiority over its member states, developed in part by the legendary Aleksandr Kerensky himself. It's most well known for its foreboding "death's head" cockpit, its nigh-impenetrable armor, and for its terrifying payload.
----
* {{BFG}}: By default, carries an [=AC/20=] in its right hip, the biggest gun a [=BattleMech=] can mount.
* ChestBlaster: The ''Atlas'' carries two missile launchers (an LRM-20 and an SRM-6) in its left torso and a pair of medium lasers in its rear centre torso.
* CloseRangeCombatant: Barring its LRM-20, all of the ''Atlas''' weapons are close-range. Combining the AC/20 as a "can opener" to strip away armor plus a whole bunch of light, multi-hit weapons for criticals means it's nasty close up. The A variant leans into this further, downgrading the autocannon and the long-range missile launcher to cram more short-range missile launchers into the torso.
* DependingOnTheArtist: The size and shape of the ShouldersOfDoom tend to vary, with some portrayals showing them as more pauldron-like while others have the tops of the shoulders level with the top of the mech's head. The design of the skull face is another common variable, with depictions varying between a full skull, the top of a skull (missing the lower jaw), or even a more helmet-like appearance in ''MWO''.
* TheDreaded: With Quirks active the ''Atlas'' is "Distracting", causing enemy 'mechs to suffer accuracy penalties if they aren't attacking the ''Atlas'' directly. Nobody wants an ''Atlas'' around that's not in their sights. In-universe, if you're facing down an ''Atlas'' in anything that isn't an assault Mech in its own right, ''run.''
** But again, remember that unlike the [[BeamSpam Awesome]], the Atlas has almost exclusively short-range, ammo-dependent weapons. Once those are gone, it's more or less a 100-ton paperweight. Unless someone has the [[TooDumbToLive bright idea]] of mistaking unarmed for harmless within arm's reach. Then, it becomes [[NoHoldsBarredBeatdown a paperweight that can still punch holes clear through most other non-assault 'Mechs with its fists]]. And one that in fluff (and with rules recently added to allow it in game as well) is one of the few mechs strong enough to [[GrievousHarmWithABody use a light 'mech as a flail to smash other 'mechs to pieces]]. Not ''a part'' of a light 'mech, like an arm or a leg. ''The whole 'mech''.
* ElitesAreMoreGlamorous: Downplayed. The ''Atlas'' was designed for the Star League Defense Force, who got the absolute best equipment available, but soon proliferated throughout the Inner Sphere. So the SLDF designed the ''Atlas II'', with even better technological goodies, and reserved it for SLDF Royal Regiments.
* FrontlineGeneral: The ''Atlas'' wasn't originally designed as a command 'mech (a 'mech equipped with a command console), but command variants quickly became very popular because, well, just ''look'' at the thing. Who wouldn't want to use it as their frontline command post? Anastasius Focht and Ian Davion both used ''Atlas''es as command 'mechs, and it was the favoured ride for Nicholas Kerensky to observe early Clan society and Devlin Stone during the Jihad. Even Aleksander Kerensky himself used an ''Atlas II'' earlier in his career, although he switched to the lighter ''Orion'' and became far better-known for piloting one of those.
* LongRangeFighter: In stark contrast to the A and D variants, the [=AS7=]-RS has only an SRM-4 for close engagements, instead boasting twin Large lasers, an AC-10 and an LRM-15 rack. While it does sacrifice some overall punch, the RS variant nearly doubles its effective engagement range and is able to carry more shots in a similar tonnage of ammunition.
** Taken to an extreme with the Kurita-designed K variant, which is practically a sniper mech. Its primary armament is now a Gauss Rifle, complimented by dual ER Large lasers and an LRM-20, along with an Anti-Missile System to thwart easy retaliation. A pair of Medium pulse lasers is its only real concession to close combat.
* MacrossMissileMassacre: In two flavors: an LRM-20 in the left shoulder and an SRM-6 on the left hip, letting it volley missiles at any range. The ''Atlas'' [=AS7=]-A variant plays this to the hilt: It mounts only an LRM-10, but compensates with five SRM-6 launchers in its torso, meaning at close range it will absolutely sandblast anything that gets close.
* MightyGlacier: The Mech carries an enormous amount of weaponry, enough heat sinks to keep heat under control, and almost twenty tons of armor, but its cruising speed is pretty lousy.
* PowerFist: The ''Atlas'' has the "Battlefists" Quirk if they're allowed in-game, which when combined with its massive weight makes it an utter terror in melee, beyond being just an utter terror in general.
* SeriesMascot: The covers of many a sourcebook feature an ''Atlas'', including the current version of ''Total Warfare'', the "core" core rulebook.
* SkullForAHead: Deliberately designed with one, as part of its goal to be a WeaponForIntimidation.
* SuperiorSuccessor: Though they look extremely different, mechanically the Atlas' default loadout is basically an up-armored, up-gunned version of the older ''Orion'' heavy 'mech. Fittingly, its development was spearheaded by Aleksandr Kerensky, whose personal 'mech was an Orion, and though he himself doesn't seem to have used one, his second in command Aaron [=deChevalier=] did.
* WeaponForIntimidation: No less than General Aleksandr Kerensky himself demanded the ''Atlas'' be as intimidating as possible, "so fear itself will be our ally."

!!Awesome [=AWS-8Q=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/504px_fjxi6d0jbd1bxsfto6sd9wvhmtyey16.png]]
[[caption-width-right:350:The last word in ShockAndAwe. . . until the Clans fielded the ''Hellstar'']]

-->Production Year: 2665\\
Weight Class: Assault\\
Mass: 80 tons

The ''Awesome'' was initially designed in 2665 to replace the similarly large ''Striker'', and it succeeded with flying colors: Becoming a rugged, sturdy fire support Assault 'Mech that sees plenty of action well into the present.
----
* ArmCannon: The right arm of the ''Awesome'' carries its primary PPC, with the other two distributed across its torso sections.
* BeamSpam: Commonly seen firing triple-PPC salvos at anything unlucky enough to be within half a kilometer's range, and able to consistently pump out these devastating broadsides with little pause.
* BoringButPractical: 80 tons, average assault 'Mech speed, thick armor, 3 [=PPCs=], and enough heat sinks to fire them nearly constantly with some heat management planning. And that's really everything you need to know about the ''Awesome''. That, and its low cost: 6.5 million C-bills makes it one of the most affordable assault 'mechs on the market, cheaper than some Inner Sphere heavies. Most similar-tonnage [=OmniMechs=] could buy you a lance worth of ''Awesome''s.
* LightningGun: Carries 3 [=PPCs=]. That's a lot of ShockAndAwe.
* LongRangeFighter: The PPC is meant for long-range. The ''Awesome'' packs three of them. The later -9M version leaned into this and upgraded the [=PPCs=] to extended-range versions.
* MadeOfIndestructium: A classic "zombie 'mech" [[labelnote:explanation]]a 'mech you basically have to kill by headshot or central torso destruction to stop[[/labelnote]], the ''Awesome'' has almost max armour for its weight, carries no explosive components or ammunition, and has a ''ton'' of Heat Sinks (or ''18 tonnes'' if you want to be literal) that makes {{Critical Hit}}s against anything important much less likely. Though it lacks a center torso-mounted weapon, its [=PPCs=] are evenly distributed throughout its body and it can, hypothetically, still do damage as long as the legs, CT, and head stay intact... Just not a lot of it.
* MightyGlacier: The ''Awesome'' carries almost maximum armour for its weight class, and due to the immense heat generation and long range of its weapons it tends to stand still and snipe. Later versions up-gunned the engine and upgraded to double-strength heat sinks, but the ''Awesome'' still won't set any speed records.
* PowerFist: Under the Quirks rules, has the "Battlefists" quirk, making its punches more effective than a 'mech of similar weight. That big, clawlike left hand? Not just for show.
* RangedEmergencyWeapon: In addition to the 3 [=PPCs=], carries one Small Laser, just in case an enemy gets within the [=PPCs'=] minimum range.
* TakesOneToKillOne: A popular saying about the ''Awesome'' is that the only defence against it is another ''Awesome''. This isn't strictly true gameplay-wise, but at 3025 tech levels there are few 'mechs capable of outright hard-countering an ''Awesome'''s sheer durability and long-range firepower.
* [[WhenAllYouHaveIsAHammer When All You Have Is Particle Cannons]]: ...then everything looks like a target profile. There is very little that's fancy or requires finesse with an ''Awesome'', being one of the game's finest examples of pure brute-force projection. Its sole solution to any problem placed before it is "drown the target in repeated PPC fire until it stops being a problem."
* VerticalMechaFins: One of the most striking visual elements of the ''Awesome'' is the pair large fins rising above its shoulders, presumably to protect the shoulder actuators from side attack or as part of its heat dissipation systems. Their exact size and sometimes even where exactly they sprout from is very much a case of DependingOnTheArtist - sometimes they're very large and are attached to the forearm or elbow, and other times, they're smaller and attached much closer to the shoulder, and sometimes they're depicted as very thin, and other times as rather thick. Regardless, in most depictions, the top of the fins is the highest point on the 'Mech.

!! Axman [=AXM-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050_axeman.png]]
[[caption-width-right:350:[[AwesomeMusic/GuardiansOfTheGalaxyVol2 Come a little bit closer. . .]]]]

-->Production Year: 3048\\
Weight Class: Heavy\\
Mass: 65 tons

Developed by the enigmatic Team Banzai, the Axman is the ''Hatchetman'''s bigger brother, designed as a dedicated anti-mech platform, and also as a symbol of the Federated Commonwealth's solidarity, taking parts from each section of their space to help build it.
----
* AnAxeToGrind: [[SarcasmMode No, the Lyrans just thought it would be a cool name.]] Yes, the ''Axman'' has a massive 'Mech battleaxe for use in separating vital components from the 'Mech they belong to.
* AwesomeButImpractical: The Hatchet is an excellent force multiplier for a 'Mech engaging in melee combat. But not quite enough so over the built-in [=BattleMech=] punch and kick to justify the Hatchet eating up a not-inconsiderable percentage of the ''Axman''[='=]s tonnage and crit allotment. [[labelnote:Rules-wise]]A Hatchet takes a variable amount of tonnage and crit slots based on the weight of the 'Mech mounting it, and deals as much damage as one kick, or two punches, from a 'mech of the same weight. The ''Axman''[='=]s is five tons and five slots, for which it gains a modest attack bonus and 7 extra damage over an unarmed limb.[[/labelnote]]
* CloseRangeCombatant: With an [=AC/20=], three Medium Lasers, one Large Pulse Laser, and the infamous Hatchet, this is a 'Mech that really needs to get in your face to bring the pain, but once it does. . .
* InventionalWisdom: Under the physical attack rules, Hatchet attacks cannot be made if the arm containing the Hatchet has any weapons that were fired earlier in the turn. The ''Axman'' mounts all three medium lasers in its right arm, where the Hatchet is located, meaning you either lose a fair amount of close-up punch setting up for the Hatchet attack, or can't use the 'Mech's signature weapon when you get right up next to someone.
* MacrossMissileMassacre: The [=AXM-2N=] replaces the [=AC/20=] with two [=LRM-15s=], basically turning it into a fire-support 'Mech with the Hatchet as a backup weapon if it gets rushed.
* MeaningfulName: It has a battleaxe (technically a Hatchet) taking up a chunk of tonnage and most of its right arm.
* OffWithHisHead: Like the smaller ''Hatchetman'', has a Full-Head Ejection System. It also does enough damage with its hatchet to decapitate an enemy of any weight class in a single blow, so getting into melee range rewards players with the possibility of removing an opponent from the field instantly.
* ShoulderCannon: The [=AC/20=] mounted high on its right torso.

!!Banshee [=BNC-3E=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_banshee1.png]]
[[caption-width-right:350:Unlike its namesake, the wail of ''this'' ''Banshee'' heralds little more than the arrival of a really sad [=MechWarrior=].]]

-->Production Year: 2475\\
Weight Class: Assault\\
Mass: 95 tons

Back in 2445, the ''Banshee'' was an impressively fast close combat Assault 'Mech in spite of its weight... But it was quickly noted as being extremely undergunned and underwhelming in performance for its class, and quickly gained a nasty reputation and a level of regretful longevity simply because nobody save the truly desperate wants to use it.
----
* AwesomeButImpractical: The ''Banshee'' is one of the deadlier 'mechs in the base game in melee combat (especially without Quirks, as it means no Battlefists which the ''Banshee'' hasn't got anyway), and as its charge allows it to deal [[OneHitKill headchopper]] damage, but if it's denied a brawl it's little more than a fire magnet.
* CloseRangeCombatant: Its intended role. Which it doesn't even do particularly well.
* CoolShades: The armored visor of its cockpit is modeled to look like these.
* EvenBeggarsWontChooseIt: Even with its original production run stopped in the 25th century, the ''Banshee'' survived the Succession Wars with a third of its number intact, because no commander wanted it in their frontline units. While its contemporaries the ''Mackie'' and the ''Emperor'' went extinct due to attrition, the ''Banshee'' soldiered on because it was rarely ever in use.
* InventionalWisdom: The ''Banshee'' was intended as a fast brawler, using its mass and speed to close on lighter foes and obliterate them... And it's equipped with long-range weaponry with minimum ranges, and doesn't even have Jump Jets allowing it to skirmish or turn around easily. The original also carries 16 heat sinks, which is more heat than the ''Banshee'' can realistically generate even while running at full speed and [[AlphaStrike Alpha Striking]].
* LightningBruiser: What it was intended to be - it carries a massive engine that lets it move much faster than most assault-class 'Mechs, but it doesn't have room for much firepower as a result. One variant produced by the Lyran Commonwealth during the technology-strapped Succession Wars downgrades the engine, which frees up over a quarter of the 'Mech's total weight for equipment. This moved it into MightyGlacier territory, reducing the speed to typical assault 'Mech levels but letting it haul enough guns to fight properly. After the rediscovery of extra-light engines and double heatsinks, the Lyrans combined the recovered technology with their slower, more heavily-armed variant to restore its speed to that of the original model and implemented some of the rediscovered weapons like a gauss rifle, fully realizing the 'Mech's potential as a fast, hard-hitting assault 'Mech.[[note]]Notably, when Catalyst Game Labs was designing its new line of plastic ''[=BattleTech=]'' miniatures in 2020, the design they used for the ''Banshee'' depicts one of these upgunned variants rather than the standard 3E model. This is partially because one of the designers [[CreatorsFavorite has a particular fondness for those variants]], and partially so that when people buy the box set that includes the ''Banshee'', they'll actually ''use'' the damn thing and not feel like they wasted their money.[[/note]]
* OnceDoneNeverForgotten: Has the "Bad Reputation" Quirk when these are allowed. The ''Banshee'''s anemic offenses means it's not a very popular 'mech, with the price-point, space, weight, and maintenance requirements of an assault 'mech without the firepower to match.
* RangedEmergencyWeapon: Carries a Small Laser in its head, for those occasions when something is ''just'' outside the reach of its (much more damaging) fists but inside its other weapons' minimum range.
* RescuedFromTheScrappyHeap: An InUniverse example. Recovery of the Helm Memory Core and the discovery of XL engines and Double Heat Sinks gave the ''Banshee'' the weight savings and tools to actually accomplish the role to which it was originally intended while still carrying respectable weaponry, and removed its bad reputation. ''Banshee'' variants made post-3039 do not have the "Bad Reputation" quirk.
* SkullForAHead: The first 'mech to feature this. Unlike the ''Atlas'', don't expect it to inspire that much terror.
* StoneWall: Due to its oversized engine and respectable 15 tonnes of armour, the ''Banshee'''s limited space makes it less deadly than an ''Enforcer'' (a medium 'mech half its weight) on offense. It is still an assault 'mech, however, and will survive a long time if left alone (which it will be, because it's a ''Banshee'').
* TheWorkhorse: Subverted. The ''Banshee'' is one of the oldest assault 'mech models still present in the Inner Sphere, but it's not because it's good, it's because most of them never saw combat. None of the ''Banshee''s present in the Inner Sphere in 3025 were ''less than five hundred years old''.

!![=BattleMaster BLR-1G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/719px_d8dj32ilxt90feog1tvsy2y1gul1mqj.jpg]]
[[caption-width-right:350:A sweet ride for any [[FrontlineGeneral battlefield commander]].]]

[[quoteright:350:[[labelnote:Click here to see the original Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/blr_3m.png]][[/labelnote]]

-->Production Year: 2633\\
Weight Class: Assault\\
Mass: 85 tons

The ''[=BattleMaster=]'' is a ubiquitous part of any major Battletech theater of war: Big, powerful, and a fantastic command 'Mech. While it's only ever been made in fairly low numbers since its 27th century introduction due to its sheer mass and cost, pretty much anybody who has one loves it, and everybody who doesn't have one ''desperately'' wants one.
----
* ArmCannon: Defied with the initial artwork, which showed the PPC held in the 'Mech's right hand (and looking like a high-tech sawed-off double-barrel shotgun). Later artwork plays this straight, putting the PPC along the 'Mech's forearm.
* BeamSpam: While the original design had four front-facing and two rear-facing medium lasers, most adaptations (particularly video games) tend to put all six up front, letting it pull off an extremely impressive lightshow.
* ChestBlaster: Depending on the variant and media depiction, the [=BattleMaster=] has either four or six medium lasers in its pectoral armour, letting it pull off a credible Anime/MazingerZ impression whenever it's not dodging the copyright lawyers for ''Anime/FangOfTheSunDougram''.
* CloseRangeCombatant: Downplayed. While a [=BattleMaster=] is certainly not harmless at long range, thanks to its biggest gun being a PPC, it's at close quarters where it really lives up to that grandiose name. In the unlikely scenario that something can get through its hail of missile, laser, and machinegun fire, it'll soon find itself pummeled to death by two gigantic metal fists.
* FrontlineGeneral: A "command 'Mech," the ''[=BattleMaster=]'' is designed to allow its pilot to effectively coordinate a large force while blowing the hell out of the opposition personally. The "Command 'Mech" Quirk (which the ''[=BattleMaster=]'' naturally possesses) adds to the Initiative of all friendly units. The trope also made two of the major leaders of the setting -- both Hanse Davion and Takashi Kurita piloted Battlemasters extensively, and were exemplars of this trope in action.
* GuyInBack: Most ''[=BattleMaster=]''s at least have space for a second seat, and some include a specialized command console or other equipment to allow for a full second pilot to operate the machine. Most often, there will a pilot to handle actually driving the 'Mech while the second seat is occupied by a battlefield commander. Under Quirks rules, the [=BattleMaster=] has the "Rumble Seat" Quirk, indicating the presence of an additional space in the cockpit for someone besides the pilot. The [=BLR-1C=], [=1Gbc=], and [=1Gc=] variants all mount Command Consoles (basically a full second cockpit with additional command and control features).
* HeWhoMustNotBeSeen: One of the Unseen, the original ''[=BattleMaster=]'' was was based on the Soltic HT-128 Bigfoot from ''Anime/FangOfTheSunDougram''. A Project Phoenix version was eventually created, and it has since been Reseen with new artwork to divorce it from its inspiration.
* JackOfAllTrades: The ''[=BattleMaster=]'' is an exceptionally well-rounded 'Mech, moving at a respectable (for an assault 'Mech) 64.8 km/h (4 hexes walking or 6 running in game terms), packing a PPC, six medium lasers (three in each side torso, two of which are rear-mounted), an SRM-6, and two machine guns, it spits out respectable firepower at all ranges and can even defend itself well from infantry attacks.
* SeriesMascot: Before being Unseen, the ''[=BattleMaster=]'' was one of the iconic 'Mechs of the franchise, appearing on several book covers and, at one point, as part of the ''[=BattleTech=]'' logo. Since being Reseen, it has returned to featured status, gracing several sourcebook covers (notably the Tech Manual). The new Classic has also graced a couple of prominent covers, including ''Interstellar Operations'' and (in Hanse Davion's colors) the cover of the ''Game of Armored Combat'' basic box set.
** It's become such a series mascot, in fact, that the official icons for moderators, staff and official volunteers on Catalyst's own forums for the game are Battlemasters.
* ShoulderCannon: In this case, holding a six pack of short-range missiles.
* ThrowAwayGuns: With Quirks enabled, it can detach the arm-mounted PPC. In-universe, Hanse Davion did this after pistol-whipping an enemy Mech so hard he broke the weapon's barrel.

!!Berserker [=BRZ-A3=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/berserker.jpg]]
[[caption-width-right:350: [[Videogame/Doom2016 Rip and Tear, until it is done]]]]

-->Production Year: 3056\\
Weight Class: Assault\\
Mass: 100 tons

Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]]. Carrying enough armor to take fire without much worry, a complement of weaponry that can be effective at any range, and an engine big enough to run at medium 'mech speeds, it would be the definitive answer to any Clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even by Clanner standards]].
----
* AnAxeToGrind: Its most notable weapon. Each hit can deal as much damage as an [=AC/20=] shot.
* AwesomeYetImpractical: More or less the core of the 'mech itself. It is an absolutely deadly machine by the standards of any age, but too costly to reliably produce.
* CloseRangeCombatant: It can certainly fight at medium to long ranges with a PPC and a pair of Large Pulse Lasers, but the biggest concern for anyone facing the design is the gargantuan hatchet it brings.
* LightningBruiser: It weighs in at 100 tons with the expected firepower for its size, combined with medium 'mech speeds. At eight hexes of movement running flat out with the MASC engaged, it can get up in a target's face in a hurry to put the hatchet into use.
* LightningGun: Carries an Extended Range PPC for long range combat.
* LimitBreak: Normally outfitted with MASC, which allows it to run at an incredible (for [[MightyGlacier assault 'mechs standards]]) 86 KPH.
* KillItWithFire: Has a head mounted flamer, mostly for intimidation, but it also works surprisingly well on any unarmored infantry that get too close for comfort.
* MacrossMissileMassacre: The B3 model changes from a close-range brawler to a fire support design, swapping the pulse lasers for a pair of LRM-10 launchers.
* PointDefenseless: Subverted. It carries an Anti-Missile System to handle incoming missile fire, along with a Guardian ECM Suite to make it harder to hit.
* SuperiorSuccessor: Depending on who you ask. The Free Worlds League saw the ''Berserker'' and created the ''Neanderthal'' in response, a mech twenty tons lighter, twenty-five percent cheaper, and almost as capable.
* SwordAndGun: It has the ER PPC in one arm and the hatchet in the other.

!!Blackjack BJ-1
[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/blackjack_rgilclan_v04.png]]
[[caption-width-right:249: The thing you give to militiamen so they can tell people to (hippity-hoppity) get off their property.]]

-->Production Year: 2757\\
Weight Class: Medium\\
Mass: 45 tons

The ''Blackjack'' was originally designed by GM during the reunification wars as a response to the SLDF's call for a dedicated anti insurgency [[note]]read: mostly shooting at protestors[[/note]] Battlemech. The design was quickly approved for use and the prototype BJ-1X was swiftly deployed into the Periphery for garrison duties. [[FlawedPrototype The long list of performance issues that came up almost bordered on comedy]], which led to them developing a notoriously bad reputation and consequently being mothballed or sold to the black market and eventually [[{{Irony}} being used by the very insurgents it was supposed to be fighting]]. Despite the reputation, however, the second incarnation of the ''Blackjack'', the [[SuperiorSuccessor BJ-1]], was a very solid 'mech. With superb manouverability, range and battlefield endurance, it eventually shed its bad reputation and garnered a new one as a very effective, simple and, above all, deadly, weapon.
----
* ArmCannon: The ''Blackjack'''s arms serve only as housing for its main guns.
* BoringButPractical: Its not at all glamorous, with a pair of small autocannons and a respectable amount of lasers at its disposal, but it is definitely effective at what it does. Most of the tactics employed in its deployment can be summed up thusly: 1: form a firing line facing the enemy. 2: keep enemy at range. 3: concentrate fire on priority targets. 4: Repeat until enemy either dead, retreating or no longer a concern.
* FlawedPrototype: The BJ-1X was, by all accounts, superbly crappy. How crappy? Well, it tended to fall over on its own due to poorly designed feet and legs, and the armour was subpar and tended to fall off on its own. The reputation it got was so bad it got the ''Blackjack'' labelled a subpar 'mech for centuries.
* JackOfAllStats[=/=]MasterOfNone: Somewhere in-between. The ''Blackjack'' doesn't excel at any particular task, but is decently competent at most. It has an undersized engine for a medium 'mech, but also has a full complement of Jump Jets. It has a mixture of long- and short-range weaponry that deal decent but not incredible amounts of damage and gives it AntiAir capabilities, and its armour, while somewhat subpar in the back, is adequate to stand up to most light 'mechs. It is also a rather cheap buy at 3.1 million C-bills or 900-ish BV. This was averted with the prototype, which was specifically designed for anti-insurgency duties and virtually nothing else, packing a larger engine, a quartet of medium lasers, and a pair of flamers.
* MidSeasonUpgrade: As lost technology was recovered, the Federated Suns came out with a new variant that had better equipment. Once the Inner Sphere got their hands on [=OmniPod=] technology, they created an [=OmniMech=] version with even more upgrades.
* MiniMe: It's essentially a smaller, more mobile ''Rifleman'', with the arm weapons both downgraded a tier.
* NationalWeapon: Downplayed. But true in two countries:
** Once it was proven effective (see below), the Federated Suns fell in love with the ''Blackjack'', partly due its utility in their combat doctrine, partly because it scared the pants off their perennial adversaries in the Draconis Combine, and partly because it's got autocannons, and Davions '''love''' anything with autocannons. While it didn't come be associated with the Federated Suns (or the Suns associated with it) exclusively, they were the ones who pushed for the design of an [=OmniMech=] version of the ''Blackjack'' during the Truce of Tukayyid.
** After the St. Ives Compact seceded from the Capellan Confederation, a modified, upgraded version of the Blackjack with two [=PPCs=], the [=BJ-3=], became the signature weapon of the St. Ives military.
* OnceDoneNeverForgotten: Subverted. The BJ-1 was eventually given the recognition it deserved some 300 years after it appeared when a [=FedSuns=] Lieutenant named Michael Ubodo and his militiamen driving BJ-1s stood their ground against a numerically superior and better trained assaulting Kuritan force and [[CurbstompBattle wiped the floor with them]] by playing to their 'mech's strengths and proving the design's capabilities. Ubodo would later use his [[AceCustom modified Blackjack]], nicknamed "Arrow", to terrorize several packs of clanner [[SuperSoldier Elementals]] during the clan invasions, further proving the ''Blackjack'''s effectiveness.
* TheWorkhorse: Given its simple and inexpensive design, ease of use, and its redeemed reputation, the ''Blackjack'' was almost ubiquitous in garrison and second-line units where it could be assigned to part-time volunteers and green recruits knowing that they'd be capable of making effective use of it.

!!Black Knight BL-6-KNT
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/it_always_triumphs.jpg]]
[[caption-width-right:350:[[Film/MontyPythonAndTheHolyGrail None shall pass.]]]]

-->Production Year: 2578\\
Weight Class: Heavy\\
Mass: 75 tons

A dedicated front-line Assault and Command 'Mech developed by the Star League in 2578, the Black Knight has been a valuable part of any battlefield it's been on, and since its production lines were destroyed in the 29th century, it has only become more and more valuable with time.
----
* AnAxeToGrind: [=ComStar=] built a "clanbuster" variant of the 'mech, the BL-9-KNT, which sports a Hatchet for melee combat (shaped like a sword to fit the knight theme).
* ArmCannon: Carries a PPC in its right arm and a Large Laser in the left.
* BeamSpam: If you don't mind it melting in the process, the ''Black Knight'' can AlphaStrike with seven lasers in a single round plus the [[LightningGun PPC]], an energy output outperforming even the heavier ''Battlemaster''.
* ChestBlaster: A Large Laser in its center torso means the ''Black Knight'' can stay in the fight until the engine is cored out.
* EnemyScan: Originally carried a Beagle Active Probe, which is generally not found on post-Star League models.
* FrontlineGeneral: Originally designed as a command 'mech for SLDF companies, though the command console was lost during the Succession Wars.
* LostTechnology: Its production line was destroyed by the Capellans in the Second Succession War, and no new ''Black Knights'' were produced between 2820 and 3062 when [=ComStar=] sold the schematics for their "clanbuster" variant to a manufacturer. ''Black Knight''s kept active in the meantime were often downgraded to the inferior BL-7-KNT due to lack of advanced components, removing two tonnes of armour and its advanced command and scanner system.
* MadeOfIndestructium: The classic ''Black Knight'' is a zombiemech and takes a lot to reduce to irrelevancy. It has an all-energy arsenal with a lot of redundancies and lasers in both its head and centre torso that lets it keep firing even with both side torsos gone. Later variants would downplay this, with the BL-7 being more of a GlassCannon due to low armour for its tonnage and the BL-9 and later models using XL engines (Engines shut down if they take three critical hits, an Inner Sphere XL engine takes three slots in both side torsos, all equipment in a location takes a crit if the location is destroyed).
* SuperiorSuccessor: The BL-9-KNT "clanbuster" variant made by [=ComStar=] added a Hatchet, replaced the standard engine with an XL engine and upgraded to Double Heat Sinks and Pulse Lasers, playing to most of the ''Black Knight'''s strengths as an energy-loadout 'mech in return for making it more fragile due to the XL engine.

!!Catapult [=CPLT-C1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/catapult_btrsagoac_8.jpg]]
[[caption-width-right:350:It's missiles, and lasers, and legs, and that's what's up.]]

-->Production Year: 2561\\
Weight Class: Heavy\\
Mass: 65 tons

A dedicated fire-support 'Mech that initially saw action in the 2560's for the Terran Hegemony, but became far more known for their relative rarity to the Inner Sphere, and ubiquity among the Clans once a vast majority of the survivors ended up in the hands of Kerensky's exodus.
----
* AceCustom: The ''Catapult'' is noted in-universe for being extremely easy to modify for a standard [=BattleMech=], mostly because its primary weapons are externally mounted pods replacing its arms. As such, it has a bewildering array of variants considering its rarity.
* ArmCannon: If Quirks are active, has the "No[=/=]Minimal Arms" Quirk. Its "arms" are nothing but big LRM pods.
** The Kuritan K2 and K4 variant, however, switch out the missiles for [=PPCs=] and [[{{BFG}} Heavy PPCs]] respectively, which fit this trope better.
* ChickenWalker: Reverse-joint legs to hold up its fuselage-pod body.
* JumpJetPack: Comes equipped with Jump Jets, to help it reposition for better firing solutions or escape from enemies who get too close and aren't threatened by a measly four medium lasers.
* LightningGun: The [=K2=] variant swaps the missiles for [=PPCs=], apparently because the Kuritans thought it was funny.
* LostTechnology: Only two years' worth of ''Catapults'' were produced before Hollis switched the entire production output to the more popular ''Battlemaster'', and most of the surviving original run left with Kerensky on his Exodus. The Capellan factory that produced more of them was destroyed in the First Succession War, meaning no ''Catapults'' were built between 2786 and 3030 when the Capellans resurrected the design. As a result, the ''Catapult'' was one of the rarest surviving 'mechs of the Inner Sphere, doubly so for the refitted Royal variant that upgraded the armor and improved the ammunition capacity and heatsinks.
** Ironically, the ''Catapult'' not being Unseen (and having inspired the look of ''the'' SeriesMascot of ''Battletech'') means it's ''much'' more common in ''Battletech'' artwork and assorted video games than the ''Archer'' and ''Crusader'', 'Mechs that fill the same niche but are ''much'' more common InUniverse-wise.
* MacrossMissileMassacre: The standard ''Catapult'' launches 30 missiles per round, which is fairly standard for an Inner Sphere support 'Mech (equaling the ''Trebuchet'' and ''Crusader'', but less than the ''Archer'').
* NationalWeapon: The Capellans love these things, mostly because they were the only Inner Sphere power able to build them after the original production run vamoosed with Kerensky. To the point Capellan techs said "hold my beer" and slapped an Arrow IV artillery missile launcher on the thing.
** The PPC-equipped K2 variant, meanwhile, is used almost exclusively by the Draconis Combine.
* SeriesMascot: Indirectly. It's basically one-half of the ''Mad Cat'' (the ''Marauder'' being the other half), so those who know nothing else about ''[=BattleTech=]'' will likely recognize the ''Catapult''...and wonder why someone forgot to draw the ''Timber Wolf''[='=]s arms.
* SuperiorSuccessor: With the ''Catapult'' being so rare, it wound up having something of a bigger, meaner brother in the assault-class ''Longbow'' Mech.
* WalkingTank: It's a cockpit on legs, with missile pods attached, and that's it.

!!Centurion [=CN9-A=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/487px_ed9b4zqyzmw3dbfran63oi2emjs28p2.png]]
[[caption-width-right:349:One of the most solid mid-weight workhorse 'Mechs around.]]
[[quoteright:349:[[labelnote:Click here to see the old design]]https://static.tvtropes.org/pmwiki/pub/images/tro_centurion.jpg]][[/labelnote]]

-->Production Year: 2801\\
Weight Class: Medium\\
Mass: 50 tons

Designed in 2801 to specifically fight alongside the ''Trebuchet'' mech, the ''Centurion'' has become the unofficial mascot 'Mech of the Federated Suns thanks to their ubiquity and reliability in their armed forces. A solid Medium-class option for any lance, though its Autocannon is very prone to jamming.
----
* ArmCannon: The ''Centurion''[='=]s right arm is almost entirely taken up by an [=AC/10=].
* BashBrothers: Unusually for a 'Mech design, the Centurion was designed to work with the ''[[MacrossMissileMassacre Trebuchet]]'' fire support Mech as a pair from the start.
* BoringButPractical: A mid-weight, decently-armed, decently-armored 'Mech with a good array of weapons, solid ground speed and no jump jets, the ''Centurion'' is one of the foundational workhorses of most Inner Sphere armies.
* ChestBlaster: A twofer: the medium laser in the center torso and LRM rack in the right breast. ''[=MechWarrior=] Online'' and ''HBS [=BattleTech=]'' do away with rear-facing weapons, so the ''Centurion'' has both medium lasers in the middle of its torso pointing forward.
* CloseRangeCombatant: With the exception of the LRM-10, the ''Centurion'' fights best at close range. With Quirks active it has improved accuracy with all weapons when inside their "close" range bracket (1-3 hexes for the Lasers and 1-5 for the AC/10).
* DependingOnTheArtist: As can be seen above, while the original artwork depicts the Centurion as relatively tall and slender for a Medium Mech, later versions tend to look considerably beefier. The current computer game model isn't even recognizable as the same Mech apart from the gun arm and the fin on its head, having broad shoulders and short, stocky legs that are best described as ape-like.
* LuckilyMyShieldWillProtectMe: Newer designs of the ''Centurion'' has its left arm shaped with a big armour plate on it, looking like a makeshift shield. As that arm is completely empty components-wise, ''Centurion'' pilots usually employ a "shield arm" strategy and pivot the 'Mech to present the left arm in front, so it can absorb shots meant for its more fragile right side.
* MacrossMissileMassacre: Comes equipped with an LRM-10, a respectable amount of missiles for a medium 'Mech that isn't designed for this trope.
* MadeOfIndestructium: Downplayed. The ''Centurion'' isn't ''quite'' a "Zombiemech", having Autocannon and LRM ammunition that could explode and destroy it. But the left arm has nothing at all in it, so damage there won't hamper the 'Mech, and both medium lasers (one front, one rear) are in the center torso, so if it loses its right arm and left torso without suffering an ammo explosion, it can still fight until cored or headchopped. The [=CN9-AL=] variant, which replaces the autocannon with a large and small laser, comes closer to a true "Zombiemech."
* MeaningfulName: Has a sensor and/or communications system on top of its head that gives it a passing resemblance to a Roman ''galea'' helmet. The current sourcebook illustration and computer game model both strengthen the resemblance by adding armor to the sides of its cockpit window resembling cheek guards.
* ReliablyUnreliableGuns: The ''Centurion'''s AC/10 has ammunition feed issues and is prone to jamming: When playing with Quirks on it can jam just like an Ultra AC can.

!!Chameleon [=CLN-7V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chameleon_5.jpg]]
[[caption-width-right:350:That'll learn ya.]]

-->Production Year: 2510\\
Weight Class: Medium\\
Mass: 50 tons

The ''Chameleon'' is a fast 'Mech designed as a dedicated training platform for pretty much any Light and Medium-class 'Mech. As a result, it's rarely actually seen much combat that wasn't simulated, but even when it does get out there, it has a surprising habit of being pretty useful in a firefight.
----
* BeamSpam: It's rare for a Medium 'Mech to have six different lasers on it.
* GlassCannon: It's fast, comes standard with a quartet of Jump Jets, and if you don't mind melting the 'Mech can put out a decent amount of damage, but it has a relatively paltry seven tons of armor. Justified, since it was a training 'Mech and never meant to see actual combat.
* LightningBruiser: Moves pretty fast and has a decent arsenal for a medium 'Mech. Intentional, since the point of it is to school new [=MechWarriors=] (especially light or medium 'Mech pilots) in maneuvering and heat management.
* MeaningfulName: The ''Chameleon'' is designed to change its appearance fairly easily, mounting flimsy panels to make it look like anything from a light 'Mech to an assault 'Mech for training purposes.
* NotTheIntendedUse: Designed exclusively as a training 'Mech, ''Chameleon''s have been forced onto actual battlefields, where the acquit themselves surprisingly well.
* {{Overheating}}: By design. The ''Chameleon'' mounts a huge array of energy weapons (a Large Laser, 2 Medium Lasers, 3 Small Lasers, and two Machine Guns), but only ten standard heat sinks. The point is to get new [=MechWarriors=] used to watching their heat gauge and managing their fire.

!! Champion [=CHP-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/585px_ff9rinvfbetlh9lu005oaiyrszdge1e.jpg]]
[[caption-width-right:350: Sort of fast, sort of well armoured, sort of decent weaponry, the most adequate at best heavy 'mech ever built]]

-->Production Year: 2602\\
Weight Class: Heavy\\
Mass: 60 tons

A 2602 design from the venerable Bergan Industries of ''Locust'' fame, the ''Champion'' was made as a quick strike and scouting 'mech that could manouver as fast as it could hit. While the resulting 'mech was mediocre at best, its superb agility for its size made it quickly popular as it was very well-suited for the skirmishes and duels that were common at the time. Outside this very limited field, however, the ''Champion'' is a very flawed 'mech.
----
* AwesomeButImpractical: It is very speedy for its large size, but it will most likely get murdered in any fight that is not 1 on 1. Also, it can put a fair amount of hurt on smaller Mechs, but it only packs ten standard heat sinks, meaning it will very quickly overheat in a pitched fight.
* CloseRangeCombatant: Most of the standard model's armaments are best used at close range.
* EpicFail: Not the base 'Mech, which is pretty decent. But the attempted [[TransformingMecha Land-Air Mech variant]] the designers utterly failed to make work definitely counts, and was possibly only even considered to begin with because of the same [[InsaneTrollLogic dubious thought processes]] that lead [[Series/TopGearUK Clarkson, Hammond, and May]] to attempt to turn a Reliant Robin into a Space Shuttle, specifically "It's a bit pointy in front."
* EquipmentUpgrade: [=ComStar=] created a "clanbuster" variant for the Battle of Tukayyid that not only included the Star League-era lost technology, but upgraded the engine to an XL variant, upgraded the heat sinks to double-strength versions, and added a pair of Large Lasers to the Mech, increasing its long-range firepower.
* GlassCannon: It's capable of going 86 KPH at top speed and packs a decent amount of firepower for a 60-tonner, but it's large and underarmored.
* LostTechnology: The autocannon and armor were both Star League tech, and during the Succession Wars both had to be replaced with lower-quality versions, which made the Mech even more fragile.
* MasterOfNone: Besides overheating and relatively light armoring, it doesn't have any overt design flaws, but is generally outclassed by most designs it's bound to encounter in combat. A competing bid when it was introduced highlighted this, proposing the lighter ''Griffin'' that could do everything the ''Champion'' could for cheaper.
* SituationalSword: It was designed for heavy reconnaissance and fast-striking, and it does that well and not much else.

!!Charger [=CRG-1A1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/charger_2.png]]
[[caption-width-right:350: [[EpicFail The big 'Mech that couldn't]].]]

-->Production Year: 2665\\
Weight Class: Assault\\
Mass: 80 tons

The ''Charger'' is seen in the Inner Sphere as an example of abject design failure. It was designed to be a highly manouverable 80 ton 'mech to be used for scouting out enemy positions and survive the ordeal; for that, it was given a 50 ton engine that allowed it to run at the blinding speed (for an [[MightyGlacier assault 'mech]]) of 86.4 KPH, but has a firepower comparable to something a quarter its size.
----

* BeamSpam: ''Technically'' the base model's firepower revolves around this, as it equips a respectable number of lasers. The problem is they are small lasers, so burning mean phrases in your enemy's armour is pretty much the most damage you can inflict using them.
* CloseRangeCombatant: When your only ranged weapon is a Small Laser, you're pretty much this by default. The ''Charger'' is completely harmless to anything more than eight hexes away (eight being the ''Charger'''s running speed, because it's more dangerous for its melee charge than its ranged weaponry).
* CripplingOverspecialization: Built into its design. The designers of the ''Charger'' wanted a scout 'mech with the speed of a medium built into the frame of an assault-class, and no weapons that would tempt the pilot to actually enter combat. They got exactly what they asked for, creating a 'mech that can run fast and tank an impressive amount of hits but literally cannot do anything else. It falls into this with regards to offensive options as well, as it has only a battery of small lasers and can't harm anything that is farther away than the mech's running speed.
* EpicFail: In virtually every possible way. The ''Charger'' comes in at 7.5 million C-Bills, enough to buy a ''Black Knight'' and have money left over, or multiple light Mechs that are actually suited for recon. It has an absolutely gargantuan 400-rated engine (engines above that rating are not constructed) that makes it as fast as a medium Mech, but only carries ten tons of armor, meaning it's very lightly armored for an assault Mech. Those two factors together means it has a whopping 2.5 tons of space available for guns. The SLDF couldn't get rid of it fast enough, and the manufacturers had already constructed over a thousand of them by the time word got out about how bad it was. Sure, it hits hard enough in melee, but odds are it'll be picked apart by lighter Mechs before it gets close enough to do real damage. It didn't even mount any sort of advanced sensors or Active Probe equipment to help it scout.
* EquipmentUpgrade: The 3K model used an XL engine and ferro-fibrous armor to improve its durability while opening up more tonnage for weapons. It's still under-gunned for an assault Mech, but it's less horrible and can defend itself at range.
* {{Foil}}: To the ''[=UrbanMech=]'', while the Urbie is a small, slow, (relatively) hard hitting light 'mech, the ''Charger'' is a big, fast (relatively speaking), and weak hitting assault 'mech. Most importantly, the ''[=UrbanMech=]'' is well regarded as a respectable and effective weapon for its intended purpose, while the ''Charger'' is a veritable EpicFail.
* JokeCharacter: Outside a very specific niché (hunting down medium 'mechs), the ''Charger'' is fairly useless on the tabletop and is very rarely seen. Since there is no FogOfWar or hidden hexes on the tabletop, its InUniverse use (scouting) doesn't even come into play. Outside the tabletop it is even worse, as no other medium that has managed to implement melee - the one place the ''Charger'' really excels - actually includes the ''Charger''. Ironically, the mechanics of the one game adaptation that implements melee, ''VideoGame/BattleTech2018'', would make it even more terrifying in melee as the game's mechanics would allow it to follow up a melee attack with attacks from all five of its small lasers, something it can't do on the tabletop.
* IdiotBall: Lore-wise, the designers were holding it firmly when they made this thing. Apparently they saw anything other than gathering data as a distraction, which explains its all round awfulness.
* InventionalWisdom: Basically the entire Mech. Nobody wanted an assault Mech that was designed for scouting and had a price tag several times any other scout Mech. If the Succession Wars hadn't created a crushing demand for literally any Mech anyone could get their hands on, the manufacturers would have gone out of business.
* LethalJokeCharacter: The one aspect where the ''Charger'' truly shines, is in hunting down smaller 'mechs and bludgeoning them in melee, because while it carries armaments comparative to a light 'mech, being shoulder tackled by an 80 ton 'mech going at 86 KPH is still quite painful.
* LightningBruiser: The Capellans got their hands on some Chargers and (in one of their smarter moves) downgraded the engine, freeing up almost half the Mech's weight to shove in more weapons and armor while still maintaining speed comparable to heavy Mechs.
* MeaningfulName: They called it the ''Charger'' because there is only one thing the standard model is good at: charging in head first into the fight, smashing another 'mech's cockpit in, then retreating.
* OnceDoneNeverForgotten: Suffers from the same "Bad Reputation" Quirk as the ''Banshee'', for pretty much the exact same reasons.
* StoneWall: The ground speed of a ''Kintaro'' and the armouring of an ''Awesome''... And the offensive weaponry of a ''Locust''.
* SuperiorSuccessor: Most variants of the ''Charger'' are this by default, since the standard variant is awful at pretty much anything you could want a 'mech to do. The variants, however, are actually dangerous seeing as they still retain most of the speed, are almost always tougher and carry hard hitting weaponry normally associated with assault 'mechs.
** The model would also later be reworked thoroughly by the Draconis Combine into the actually well regarded ''Hatamoto-Chi'', which is far harder hitting and far more successful. [[note]]Poetically, the ''Hatamoto-Chi'' is itself a SketchySuccessor to the Star League-era ''Thug'', having the exact same armament but half the heat sinking capacity.[[/note]]
* ViolationOfCommonSense: Seriously, whose idea was it to build a scout 'mech that stands ten meters tall and costs as much as any other Assault-class 'mech?
* TheWorkhorse: A subversion like the ''Banshee''. The ''Charger'' is an incredibly old model that (together with the ''Banshee'' and the ''Stalker'') makes up a lion's share of surviving Inner Sphere assault 'mechs by 3025, but mainly this is because it's been kept out of actual combat. Even its main user, the Draconis Combine, mainly uses it as a garrison 'mech because it looks imposing and is (relatively) cheap to maintain.

!!Commando [=COM-2D=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commando_btrsagoac.jpg]]
[[caption-width-right:350:The original light 'Mech. Or "Lyran Battle Armor," if you're feeling cheeky.]]
-->Production Year: 2486\\
Weight Class: Light\\
Mass: 25 tons

Originally created in 2463 for the Lyran Commonwealth Armed Forces, the ''Commando'' was a radical departure from previous 'Mech designs -- light, fast, and built for reconnaissance rather than direct battle. With the development of new designs that filled the reconnaissance role better (such as the jump-capable ''Wasp'' and ''Stinger''), the ''Commando'' was retooled as a dedicated hunter-killer 'Mech, and in that capacity it would serve the Lyrans with distinction for the next six hundred years.
----
* EquipmentUpgrade: Like many 'Mechs in prominent service during the Succession Wars, the ''Commando'' got a post-Helm Memory Core upgrade that was essentially "the same 'Mech with better tech." In this case, the [=COM-5S=] swapped the SRM-4 for a [[HomingProjectile Streak SRM-2]], added Artemis IV fire control to the SRM-6, and gained an Endo Steel chassis, Ferro-Fibrous armor, and CASE.
* FashionableAsymmetry: Due to a misinterpretation of the original ''Commando'' lineart, the 'Mech is commonly depicted with a faceplate that is asymmetrical in some fashion. The latest version of the art gives it a cluster of sensors over one "eye" to help sell the spec-ops "commando" look (along with head armor stylized to resemble a tactical beanie).
* GlassCannon: The standard ''Commando'' carries an SRM-4, an SRM-6, and a Medium Laser, giving it an AlphaStrike damage potential higher than many 'Mechs over twice its mass. It also carries only four tons of armor, meaning if it starts taking hits it will quickly fall apart.
* HitAndRunTactics: A combination of powerful short-ranged weaponry, high speed, and light armor make this the most effective way to use a ''Commando''.
* MacrossMissileMassacre: A salvo of ten short-range missiles is nothing to sneeze at from ''any'' 'Mech, to say nothing of one as tiny as the ''Commando''.
* NationalWeapon: The Lyrans jealously guarded the ''Commando'' through the time of Star League and the Succession Wars, and it was only with the formation of the Federated Commonwealth that the 'Mech really started to filter out to other parts of the Inner Sphere and Periphery. The SLDF themselves only gained access to it when some Lyran [=MechWarriors=] joined them on the Exodus and brought their rides along.
* TheWorkhorse: The original ''Commando'' was a second-generation [=BattleMech=] developed not long after the ''Mackie'', but variants on the design continued to serve as the Lyran Commonwealth's go-to light 'Mech well into the Jihad.

!!Crab [=CRB-27=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/619px_85rys5y8hyz5ejvy2z4pdsqugwuy3xg.jpg]]
[[caption-width-right:350:''You can look a little goofy, as long as you're dangerous'' -- Scrombles the [=MechWarrior=]]]

-->Production Year: 2719\\
Weight Class: Medium\\
Mass: 50 tons

The unusual ''Crab'' was designed during the Star League's final days, where it quickly distinguished itself as a speedy, easy to maintain, and well equipped for long-range missions, and while it became harder to find with time and the politics of the universe, it's a beloved part of any regiment that still has one.
----
* ArmCannon: Both arms are little more than Large Laser muzzles with clawlike protective housings.
* BeamSpam: Two large lasers, a medium laser, and a small laser are all the weapons a ''Crab'' has.
* ChestBlaster: Inasmuch as the ''Crab'' ''has'' a chest, it's dominated by its medium laser.
* DependingOnTheArtist: No two artists can seem to agree on what its lefthand is supposed to be. The original artwork depicts it with a humanoid hand, the computer game concept art has a much simpler arrangement of thin, metal claws while the actual in-game model just has two identical pincers. The computer game version also depicts it having a cab on top right in front of the prominent radar dish, while the location of the "head" is mounted further forward in the tabletop version, not unlike the Assassin.
* LostTechnology: The high-tech communications equipment and advanced armor became lostech with the devastation of the Succession Wars, and the downgraded [=CRB-20=] had less armor protection and less effective as a raider as a result.
* MadeOfIndestructium: Another classic "zombiemech." The Medium Laser and Small Laser are in the Center Torso and Head respectively, it has no ammunition or other explosive components, and only a standard engine, meaning the thing can still fight until cored or headchopped. Their technicians loved how easy it was to put these things back together after engagements that the phrase "''Crab'' walk" became synonymous with any 'Mech that took less time than usual to maintain.
* PowerPincers: Subverted. The big clawlike structures at the end of its arms are not these, nor are they even proper hand actuators. They're simply protective housings for the large lasers. It's actually inadvisable to punch with a ''Crab'', as this can (according to fluff, anyway) damage the lasers.

!!Crusader [=CRD-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crusader_rgilclan_v17.png]]
[[caption-width-right:350:''Deus vult!'']]
-->Production Year: 2572\\
Weight Class: Heavy\\
Mass: 65 tons

Developed for the Star League Defense Force shortly before the Reunification War, the ''Crusader'' has since become one of the most common heavy 'Mechs in the Inner Sphere. Possessing a heavy missile-based armament backed up by medium lasers and machine guns, good armor, and decent speed for its weight class, the ''Crusader'' is a good general-purpose all-rounder, with sub-par heat control being its primary weakness.
----
* AchillesHeel:
** Heat. The standard ''Crusader'' only comes with the basic ten engine-mounted heat sinks, meaning it can't fire both [=LRMs=] on the move or unload with all its short-ranged weapons at once without suffering heat buildup (to say nothing of trying to AlphaStrike). Two separate Succession Wars-era variants, the [=CRD-3D=] and [=CRD-3K=], were created to address the heat problem by stripping out the machine guns and downgrading either the [=SRMs=] or [=LRMs=] respectively to make room for more heat sinks.
** Ammunition. The standard ''Crusader'' has a ''very'' ammunition-intensive weapons loadout, with four separate missile launchers and a pair of machine guns. All that ammo is stored in the torso, with the SRM and machine gun ammo in particular being in the ''center'' torso (and therefore vulnerable to through-armor critical hits), while the LRM ammo bins in the side torsos are the only components in those locations that can suffer criticals. All this means that the ''Crusader'' has a distressingly high chance of suffering an ammo explosion that ''will'', without fail, completely annihilate the 'Mech. (This also ties in with the overheating weakness, as one of the possible results of excessive heat buildup is ammunition explosions.) Nearly every ''Crusader'' variant created after the rediscovery of CASE technology makes a point of including the system to try and improve the mech's survivability.
** Longevity. Risk of catastrophic explosions aside, the standard ''Crusader'' carries only enough ammo for sixteen total LRM-15 salvos and fifteen total SRM-6 salvos, each split across two launchers. While this is sufficient if the 'Mech is able to transition from long- to short-range combat over the course of a battle, it's a bit low if circumstances force the [=MechWarrior=] to engage entirely within one range bracket or the other.
* BoringButPractical: The ''Crusader'' was so popular for a reason. It uses extremely basic technology and while it isn't particularly fast or cool for its weight class, it is heavily armed and armored, which helped it survive for so long.
* EquipmentUpgrade: The numerous post-Helm Memory Core models upgraded virtually everything on the Mech in some fashion - some with an endo-steel chassis, XL engine, or ferro-fibrous armor, others with Artemis IV guidance, [=C3=] equipment, Streak launchers, or pulse lasers. Some finally fixed the overheating problem with double heat sinks and CASE to stop the thing exploding so frequently. With the numerous production facilities across the Inner Sphere, everyone wanted to put their own spin on the 'Mech.
* HeWhoMustNotBeSeen: Another of the classic "Unseen" designs derived from ''Anime/SuperDimensionFortressMacross'', in this case the [=VF-1A=] Armored Valkyrie. Like the others, it would eventually get a new "Reseen" design in ''Project Phoenix'', and then a recognizable-but-legally-distinct "Classics" redesign in the late [=2010s=].
* HomingProjectile: A lot of ''Crusader'' variants swap the [=SRM-6s=] for Streak [=SRM-2s=] with improved homing characteristics.
* JackOfAllTrades: The ''Crusader'' packs a variety of short- and long-ranged weapons, decent speed, and good armor. It doesn't excel in any particular role, but if you need a job done, the ''Crusader'' can probably do it well enough.
* JumpJetPack: A few ''Crusader'' variants mount jump jets in the torso to improve maneuverability. Sometimes this is paired with upgrades to the heat sinks to help with the overheating problem, sometimes... not so much.
* LegCannon: Nearly every version of the ''Crusader'' mounts its short-range missile launchers in the legs, specifically on the hips. With Quirks enabled, these launchers are even stabilized to let them fire more effectively on the move.
* MacrossMissileMassacre: A standard ''Crusader'' can unload a salvo of twelve missiles at close-in opponents, and thirty at targets further away. (Probably not both at once, though, unless you have a plan for dealing with the heat buildup.)
* ShootTheBullet: The [=SRM-6=] launchers being mounted in the legs was an attempt to avoid doing this to itself - the low-level mounting for them helped prevent those missiles from interfering with the flight paths of the higher-mounted LRM launchers.
* TheWorkhorse: Thanks to its production being spread across multiple different factories owned by four different manufacturers, said production running continuously from the glory days of Star League all the way through to the Jihad, and the 'Mech itself being a robust and easy-to-maintain generalist, the ''Crusader'' is one of the most numerous and ubiquitous heavy 'Mechs in the Inner Sphere.

!!Dragon [=DRG-1N=]/Grand Dragon [=DRG-5K=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/486px_pqpshewjr6f2aqt3bxeohilh41rh63u.png]]
[[caption-width-right:350:[[Theatre/KingLear Come not between the dragon and his wrath.]]]]

-->Production Year: 2754\\
Weight Class: Heavy\\
Mass: 60 tons

Originally designed in a bid to replace the ''Shadow Hawk'' in service in the SLDF at the time, the ''Dragon'' was passed over for an upgraded version of its competitor. It was then offered to and bought by the Draconis Combine, who promptly began mass producing it, holding it in a place of honor among their main weapons in the coming centuries. While it carries a rather versatile package of firepower, its weaponry is somewhat weak for a 'mech in its weight class. The ''Dragon'', however, more than makes up for it by being very fast and supremely tough for its size.
----
* ArmCannon: Played with. Its right arm serves primarily as housing for an AC/5 (or the PPC for the ''Grand Dragon''), but, due to its increased weight and armour, it is most effectively and commonly use is as a bludgeon.
* ChestBlaster: Normally carries an LRM launcher in its center torso.
* DistinctionWithoutADifference: The Draconis Combine shuns the use of medium 'mechs in their strategy, Combine strategists viewing them as an unnecessary compromise between the speed and scouting/flanking abilities of light 'mechs and the focused force of heavy 'mechs. The ''Dragon'', based as it is on the ''Shadow Hawk'', features the speed, armouring and weaponry of a medium 'mech but is officially a heavy 'mech and treated as such by the Combine.
* FrontlineGeneral: The Combine made Command Console variants of the ''Grand Dragon'', possibly in a bid to reduce their dependency on the rarer ''Battlemaster''.
* LightningGun: The DRG-5K carries a PPC by default. Originally this was treated as a ''Dragon'' variant, but the retrofit proved so popular in the PPC-happy Combine that it was spun into the ''Grand Dragon'', which would go on to replace the baseline ''Dragon'' around the time of the Clan invasion.
* LongRangeFighter: Subverted. One would think this would be the 'mech's primary role given the AC/5 and LRM-10, but the Combine tends to use the ''Dragon'' for close assaults, employing its long-range weaponry as support fire on approach.
* MadeOfIndestructium: Downplayed example. While not a zombie 'mech due to carrying explosive ammo, the ''Dragon'' is very heavily armoured for its weight, has the "Low Profile" quirk which makes it harder to hit, and carries a Centre Torso weapon... Sadly, it's an ammo-requiring LRM-10, meaning that without its Left Torso the ''Dragon'' won't be firing it. The ''Grand Dragon'' plays this straighter by replacing the ammo-dependent AC/5 with a PPC and additional medium lasers, and later adding CASE as standard equipment.
* NationalWeapon: The Draconis Combine absolutely loves these things, making so many of them that even their rivals managed to get their hands on a good number of them through capture and stealing.
* PummelDuel: Adept at getting into these, due to its speed and toughness, it will almost inevitably get up into its enemy's face and slap the bejesus out of it with its cannon arm.
* PowerFist: Played with. Its right arm isn't really made for melee, but as a side effect to being reinforced with extra weight for the autocannon housing, it is very effective as a bludgeon and functions in more or less the same way.
* StoneWall: Its offensive firepower is somewhat lacking, barely higher than the ''Shadow Hawk'''s, but the ''Dragon'' is very well-armoured and has above-average speed for a heavy 'mech. The ''Grand Dragon'' comes closer to LightningBruiser territory by adding a more damaging main weapon, but even then it will only outdamage a ''Griffin'' at close range.
* SuperiorSuccessor: In 3024, the ''Dragon'' was given an update by the Draconis Combine. Officially re-designated as the ''Grand Dragon'' [=DRG-5K=], the 'mech was pretty much just a ''Dragon'' with a [[LightningGun PPC]] replacing the AC/5. The ''Grand Dragon'' would go on to more-or-less replace the ''Dragon'' in the DCMS, having become the dominant variant post-Clan Invasion.
* TheWorkhorse: Given its modest price tag, ease of modification and all round versatility, the ''Dragon'' would become the spine of the DCMS's heavy battlemech divisions.

!!Enforcer [=ENF-4R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/enforcer_rgilclan_v18.png]]
[[caption-width-right:350:Proudly shooting House Davion's enemies since 2777.]]

-->Production Year: 2777\\
Weight Class: Medium\\
Mass: 50 tons

Introduced by the Federated Suns in the waning years of Star League, the ''Enforcer'' is a close-to-mid-range 50-ton brawler with a good mix of jump capability, armor (at least in the front), and firepower. It ultimately became an iconic staple of the [=FedSuns=] armed forces, in part because almost three hundred years of near-uninterrupted production meant there were always plenty of them around, and in part because anything with an [=AC/10=] for an arm was going to score points with the [=FedSuns=] regardless of any other factors.
----
* AchillesHeel: The [=ENF-4R=] pays for its thick frontal armor with thin rear armor and carries only a single ton of ammunition for its autocannon, making longevity a problem. It's also not particularly fast, with a top speed of only 64.8 km/h. All of these issues are addressed in the updated [=ENF-5D=] variant produced in 3050 (though that 'Mech acquires its own Achilles' Heel in the form of heat -- while its weapons and jump jets are upgraded, its heat sinks ''aren't'', making it less heat-efficient than the [=ENF-4R=]).
* ArmCannon: Both of the ''Enforcer'''s arms end in powerful guns, an [=AC/10=] on the right and a Large Laser on the left. Both are also sufficiently reinforced that [[ImprovisedWeapon they can be used as fairly effective bludgeons in a pinch]].
* ChestBlaster: The ''Enforcer'' carries a Small Laser in the left torso, for a bit of extra firepower when the enemy closes to knife-fight range.
* JumpJetPack: Every standard model has come with at least a few jump jets, making it even better in a city-fight as it can pop in and out of trouble by boosting over buildings.
* NationalWeapon: The ''Enforcer'' is strongly associated with the Armed Forces of the Federated Suns and their successors, the Armed Forces of the Federated Commonwealth.
* ReliablyUnreliableGuns: The ammunition feed for the ''Enforcer'''s autocannon arm can be a bit... finicky. If playing with Quirks, the autocannon has a chance to jam whenever it's fired (though it also generates slightly less heat to compensate).
* SuperiorSuccessor: The [=ENF-6M=] ''Enforcer III'', produced in 3059, is essentially an ''Enforcer'' rebuilt from the ground up with post-Clan Invasion technology.
* UrbanWarfare: The ''Enforcer'' performs particularly well in this theater of battle, maximizing its strengths and minimizing its weaknesses by using its jump capability to perform hit-and-run sniper attacks.
* TheWorkhorse: The Federated Suns would produce some form of ''Enforcer'' from the twilight years of Star League all the way up to the Jihad, a span of nearly three hundred years (and if one includes the ''Enforcer III'' as well, that service life extends all the way into the Dark Age). During that time, the ''Enforcer'' helped House Davion solve all manner of problems by the simple expedient of drowning them in autocannon and laser fire until they stopped being problems.


!!Fafnir [=FNR-5=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/489px_5ah8enzn2p4ghf2oe5hv1s210h1ydam.jpg]]
[[caption-width-right:350:It hasn't got subtlety, agility or endurance. What it does have going for it, is [[DualWielding two]] [[UpToEleven very]] [[{{BFG}} big fucking guns]].]]

-->Production Year: 3063\\
Weight Class: Assault\\
Mass: 100 tons

Shortly after the Clan invasions, someone in the Lyran Commonwealth asked the question "Could we take the biggest weapon we can possibly mount on a Battlemech and stick two of them in an effective design?" Nobody stopped them, so the ''Fafnir'' was designed. An extremely Lyran design, it's slow, heavily armored, and hilariously over-gunned.
----
* {{BFG}}: The biggest non-artillery weapon in existence. Two of them, in fact, along with plentiful ammunition stores. The Heavy Gauss Rifle is so powerful it can't be mounted in an arm or a turret, because the recoil would rip it off.
* ChestBlaster: Its chest is pretty much entirely dedicated to the humungous weaponry.
* CloseRangeCombatant: Works best at knife fighting range, as the Heavy Gauss Rifle faces a sharp drop-off in damage as range increases.
* DifficultButAwesome: It is not an easy task to bring its two cannons to their most effective range, especially in such a large and slow moving 'mech, but if it manages to, it turns into death incarnate.
* MadeOfIndestructium: Understanding that the ''Fafnir'' is a rather easy target, given its size and speed, the designers gave it so much armour that it's almost comically hard to kill it. Even if everything else is blown apart, it still has a medium pulse laser mounted on its head, so it can be annoying to the enemy to the very end.
* MightyGlacier: Being an Assault 'mech, it's not fast, and it's not agile. It is, however, ''extremely'' heavily armed and armored, with two eighteen-ton weapons and 19.5 tons of armor.
* UrbanWarfare: As the ''Fafnir'' isn't very agile, it excels in fighting in an environment where its targets don't have much room to maneuver.

!!Griffin [=GRF-1N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/griffin_grf_1n_ssw.jpg]]
[[caption-width-right:350:55 tonnes of solid fire support.]]

-->Production Year: 2492\\
Weight Class: Medium\\
Mass: 55 tons

One of the older 'Mechs still kicking around, the Griffin was initially considered a Heavy-class middle ground between the ridiculously large ''Mackie'' and the tiny ''Wasp'', and briefly dominated in that late 25th century before the codification of the Medium-Class, where it now sits as a ubiquitous part of any Lance, in part thanks to the numbers of companies who make them.
----
* AchillesHeel: The ''Griffin'' is unusual in that all its weapons are on one side of the 'mech, with the other side completely bereft of vital components. The ''Griffin'' can lose its entire left arm and torso with no ill effects (except for punching), but if the right side goes down first the 'mech is dead weight (except for punching). This is often exploited by players by always pointing the left side towards enemies to avoid the loss of weapons and other components in what's known as the "Shield Arm" strategy. Frequently taken UpToEleven when playing around with the Mech construction rules instead of the default loadout, wherein all jump lets and heat sinks will be moved to the right or dropped in favor of maxing out the left side's armor cap.
* ArmCannon: Like its fellow mediums the ''Shadow Hawk'' and ''Wolverine'' the ''Griffin'' carries its main weapon in its right hand; in this case a PPC.
* ElitesAreMoreGlamorous: The 2N "Royal Griffin" variant, fielded exclusively by the SLDF's royal regiments before the Amaris Civil War. It featured a pair of SRM missile launchers on both shoulders, upgraded its PPC to an ER version (thus making the Royal Griffin much more dangerous up close), and added double heat sinks and an ECM suite.
* HeWhoMustNotBeSeen: An Unseen 'mech, the ''Griffin'''s original design is that of the Soltic H8 "Roundfacer" from ''Anime/FangOfTheSunDougram''. It was, like the ''Shadow Hawk'' and ''Wolverine'', eventually Reseen through a legally distinct model.
* HitAndRunTactics: The ''Griffin'' is designed for this; it lacks the heat sinks to engage with all its weapons for long, especially if it's also moving, and will have to use its Jump Jets to leap out of sight range of heavier foes.
* JackOfAllStats: One of the trio of 55-tonne 'mechs with a potential role in almost any lance, the ''Griffin'' is solid across the board; only the minimum range of its weaponry keeps it from truly being able to fill any role.
* JumpJetPack: Jump Jet capable and mounting five of the things, the ''Griffin'' is intended for use as a fire support and skirmisher and loses a lot of its role if it cannot jump away.
* LongRangeFighter: Equipped with a PPC and an LRM-10, both the ''Griffin'''s weapons are intended for a long-range support role.
* NationalWeapon: Despite their love for the heaviest Mechs they can find, two Griffins from the Lyran Royal Guards will traditionally flank the Archon's throne on Tharkad.
* {{Overheating}}: The ''Griffin'' only has the standard ten engine heat sinks and as such tends to suffer from this due to its heat-intensive PPC: Merely firing its main gun while moving, nevermind jumping or adding LRM barrages, quickly causes it to overheat. The most common ''Griffin'' variant, the 1S, was built by House Steiner to adress its heat issues by downgrading the PPC and LRM-10 to a Large Laser and LRM-5 respectively, and installing four heat sinks and a pair of Medium Lasers in their place.
* PowerFist: Should it ever find itself in a melee, the Griffin has Battlefists and is capable of a solid 5 damage per punch.
* ShoulderCannon: Its LRM-10 is mounted on its right shoulder.
* SuperPrototype: The Federated Suns attempted to upgrade the ''Griffin'' to a full-fledged heavy 'mech as part of its "Project Phoenix". All prototypes of this ''Super Griffin'', alongside its production facility, was destroyed by Wolf's Dragoons.
* VerticalMechaFins: The ''Griffin'' has a pair of spoiler plates on its shoulders, shielding the cockpit and the shoulder-mounted LRM.
* TheWorkhorse: The ''Griffin'' is one of the oldest 'mech designs in existence, reaching back to 2492 and was a mid-point between the ''Mackie'' and ''Wasp'' in early 'mech design. With Quirks active the ''Griffin'' is both "Rugged" and "Ubiquitous", making it easy to repair or replace if needed. Its role in Mech warfare is so entrenched that securing supplies of spares was a serious strategic concern for all the Great Houses during the Succession Wars, to the point that the Capellans had a minor crisis when their supplier was captured, eventually resorting to buying whole production runs from the Taurians.

!!Guillotine [=GLT-3N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/guillotine_rgilclan_v23.png]]
[[caption-width-right:350:It sounds scarier than it is. . . but it's still ''pretty damn scary''.]]

-->Production Year: 2499\\
Weight Class: Heavy\\
Mass: 70 tons

The ''Guillotine'' was designed as a front-line fighter for the Terran Hegemony and served as the Star League's standard heavy 'Mech for generations. As newer and more potent heavy 'Mechs entered production, the ''Guillotine'' still found a role as a raider and cavalry heavy. Its high maneuverability for a heavy 'Mech -- thanks to jump jets -- and battlefield longevity kept it viable on battlefields dominated by much, much scarier heavy 'Mech designs.
----
* BeamSpam: Built around a large laser and 4 medium lasers to burn down its opponents.
* BoringButPractical: Despite being a Star League-era design, the Guillotine used mostly simple components and as such managed to survive the loss of advanced technology with only minor hits to its performance. The biggest saving grace was using single heat sinks, meaning the loss of double-strength versions didn't cripple the design and allowed for a few to be sacrificed for weight when endo-steel became [=LosTech=].
* EquipmentUpgrade: As with many Star League era 'Mechs, the ''Guillotine'' had to be downgraded into the [=4L=] as some things became [=LosTech=] (notably, CASE and Endo-Steel). Once the Helm Memory Core was retrieved, the ''Guillotine''s upgrades began. The [=5M=] replaces the large laser with an ER version, but is otherwise the same as the [=3N=].
* JumpJetPack: Carries four jump jets, one in each leg and one in each side torso, granting it good maneuverability for a heavy 'Mech.
* MacrossMissileMassacre: Also carries an SRM-6 for close-up punch.
* NonindicativeName: Named for a device that effortlessly decapitates, but carries no headchopper weapons.
* ReliablyUnreliableGuns: Oddly for a mostly energy-based 'Mech. The fiberoptic cables connecting the large laser to the power source can bind if the 'Mech's arm is moved wrong. An experienced pilot can clear it easily, a rookiee might snap the cable (a difficult and time-consuming repair). The SRM-6 also has a problem with sometimes failing to arm two of the missiles, removing the CASE system is the only fix.
* SoLastSeason: Toyed with. It was an early 'Mech design, and as such was superceded by later generations of 'Mechs in its original intended role as a frontline shock trooper. However, with its jump jets and heavily energy-based loadout, it was easily slotted into and excelled in the role of a heavy raider 'Mech.
* SuperiorSuccessor: The Clans created a [=IIC=] variant that utilized superior technology and crammed more weapons into the chassis.
* WeaponOfChoice: Khan Sarah [=McEvedy=] of Clan Wolverine favored piloting one of these, including facing down a Widowmaker ''King Crab''. [[CurbStompBattle She lost rather badly.]]

!!Hatchetman [=HCT-3F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hatchetman_rgilclan_v12.png]]
[[caption-width-right:350: [[VideoGame/{{Skylanders}} Axe First, Questions Later]]!]]

-->Production Year: 3023\\
Weight Class: Medium\\
Mass: 45 tons

The ''Hatchetman'' is a product of a combination of the Federated Commonwealth industry and the expertise of [[BunnyEarsLawyer mad scientist/mercenary]] [[Film/TheAdventuresOfBuckarooBanzaiAcrossThe8thDimension Dr. B. Banzai]]. Designed to carry a respectable package of conventional weaponry and a [[AnAxeToGrind 'mech sized hatchet]] that can tear apart components with ease, the ''Hatchetman'' pretty quickly became the king of close quarters fighting, being able to either blast down smaller 'mechs at a respectable range with its large autocannon or tear larger opponents apart with its namesake axe.
----
* AchillesHeel: The ''Hatchetman'' has almost no rear armouring at all, being designed to ambush opponents in close quarters. Combined with all the explosive ammo being carried in its Centre Torso, a lucky rear shot will put the ''Hatchetman'' out of comission instantly.
* AntiAir: Due to a quirk in its design, the ''Hatchetman'''s default targeting computer is optimalized for aircraft and gives it the "anti-air" Quirk when these are enabled... But given the short range of its weaponry, don't expect to actually ''use'' it much for anti-air duty.
* AnAxeToGrind: That Hatchet is not there just for show.
* CloseRangeCombatant: Its main weapon is an axe, after all.
** Taken even further with the computer game-exclusive 3X variant, which drops the autocannon in favor of a pair of SRM launchers and a whopping four machine guns.
* CriticalHitClass: The 3X again. Because machine guns combo with melee attacks in the PC game, it can cut through most 'Mechs' armor with the hatchet in one or two hits and then immediately spew a flurry of bullets into the now exposed internal structure which, though individually weak, are all but guaranteed to score crits on any weapons or other components mounted inside. [[MetaGame The sheer volume of fire it can put into a damaged section without any chance to angle it away or otherwise defend makes it an excellent counter against "crit padding" builds]].
* GlassCannon: It's not very agile, fast or well armoured, but it hits as hard as an Assault 'mech in hand to hand fighting.
* MeaningfulName: Take a look at the name, guess what it uses as a primary weapon.
* NationalWeapon: For the Federated Commonwealth, it was pretty much a symbol of the union, as it used parts made by both the Federated Suns and Lyran Commonwealth.
* OffWithHisHead: A defensive variant, its entire head was designed to pop off when ejecting, allowing for a Mechwarrior to make a quick escape if the rest of the 'mech is compromised. This became quite important during the Battle of Twycross, when Kai Allard-Liao was forced to go into combat with Dr. Deirdre Lear riding his borrowed ''Hatchetman'''s rumble seat. Kai was forced to self-destruct the 'Mech to set off a booby trap and wipe out the Falcon Guard Cluster. In the same situation, a conventional ejection system would have worked fine for Kai, but left Dr. Lear to die.
* UrbanWarfare: Excels at it, as an urban enviroment gives it more opportunities to bring its axe to bear. Similarly to the ''[=UrbanMech=]'', its relatively slow speed is made up for with jump jets, letting it pull amazing ambush and hit-and-run attacks in an urban (or other sufficiently hindering) environment.

!!Helepolis [=HEP-2H=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/helepolis.jpg]]
[[caption-width-right:350: Artillery, the king of the battlefield]]

-->Production Year: 2460\\
Weight Class: Heavy\\
Mass: 75 tons

Shortly after the advent of the ''Mackie'' and dissemination of the design, the Great Houses of the Inner Sphere saw the necessity to create a greater variation of [=BattleMech=] designs for greater tactical and strategic flexibility. Keeping in line with the history of human warfare, the desire to effectively fight at distance was one of the first concerns to be addressed. Enter the ''Helepolis''. Carrying as its main weapon a Sniper Artillery Piece, a scaled-down version of the [[{{BFG}} extremely powerful Long Tom artillery gun]], it can put significant hurt into anyone and anything at a ridiculously long range and thus is normally not seen operating with a lance, instead forming "batteries" and providing indirect fire for its comrades closer to the frontline.
----
* ArmCannon: The Sniper Artillery Piece ''is'' the ''Helepolis''[='=] right arm.
* AwesomeYetImpractical: The ''Helepolis''[='=] main gun is so large the 'mech qualifies as walking artillery, but the low speed and mediocre secondary weaponry make its use outside of the intended fire support purpose very limited, along with that. There is also the option of just getting a mobile Long Tom vehicle, which is much, much cheaper and carries a larger gun for indirect fire duty.
* {{BFG}}: The king of the big guns. Not even the later ''Fafnir'' design can top the sheer size of the ''Helepolis''[='=] main weapon.
* ChestBlaster: Carries some of its secondary weapons in its torso.
* EquipmentUpgrade: The original version used primitive technology, so as the components left the prototype stage the "standard" model was developed. After the Jihad, a futher-upgraded version (carrying an improved engine that remedied the speed issue) went into production.
* InventionalWisdom: The ''Helepolis'' belongs in the awkward early stage of Battlemech development, when weapons manufacturers stuck practically any weapon configuration on two legs to see if they could, rather than consider its actual utility. The end result was a 'mech that offered very little in a setting where [=DropShips=] already lets you deploy much cheaper and compact non-mech artillery batteries anywhere you can safely land.
* LongRangeFighter: So much so that, in the tabletop, the Sniper's range is not measured in hexes, it is measured in ''[[BrokeTheRatingScale maps]]''.
* LostTechnology: The ''Helepolis'''s only manufacturing plant was destroyed in the Amaris Civil War and the last functional examples of the design were destroyed in the Succession War. Like the ''Mackie'', it now only exists as a museum piece.
* MightyGlacier: It is ''very'' slow for its weight class, but carries a fair amount of armor and an ''artillery cannon'' as offensive weaponry.
* SituationalSword: It was designed to lob artillery shells over huge distances and pretty much nothing else.

!!Highlander [=HGN-732=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_highlander_new.png]]
[[caption-width-right:350:Airborne delivery incoming, 90 tonnes of BraveScot arriving on scene.]]

-->Production Year: 2592\\
Weight Class: Assault\\
Mass: 90 tons

The ''Highlander'' was the Star League Defense Force's most well-known 'Mech, excelling at being a defensive stalwart in urban settings and for its infamous innovation of the "Death From Above" maneuver. However, an original ''Highlander'' is all but impossible to find in the 31st century, as its original production facilities were devastated during the Succession Wars, and modern ''Highlander''s trade the advanced tech that it used to have for armor and heat sinks.
----
* ArmCannon: The right arm, where whichever {{BFG}} this ''Highlander'' model sports is installed.
* {{BFG}}: The right arm consists almost entirely of either a Gauss Rifle or [=AC/10=] or [=AC/20=], depending on available tech. The [=733P=] variant slots a PPC in there instead, bringing the {{BFG}} of energy weapons to the fight.
* ChestBlaster: Two medium lasers in the right breast, and an LRM-20 rack in the left.
* ElitesAreMoreGlamorous: Another design commissioned exclusively for the SLDF, which proliferated throughout the Inner Sphere in short order. The SLDF Royals got their own version with double heat sinks and better missile guidance systems.
* GoombaStomp: One of the few assault 'Mechs with jump jets as standard equipment. The "DeathFromAbove" attack (jumping and attempting to land your 'Mech on an opponent) even gets a specific designation when used in a ''Highlander'': the Highlander Burial. When playing with Quirks the ''Highlander'' has the "Reinforced Legs" Quirk, taking half damage from DFA attacks.
* JackOfAllStats[=/=]LightningBruiser: Somewhat between the two, keeping in mind that as an assault 'mech it is already firmly in the 'bruiser' category. The ''Highlander'' is not pigeonholed into a specific combat role like the brawling ''Atlas'' or the sniping ''Awesome'', instead fielding a selection of weapons for both close-range, medium-range and long-range combat and has some indirect fire capability. It has fairly impressive endurance thanks to its many heat sinks, generous armour and decent amount of ammunition. While its AlphaStrike is fairly mediocre, it also seldom overheats or finds itself without anything to do. Also, with three jump jets standard, it has unusual mobility for an assault 'mech and options for approaching or moving away from enemies that ground-locked assaults cannot take.
* JumpJetPack: The heaviest 'mech to have Jump Jets at its creation, the ''Highlander'' was the second jumping assault 'mech introduced to the game after the ''Victor'' and the first to pass 90+ tonnes (InUniverse the ''Emperor'', another 90-tonner, held this distinction first but it was not introduced to the game until some time after the ''Highlander'').
* LostTechnology: Both ''Highlander'' factories were decimated in the Second Succession War and their production lines ruined, meaning no new ''Highlanders'' (only spare parts) were made between 2860 and 3030 when the production line was restarted. The HGN-733, as the new model was called, featured less advanced weaponry in return for more armour and heat sinks.
* MacrossMissileMassacre: Carries an LRM-20 in the left torso and an SRM-6 in the left arm.
* MidseasonUpgrade: Mechanically the ''Highlander'' is essentially an upgunned version of the SLDF's older ''Shadow Hawk'' medium 'mech, having the same jump distance, similar battlefield role and the same weaponry (autocannon, LRM launcher, SRM launcher and medium lasers) but with everything turned up a notch or two.
* NotTheIntendedUse: The ''Highlander'' was originally given Jump Jets to function as an urban defence 'mech. Pilots quickly discovered that said Jump Jets made for a fairly good weapon in emergencies.
* TVHeadRobot: The ''Highlander'''s signature boxy head is, technically speaking, an extra layer of armour plating (it has the "Cowl" Quirk, adding extra armour to the back and sides of its head), but with the antennae on it very much resembles an old CRT TV.
* WaveMotionTuningFork: Its right arm is often depicted with a pair of prongs, though they're really just armored plates to protect its main gun.

!!Hollander [=BZK-F3=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hollander.jpg]]
[[caption-width-right:350: [[{{BFG}} Big Iron]] [[Music/MartyRobbins on his Hip]]...]]

-->Production year: 3054\\
Weight Class: Light\\
Mass: 35 tons

Born from the need for a light 'mech that could stand up to Clan designs, the ''Hollander'' aimed to use recently rediscovered lostech and the reverse engineering of Clan technology to create a reasonably-mobile platform for a Gauss Rifle to match the heavier firepower Clanner light armour brought in. The final product had to make serious cutbacks, particularly by removing the secondary weapons and lowering the expectations of its mobility. It was still capable of carrying a Gauss Rifle at a fraction of the cost of other options, which makes it a serious danger by Inner Sphere standards.
----
* AwesomeYetImpractical: The ''Hollander''[='=]s extreme overspecialization means that it can punch '''far''' above its weight, but the lack of secondary weapons and below-average mobility for a 'mech its size mean it will be easily outclassed in a close-range fight. The contract was won partly on this - the original prototype design was intended to be more heavily armored, faster, and have greater ammo reserves and secondary weapons. The ''Hollander'' was the only prospective design that used a Gauss Rifle instead of a PPC or [=LRMs=] for long-range punch and sidestepped the overheating or ammunition explosion issues that came with those weapons.
* {{BFG}}: The 'mech itself weighs in at 35 tons. The Gauss Rifle occupies 15 of them.
* ChestBlaster: It carries exactly one oversized gun, almost comically protruding from its chest.
* CripplingOverspecialization: The Gauss Rifle it carries can easily blast light and medium 'mechs while staying out of range of most return fire. This comes at the cost of subpar mobility and armor, and a complete lack of secondary weapons.
* GlassCannon: It can one-shot a light 'Mech at extreme range, but carries only four tons of ferro-fibrous armor, barely more than half that can fit on a 35-ton chassis. This is made worse by the ''Hollander'' not carrying CASE, which means a critical hit on the Gauss Rifle itself will cause it to explode.
* HitAndRunTactics: Uses them by necessity.
* LongRangeFighter: An exceptionally dangerous one, and by necessity, between the ArbitraryMinimumRange on the Gauss Rifle and the lack of armor.
* SketchySuccessor: While the [=BZK-F5=] ''Hollander II'' is considered a SuperiorSuccessor to the baseline ''Hollander'' for adding some backup weaponry to the chassis, the [=BZK-F7=] variant instead uses the extra tonnage to upgrade the Gauss Rifle to a ''Heavy'' Gauss Rifle. While this [[ThereIsNoKillLikeOverkill increases the 'Mech's firepower to even more ridiculous levels]], it also: 1) re-introduces all the problems from the original ''Hollander'' that the ''Hollander II'' fixed; 2) [[CloseRangeCombatant significantly reduces the 'Mech's effective combat range]], removing its ability to snipe from a safe distance; and 3) introduces the risk of [[RecoiledAcrossTheRoom the recoil knocking the 'Mech over if it fires its gun at anything other than a dead stop]], neutering its ability to use HitAndRunTactics. (In fact, it's possible for a particularly unlucky [=MechWarrior=] to [[EpicFail actually blow up their own 'Mech by trying to fire the Heavy Gauss Rifle on the move and falling over onto the gun]].) In other words, it takes all the CripplingOverspecialization of the original ''Hollander'' and places extra emphasis on the ''crippling''.
* SuperiorSuccessor: The ''Hollander II'' and ''Hollander III'' were both meant to address the shortcomings of the original model by going up a weight class, beefing up its armor and increasing its endurance with extra ammunition or swapping the weapon for a more general purpose one.
** The G1 variant was meant to be used as an armoured vehicle hunter by swapping the Gauss Rifle for an [=LB-10X=] and a pair of medium lasers, making it incredibly dangerous at close quarters.

!!Hunchback [=HBK-4G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchie.jpg]]
[[caption-width-right:350:[[Film/DirtyHarry This is the Kali Yama Big Bore, the most powerful 'mech gun in the world, and would blow your head clean off.]]]]
[[caption-width-right:350:[[labelnote:Click here to see the Older design]]https://static.tvtropes.org/pmwiki/pub/images/hbk_4g_7.jpg[[/labelnote]]]]

-->Production Year: 2572\\
Weight Class: Medium\\
Mass: 50 tons

A Medium-Class Mech from the 26th century that is well feared even in the present. Initially designed as an urban combat skirmisher, the Hunchback is now most well known for its enormous Kali Yama Big Bore autocannon, which can shred through 'Mech armor at a moment's notice.
----
* AchillesHeel: All ''Hunchback'' variants carry their weapons in their Right Torso. Any ''Hunchback'' without said Right Torso is practically defanged and it is therefore common to focus-fire the ''Hunchback'' down from its right side.
* {{BFG}}: One of the smallest 'mechs to naturally mount the massive Autocannon[=/=]20, which it was designed to wield.
* BeamSpam: The HBK-4P variant replaces the [=AC/20=] with six Medium Lasers and ten heat sinks. The 4P deals even more damage than the base model, but is prone to overheating and lacks the "can opener" factor of stripping a compartment clean of armour in one shot.
* CloseRangeCombatant: Designed for UrbanWarfare, the ''Hunchback'''s primary weapons all work best at knife-fighting range.
* InUniverseNickname: Non-[=AC/20=] variants are known as "swaybacks", because the ''Hunchback'''s skeleton is designed from the bottom up for the weight and massive recoil of its Autocannon. Variants that remove the [=AC/20=] are therefore prone to oddities in their gyros and balance, especially when firing their shoulder weapons.
* InventionalWisdom: After the rediscovery of lostech, numerous upgraded models were developed. The 5M ''Hunchback'' upgraded to double-strength heat sinks and a small pulse laser and included CASE to prevent ammo explosions from destroying the Mech, but this required removing most of the ammunition supply for the autocannon. The 5N refit was promptly spawned and undid most of the upgrades in exchange for restoring the ammunition supply. All of this despite the fact that the 5M carries more double heat sinks than it could ever need. It took the manufacturer thirteen years to merge the two into the 6N, which carries CASE and a small pulse laser, ''and'' plentiful reloads for the autocannon.
* MadeOfIndestructium: The HBK-4P carries no ammo at all, and combined with its head-mounted Small Laser and heavy armour is a classic "zombiemech" that will keep coming until it's shot in the head.
* MightyGlacier: Like the ''Centurion'', the ''Hunchback'' mounts an undersized engine. In return for this lesser movement the ''Hunchback'' carries a gun even assault 'mechs are careful around.
* MiniMe: Inverted, as the ''Hunchback'' came first, but it's in the same design philosophy as the ''Urbanmech'' - a relatively slow, relatively tough city-fighter with a (for the weight class) oversized autocannon.
* RangedEmergencyWeapon: Carries a Small Laser in its head, allowing the ''Hunchback'' to keep firing until the very end.
* ShoulderCannon: The ''Hunchback'''s name comes from the shoulder-mounted weapon array mounted above its right central torso, no matter the variant.

!![=JagerMech=] [=JM6-S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jm6s.png]]
[[caption-width-right:350: [[VideoGame/TeamFortress2 This is my airspace. You are not welcome in]] ''[[VideoGame/TeamFortress2 my]]'' [[VideoGame/TeamFortress2 airspace]].]]

-->Production Year: 2774\\
Weight Class: Heavy\\
Mass: 65 tons

Designed to address shortcomings of the earlier ''Rifleman'', the ''[=JagerMech=]'' is primarily an anti-aircraft platform first and a ground combat unit second. The 'Mech is built around a very simple concept--filling entire flight vectors with flak and staying as far away as possible from anything even remotely threatening. To this end, Kallon Industries elected to scale up to the 65 ton weight range and replace the previously hot-running large lasers with more autocannons, turning the ''[=JagerMech=]'' into a cool-running air defense unit. Accommodating the heavy quadruple gun loadout forced several concessions, however; the 'Mech has few weapons for close-defense, and its armor is perilously thin for a 65-ton 'Mech. Despite these shortcomings, the Federated Suns and Capellan Confederation would go on to use the 'Mech extensively, the former out of its national love of ballistic weapons and the latter out of sheer desperation for any kind of war materiel.
----
* AchillesHeel: In the course of trying to improve on the ''Rifleman'', it somehow manages to replace that design's flaws with its ''own'' flaws:
** The {{Overheating}} issue is remedied by swapping the large lasers for small autocannons. This cools the 'Mech down considerably, but at the cost of three-quarters of the lasers' hitting power.
** The inclusion of the autocannons drive up the weight, forcing the ''[=JagerMech=]'' to shed even ''more'' armor than the ''Rifleman'', leaving it grossly underprotected. This goes double for the rear torso--what was already thin on the ''Rifleman'' is practically non-existent on the ''[=JagerMech=]''.
** Adding more ammo to the 'Mech to make up for the lack of shells in the ''Rifleman'' also means that, should its thin armor be penetrated, the ''[=JagerMech=]'' is much more prone to exploding. Worse, they're spread out across all three torso sections, meaning a critical hit to ''any one of them'' will likely cripple or outright destroy the whole Mech.
* AntiAir: Its ''raison d'etre'', the ''[=JagerMech=]'' is a dedicated anti-aircraft unit thanks to its four autocannons and top-mounted radar. This is due to the long range of its guns, and the fact that any hit in atmosphere, no matter how minor, can cause a pilot to lose control and possibly crash.
* ArmCannon: Four of 'em, two to each arm. The normal arrangement is a smaller 35mm Autocannon-2 stacked on top of the larger 75mm Autocannon-5.
* EvenBeggarsWontChooseIt: Even during the equipment-starved Third Succesion War, some Great House and mercenary units, even hard-luck cases desparate for more 'Mechs, refuse to use the ''[=JagerMech=]'' due to its host of issues (and the probable exorbitant costs and logistcal headaches of keeping all those guns loaded).
* CamelCase: Yes, it is correctly spelled ''[=JagerMech=]'' and not ''Jagermech''.
* {{Cephalothorax}}: Its head is a small dome squished into its chest, under is shoulders. The spindly T-shaped 'head' protruding above it is the sensor suite.
* CripplingOverspecialization: Excellent at shooting down aircraft or fending off light vehicles. Utterly rubbish at fighting enemy 'Mechs or heavily armored vehicles.
* GatlingGood: The [=JM7=] series from the Federated Suns features dual Rotary [=AC/5s=], because of course they would.
* GlassCannon: Almost more of a ''paper'' cannon, its large size, slow speed, and thin armor means that it is not hard to disable or destroy a ''[=JagerMech=]''.
* LongRangeFighter: Its four main guns are best at extended ranges. Later configurations would stretch the range out even further, keeping it at distances where its thin armor would be less likely to suffer.
* MidseasonUpgrade: The ''[=JagerMech=]'' received several valuable upgrades after 3050. This includes an extra-light engine, freeing up much needed space, enhancements to its weapons kit, and the addition of desperately needed armor upgrades. Post-3060 designs would become downright fearsome with bigger guns and better technology.
* MoreDakka: ''Very much so''. Four autocannons is the largest number of autocannons carried on a base 3025-era unit, and it can pour out a storm of fire for 20 rounds (provided it doesn't die before then). Later units would up the dakka by including Ultra autocannons (fire two rounds per gun per turn) and Rotary autocannons (fire up to ''six'' rounds per gun per turn). A sufficiently motivated ''[=JagerMech=]'' could have a dozen 50mm slugs in the air at any given time.
* NationalWeapon: For House Davion, because of its single-minded dedication to autocannon usage. Paired with the other Davion favorite, the ''Rifleman'', few Federated Suns units had to worry about coming under enemy air attack. House Kurita captured the factory during the War of 3039 but didn't care for the original model, but the upgraded [=JM6-DD=] model was highly popular with them.
* NonIndicativeName: ''[=JagerMech=]'' translates into something like "hunting Mech" in German. This is weird because the ''[=JagerMech=]'' is an air-defense unit, and House Steiner, the Germanic-influeced Great House, does not actually build any of these things--the more French-inspired House Davion does.
* NotTheIntendedUse: Meant to be an anti-air defense unit. Often pressed straight into ground combat against other armored units, a role for which it is ''not'' well suited.
* RangedEmergencyWeapon: Two medium lasers in the torso for close range combat. God help you if you have to rely on those lasers, though.
* RedShirt: Every single time a ''[=JagerMech=]'' shows up in a ''Franchise/BattleTechExpandedUniverse'' novel, its sole purpose is to get its ass kicked while the author muses about its woefully thin armor.
* SketchySuccessor: Meant to improve on the ''Rifleman'' and address the various faults on that machine. Despite the effort, Kallon Industries somehow created a machine with ''even more issues than the original''.

!!Javelin [=JVN-10N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/435px_hcq090shubc73lzas709321k4g80gde.jpg]]
[[caption-width-right:350: Floats like a butterfly, stings like a bee]]

-->Production Year: 2751\\
Weight Class: Light\\
Mass: 30 tons

Weighing in at 30 tons, the ''Javelin'' is almost perfect in its simplicity. Entering production not long after the Amaris Civil War, it was intended to be a scout 'mech with enough armour, speed and manouverability to make contact with the enemy, relay their positions and escape alive, along with enough armaments to discourage any pursuit. It has since become the bread and butter of most Federated Suns light lances, serving competently in any role that requires mobility and hard hitting firepower. Be it mobile fire support, raiding, scouting or ambushing, the Javelin is almost always a good choice.
----
* BeamSpam: The [=10F=] "Fire Javelin" model replaces its main weapons with 4 medium lasers, while the [=11A=] model takes it UpToEleven. With double heatsinks being able to negate more heat, it packs a whopping 7 medium lasers, which is a bit overkill even by medium 'mech standards.
* ChestBlaster: Pretty much all variants mount their weapons, whether lasers or missiles, exclusively in their upper torso. Amusingly, the laser mounts on the [[Anime/MazingerZ breast of the Fire Javelin are usually depicted as being laid out in a V-shape]].
* GlassCannon: The standard model lugs around a pair of [=SRM-6=] missile launchers, meaning it can do some serious damage up close, but its 4 tons of armour is very underwhelming in any prolonged engagement.
* HitAndRunTactics: Most ''Javelin'' models have poor heat management and armour, meaning that hitting hard then fading away before the heat becomes too much to handle is a preferred tactic among its pilots.
* TheWorkhorse: The standard 'mech for any Federated Suns light lance, mostly due to its simplicity and vast variety of models.

!!Jenner [=JN7-D=]
[[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/191px_pny2qbwmg4uz9fudtnjc1vdhsgkag9b.png]]
[[caption-width-right:191:35 tons of hot murder on a pair of fast legs, what's not to like?]]

-->Production Year: 2784\\
Weight Class: Light\\
Mass: 30 tons

The ''Jenner'' is, among light 'mechs, a terror to behold, boasting a top speed of almost 120 KPH, 150 meters jump capacity and a complement of weaponry seen normally in 'mechs 20 tons heavier. The pride and joy of the Draconis Combine, it is a fearsome light battlemech used primarily in pack tactics and heavier 'mech hunting.
----
* AchillesHeel: Heat, so much so that firing its alpha strike twice can damage it from the heat buildup.
* BeamSpam: Its main weapon is 4 medium lasers housed in its arms, which it will normally fire in unison along with the [=SRM-4=] in its torso.
* CloseRangeCombatant: Almost all its variants carry weapons intended for knife-fight range, the default ''Jenner'' being practically harmless to anything more than six hexes away at the end of movement.
* FragileSpeedster: A mixture of this and GlassCannon. The ''Jenner'' runs fast as all hell and has an impressive 28 AlphaStrike damage (higher than many Inner Sphere 'mechs almost twice its size), but only 4 tons of armour means that one or two well placed shots will bring it down.
* HitAndRunTactics: The ''Jenner'' is designed for this tactic, being fast, jump-capable and very damaging up close but lacking the armour and heat management to stay in prolonged combat.
* JumpJetPack: Carries five of them by default, and the engine is big enough to support up to seven.
* NationalWeapon: The Draconis Combine had almost sole ownership of the design, and it was proud of it. It was a significant trump card in their war with the Federated Suns.
* ThoseTwoGuys: It is commonly paired up with the similar-weight ''Panther'', with the latter 'mech providing long-range covering fire and opening up holes in the enemy armour for the ''Jenner'' to exploit.
* ZergRush: One of the best tactics of the ''Jenner'' is forming a pack of them, arming some with [[KillItWithFire Inferno Rounds]], ambushing a heavy 'mech, getting close to it and firing an AlphaStrike in unison. The result is that either the heavier 'mech will be disabled or badly mangled and unable to respond due to the heat buildup.

!!King Crab [=KGC-000=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/800px_9oqimv19u4f6dela1azntws205zbems.jpg]]
[[caption-width-right:350:Pure, walking dakka.]]

-->Production Year: 2743\\
Weight Class: Assault\\
Mass: 100 tons

The ''Crab'''s bigger, angrier brother, requested by none other than Kerensky himself to be able to reduce a 'Mech to slag in a single salvo, and he got exactly what he wanted: the ''King Crab'' is a terrifying, hard-to-kill Command 'Mech of which one's only hope of surviving is hoping it runs out of ammo, which may not matter in the end.
----
* ArmCannon: The arms are entirely filled with an Autocannon[=/=]20 each.
* AwesomeButImpractical: It has ''two'' [=AC/20s=]. As Kerensky asked, that's enough to put most Mechs down in a single salvo. However, it only has a single ton of ammo for each cannon, and the only long-range weaponry it has are an LRM-15 (also with only a single ton of ammo) and a single Large Laser, meaning past the effective range of the autocannons it has almost nothing in the way of teeth. It also comes in at a cool ten million C-bills, making it more expensive than an ''Atlas.''
* {{BFG}}: Boasts two [=AC/20s=], and not much else.
* CloseRangeCombatant: Its main weapons have dreadfully short range. If an opponent can stay out of it, they can take the 'Mech down without much trouble. If they get in that range, well. . . they probably won't be there very long.
* CripplingOverspecialization: With two [=AC/20s=], even at 100 tons the 'Mech has little room for anything else, even sufficient ammo for its main guns. Its backup weapons consist of an LRM-15 and single Large Laser, to plink opponents outside the range of its massive autocannons. That Large Laser is also the only ammo-independent weapon the Mech has, which can leave the Mech very vulnerable in longer engagements if the very limited ammo supply for the autocannnons and missile launcher runs dry.
* InstantDeathRadius: More than six squares away, you're generally ok. Closer up... Not so much.
* LostTechnology: By the end of the Amaris Civil War, the ''King Crab'' was pretty much extinct, with Kerensky taking the remaining models with him on the Exodus.
* OvershadowedByAwesome: The ''King Crab'' was meant to be a Command 'Mech, with the ability to destroy any opposition in a single salvo. To be fair, it was pretty darn good at that last part, but its role as the centerpiece of a battle formation was ultimately usurped by the ''Atlas'', which hit basically as hard and had greater versatility and battlefield longevity.
* ShoulderCannon: After mounting the most dakka it can in the arms, the other, torso-mounted weapons take this position. The 000 model has the large laser and LRM-15 over the shoulders, while the 010 has the [=PPCs=] on the shoulders and ringed by the [=SRM-6s=].
* SuperiorSuccessor:
** The KGC-010 model was a prototype designed by the Star League to be the Command 'Mech the initial version failed at. It replaces the [=AC/20s=] with LB 10-X autocannons, rolling the space and weight savings into twin [=PPCs=] and SRM-6 launchers. Aleksandr Kerensky took the entire production run with him on the Exodus.
** The KGC-001 was designed by [=ComStar=] in the leadup to the Battle of Tukayyid. This model has an XL engine, replaces the [=AC/20s=] with Gauss Rifles, trading a 25% decrease in damage for a 200% increase in range and tripling the ammo capacity[[note]]the base model has two total tons of [=AC/20=] ammo, five shots per ton; the 001 has four total tons of Gauss Rifle ammo, 8 shots per ton; this equals five shots for each [=AC/20=] on the 000, sixteen shots per Gauss on the 001[[/note]], upgrading the Large Laser to a Large Pulse Laser, and adding two Streak SRM-2 launchers. After proving itself on Tukayyid, this "Clanbuster" variant was licensed for widespread production throughout the Inner Sphere.
* SuperweaponSurprise: Unbeknownst to anyone else, [=ComStar=] managed to repair the ''King Crab'' factory on Mars, and had plenty of them in the [=ComGuards=]' arsenal come the Battle of Tukayyid.
** Tukayyid offered a second such surprise when, upon seeing ''King Crabs'' on the field, the Clans assumed they could safely engage them at medium-to-long range with little issue. Only to be stunned as they began to be methodically picked apart at extreme range by the twin gauss rifles of Comstar's brand new KGC-001 variant. In fact, Comstar had specially designed the -001 to be a nasty surprise for anyone who assumed they were going up against the familiar close-range superiority of the -0000 model.

!!Locust [=LCT-1V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/locust_lct_1v_fsw.jpg]]
[[caption-width-right:350:A medium laser and a pair of legs. Everything else comes extra.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/locust_7.jpg[[/labelnote]]]]

-->Production Year: 2499\\
Weight Class: Light\\
Mass: 20 tons

The ''Locust'' was introduced in 2499, and from that year onward has been one of the most common 'Mechs to ever be made due to its miniscule size and relatively light requirements from production. It is primarily used as a reconaissance/quick-strike 'Mech, [[FragileSpeedster because making it do anything else would be suicide.]]
----
* ArmCannon: Its "arms" are little more than housings for its machine guns. Under the Quirks rules, has the "No[=/=]Minimal Arms" Quirk.
* BeamSpam: The LCT-1E variant removes the machine guns for additional medium lasers.
* BoringButPractical: It's essentially a medium laser and two machine guns on legs (a pair of very fast legs), and extremely easy to build and maintain. In-universe, there were more ''Locusts'' active in the Inner Sphere at the end of the Third Succession War than all the assault 'mechs combined. When Quirks are allowed the Locust has the "Ubiquitous" Quirk, making it extremely easy to repair during a campaign.
* ChickenWalker: It has reverse-joint legs, uncommon amongst battlemechs.
* ElitesAreMoreGlamorous: The SLDF Royal version packed every weight-saving technology available into the design and added a dizzying array of pulse lasers, giving it a surprising amount of close-range punch without sacrificing speed.
* FragileSpeedster: The fragilest, speediest 'mech of them all.
* HeWhoMustNotBeSeen: One of the Unseen, the ''Locust'''s original model is based on the Ostall from ''LightNovel/CrusherJoe''. A Reseen model was eventually introduced, changing the cockpit enough to be legally distinct.
* TheWorkhorse: One of the oldest 'mech designs in use, the ''Locust'' continued to be produced from the 25th century to well into the Dark Age.

!!Mackie [=MSK-6S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/482px_dzd6iisfxf9b20h19z9s5xg63flxksy.jpg]]
[[caption-width-right:350:The Original [=BattleMech=]]]

-->Production Year: 2439\\
Weight Class: Assault\\
Mass: 100 tons

The 25th century's biggest game-changer in warfare. The ''Mackie'' first entered testing in 2439, and for centuries was the Terran Hegemony's symbol of supremacy right up until the 28th century when it ceased production. Incredibly, there are still working examples of this 'Mech in the modern day, but nobody's going to go out of their way to use it.
----
* ArmCannon: Its arms are barely more than housings for the PPC and [=AC/10=], but they ''are'' there.
* BreakOutTheMuseumPiece: Though it hasn't been produced since the Amaris Civil War, some ''Mackie''s remained operational for seven centuries, the last known operational 'Mechs being in 'Mech Museums on Atreus and Strana Mechty in 3042.
* CurbStompBattle: The first test of the ''Mackie'' against four Merkava heavy tanks. The ''Mackie'' utterly crushed the opposing force, [[GiantFootOfStomping in the case of the last tank quite literally]]. ''Mackie''s of the Hegemony Armed Forces inflicting this as a matter of course on the conventional armies of the Great Houses lead to the proliferation of the [=BattleMech=] as the prefered weapon of war throughout the Inner Sphere.
* FlawedPrototype: The original ''Mackie'', even in its production run, used materials and components that hadn't been refined and designed specifically for use on [=BattleMechs=] (since [=BattleMechs=] didn't exist before the ''Mackie''). As a result, by "modern" standards it's anemically armed for a 100-ton assault 'Mech, as many of its components were heavier or larger than later designs meant to be installed aboard 'Mechs.
* LensmanArmsRace: Kicked off the spree of [=BattleMech=] design and refinement that continues throughout the franchise's history.
* MidseasonUpgrade: Later versions of the Mackie (few though they were) brought the refined "standard" technology to the design, freeing up room for more weapons and better equipment.
* SuperweaponSurprise: When the Terran Hegemony first debuted the ''Mackie'', every single Successor State was awed by the capability of this new weapons platform, and immediately rushed to buy, beg, barter, or steal the blueprints so they could make their own.
* UnusualWeaponMounting: ''Who'' decided the two medium lasers had to go over the 'Mech's ''crotch''? The redone artwork in the recent ''[=BattleTech=]: Legends'' does move the lasers just marginally higher up the centerline to make it seem a little less suggestive.

!!Marauder [=MAD-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_marauder_classics.png]]
[[caption-width-right:350: "It's a beautiful balance of guns, armor, mobility, and most importantly, character." - Tex Talks Battletech. Reseen design.]]
[[caption-width-right:350:[[labelnote:Click here to see the Project Phoenix redesign]]https://static.tvtropes.org/pmwiki/pub/images/426px_rrgtfr5gmh8vftimifqkajg2fq9tl4z.png]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]]https://static.tvtropes.org/pmwiki/pub/images/3025_marauder.png]][[/labelnote]]

-->Production Year: 2819\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Marauder'' first debuted in 2612 with the intention of it being the vanguard of a new kind of 'Mech for the Star League. While the Star League was never able to make that evolution happen due to its dissolution, the ''Marauder'' has done pretty well for itself as a powerful long-range Fire-Support 'Mech throughout history.
----
* AchillesHeel: The stock ''Marauder'' 3R carries the ammo for its AC/5 in the left torso, in an otherwise empty compartment. The first CriticalHit to hit the left torso will therefore unfailingly hit the ammo magazine, and probably OneHitKill the ''Marauder'' in the process.
* ArmCannon: Has a PPC built into each of its arms, which are reinforced to allow the ''Marauder'' to engage in melee combat without damaging them.
* BoringButPractical: Lore-wise moreso than in-game. Two of the major advantages the ''Marauder'' has over other, more humanoid mechs are actually old concepts first worked out in the early years of World War 2; the ability to go "Hull Down" (placing the bulk of the 'Mech behind cover and only exposing the respectibly-ranged [=AC/5=] to the enemy), and its narrow angular body shape which reduces the profile of the mech, especially at range, and presents armor to the enemy at an angle - which would increase the functional thickness of the armor and reduce the liklihood of penetrating it. [[GameplayAndStorySegregation Though neither of these abilities are modeled within the tabletop rules.]]
* ChickenWalker: Has reverse-joint legs, aiding its distinctive, hunched-over appearance.
* ElitesAreMoreGlamorous: The design was initially reserved for the SLDF, but the Royal Regiments eventually got their own version with [=ER PPCs=] and Double Heat Sinks.
* EquipmentUpgrade: ''Everyone'' had their own variant, usually based on what technology they had ready access to. Marik swapped out the [=PPCs=] for Large Lasers to make it more heat-efficient, Davion ditched the autocannon for a Large Laser to make it ammunition-independent. When lost technology was recovered, the Great Houses upgraded their Marauders with the best equipment they could, giving their variants their own upgrades to the latest technology.
* HeWhoMustNotBeSeen: The most well-known Unseen, the ''Marauder'''s original design was that of the Zentradi Battle Pod from ''Anime/SuperDimensionFortressMacross''. It was Reseen through Project Phoenix, with a visible redesign of its cockpit, AC/5 placement, and arms. It then received a "proper" Reseen redesign as part of the blanket {{Retcon}} of all the Unseen.
* LongRangeFighter: The ''Marauder'''s main guns are a pair of [=PPCs=] and an AC/5, giving it a preference for fighting from 4-18 hexes.
* RangedEmergencyWeapon: Inverted, as the medium lasers usually found on the design are used in cases where an enemy is too close to engage with its other weapons, which are primarily for mid to long range combat.
* ScaryScorpions: Its doubled barreled arm guns and back-mounted cannon invoke a scorpion's pincers and stinger.
* ShoulderCannon: The ''Marauder'''s AC/5 is built into its right torso shoulder. On both the original Unseen and Reseen designs, this manifests as a large cannon on a pintle mount on top of the 'Mech's centerline. The Project Phoenix redesigns made it a "proper" Shoulder Cannon.
* SuperiorSuccessor: The ''Marauder'' has two mk.II variants, both of whom improve upon the original machine. The ''Marauder IIC'' is a [=ClanTech=] EquipmentUpgrade made by the Clans during the Political Century that is upgraded to an 85-ton Assault 'Mech and carries a trio of the deadly [=ClanTech=] ERPPC, while the ''Marauder II'' is a 100-ton Assault 'Mech designed by Wolf's Dragoons during the late Third Succession War, sporting superior armour and jump capability (as well as initially having only energy weapons).
* ThoseTwoGuys: It's often paired up or contrasted with the ''Warhammer'', both being heavy 'mechs with identical primary weapons and a similar battlefield role. The original [=MechWarrior=] rivalry of the game, Natasha Kerensky and The Bounty Hunter, was between a ''Warhammer'' and a ''Marauder''.
* WeaponOfChoice: Besides the upgraded version reserved for SLDF Royal Regiments, the ''Marauder'' was a particular favorite of the SLDF Gunslinger Program (the elite of the elite). Numerous well-known pilots would use the ''Marauder'', including Grayson Carlyle and the infamous Bounty Hunter.


!!Orion [=ON1-K=]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/3025_orion1.jpg]]
[[caption-width-right:290:A rich man's ''Centurion'' and a poor man's ''Atlas''.]]

-->Production Year: 2525\\
Weight Class: Heavy\\
Mass: 75 tons

One of the first Heavy 'Mechs, the ''Orion'' is one of the oldest [=BattleMechs=] still around and bears the unique honor of being Aleksandr Kerensky's Mech of choice.
----
* AchillesHeel: Beyond ammo explosions, a serious concern when the design has as many ammo-dependent weapons as the ''Orion'' does, the loadout produces a fair amount of heat with no additional heat sinks.
* ArmCannon: Both arms, in fact.
* MacrossMissileMassacre: It packs both an LRM and an SRM launcher in most variants, letting it barrage targets with missiles at any ranges it wants.
* NationalWeapon: Not deliberately, but the Free Worlds League wound up with the only functional factory producing the model.
* ReliablyUnreliableGuns: Besides the odd tendency for the hip-mounted autocannon to jam unless it was loaded with nineteen salvos instead of the full twenty available, it can be accidentally knocked out of alignment by the right arm.
* SuperiorSuccessor: The Inner Sphere [=OmniMech=] ''Perseus'' was developed from the ''Orion.'' In addition, the ''Atlas'' is pretty much the ''Orion'' made bigger, tougher, meaner, and scarier by adding 25 tons to the chassis and sculpting it to be intimidating, with more missiles, more lasers, and a bigger autocannon.
* WeaponOfChoice: Aleksandr Kerensky favored the design. The Clans respect it so much that Clan Wolf made an upgraded variant that is bestowed on warriors who have distinguished themselves, and is seen as such an honor that they're expected to give up an [=OmniMech=] ride in favor of the ''Orion IIC''. One of the most famous images from the Amaris Civil War is Kerensky kicking in the doors to Amaris's palace with his ''Orion.''
* TheWorkhorse: There are over a dozen variants spanning the design's centuries-long production run.

!!Panther [=PNT-9R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_panther.png]]
[[caption-width-right:350:[[UsefulNotes/MiyamotoMusashi "Draw both sword and companion sword and assume a wide-stretched left and right attitude. The spirit is to chase the enemies around from side to side, even though they come from all four directions".]]]]

-->Production Year: 2759\\
Weight Class: Light\\
Mass: 35 tons

The national 'mech of the Draconis Combine, the ''Panther'' began its lifespan as a light sniper support 'mech built in the final century of Star League. Commonly deployed in tandem with the ''Jenner'', the ''Panther'' combines a powerful offensive punch and long range from its PPC with an ease of mass manufacture and solid armour for its weight class.
----
* ArmCannon: As with many Inner Sphere battlemechs, the ''Panther'' wields its main weapon in its right arm, in this case its PPC.
* BoringButPractical: It's a PPC with Jump Jets and enough armour to survive surprising amounts of support fire from anything long-ranged enough to fire back, with enough heat sinks to keep firing for a good while. It's also a steal at 2.5 million C-bills.
* DistinctionWithoutADifference: The Combine dislikes using medium 'mechs, considering them a redundant middle point between the fast first wave of light 'mechs and the heavier main battle punch delivered by heavy and assault 'mechs. The ''Panther'', similar to the ''Dragon'', is a mech not in the medium class but with the movement speed and equivalent weaponry to one.
* EquipmentUpgrade: The ''Panther'' began obtaining upgraded versions mounting ERPPC and Double Heat Sinks around the time of the Clan Invasion, with the 10K mostly replacing the 9R over time.
* FlawedPrototype: The original production run of the ''Panther'', the PNT-8Z, had a faulty casing for its Large Laser that caused overheating. Switching to a PPC fixed this problem, and the 9R has been the dominant production variant of the ''Panther'' ever since.
* HitAndRunTactics: Possesses Jump Jets to engage in this tactic, as well as obtaining higher ground and to keep up with the ''Jenner''.
* JumpJetPack: Mounts four of them, giving it equivalent mobility to an ''Enforcer''. It also has the "Nimble Jumper" quirk, allowing it to deviate jump paths slightly and go around obstacles larger 'mechs cannot avoid.
* LightningGun: The ''Panther'''s main offense and its bread and butter, and probably also the reason the Combine loves it so much.
* MightyGlacier: A light 'mech example. At four hexes of movement the ''Panther'' is equivalent to a heavy 'mech in mobility, but the PPC gives it a pretty decent offensive punch and it carries almost maximum armour for its weight.
* NationalWeapon: The most beloved 'mech of the Succession Wars-era Draconis Combine, as the sole mass manufacturer. Even the ''Dragon'' and ''Jenner'' are not as well liked as the ''Panther'' (probably because they lack [=PPCs=]).
* RageHelm: The armor surrounding its cab is stylized to look like the face of a snarling jungle cat with its fangs bared, even in its ''MWO'' incarnation, which usually downplays fanciful details like that.
* RangedEmergencyWeapon: Carries a chest-mounted [=SRM-4=] for close-up defence. As it almost completely lacks overlap with the PPC, the 'mech rarely engages in AlphaStrike tactics.
* ThoseTwoGuys: The ''Panther'' is commonly paired up with the ''Jenner'' in a manner similar to the longsword/katana and companion sword of Edo-era {{Samurai}}, with the ''Panther'' providing the long-distance firepower as the ''Jenner'' closes in for the AlphaStrike. The Federated Commonwealth created the ''Wolfhound'' specifically to counter this combo, having fallen afoul of it one too many times.
* UrbanWarfare: An adept Urban Warfare combatant, the ''Panther'' can engage both in long-distance bombardment from rooftops or engage in ambush tactics. The Lyran Commonwealth nicknamed the 'mech "Alley Cat" for its tendency to mug bigger 'mechs during urban engagements.

!!Phoenix Hawk [=PXH-1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/521px_qep36xhc5rd5dxn1jpo90nh81gc0gxk.png]]
[[caption-width-right:350:[[ScrewedByTheLawyers/BattleTech Launcher of a thousand lawsuits]], free to fly once more. Reseen version.]]
[[caption-width-right:350:[[labelnote:Click here to see the Project Phoenix version]] https://static.tvtropes.org/pmwiki/pub/images/356px_f0in0bztxgcip2f98v2jbeqosm3ueot.png]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/422px_ssfylasongs5jdb7njzzs6sdplysmfe.jpg]][[/labelnote]]

-->Production Year: 2568\\
Weight Class: Medium\\
Mass: 45 tons

The ''Phoenix Hawk'' began life as a strict upgrade from the ''Stinger'' 'Mech in 2568, as its manufacturers realized it was strong enough a design to improve upon. It's now the gold-standard of reconnaissance 'Mechs, but also has a respectable niche as a very useful command 'Mech. It's got quite a few powerful lasers, can flank with the best of them, and is ''very'' good at carving out niches for itself in most Lances, but they are notorious for their poor heat control.
----
* AntiInfantry: The machine guns and small lasers that show up on the 'Mech are excellent at cutting down swaths of infantry. It's also a reasonable PowerArmor-infantry hunter.
* ArmCannon: The medium lasers and machine guns are mounted in arm blisters which provide additional short-ranged firepower. The large laser is sometimes also put into an integrated forearm mount to try and differentiate it more from its original source material.
* BeamSpam: Most ''Phoenix Hawk''s mount multiple lasers for attack, and a few mount nothing but.
* {{BFG}}: For a 45-ton 'Mech, the large laser counts. It's over 11% of the ''Hawk's'' mass, and constitutes its primary weapon. The handful of variants carrying a PPC definitely count.
* BoringButPractical: Lasers and machine guns on a jump-capable chassis sounds fairly pedestrian, but it's an excellent scout and flanker and very useful just about anywhere: in light units, it's a great command 'Mech, and in heavy units, it's quite capable for recon.
* CloseRangeCombatant: Most ''Phoenix Hawk''s carry close-range weapons with one or two large long range weapons, and tend to do most of their damage in close range engagements.
* DependingOnTheArtist: Prior to the lawsuit, the original model art of the 'Mech was rarely followed and as a result it never seemed to have the same proportions or details twice; the only things which stuck were the twin backpack jets and the round head with four antenna.
* ElitesAreMoreGlamorous: The SLDF's variants are ''definitely'' much nicer than the stock variants, featuring much more powerful weapon packages and excellent scout/ECM equipment.
* FragileSpeedster: A textbook case for the early years of the franchise. Highly agile, with six jump jets and a ground speed over 90 kph, putting it on par with common scouts such as the ''Stinger'' or ''Wasp'', but noticeably brittle for a medium 'Mech. Most concerningly, it did not have full head armor and was uncomfortably prone to dying outright to headshots that other 'Mechs might have just barely survived.
* GlassCannon: In spite of its 8 tons of armor, which is reasonably decent for its weight class, it is still quite delicate, and is especially prone to losing limbs. As a tradeoff, later ''Hawk''s hit harder and often have nasty surprises in their equipment packages, such as particle projection cannons or plasma rifles.
* HeWhoMustNotBeSeen: The series' poster child for this trope, as the ''Phoenix Hawk'' unquestionably looked the like the VF-1S Super Valkyrie Commander Type, and was squarely in Harmony Gold's crosshairs for decades. This led to its total visual overhaul for the ''Project Phoenix'' books and its absence from any visual depiction such as video games or sourcebooks. With the settling of the lawsuit, it has returned to visibility with a new, more stylish look.
* HitAndRunTactics: A mandatory requirement in using one. It lacks adequate armor or firepower to stand and fight, so it has to stay mobile and avoid engaging directly, either whittling down opponents with sniper shots or flanking weaker side/rear armor angles.
* InventionalWisdom: House Kurita's decision to remove the jump jets and machine guns from their versions of the ''Phoenix Hawk'' does serve to reduce the heat burden and provides room for more armor, but robs the 'Mech of its superb scouting/flanking/anti-personnel/raiding capabilities and leaves it noticeably undergunned in the direct fights that are now its sole duty. It also notably hamstrings the machine in any terrain that isn't flat, level open ground.
* JumpJetPack: Often seen with six jump jets arranged in a large paired rocket pack on its back.
* LimitBreak: MASC, or Myomer Acceleration Signal Circuitry, is an option on some ''Hawk''s and accelerates their running speed to a brisk 120 kph, with the caveat that their leg joints might explode if they keep it up for more than a few seconds at a time.
* MasterOfNone: The PHX-series Land-Air 'Mechs (note the different serial codes) look impressive, but still run hot, are even more fragile, and move slower in 'Mech mode, without carrying any extra firepower. It still has some utility as a scout, but it's a questionable area to focus on for a 50-ton 'Mech.
* MeaningfulName: “Phoenix” because of its hot-running nature, “Hawk” for its aerial agility.
* {{Overheating}}: Its bane. While agile and decently well armed, a stock ''Phoenix Hawk'' runs up so much excess heat that even a single jump and AlphaStrike will degrade its performance. Fortunately, the recovery of double heat sink technology helped relieve this matter somewhat.
* ShotgunsAreJustBetter: While the base model doesn't mount any weapons resembling them, the ''MWO'' version stylizes the energy weapon mounts on both arms to look like it's carrying [[GunsAkimbo a pair]] of [=SxS=] double-barreled shotguns. Also, the 1c variant of the Phoenix Hawk Special uses a Snub PPC, which is basically a shotgun that uses charged ions rather than lead.
* SuperiorSuccessor: One of the best upgrades during the early 3050 Clan era, where much-needed double heat sinks extended its longevity and extended-range weapons kept its still-fragile chassis out of the heavy fighting. Then the Clans showed up, and their second-line Garrison Cluters might be equipped with the ''Phoenix Hawk IIC'', which is '''an 80-ton assault 'Mech''' version of the chassis, bearing two Ultra [=AC/10s=] and two machine guns (which is not terribly frightening, by assault 'Mech standards).
* TransformingMecha: The very rare PHX-series ''Phoenix Hawk''s are 'Land-Air Mechs, and have the ability to transform into both an Aerospace Fighter and a hybrid “Airmech” plane-with-legs, making them lean very close to the original VF-1 Valkyries from ''Anime/SuperDimensionFortressMacross.'' Harmony Gold took particular umbrage over these designs.
* VerticalMechaFins: The twin jump packs on its back have intakes that extend well above its head, giving it the appearance of folded wings on its back.
* TheWorkhorse: One of the most common medium 'Mechs, it gets the "Ubiquitous" quirk when these are enabled. The ''Combat Manual: Kurita'' sourcebook even even calls Dispossessed pilots (Mechwarriors who have have their 'Mechs shot out from under them) “''Phoenix Hawk''-bound” because odds were good that they would probably end up in a ''Phoenix Hawk'' as their next ride.

!!Quickdraw [=QKD-4G=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/qdr.jpg]]
[[caption-width-right:350: Voted "Most Underwhelming Replacement" for three centuries and counting.]]

-->Production Year: 2779\\
Weight Class: Heavy\\
Mass: 60 tons

The ''Quickdraw'' is the byproduct of someone in the SLDF attempting to test the age old adage of "if it ain't broke, don't fix it". First thought up as an attempt to replace the ''Rifleman'' in the front line roles it ended up being employed in (something it was not designed to do), the ''Quickdraw'' was designed as an extremely mobile fast attack platform that could hit quite hard for its speed and size. For that, it was outfitted with a positively huge Vlar 300 engine and 5 jump jets, meaning that it could run like hell, jump like mad and smash anything smaller than it with the guns it carried. Well, that's the theory, at least, the truth is that the ''Quickdraw'' turned out to be a bit of a mess, being very hot when used in its intended role and too fragile to reliably act as a frontline fighter.
----
* AchillesHeel: Achilles Ankles, actually. The ''Quickdraw'' had an insanely easy time in climbing hills and rough terrain from well-built ankle actuators which also happened to be fragile as hell, something that did not go unnoticed by pilots fighting them. This led to the strategy of shooting any and all ''Quickdraw''s in the feet to get an easy kill.
* ArmCannon: Mounts a pair of medium lasers in its arms.
* BadassBack: The one thing most can agree the designers actually got right about the ''Quickdraw'' was giving it the Hyper-Extending Actuators quirk, allowing it to flip its arms to the rear like the ''Rifleman'' while still having proper fist-laden arms in the event punching is called for. Being able to bring four medium lasers to bear in its rear arc at least provides the ''Quickdraw'' with a reason for having its otherwise problematic jump jets, even if it's not a terribly convincing one.
** A popular variant, the QDK-4H, would see the rear lasers swapped with the forward SRM launcher, giving it a bit more punch and greater range flexibility while still allowing it to retain a hefty rear guard. While time intensive, it was otherwise fairly easy for a decent technician to swap between the G and H models in the field.
* GlassCannon: The ''Quickdraw'' is very mobile for a heavy 'Mech and hits hard for a Succession Wars-era design. But it only carries eight tons of armor, which is about average for a medium 'Mech.
* InventionalWisdom: Most people will tell you that a heavy 'mech would benefit more from having 5 more tons of armour or 5 more heatsinks, but someone thought it was a good idea to stick 5 tons of jump jets in the ''Quickdraw''. Additionally, almost one quarter of its firepower is dedicated to the rear arc, while its forward facing weapons have a very narrow range where they synergize well, leaving the ''Quickdraw'' struggling to fight back effectively.
* MasterOfNone: Designed as an earnest attempt at a generalist 'Mech, the ''Quickdraw'' ended up being saddled with so many additional requirements that its ability to fulfill whatever role it found itself in was rather underwhelming. In fairness, it did succeed in providing a better frontline combatant to replace the more second-line specialized ''Rifleman'', but that was a small comfort to the Mechwarriors condemned to drive the thing.
* MidseasonUpgrade: Later models use double heatsinks to ease the heat issues.
* {{Overheating}}: What the base model will spend most of its time doing.
* SketchySuccessor: The ''Quickdraw'' was meant to be a SuperiorSuccessor to the ''Rifleman'' in light of the various challenges that design faced in the close-combat battles of the Succession Wars. Unfortunately, the ''Quickdraw'' doesn't have much more armor than the ''Rifleman'' and also has terrible heat-sinking capacity. So while it can get in close and hit hard better than the ''Rifleman'', it can't hang in there for long.

!!Rakshasa [=MDG-1A=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/680px_1dgrfh7uk60zo3goavzvz5dggbt3nu1.png]]
[[caption-width-right:350:The ''Rakshasa'', just in case you need an object lesson in how hard Inner Sphere tech sucks.]]

-->Production Year: 3055\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Rakshasa'' is what happens when the Inner Sphere got to see their first [=OmniMech=] in the ''Mad Cat'', and wondered "well, how hard could that be to make?"\\
\\
The result is this 'Mech, which has a lot of its Clan-contemporary's strengths, but ultimately falls short in critical areas (namely in being ludicrously expensive) that ultimately gives it a really nasty reputation.
----
* ArmCannon: Like the ''Mad Cat'', it mounts ER Large Lasers in its arms.
* GladIThoughtOfIt: When first briefed on the ''Mad Cat'' by Anastasius Focht, [=ComStar=] Primus Myndo Waterly ordered all of the [=ComGuards=] ''Catapult''s to be reconfigured like ''Mad Cat''s, believing (not necessarily incorrectly) that such powerful 'Mechs would let [=ComStar=] easily take over the Inner Sphere. Focht had to point out that mounting the array of weapons the ''Mad Cat'' possesses would result in it being insufficiently armored, and adding proper armor would then require sacrifices in speed. A few years later, the New Avalon Institute of Science made the ''Rakshasa'', an attempt to emulate the ''Mad Cat'' which is in every way not quite as good as the Clan 'Mech it was based off.
* MacrossMissileMassacre: The ''Rakshasa'' has half the missiles of the ''Mad Cat'', but ''does'' have Artemis IV fire-control systems, making the missiles more dangerous.
* OvershadowedByAwesome: Its not a bad 'mech when you overlook the ludicrous price tag and the comparisons to the 'mech it was trying to copy. The problem is that when those issues are taken into account, it becomes pretty much pointless by default.
* ShoddyKnockoffProduct: The ''Rakshasa'' is an attempt by the Inner Sphere to copy the ''Mad Cat'', which failed miserably due to the inferiority of Inner Sphere tech compared to the Clans. The Rakshasa has two [=LRM-10s=] where the ''Mad Cat'' has two [=LRM-20s=], 2 ER Large Lasers, 2 Medium Lasers, and a Medium Pulse Laser, losing the ER off the Medium Lasers and the ''Mad Cat''[='=]s Machine Guns. The Inner Sphere weapons are also heavier, bulkier, do less damage, and generate more heat than the Clan versions. By Inner Sphere standards, it's still an exceptionally dangerous heavy 'Mech, but it is ''also'' ridiculously expensive due to the weight-saving technologies needed to mount that many weapons, so it's two-thirds the cost of a ''Mad Cat'' and two to three times the cost of other 75-ton Mechs.
* ShouldersOfDoom: Like the ''Mad Cat'', has big missile launcher shoulders.

!!Raven [=RVN-3L=]
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/raven_rgilclan_v06.png]]
[[caption-width-right:346:Hoping to keep your 'Mechs hidden from the enemy? [[Creator/EdgarAllanPoe Quoth the]] ''[[Creator/EdgarAllanPoe Raven]]'' [[Creator/EdgarAllanPoe "Nevermore."]]]]
-->Production Year: 3048\\
Weight Class: Light\\
Mass: 35 tons

In the closing years of the Third Succession War, the Capellan Confederation began work on one of the first truly original [=BattleMech=] designs in centuries: a dedicated electronic warfare unit that would serve as a force multiplier for the perpetually-beleaguered Capellan military. While the initial prototype was neither as game-changing nor as exclusive as the Capellans would have liked, advances in technology would ultimately allow the ''Raven'' to blossom into one of the Inner Sphere's premier reconnaissance and support 'Mechs.
----
* AnimalMecha: With its distinctly pointed {{Cephalothorax}}, [[ArmlessBiped minimal arms]], and ChickenWalker legs, the ''Raven'' definitely looks like a giant robot bird, albeit something more like a long-legged kiwi than anything resembling an actual raven.
* AwesomeButImpractical: The electronics warfare equipment that went into the prototype [=RVN-1X=] ''Raven'' was an attempt to recreate the Beagle Active Probe and Guardian ECM Suite of the Star League era using Succession Wars-level technology. ''Technically'' the EW equipment achieved this goal, but it was also heavy, bulky, and short-ranged, and the [=RVN-1X=]'s performance fell well short of the designers' expectations. It was only after the rediscovery of the Helm Memory Core and the proliferation of Star League-era technology that the ''Raven'' was able to come into its own as a practical and effective electronic warfare 'Mech.
* {{Cephalothorax}}: The ''Raven'''s beak-like cockpit merges fairly seamlessly into its torso, giving the 'Mech the appearance of a giant metal bird skull on legs.
* DeathFromAbove: Included in the ''Raven'''s suite of battlefield support systems is Target Acquisition Gear, which allows it to effectively spot for indirect fire by [=LRMs=] and, more importantly, artillery.
* EnemyDetectingRadar: The ''Raven'' carries a Beagle Active Probe that's capable of detecting and identifying enemy units, even if they're camouflaged or shut down. {{Inverted|Trope}} in that the ''Raven'' also carries a Guardian ECM Suite, which is [[WalkingTechbane specifically designed to counter scanners like the Beagle and deny this sort of information to the enemy]].
* FlawedPrototype: The original [=RVN-1X=] ''Raven'' was built before the Helm Memory Core [=LosTech=] was rediscovered, and as a result was more lightly armored, slower, and generally less capable than the 3L model. This also goes for the ersatz EW Equipment that was mounted on the original model - larger, heavier, and less capable than the later equipment.
* FragileSpeedster: The 1X had barely four tons of armor, making it extremely fragile for its speed. The 3L upgraded to ferro-fibrous armor and had more of it, but it's still lightly-armored.
* HomingProjectile: The ''Raven'''s left arm incorporates a launcher for Narc Missile Beacons that, when attached to a target, significantly improve the homing ability of [=SRMs=] and [=LRMs=]. In game terms, this increases the number of missiles that will hit the target out of any given salvo.
* IronicName: Most variants of the ''Raven'' lack jump jets, making it a [=BattleMech=] named after a flying bird that is largely incapable of flight.
* MeaningfulName: Depending on which bit of folklore you read, ravens are associated with wisdom, protection, trickery, misfortune, and death. All appropriate for a 'Mech that provides improved battlefield awareness for its allies, denies that information to its enemies, and marks foes for destruction through highly-accurate barrages of missile and artillery fire.
* NationalWeapon: The Capellan Confederation were the ones who originally built the ''Raven'' and are responsible for most of its variants, though other power blocs in the Inner Sphere were able to acquire the 'Mech through trade, capture, or salvage, and some even developed ''Raven'' variants of their own.
* NonActionGuy: {{Downplayed|Trope}}. The ''Raven'' is certainly ''capable'' of fighting, and in fact has a fairly decent weapons loadout for a 'Mech of its size and tech level, but that is not its intended purpose. During the early days of its use, the Capellans considered any engagement where a ''Raven'' was forced into direct combat to be a failure.
* SixthRanger: When it was first deployed, the ''Raven'' was typically attached to other 'Mech lances as an auxiliary unit, rather than be incorporated into the lance proper or fielded in lances of its own.
* TheSneakyGuy: The [=RVN-4L=] variant of the ''Raven'' and its derivatives are protected by Stealth Armor, allowing the 'Mech to turn on what is effectively an InvisibilityCloak in exchange for neutered electronic warfare capabilities and a significant amount of heat buildup.
* SupportPartyMember: The ''Raven'''s primary purpose is not to engage enemy forces directly, but rather to provide friendly forces with improved targeting data and ECM coverage via a comprehensive suite of electronic warfare systems.

!!Rifleman [=RFL-3N=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gunmech3n.png]]
[[caption-width-right:350:The definitive anti-aircraft 'Mech.]]

-->Production Year: 2770\\
Weight Class: Heavy\\
Mass: 60 tons

The ''Rifleman'' is another older 'Mech, this one designed primarily to shoot down aircraft. While it was often plagued with issues throughout its lifespan, its impressive targeting tech and even more impressive guns ensured it would see its way onto battlefields well into the days of the Word of Blake Jihad.
----
* AbnormalLimbRotationRange: It can flip its arms over its head to shoot at targets directly behind it. Usually a very awkward manouver, only very skilled ''Rifleman'' pilots could get much use out of doing it. This became a plot point in the Warrior trilogy.
* AchillesHeel:
** Armour. The ''Rifleman'' is very poorly armoured, especially in the rear. When flanked, even a ''Wasp'' or a ''Locust'' can quickly punch through its armour.
** Ammo. The lasers aside, the [=RFL-3N=] carries only a single ton of ammo for its two autocannons, meaning it has enough ammunition for only ten rounds of combat.
** Heat. Carrying only the standard engine heatsinks, the ''Rifleman'' will quickly overheat once it starts using its lasers. The ArbitraryMinimumRange on its Autocannons only makes this worse, as it has little to no heat-efficient ways of deterring close-up enemies.
* AntiAir: The archetypical anti-air 'Mech of earlier starts, to the extent that it was the first one to have the "Anti-Aircraft Targeting" Quirk, which is ExactlyWhatItSaysOnTheTin.
* ArmCannon: Its arms ''are'' cannons.
* BadassBack: ''Theoretically.'' The above-mentioned AbnormalLimbRotationRange of its arm-mounted weaponry was a design feature meant to compensate for the limited torso twist ability, so the ''Rifleman'' could easily blow away a target that got behind it. The problem with hitting anything at close range remains, especially as the ''Rifleman'' is one of the very few 'Mechs with that ability, making it an uncommon move.
* BeamSpam: The ''Rifleman'' was originally an entirely energy-based 'Mech until heat concerns led to the introduction of the [=AC/5=]s by its third incarnation. The 3N has remained the definite version of the ''Rifleman'' ever since.
* BoringButPractical: The ''Rifleman'' is slow, poorly armoured, prone to overheating and not nearly as long-ranged as it would like, but it is one of the cheapest 60-ton Mechs around and is simple to build. Its targeting and communications systems are noted InUniverse to be incredibly accurate and robust, and never became LostTechnology. The ''Rifleman'' is ''very'' good at anti-air and long-range fire support duties. It is ''not'' good at virtually anything else.
* CripplingOverspecialization: The baseline [=RFL-3N=] manages to avoid the pitfalls of its otherwise very niche combat role by virtue of its cheap, effective and very accurate targeting computer allowing it to engage foes well beyond their own effective ranges. However, the ''Rifleman III'', designed by Stefan Amaris in the final days of the Amaris Civil War, is a textbook one-trick pony desperation weapon. Four Gauss Rifles and a bleeding-edge stealth system meant it was a hideously lethal ambush weapon, to the point where it jumped an SLDF Company and downed nine of their twelve 'Mechs before depleting its ammo. However, accommodating that arsenal meant it was slow, poorly supplied, very poorly armored and had absolutley no backup weaponry, all adding up to making the ''Rifleman III'' a very expensive novelty and liability outside of this single combat scenario.
* ElitesAreMoreGlamorous: The ''Rifleman'' had an SLDF elite variant known as the ''Rifleman II'', exclusive to the royal regiments. In a departure from most royal 'Mechs, who tend to have an EquipmentUpgrade but leave the chassis the same, the ''Rifleman II'' was an Assault 'Mech 20 tonnes heavier than the regular ''Rifleman''.
* EquipmentUpgrade: As lost technology was recovered, various Great Houses gave the ''Rifleman'' a facelift, increasing armor protection and heat capacity and up-gunning the Mech in exchange for driving the unit price up.
* FlawedPrototype: The ''Rifleman III'', of which only one prototype was ever completed, was an attempt by Stefan Amaris to build a "wonderweapon" to turn the Amaris Civil War back in his favour. Basically a canonical "Gausszilla", the ''Rifleman III'' mounted four giant Gauss Rifles and advanced stealth armour, and precious little else because of the immense cost and weight requirement. The prototype was used briefly during the Siege of Terra, where it successfully ambushed a few 'Mechs before running out of ammo and being abandoned by its pilot.[[note]]A shortage of ammo was one of many major flaws with the ''Rifleman III'' (beyond its hideous expense, poor armoring, abysmal speed, and high industrial base requirement). To put in terms just how undersupplied it was, the ''III'' had exactly enough ammo for four volleys, giving it a theoretical combat endurance of around 40 seconds. Which makes it all the more impressive that, in the ambush it executed, its targeting computer recorded '''nine kills''' before running dry.[[/note]]
* GlassCannon: The ''Rifleman'' has very solid damage for a 60-tonner, but its speed is on par with other heavy 'mechs and its armour is barely more than half that of the ''Thunderbolt''.
* HeWhoMustNotBeSeen: Based on the Destroid Defender from ''Anime/SuperDimensionFortressMacross'', the original ''Rifleman'' is now one of the Unseen. Like all of the original Unseen, it has a legally distinct Reseen version.
* HistoryRepeats: It's not the first piece of military equipment originally made to be an anti-aircraft platform that was then turned against armored ground targets, an example being the German's 88mm flak cannons during WWII. However, while the flak cannons could do it because of their particular barrel size, the Rifleman can do it because of how easy it is to customize the weaponry mounted.
* LongRangeFighter: As can be expected from a 'Mech designed to shoot down aircraft (who tend to stay away from the ground where 'Mechs operate), the ''Rifleman'' operates best at medium to long range. This resulted in a poor reputation for the Mech during the Succession Wars, as a Mech that was designed to stay at range to suit its armoring, ammo capacity, and heat sinking capability was often forced into close-range engagements due to lack of other Mechs to put in the fight.
* MoreDakka:
** Rediscovery of the Ultra Autocannon from the Helm Memory Core quickly made its way to the ''Rifleman'' in the form of the 5M variant, a straight-up EquipmentUpgrade of the original.
** House Davion, always fond of the ''Rifleman'', made sure to stuff their Rotary Autocannons into the 'Mech at first opportunity and creating the [=RFL-8D=] variant.

!!Shadow Hawk [=SHD-2H=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_hawk_shd_2h_fsw.jpg]]
[[caption-width-right:350:Whether you want to get dug in and lob shells and missiles at the enemy or ram right into them, this 'Mech has you covered.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/3025_shadowhawk.jpg]][[/labelnote]]

-->Production Year: 2550\\
Weight Class: Medium\\
Mass: 55 tons

The ''Shadow Hawk'' is a 26th century 'Mech that is often hailed as one of the better options in its weight class thanks to its medium range guns and jump jet capability. It was briefly only ever made by a few companies throughout its life, but has remained a fairly ubiquitous Medium-class 'Mech.
----
* AdaptationalWimp: Its design was based on the title mech of ''Anime/FangOfTheSunDougram'', which was a veritable [[OneManArmy One Mech Army]] able to go toe to toe with several enemy Combat Armors at once. In ''Battletech'', however, while it's a decent Medium Mech overall, it's generally considered one of the weaker mechs in the 55-ton weight class.
* ArmCannon: In contrast to the ''Wolverine'', the ''Shadow Hawk'' carries a Medium Laser in its wrist.
* ElitesAreMoreGlamorous: The SHD-2Hb Royal ''Shadow Hawk'' was designed exclusively for the SLDF Royal Regiments. It used a much more close-combat focused setup, including an [[ShotgunsAreJustBetter LB-10-X]].
* FlawedPrototype: The ''Shadow Hawk'' development process was marred by several defects in the original's armour plating. Proponents of the ''Wolverine'' would probably call the 'mech itself one of these, given the ''Wolverine'''s more focused design.
* GlassCannon: While most variants of the ''Shadow Hawk'' carry very respectable amounts of armor, the [=2D=] variant adds another short-range missile launcher and another medium laser to the design in exchange for over half of its armor. This was a variant born of Federated Suns desperation during the First Succession War and was really only able to ambush and fall back without being destroyed.
* HeWhoMustNotBeSeen: Based on the [[TheHero "Dougram" Combat Armour]] from ''Anime/FangOfTheSunDougram'', and one of the most famous of the Unseen. The Reseen version has changed remarkably little while still legally distinct.
* JackOfAllStats[=/=]MasterOfNone: Half a dozen of one, six of the other. The ''Shadow Hawk'' is a 55-tonne medium 'mech capable of filling many roles, but none of them particularly well, and built as such by the Terran Hegemony. It is capable of indirect fire and has more long-range damage than its main competitor, the ''Wolverine'', but is missing the latter's jump distance and close-up punch, and has half the long-range damage output and half its jumping distance of the ''Griffin'' but is marginally more dangerous close-up.
* JumpJetPack: Carries three, two less than the ''Griffin'' and ''Wolverine'' and making it as jump-capable as the twice-as-heavy ''Highlander''. Another reason why the other two parts of the 55-triangle tend to be valued over it.
* ShoulderCannon: Carries its main weapon, an AC/5, on its shoulder. Even in the Reseen version, it can flip up like in the Hero Armour.

!!Spider [=SDR-5V=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spider_rgilclan_v19.png]]
[[caption-width-right:350:[[ComicBook/SpiderMan Does whatever a spider can.]] Including getting ''[[FragileSpeedster squished]]''.]]
-->Production Year: 2650\\
Weight Class: Light\\
Mass: 30 tons

Named for the distinctive spiderweb pattern formed by its chest armor, the ''Spider'' was built for the Star League Defense Force as a reconnaissance and light attack 'Mech -- a role it performed admirably, thanks to its high speed, outstanding jump capability, and ammunition-independent weapon loadout. Never produced in large numbers before the fall of Star League, the ''Spider'' nearly went extinct through attrition during the Succession Wars, but the recovery of its schematics by the Free Worlds League allowed the 'Mech to start propagating through the Inner Sphere once more.
----
* ArmoredCoffins: Due to its small size and quirks in its design, the standard ''Spider'' lacks an automatic ejection system -- any [=MechWarrior=] needing to leave the 'Mech must disconnect from its systems, pop the hatch, and exit manually. As you might expect, this does little to help with the survival rate for ''Spider'' pilots.
* ChestBlaster: The ''Spider''[='=]s only weapons, a pair of Medium Lasers, are mounted in its center torso next to the reactor. ''Technically'' this makes the ''Spider'' a "[=ZombieMech=]," albeit a particularly fragile one.
* EquipmentUpgrade: The 3051 [=SDR-7M=] variant is the usual Helm Memory Core upgrade, with an Endo Steel chassis, Ferro Fibrous armor, and the standard model's lasers updated to pulse variants. The SDR-7'''K''' variant from 3067, however, incorporates a Light Fusion Engine on top of that -- which not only let the designers add on a couple more tons of armor, but also install an ''actual ejection system'' for the first time ever.
* FragileSpeedster: ''Very'' fast, with a top ground speed of 129.6 km/h. ''Very'' fragile, with only 3.5 tons of armor to its name. For comparison, the archetypal FragileSpeedster 'Mech, the ''Locust'', has the same ground speed and carries half a ton ''more'' armor on a chassis ten tons lighter!
* JumpJetPack: The ''Spider'' mounts an impressive ''eight'' jump jets in its torso, allowing it to clear 240 meters in a single bound. Unlike most 'Mechs, the ''Spider'' can make minute adjustments to its thrust vectors mid-jump, allowing it to jink in midair and making it even harder to hit during a jump than usual.
* LostTechnology: After the destruction of the original ''Spider'' factory during the Amaris Civil War, the number of ''Spiders'' in the Inner Sphere steadily began to dwindle, ultimately reaching a point where combat operations were being fought over spare ''Spider'' parts and the Wolf's Dragoons were noteworthy for being able to field an entire lance (i.e. just four) of the things. This state of affairs ended when the Free Worlds League secured the 'Mech's schematics and contracted Nimakachi Fusion Products Limited to build them, allowing the design to proliferate once more (particularly in FWL and Draconis Combine space).
* MundaneUtility: The ''Spider''[='=]s advanced computer systems can make rapid adjustments to its jump trajectory mid-flight, transmit communication and sensor data back to HQ... and provide various forms of entertainment so that the [=MechWarrior=] doesn't die of boredom during long recon deployments.
* ShoutOut: It's hard to look at the ''Spider'', with the distinctive pattern in its chest armor, and not see a giant robot ComicBook/SpiderMan. This is especially true for [[https://www.sarna.net/wiki/File:Spider_Token.jpg the version pictured in the tokens of the Fourth Edition boxed set]] (which looks more like a costumed superhero than a robot), and ''especially'' when you consider that there's an upgraded version of the ''Spider'' called the ''ComicBook/{{Venom}}''.

!!Stalker [=STK-3F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_stalker1.jpg]]
[[caption-width-right:350:It's not flashy. It's not the cutting edge. It just. ''Keeps''. '''Coming'''.]]

-->Production Year: 2594\\
Weight Class: Assault\\
Mass: 85 tons

One of the lighter Assault 'Mechs going, it's not exactly going to break any land-speed records, but it's remained a staple of Assault 'Mech formations due to the sheer amount of firepower it brings with it. It's also noteworthy in that there are many variants that dropped it from the Assault-Class down to Heavy-Class due to the sheer stress of its guns on its skeleton.
----
* AchillesHeel: Beyond ammo explosions, a danger to any 'mech not purely-energy, the ''Stalker's'' weaponry are immensely heat-generating. An AlphaStrike will quickly cook both it and its ammo stores.
* BoringButPractical: Nothing about the base ''Stalker'' is advanced technology, and like the ''Awesome'' it revolves around a simple philosophy - tank hits and drown the target in fire until it stops being a problem. While the ''Awesome'' relies on PPC fire at long range, the ''Stalker'' blasts away with missiles and lasers until it boils over.
* ChickenWalker: Zigzagged. Original artwork of the ''Stalker'' had it with normal legs, while its later appearances (like in ''Mechwarrior Online'') gives it chicken legs.
* ElitesAreMoreGlamorous: Like many other mechs, the ''Stalker'' had an upgraded version for the SLDF Royal Regiments, which added an ECM package and upgraded the heat sinks, the missile guidance, and the long-range missiles and large lasers, but dropped the short-range missiles.
* FeelingTheirAge: Odd for an inanimate object, but many older ''Stalkers'' had to be downgraded or rebuilt as 75- or even 70-ton mechs (down from their normal 85) to reduce stress on the Mech's skeleton.
* GlassCannon: The ''Stalker'' has a lot of weapons on it, and at point blank will match even the ''Atlas'' in sheer offence, but it has a lot of ammo-hungry weapons (and a lot of heat problems) that renders it prone to ammo explosions.
* ImplacableMan: The ''Stalker'' is designed to slowly creep up on the foe, slowly amping up the firepower by activating more and more of its weaponry.
* MacrossMissileMassacre: It packs two [=LRM-10s=] and two [=SRM-6s=], allowing it to hammer a target at any range with more missiles than they know what to do with. The [=3H=] variant drops the Large Lasers and upgrades the missile launchers to [=LRM-20s=] to take this even farther.
* MeaningfulName: The ''Stalker'' was commonly employed in UrbanWarfare, powered down until an enemy passes by the building it's hiding in before emerging and unleashing its weaponry into the unaware opponent.
* MightyGlacier: According to the lore, one of the slowest 'mechs ever constructed, though in-game it's as fast as any other assault.
* WalkingTank: Perhaps the most notable example in ''Battletech'', the ''Stalker'' doesn't even have arms. It's just a fuselage glued on a pair of legs, with guns on it. Lots and lots and ''lots'' of guns.
* TheWorkhorse: The workhorse assault 'mech of the SLDF, more ''Stalker''s were built than of most other assault 'mech chassis combined, and even the Succession Wars couldn't stop it from remaining the most commonly used assault 'mech in service. By 3025, over 2000 ''Stalker''s -- around a third of the total number of assault 'mechs -- were still stalking the Inner Sphere and beyond. It even managed to remain in continuous production during the Succession Wars, which few other designs (let alone assault-class designs) managed to do.

!!Stinger [=STG-3R=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dbuxmln_b3be8f08_7d5c_4017_a2c3_c66cedb4fb10.jpg]]
[[caption-width-right:350:This is not the VF-1A you are looking for.]]
[[caption-width-right:350:[[labelnote:Click here to see the Reseen version]] https://static.tvtropes.org/pmwiki/pub/images/stg_3p_stinger.jpg]][[/labelnote]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/stinger.jpg]][[/labelnote]]

-->Production Year: 2479\\
Weight Class: Light\\
Mass: 20 tons

Brought into service in the 25th century as a competitor to the ''Wasp'', the ''Stinger'' was heavily produced prior to the Succession Wars, and has largely been able to survive the rising size of 'Mechs by being hard to hit and faster than everything else at the time, and for being able to do its job admirably.
----
* AntiInfantry: The ''Stinger'' was designed as an anti-infantry 'mech, featuring Jump Jets and twin Machine Guns to ambush infantry squads and massacre them at point-blank range, and was the premieer anti-infantry 'mech until the introduction of the ''Firestarter''.
* ArmoredCoffins: A variation - due to the ''Stinger'''s small size, the cockpit is terribly cramped and unpleasant for any pilot larger than a teenager. This means that it's almost impossible for tall/weighty pilots to fit in the command chair, and almost everyone needs the assistance of a tech to get out of the cockpit afterwards. This leads to diminished effectiveness and the heightened risk of injury or death. In-game, this is represented by the "Cramped Cockpit" quirk and all the negatives that come with it (fortunately, "Difficult Ejection" is a separate quirk that does not affect the ''Stinger'').
* ChestBlaster: The Jihad-era 3P variant and its derivatives are built around a Light PPC, mounted in the Right Torso. The weapon takes up most of the Mech's chest cavity. Rumors of being copied from the extremely similar Clan ''Pack Hunter'' design are a matter of personal judgement.
* FragileSpeedster: It has about average speed for a light 'Mech, but with only three tons of armor a few good shots can cause serious trouble.
* HeWhoMustNotBeSeen: Based on the VF-1A Valkyrie from ''Anime/SuperDimensionFortressMacross''. Like the ''Wasp'' (based on a similar Valkyrie model), this made it one of the Unseen, and it took several revisions to produce a modern iteration that would be beyond litigation.
* JumpJetPack: The second scout 'mech to use Jump Jets, coming right behind the ''Wasp'' and becoming its main competitor. Of course, this lead to...
* SerialNumbersFiledOff: The ''Stinger'' was considered an InUniverse example of this, resembling the ''Wasp'' so much that it led to a long lawsuit between the 'mechs' respective manufacturers.
** Which becomes either HilariousInHindsight or HarsherInHindsight as the ''Stinger'' was one of the bones of contention in the Harmony Gold vs. [=FASA=] lawsuit...
* TransformingMecha: Also like the ''Wasp'', the ''Stinger'' had an LAM variant, just like VF-1A Valkyrie it was based on.
* TheWorkhorse: Alongside the ''Locust'' and ''Wasp'', one of the earliest Battlemechs still in production and the second-most produced 'mech of all time; over 200,000 ''Stingers'' were produced between its introduction and the end of Star League. For comparison, by the first edition of ''Battletech'' (3025) there were around 60,000 mechs in the Inner Sphere in ''total'' (around a fifth of these were ''Locusts'', ''Stingers'' or ''Wasps'').

!!Thanatos [=TNS-4S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/594px_2ds3xp3if2j3z9jqjv8uybb9gmwy47o.jpg]]
[[caption-width-right:350: The Inner Sphere's take on the concept of death in 'mech form]]

-->Production Year: 3061\\
Weight Class: Heavy\\
Mass: 75 tons

The ''Thanatos'' is a post-Clan Invasion heavy 'Mech based on several design philosophies borrowed from Clanner designs. Initially designed to be an Inner Sphere [=OmniMech=], its prototype was deemed by the Federated Commonwealth as too costly to reliably manufacture in great enough numbers. It was eventually reworked into a standard mech that combined a large arsenal with impressive agility and speed, which was eventually accepted into official use.
----
* AchillesHeel: Despite being a tough nut to crack, it carries a massive 375 rating XL engine which takes up a lot of space in its side torsos, meaning that any serious damage beyond its (admittedly thick) side torso armour has a good chance of disabling it.
* AwesomeButImpractical: Part of being initally designed as an [=OmniMech=]. It has both endo-steel construction and an XL engine, which leaves plenty of room for other equipment but also makes it ''very'' expensive. It was intended to emulate the Clan's ''Summoner'' design, and is only marginally cheaper than one.
* BeamSpam: Four-fifths of its offensive weapons are lasers of various types, and it has enough heat-sinking capacity to fire them all day long.
* JackOfAllStats: Its got a decent ammount of tools for about any situation, but not enough drawbacks to make it a MasterOfNone.
* JumpJetPack: Carries a total of 5 jump jets, allowing it to jump much higher than one would expect from such a large machine.
* LightningBruiser: Despite its mass and size, the ''Thanatos'' is capable of a quite impressive 86.4 KPH top speed. It also boasts more than adequate firepower to make any 'mech think twice about engaging it in a one on one fight.
* MacrossMissileMassacre: It packs an [=MRM-20=], which are nasty up close.
* WalkingTechbane: Usually carries an ECM suite, which allows it to screw with the sensors of any nearby opponents.

!!Thunderbolt [=TDR-5S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thunderbolt_tdr5s_ssw.jpg]]
[[caption-width-right:350:[[WesternAnimation/ThunderCats "Thunder! Thunder! Thunder! THUNDERBOLT, HOOO!"]]]]
[[caption-width-right:350:[[labelnote:Click here to see the original Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/3025_thunderbolt.png]][[/labelnote]]

-->Production Year: 2491\\
Weight Class: Heavy\\
Mass: 65 tons

A late 25th century model that was initially one of the heaviest 'Mechs made at the time, but has since become well-known for its heavy armor and eclectic weapon-selection in an already tanky Heavy-Class. It does however, have plenty of heat issues that have been the bane of any of its pilots.
----
* AchillesHeel:
** Heat. The ''Thunderbolt'''s attack will generate about twice as much heat as it's able to sink, at any range, and will quickly pop all its ammunition.
** Speaking of ammunition, the ''Thunderbolt'' carries its missile ammunition in its Centre Torso. While this means any potential ammo explosion is located behind the thickest armour of the 'mech, it also means one lucky through-armour critical in the most likely hit location -- or one good BackStab -- will instantly destroy the whole 'mech. Granted, that's pretty much the [[JustForPun case]] for any Inner Sphere 'Mech without Cellular Ammunition Storage Equipment.
* AffectionateNickname: It's known as the "T-bolt" in the Inner Sphere, partly because its roomy cockpit makes it a favoured ride for [=MechWarriors=].
* HeWhoMustNotBeSeen: One of the Unseen, the original ''Thunderbolt'' design was based on the Hasty [=F4X=] "Ironfoot" from ''Anime/FangOfTheSunDougram''. The modern ''Thunderbolt'' is more streamlined and carries its cockpit on the opposite side.
* JackOfAllStats: The ''Thunderbolt'' features decent weapons coverage (barring its heat problem) and is well-armed and armoured for a heavy 'mech. It also has a ton of variants that lets it fill a variety of roles, including a Jump Jet-capable variant for scouting.
* MightyGlacier: The original ''Thunderbolt'' had an undergunned engine that made it as slow as an assault. Advances in engine design makes most modern versions average movement for a heavy 'mech.
* ShoulderCannon: For its [=LRMs=].
* UpgradeVsPrototypeFight: It's pretty clear where the Clan ''Summoner'' derives most of its design inspiration, leading to this trope whenever Clan ''Summoner''s meet Inner Sphere ''Thunderbolt''s. The most notable example was Maeve Wolf in a ''Thunderbolt'' refitted with Clan technology versus Alpin Wolf in a ''Summoner'' during the Dragoon Civil War. [[spoiler: Maeve won.]]
* TheWorkhorse: It's one of the oldest Mech designs still around, with dozens of variants and upgraded versions.

!!Trebuchet [=TBT-5N=]

[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/trebuchet_rgilclan_v04.png]]
[[caption-width-right:342:Delivering [[MacrossMissileMassacre humongous missile barrages]] at affordable prices since 2799.]]

-->Production Year: 2799\\
Weight Class: Medium\\
Mass: 50 tons

The ''Trebuchet'' (affectionately known as the "trenchbucket" by its pilots) is a fire support 'mech designed from the ground up to work with a lance instead of being a standalone model.
----
* AceCustom: The ''Trebuchet'' piloted by Sharron Burgoz of Kurita's "Sorenson's Sabres" started out as a custom model, sporting [=PPCs=] and an autocannon instead of the missile-heavy loadout of the stock ''Trebuchet''. It was canonized as a production variant by House Kurita after Burgoz showed how effective the weapons configuration was.
* AchillesHeel: Heat and ammunition. The 5N model only carries a single ton of ammunition for each LRM-15 launcher, enough for eight salvos when most tabletop battles run around fifteen rounds. It also generates twice as much heat as it can sink on an AlphaStrike, meaning it can use the missiles or the lasers, but not both.
* AffectionateNickname: Known also as the "Trenchbucket"[[note]]yes, its canon[[/note]], presumably because it just sounds funny.
* BashBrothers: The ''Trebuchet'' was designed to work with the ''Centurion'', with the ''Centurion's'' heavy autocannon providing the close-range punch to the ''Trebuchet's'' long-range missile barrages. A particular Marik standard fire-support lance TOE includes one ''Centurion'', two ''Trebuchets'' and one ''Archer''.
* BoringButPractical: The ''Trebuchet'' isn't particularly impressive on its own. But it boasts superb missile launching capabilities at a modest cost of 4.3 million C-Bills, only mildly inferior to those of the heavier and costlier ''Archer''. Combined with a serviceable 7.5 tons of armour and more than adequate mobility, it quickly became one of the most sought-after 'mechs in the Inner Sphere during the Succession Wars.
* CripplingOverspecialization: The standard model was made to shoot targets from afar with a massive ammounts of long range missiles. If anything comes closer than the missiles' minimum range, the ''Trebuchet'' is in for a rough time with only a trio of medium lasers to fall back on. This led to the development of the 5S model, which replaced the long-range missiles with short-range missiles and more heat sinks, meaning anyone who managed to close in on a ''Trebuchet'' lance would find a nasty surprise waiting for them.
* LostTechnology: The SLDF's [=TBT-3C=] model had virtually every advanced technology available - Artemis missile guidance, CASE, double heat sinks, endo-steel construction and an XL engine. When Star League fell, the Mech had to be redesigned to use more readily-available equipment.
* MacrossMissileMassacre: Its specialty. Boasting a pair of [=LRM-15s=], it can badly hurt most targets on its weight class or above before its close combat oriented lancemates take it down.
* TheWorkHorse: Intended to be one for fire-support 'mechs when designed. It became a fixture of any lance in the Federated Suns that required indirect fire support, particularly alongside the ''Centurion'' and the ''Archer''.

!![=UrbanMech=] [=UM-R60=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/urbanmech_rgilclan_v02.png]]
[[caption-width-right:350:Behold, the most beloved 'Mech in all of ''Battletech'']]
[[quoteright:350:[[labelnote:Click here to see the old design]] https://static.tvtropes.org/pmwiki/pub/images/urbanmech.jpg]][[/labelnote]]

-->Production Year: 2675\\
Weight Class: Light\\
Mass: 30 tons

The [=UrbanMech=], or "Urbie", as it's well known, is... Unique. Designed purely as an urban defense unit on a dirt-cheap chassis, it's one of the more heavily-armored Light-class 'Mechs in the universe while also being much, ''much'' slower, receiving the dubious honor of being one of the slowest 'Mechs in existence[[note]]It lumbers forward at a measly 34 km/h, or 20 mph[[/note]]. While most pilots agree it's worth about two minutes or so of actual combat, in the right hands, it can be quite deadly.
----
* AbnormalLimbRotationRange: Under the Quirks rules, the ''[=UrbanMech=]'' has "Extended Torso Twist," letting it twist its torso one hexside farther than other 'Mechs, granting it an improved field of fire. In ''[=MechWarrior=] Online'', this is translated into a full 360 degree torso rotation range.
* AffectionateNickname: Known as the "Urbie" both InUniverse and out of it.
* AwesomeButImpractical\BoringButPractical\CripplingOverspecialization: It is testament at just how ''odd'' the ''[=UrbanMech=]'' is in that it can simultaneously be in all 3 categories at once;
** On the [[CripplingOverspecialization Overspecialization]] front the ''[=UrbanMech=]'' is, as its name suggests, optimized for [[UrbanWarfare city-fighting]] and its slow speed and short range cripples it outside that environment...
** Within that environment however, the ''[=UrbanMech=]'' is an (admittedly little) terror where its small size, movement related quirks, tough armor and short-ranged-but-high-powered weapons make it a superb ambusher able to punch firmly above its price tag...
** Which leads into the [[BoringButPractical Practical]] side of things as the ''[=UrbanMech=]'' is one of the cheapest mechs available with a significant number of variants available for whatever specialized battlefield role a commander may require; be it [[OneHitKill coring Assault mechs]] or [[NukeEm deploying tactical nuclear artillery]] - as long as that role takes place within a city.
* {{BFG}}: The stock ''[=UrbanMech=]''[='=]s AC/10 weighs 12 tonnes not including ammo, near half the 'Mech's weight and comically oversized for a light 'Mech. Taken to extremes with the Capellan [=UM-R60L=], which totes an AC/20 [[GlassCannon in return for two tonnes of armour]]. In fact, pretty much every configuration of the Urbie is made to carry one in one form or another:
** The Kuritan [=UM-R68=] variant does away with the autocannon entirely, replacing it with an [[MacrossMissileMassacre MRM/30]] and 2 tons of ammunition, tripling the damage potential of the stock Urbie and allowing it to fight for longer, at the cost of being [[CloseRangeCombatant significantly less accurate and less effective at range]].
** The UM-R80 carries a [[SawedOffShotgun snub nosed PPC]], allowing it to blast away at close range targets without worrying about ammo consumption.
* ExactlyWhatItSaysOnTheTin: It's a 'Mech. For urban fighting. ''[[BreadEggsBreadedEggs UrbanMech]]''.
* DifficultButAwesome: Sure, it looks unimpressive and kinda funny, but in the hands of skilled pilots and fighting in their element, a pack of these are downright terrifying. Just ask the Ghost Bears.
* HitAndRunTactics: Toyed with. The Urbie isn't ''running'' anywhere fast, but it's got an autocannon typically mounted on much larger Mechs and was designed specifically to fight in an urban environment, popping in and out of cover by hiding in side streets or over buildings with its jump jets. In the right hands, it's actually quite good at its designated role. And absolutely nothing else.
* InventionalWisdom: Carries an extra heat sink above the 10 included in the engine, despite having a maximum heat output of 6 from [[AlphaStrike Alpha Striking]] while firing both its jump jets. Presumably adding a medium laser or some additional ammo or armour with that ton instead would be unsporting.
* JumpJetPack: The only 'mech to mount 2 jump jets by default. Why 2? Because its engine is so small it can't mount any more. 60 metres still gives the "Urbie" the reach to jump onto or over the average building, which is handy if you ever were to bring one to an urban environment.
* LethalJokeCharacter:
** ''[=UrbanMech=]''s generally aren't taken very seriously, but for their price point they can make for surprisingly effective cannon fodder in the environment it's designed for. It's also one of two 'mechs that can gun its engines to full on asphalt and never have to worry about a seatbelt check.
** Some of the ''[=UrbanMech=]'''s variants are... Somewhat better optimized than the base model and can almost be considered dangerous under the right conditions. The UM-R90 ''[[PunnyName SuburbanMech]]'' variant, for example, trades the BFG for a (much lighter but equally damaging) [=PPC=] and a pair of Medium Lasers, making it essentially a cheaper ''Panther''.[[note]]The R90 is not, strictly speaking, a "proper" variant, being a fanmade design that appeared in the ''Battletechnology'' magazine before being included in HBS ''VideoGame/BattleTech''.[[/note]]
** The [=UM-AIV=] is an ''[=UrbanMech=]'' variant armed with an Arrow IV artillery missile launcher. Canonically, the Word of Blake employed at least one [=UM-AIV=] armed with nuclear warheads.
** Any [=MechWarrior=] who can effectively pilot this [[DifficultButAwesome extremely unorthodox machine]] is not to be underestimated.
** In the ''Crescent Hawks Inception'' video game, two Kurita ''[=UrbanMech=]''s are a HopelessBossFight early in the game. Your ''Chameleon'' simply can't stand up to the pounding of their [=AC/10s=], nor do enough damage to get through their armor before they get through yours. You're pretty much expected to lose the 'Mech and escape on foot, though you can blast a hole in the wall of the training ground and run for it. But even that's no guarantee of escaping with the ''Chameleon''. . . Urbies may be slow, but those [=AC/10s=] have solid range.
** This trope is even more apparent in ''[=MechWarrior=] Online'', where, [[AceCustom due to being heavily customizable]], one can solve most shortcomings the Urbie has by greatly improving its movement speed and upgrading its arsenal. The end product is, potentially, a relatively durable light 'Mech that moves about as fast as one would expect from a light 'Mech, [[PintsizedPowerhouse but that can dish out enough punishment to give assault 'Mechs pause, while retaining its small size and survivability]], meaning a souped out Urbie is an absolute pain in the ass to take out if the pilot knows what they're doing. The downside, of course, is that you'll be spending far more in the upgrades than you'll be spending in purchasing the actual 'Mech[[note]] namely larger engines, ferro-fibrous armour, endo-steel structure, conversion to double heatsinks and your pick on whatever pricey killing tools to mount on it, which will cost you roughly twice what the mech does, depending on your loadout of choice[[/note]]. And, as established elsewhere, if the ''[=UrbanMech=]'' has a design philosophy, it's "be very very cheap," partially explaining why such radical upgrades aren't made to canon Urbies.
* MasterOfNone: It's not quick. It's not well-armoured. It isn't even particularly dangerous offensively. The "Urbie" is, however, very, very, ''very'' cheap.
* MacrossMissileMassacre: The Draconis Combine created the [=UM-R68=] shortly after the Clan Invasion, which sports an MRM-30 and was employed against Clan Ghost Bear during the Combine-Ghost Bear War. The Ghost Bears quickly grew to ''hate'' them.
* MightyGlacier: Downplayed ''and'' exaggerated (because if that's at all possible, of course the Urbie would do it). The ''[=UrbanMech=]'' is mighty.... For a light 'Mech. It's also slow... ''for an assault 'Mech''.[[note]][[DownplayedTrope So it's mighty only by the standards of a class of 'Mech not known for being mighty]], and [[ExaggeratedTrope slow by the standards of a class of 'Mech reknowned for being slow!]][[/note]]
* MoreDakka: The Federated Suns stuck a Rotary AC/5 on their [=UM-R70=] Urbie model, because of course they did.
* PintSizedPowerhouse: Under the Quirks rules, the ''[=UrbanMech=]'' has "Narrow[=/=]Low Profile," making it harder to hit at range than other 'Mechs. Even just in general, it has pretty impressive firepower and armor for a 30-ton 'Mech, albeit at the cost of being dreadfully slow.
* RangedEmergencyWeapon: The ''[=UrbanMech=]'' sports a Small Laser, for those all-too-common scenarios where its autocannon runs out of ammunition. This fearsome loadout allows it to lightly singe any enemy foolish enough to allow an ''[=UrbanMech=]'' to somehow close to point blank range.
* RedShirt: The ''[=UrbanMech=]''s role in any ''Battletech''-related narrative it is included in is generally to show up and immediately get slaughtered.
* SeriesMascot: An entirely fan-made example. The Urbie is on exactly none of the ''Battletech'' manuals and no famous [=MechWarriors=] in the 'verse would be caught dead in one, but it's one of the most beloved and recognizable 'mechs by the fandom anyway. [[EverythingsBetterWithPlushies It even has its own official Plushie]], thanks to being a Stretch Goal of the 2019 ''Clan Invasion'' box Kickstarter. [[https://www.youtube.com/watch?v=xOAre8wMWGU&list=PLR5zhFCFVb9Ul5DLGzgQ6k4OeYjy2daZ3&index=31 It was also the focus of the third episode of Tex Talks BattleTech]], because it was the one the fans requested the most. Tex seemed rather off-put by this.
-->'''Tex Talks Battletech''': In the world and setting of ''[=BattleTech=]'', there are many glorious and truly mighty machines of war! And then, well, there's. . . the . . . ''[=UrbanMech=]''. But, well, it's what you wanted, so I guess we're going with that!
* SituationalSword: The ''[=UrbanMech=]'' was designed with one particular battlefield in mind. [[ExactlyWhatItSaysOnTheTin We leave it to eagle-eyed readers to determine which one.]]
* SuperweaponSurprise: Not quite a ''super''weapon but the DCMS unleashing the missile centric [=UM-R68=] onto the invading Clan Ghost Bear had more or less the same effect, as a 'mech that was once considered a nuisance at best, would now show up in packs and tear apart their vastly more expensive heavy 'mechs with a concentrated barrage of missiles.

!!Uziel [=UZL-3s=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/558px_moyizz6v3c06qxygrkfisychvs3t4mc.gif]]
[[caption-width-right:350: It's a robot cassowary, '''with guns'''.]]

-->Production Year: 3065\\
Weight Class: Medium\\
Mass: 50 tons

In a drastic departure from the usual [[MightyGlacier Lyran]] [[{{BFG}} design]] [[BiggerIsBetter tradition]] the ''Uziel'' was envisioned by Defiance Industries as the epitome of a multi-role fighting machine. Outfitted with a vast amount of recently rediscovered weight-saving lostech, it carries a very varied loadout which allows it to fight effectively from virtually any range. Due to its extreme versatility, the ''Uziel'' was normally employed as a "trooper" 'mech, doing anything that needed to be done, not exceptionally well, but well enough.
----
* AnimalMecha: Designed to look like a large, flightless raptor bird, such as a cassowary.
* ArmCannon: Both arms are used mostly to house lasers.
* ChickenWalker: Has reverse jointed legs to allow for better running.
* CloseRangeCombatant: The ''Uziel'' packs an [=LB-2X=] autocannon, the longest-ranged weapon in the Inner Sphere arsenal, but it doesn't do much damage. The vast majority of the ''Uziel'''s firepower is effective within ten hexes.
* FragileSpeedster: Not due to a lack of armor, but an XL engine means a loss of either side torso will mission-kill the Mech. It also doesn't use CASE, meaning a good hit to the right torso internals will likely turn the 'Mech into a fireworks display.
* JackOfAllStats: It can run, jump, recon and fight at both long and close ranges decently well. It won't be as effective as a specialized 'mech might be, but you can count on the ''Uziel'' to be decently effective at most jobs its given.
* JumpJetPack: It carries a full complement of six jump jets, making it exceptionally mobile.

!!Victor [=VTR-9B=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/victor_rgilclan_v18.png]]
[[caption-width-right:350:Because jumping into some poor [=MechWarrior's=] face and murdering them qualifies as "support."]]

-->Production Year: 2508\\
Weight Class: Assault\\
Mass: 80 tons

In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower. Basically, [=HildCo=] was asked to make an assault-'Mech version of the ''Catapult'', and instead made one of the deadlier brawlers in the Inner Sphere.
----
* AchillesHeel: Durability. The ''Victor'' is at the bottom end of assault 'Mech tonnage, so would be fragile by assault 'Mech standards anyway, but the price for its relatively heavy armament and jump capability is shedding more armor than most assault pilots are comfortable with. Assorted variants have addressed the problem mostly by using advanced technology to free up tonnage for armor. Notably, the [=9A=] and [=9A1=] variants ''remove'' armor to add anti-infantry flamers and/or machine guns.
* ArmCannon: The main armament of the standard ''Victor'' and most of its variants is [[{{BFG}} a massive AC/20]] mounted in the right arm.
* BeamSpam: The AceCustom ''Li'' variant used by the Combine warlord Li Dok To replaces the AC/20 with a massive ten medium lasers (filling the ''entire'' right arm's slots with medium lasers), more than doubling the baseline variant's damage at the cost of a horrific overheating problem.
* CloseRangeCombatant: None of the standard ''Victor'''s weapons have a maximum range greater than 270 meters, and all of them are most effective within 90 meters. Most variants of the ''Victor'' follow this pattern, though there are a few that buck the trend by swapping the [=AC/20=] for a Gauss Rifle.
* EquipmentUpgrade: The [=9D=] model uses Star League technology to up-gun and up-armor the ''Victor'' with an Endo-Steel chassis, while the Clan refit of the classic [=9B=] model increases the firepower with Clan-Tech weaponry that's lighter and more effective.
* FragileSpeedster: With a top speed of 64.8 km/h and four [[JumpJetPack jump jets]], the ''Victor'' is speedy and maneuverable for an Assault 'Mech, and with its powerful [=AC/20=] backed up by Medium Lasers and [=SRMs=], it can quickly pound lighter 'Mechs to scrap. The tradeoff is that the ''Victor'' only carries 11.5 tons of armor, which would be mediocre protection for a 'Mech ten tons lighter.
* HitAndRunTactics: The preferred method of fighting with a ''Victor'': use its speed and mobility to get in close, mangle or destroy an enemy 'Mech with overwhelming firepower, and retreat to cover before remaining enemy forces can bring their guns to bear.
* NationalWeapon: The Federated Suns captured the only factory capable of building ''Victors'' during the Second Succession War, and the 'Mech quickly became associated with their armed forces. Even after the Draconis Combine retook the factory in 3039, many House Kurita [=MechWarriors=] refused to pilot a machine that was now considered to "belong" to the enemy.
* SituationalSword: Best employed in short fights such as ambushes or quick strikes, as it is not well equipped to hold out against prolonged fire, but its weapons allow it to be brutally effective at blasting apart most 'mechs its own size or smaller before things get dicey.
* WeaponOfChoice: Perhaps unsurprisingly, Victor Ian Steiner-Davion piloted a ''Victor'', until he was given a Wolf's Dragoons produced ''Dire Wolf''.

!!Viking [=VKG-2F=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/screenshot_8_5.jpg]]
[[caption-width-right:350: Your gods can't hear you over the sound of 70 missile tubes fired at once.]]

-->Production Year: 3059\\
Weight Class: Assault\\
Mass: 90 tons

From the dawn of human warfare, there has never been a desire greater than tossing nasty, very deadly things at your enemy to put them down at a safe distance. 'Mech warfare is no exception to that maxim, from the early ''Helepolis'' with its massive cannon, to the venerable ''Archer'', the thirst of tactical and strategic planners for 'mechs that could safely support close-range combatants through a barrage of unending fire could never be truly sated. It was from that thirst that the ''Viking'' was born. Intended to replace the aging ''Bombardier'', the Free Rasalhague Republic designed it with help from Comstar and created a mech that was cheaper, tougher and harder hitting than its predecessor. Equipped with 4 Long Range Missile racks, totalling 70 missiles fired per volley, it was the final solution to anyone seeking a long range assault platform.
----
* AchillesHeel: Besides the minimum range on the missiles, the ''Viking'' only carries twelve salvos worth of ammunition for the various launchers. While one might think that 840 long-range missiles with Artemis IV guidance would be plenty, most battles tend to go about fifteen rounds.
* BoringButPractical: The ''Viking'' is more or less a bigger, badder ''Catapult'', but anything that can launch that many missiles is still a ''very'' dangerous foe.
* LegCannon: The ''Viking'' carries a quartet of machine guns mounted in the legs as defense against infantry.
* LongRangeFighter: The main objective of the 'mech was to be able to drown out the opposition with missiles from a long range, and it is damn good at that.
* MacrossMissileMassacre: The [[UpToEleven Macross Missile Massacrest 'mech]] [[NoKillLikeOverkill of them all.]]
* MightyGlacier: It's an Assault 'mech, so it won't be setting any speed records, but ''god'' can it lay down some serious hurt.
* RangedEmergencyWeapon: Should anything manage to survive the massive salvos of missile fire long enough to close within their minimum range, all the ''Viking'' has for close-range defense is a pair of Small Lasers.
* ShouldersOfDoom: Where the bulk of its firepower is stored.
* SuperiorSuccessor: Was one for the ''Bombardier'' and had its own with the [=VKG-3A=], which replaces 2 of its launchers with Arrow IV missile artillery, making it a straight up strategic theater weapon.

!!Wasp [=WSP-1A=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wasp_wsp_1s_fsw.jpg]]
[[caption-width-right:350:[[WesternAnimation/ToyStory To Infinity]]... [[ScrewedByTheLawyers And a lawsuit]].]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/wasp_8.jpg]][[/labelnote]]

-->Production Year: 2464\\
Weight Class: Light\\
Mass: 20 tons

The original reconaissance 'Mech, brought into prominence in 2464. It was revolutionary for its time for being one of the first 'Mechs capable of using jump jets, and it's kept to its recon, hit-and-run style of use for centuries primarily due to just how solid its initial design is.
----
* ArmCannon: Its medium laser is built into the 'mech's right wrist.
* BoringButPractical: As a 20-ton light 'mech, it carries pratically nothing but some symbolic weaponry, jump jets and a smidgeon of armour. It's extremely cheap and can be built anywhere in-universe, and in-game perfectly designed to sink all its heat while jumping its full six squares and firing all its weapons.
* HeWhoMustNotBeSeen: One of the Unseen and one of the most recognizable to anime fans, based on the [[TransformingMecha mech form of]] the VF-1 Valkyrie from the original ''Anime/SuperDimensionFortressMacross''. The Reseen version has a distinctly visible cockpit and a much blockier chest- and leg area.
** This adds some {{Irony}} on to the 'mech's fluff: As mentioned below, it is one of the most widely-produced and available designs in the Inner Sphere, to the point where it's a common joke that convenience stores stock chips, beer, bait, tackle and spare parts for ''Wasp''s. Of course, thanks to the legal shenanigans that swept up the art for the ''Wasp'' in RealLife, the mini took many years to re-emerge and so it was de-facto one of the ''least''-seen 'mechs on tabletops for a considerable amount of the game's history. It's only with the Kickstarter that this situation may finally be able to change and the mass availability of the design in fluff will be matched by actual availability of the miniature for play.
* JumpJetPack: The defining feature of the 'mech, the ''Wasp'' was the original prototype for Jump Jets.
* LegCannon: Carries a missile launcher in its left leg, though later versions would explicitly mount it on the outside of the 'mech's lower hip.
* LongRunner: Both in-universe and out: The ''Wasp'' was the first 'mech to mount Jump Jets in-universe and the first mass-produced 'mech still produced, and was one of the first 'mechs introduced in the first edition of ''Battledroids''.
* SuperPrototype: The Federated Suns attempted to create an updated version called the ''Super Wasp'' using tech from the Helm Memory Core. The facilities for the ''Super Wasp'' were destroyed in a raid by Wolf's Dragoons and the prototypes of the ''Super Wasp'' destroyed trying to defend it.
* TransformingMecha: As befitting its inspiration, the ''Wasp'' was one of the Land-Air 'Mechs, back when rules for those still existed in the game ([=LAMs=] were removed due to the combination of the rules never quite being correctly balanced and the "Unseen" debacle).
* TheWorkhorse: ''The'' most-produced 'mech in the ''Battletech''-verse, bar none, and still in active production by the Dark Age. It has the "Ubiquitous" Quirk when these are used, making it extremely easy to repair on a campaign.

!!Warhammer [=WHM-6R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/black_widow_warhammer.jpg]]
[[caption-width-right:350:The Warhammer that started it all. a Rolling Thunder Warhammer from ''Battledroids'' first edition rulebook.]]
[[quoteright:350:[[labelnote:Click here to see the Reseen design]] https://static.tvtropes.org/pmwiki/pub/images/578px_l0q0t8aw4uy2cppjz1c13feul5vq2vb.png]][[/labelnote]]

-->Production Year: 2515\\
Weight Class: Heavy\\
Mass: 70 tons

The ''Warhammer'' was designed to be one of the first anti-'Mech 'Mechs ever conceived in the early 26th century, and it has been one of the most well-used and well-loved 'Mechs in history; dozens of famous pilots count the ''Warhammer'' as their ride of choice, and its respectable armor and weaponry ultimately allowed it to become the gold standard of Heavy-Class 'Mech design.
----
* AchillesHeel: The base model carries the machine gun ammunition in the center torso, so a shot that penetrates there (or the heat gauge spiking too high) can take out the entire 'Mech.
* ArmCannon: Its forearms are both taken up by its main guns, a pair of [=PPCs=].
* BeatThemAtTheirOwnGame: It was one of the first dedicated anti-'mech designs, design to hunt and destroy 'mechs of its own or lower weight class.
* BoringButPractical: The original ''Warhammer'' production model had no particularly advanced technology - no CASE, weight-saving technology, double heat sinks, or advanced missile guidance - but was extremely efficient at what it was designed to do. This let it survive through the Succession Wars with little trouble.
* ElitesAreMoreGlamorous: The ''Warhammer'' had an SLDF royal version, the [=WHM-6Rb=], but it had practically no differences from the baseline apart from a slight EquipmentUpgrade to Double Heat Sinks and slightly better armouring. It would later be replaced by the WHM-7A, which gave it the latest in Star League weaponry.
* EquipmentUpgrade: A frequent recipient as practically all nations to field it tended to modify the baseline model to fit their own needs: Removal of the machine guns (either for more heatsinks or alternative, less explosive AntiInfantry weaponry) was a particularly common modification. After its main producer [=StarCorps=] decided to permanently upgrade their ''Warhammer'' models in the [=mid-3060s=], their factories in each of the Inner Sphere nations (the [=FedComs=], Capellans, Combine and FWL) created their own unique upgraded versions.
* JackOfAllStats: The iconic heavy 'mech of the early game, the ''Warhammer'' has a set of mostly non-overlapping weapons that lets it deal around 20 damage at both close and long range (and about twice that at optimal overlap), carries a decent amount of armour, a pair of machine guns for AntiInfantry, and has an average speed for a heavy 'mech. It has no real weaknesses, apart from ammunition explosions and not being particularly stellar at any one role.
* HeWhoMustNotBeSeen: Another famous ''Anime/SuperDimensionFortressMacross'' transplant, the ''Warhammer'' was based on the mark one Destroid Tomahawk and thus rendered Unseen. Its Reseen version was introduced through Project Phoenix.
* LongRangeFighter: A slightly downplayed example. The ''Warhammer'' deals optimal damage at four to six squares' distance (short range for the [=PPCs=] and medium for the lasers and SRM rack), but it lacks the heat sinks and armour to brawl with heavier 'mechs at that range for long. While it deals only half as much damage at long range, it has much better heat management and endurance at that range.
* SeriesMascot: The ''Warhammer'' was featured on the first edition of the ''Battledroids'' book and the original ''Battletech'' manual. It featured heavily on early promotion material until the Unseen debacle, having lost a fair bit of prominence since.
* ShoulderCannon: Holding a six-tube short-range missile launcher. The other shoulder typically carries a floodlight.
* SuperiorSuccessor:
** One of the earlier 'mechs to get introduced to upgrades from the Helm Memory Core, with the Combine producing an upgraded model as early as 3047. [=ComStar=] created a "clanbuster" variant for the Battle of Tukayyid that included Star League-era technology and the inclusion of Jump Jets.
** The Clans, on their end, produced the C-line of the ''Warhammer'' (C1, C2 and C3), each model increasingly replacing the original technology with more [=ClanTech=]. Eventually this turned into the ''Warhamner [=IIC=]'', upgraded to an assault chassis and built entirely with Clan Components.
** The ''Warhammer'' itself is actually a successor design to the ''Hammerhands'', the 'Mech that arguably started the Federated Suns love of Autocannons. Switching the arm guns from AC-10s to [=PPCs=], along with more subtle upgrades across the board and adding support weaponry, the ''Warhammer'' was such a monumental success that it reduced its otherwise proud predecessor to a mere footnote in history.
* ThoseTwoGuys: Often paired up or contrasted with the ''Marauder'', the original heavy 'mechs of the setting with overlapping roles. Natasha Kerensky drove a ''Warhammer'' for most of her career, battling The Bounty Hunter in his ''Marauder''.
* UpgradeVsPrototypeFight: The ''Warhammer'''s design heavily inspired the Clan ''Hellbringer''/''Loki'', making any encounter between the two an example of this.
* TheWorkhorse: One of the standards for heavy 'mech design for over 500 years, the ''Warhammer'' is produced and fielded by practically every major Inner Sphere power (and the Taurians) and has a ton of variants due to field reworks and variability of production facilities. With quirks on it is both "Rugged" and "Ubiquitous", making it easy to repair and find replacement parts on a longer campaign.

!!Whitworth [=WTH-1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3025_whitworth1.jpg]]
[[caption-width-right:350:Whitworth, the Inner Sphere's #1 name in [[MasterOfNone mediocrity]].]]
-->Production Year: 2610\\
Weight Class: Medium\\
Mass: 40 tons

The flagship (and indeed only) product of the Whitworth Company, the ''Whitworth'' was launched in the early [=2600s=] as a middleweight option between the ''Wasp'' and the ''Phoenix Hawk''. However, faulty leg actuators made the ''Whitworth'' significantly slower than either of those designs, and after the initial close combat-oriented model fared poorly on the battlefield, it was redesigned as an LRM-equipped fire support 'Mech. Never particularly popular, the ''Whitworth'' would steadily decline in numbers over the Succession Wars through sheer [=MechWarrior=] apathy as much as anything else.
----
* TheAllegedCar: The ''Whitworth'''s leg actuators are so poorly designed that its legs tend to ''fall off'' during high-stress maneuvers, and replacing them would require a rework of the 'Mech's entire lower body. This may be why its ground speed caps out at 64.8 km/h.
* ArmCannon: Both of the ''Whitworth'''s arms end in Medium Laser barrels rather than hands. This is actually one of the reasons why the [=WTH-1S=] model was unsuccessful, as its lack of hands impaired its ability to fight in melee or grab supplies during a raid.
* ChestBlaster: The ''Whitworth'''s primary weapons, its LRM-10 racks, are located in its side torsos.
* CloseRangeCombatant: The original [=WTH-1S=] model mounted a pair of SRM-6 launchers and a few extra heat sinks instead of the [=WTH-1's=] [=LRM-10s=], making it more of a close-in brawler. However, that design tended to get its pilots killed, so the 'Mech was retooled as a fire support unit.
* EvenBeggarsWontChooseIt: After the Whitworth Company's factory was destroyed during the Amaris Civil War, the ''Whitworth'' nearly went extinct over the following centuries simply because no one ''cared'' enough about it to try and restart production. Even after a company specifically created to produce spare parts for the machine was incorporated in Combine space, most of the mechs wound up sold off or cannibalized for spares.
* FanNickname: Well, "fan" might be pushing it. In-universe, the ''Whitworth'' has acquired a couple of nicknames: the relatively neutral "Tin Woodsman," and the entirely derogatory "Worthless." Out-of-universe, it's also known by the even-more-derogatory "Shitworth."
* JumpJetPack: The ''Whitworth'' mounts four jump jets, which help mitigate its otherwise poor mobility.
* KillItWithFire: Downplayed. A rare variant of the design mounted a Flamer in one arm and Inferno-loaded SRM launchers in place of the LRM launchers. Amaris used these as terror weapons to destroy entire cities.
* LongRangeFighter: This is the LRM-equipped [=WTH-1=] ''Whitworth'''s intended battlefield role, following the failure of the short-ranged [=WTH-1S=] model.
* MacrossMissileMassacre: The ''Whitworth'' mounts two LRM-10 launchers, which lets it put out a surprising amount of firepower for a 40-ton design. This was later upgraded with Artemis fire-control equipment.
* MasterOfNone: As a fighting machine, the ''Whitworth'' is... ''okay.'' It has a decent, but not exceptional, level of firepower at both close and long ranges. It's slow, but jump capable. It has a good amount of armor, although that armor is questionably distributed on its chassis. It can bully smaller 'Mechs and annoy larger ones, but it's not going to be punching above its weight. Ultimately, this mediocre level of performance contributed to the 'Mech's relatively poor reputation and the general lack of enthusiasm for the design among [=MechWarriors=].
* MightyGlacier: Subverted. The ''Whitworth'' actually has a lot of protection for a 'Mech of its size -- a full 20% of its total mass is devoted to armor, in fact -- but for some reason a greater-than-normal amount of that armor is mounted on the legs, leaving the arms and side torsos (which house most of the ''Whitworth''[='=]s weaponry and all of its ammunition) lightly protected. It also packs a fair bit of weaponry, with an AlphaStrike that caps at an impressive 35 damage, but in practice it has neither the range overlap for its weapons nor the heat sinking capacity to actually reach that cap reliably. As for the "glacier" part, the ''Whitworth''[='=]s top speed is only 64.8 km/h, a speed profile more commonly associated with Heavy 'Mechs.

!!Wolfhound [=WLF-2=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_wolfhound.png]]
[[caption-width-right:350:Not Shown: [[SlasherSmile Wolfish Grin]]]]
[[caption-width-right:350:[[labelnote:Click here to see a more wolfish interpretation]] https://static.tvtropes.org/pmwiki/pub/images/wolfhound_4thsw.jpg]][[/labelnote]]

-->Production Year: 3052\\
Weight Class: Light\\
Mass: 35 tons

A dependable and rugged design from the 31st century from the Lyran Commonwealth, designed primarily to put the ''Panther'' and ''Jenner'' 'Mechs from the Draconis Combine down. It's an energy-heavy Light-Mech that packs enough armor to survive its intended prey, at the cost of using mostly standard components under the hood to keep the cost of production down.
----
* ArmCannon: Its right arm is the muzzle of a Large Laser.
* BeamSpam: Based on an all-energy loadout, the ''Wolfhound'' mounts an ER Large Laser and four Medium Lasers (one rear-facing).
* ChestBlaster: The trio of medium lasers, arranged in a triangle in the middle of its chest.
* DependingOnTheArtist: Exactly how "wolfish" the 'Mech looks varies wildly from description to description.
* MadeOfIndestructium: As far as light 'mechs go, at least. The ''Wolfhound'' carries maximum armor for its weight, has no ammunition-dependent weapons, and carries two medium lasers in the torso, meaning the only way to put it down for good is to take out the center torso or the head.
* OffWithHisHead: Has a Full-Head Ejection System, so the whole head unit detaches and functions as an escape pod for the [=MechWarrior=].
* TacticalRockPaperScissors: Designed by the Lyran half of the Federated Commonwealth to address perennial favorite Kurita light 'Mechs, the ''Jenner'' and ''Panther''. It proved quite capable at this: able to snipe the ''Jenner'' from beyond the range of its [=SRMs=] and get close to the ''Panther'', inside the minimum range of its PPC, and tear both apart with its assortment of lasers. In return, House Kurtia developed the ''Wolf Trap'' to counter the ''Wolfhound'' (it was notably less than successful).
* WeaponOfChoice: Phelan Kell piloted a ''Wolfhound'' (named Grinner) against Vlad's ''Timber Wolf'' in one of the first encounters with the Clans ([[CurbStompBattle this did not go well for Phelan]]). Upon becoming a Warrior of Clan Wolf, Ulric Kerensky used the data from Grinner's head to create a ''Wolfhound IIC'', rebuilding it from the ground up with Clan tech. Despite being, by Clan standards, a second-line 'Mech (not having Omni capability and being based on an Inner Sphere design), Phelan piloted this rebuilt ''Wolfhound'' to great effect throughout the remainder of the Clan Invasion.

!!Wolverine [=WVR-6R=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_wvr_6r_fsw.jpg]]
[[caption-width-right:350:The Not-Named 'Mech in all its reliable glory.]]
[[caption-width-right:350:[[labelnote:Click here to see the Unseen design]] https://static.tvtropes.org/pmwiki/pub/images/wolverine_3.png]][[/labelnote]]

-->Production Year: 2575\\
Weight Class: Medium\\
Mass: 55 tons

The ''Wolverine'' has a complicated history: designed originally to be a quick-strike 'Mech designed to compete with the Federated Suns' enemies, where they were previously lagging behind their speedier, better equipped [=BattleMechs=]. While it's gone through a number of design concerns, it ultimately made its debut as the Federated Suns' workhorse Mech. While it's well-armored, jump jet capable, and its weaponry is powerful; its cockpit is notoriously cramped and hard to see out of, and it also has a ''very'' nasty reputation among the Clans due to its name being a consistent reminder of the Not-Named Clan.
----
* ArmCannon: The ''Wolverine'''s right arm contains its Autocannon/5, its primary weapon.
* TheArtifact: The "Cramped Cockpit" quirk is the result of the original "Blockhead" design having a proportionately small, slightly pushed-back head to accommodate the huge, awkward ball-mount gun turret in front. The current redesign replaces this with a modest laser emitter, leaving plenty of room for what looks in the artwork like a fairly roomy cabin, but this has no effect on the stats.
* FrontlineGeneral: One of the lightest Mechs to possess the "Command Mech" quirk, the ''Wolverine'' is a perennial favorite among Scout and Cavalry lance leaders for the boost to their command's efficacy without relying on a Mech that risks being left behind. Unfortunately, unlike larger and slower Mechs which often have cockpit room to spare for extra computers and comms equipment, a ''Wolverines'' cockpit is already small even by Medium Mech standards and all those extra electronics give it a second, nastier quirk: "Cramped Cockpit".
* HeWhoMustNotBeSeen: The original ''Wolverine'' is one of the Unseen, based on the "Blockhead" from ''Anime/FangOfTheSunDougram''. It was eventually given a Reseen model (as seen to the right), allowing it to re-join official artwork.
* {{Irony}}: Because of the history of the Not-Named Clan, the word "wolverine" is [[TheScottishTrope a taboo in Clan culture]]. Then the ''Wolverine'' became one of the Unseen, meaning it couldn't be depicted in artwork, and while it could still be referenced, common practice became to not mention the Unseen at all. Thus, the ''Wolverine'' was (nearly) wiped from ''[=BattleTech=]'', just like Clan Wolverine.
* JackOfAllStats: At 55 tonnes, the ''Wolverine'' comes in almost exactly at the centre of the weight distribution. It has a long-ranged autocannon mounted in an arm for decent accuracy, a Medium Laser and SRM for a decent melee punch, pretty decent armouring for a medium 'mech, and good mobility thanks to its five jump jets.
* JumpJetPack: Has five Jump Jets, and was designed by the [=FedSuns=] to fill a 'flying cavalry' role.
* [[TheScottishTrope The Scottish 'Mech]]: The Clans despise the ''Wolverine'', and do not acknowledge its existence, maintain them, or salvage them for their ''toumans''. It got to the extent that the Clans created an IIC variant of the 'mech which they very explicitly did not name the ''Wolverine IIC''.
* ShoulderCannon: For its SRM-6.
* SuperiorSuccessor: The [=FedSuns=] built the ''Wolverine'' as an answer to the Hegemony's ''Shadow Hawk''. The ''Wolverine'' quickly garnered a reputation as the more reliable machine of the two.

!!Zeus [=ZEU-6S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zeus_rgilclan_v02.png]]
[[caption-width-right:350:Prepare for divine punishment.]]
-->Production Year: 2787\\
Weight Class: Assault\\
Mass: 80 tons

The ''Zeus'' was built by the Lyran Commonwealth at the start of the First Succession War as a long-range, hit-and-run-capable Assault 'Mech. It excelled in this role and in others, earning a strong reputation among Steiner and mercenary [=MechWarriors=], and ultimately became one of the Commonwealth's most beloved 'Mechs of the Succession Wars era.
----
* AchillesHeel: Armor and ammunition. While the [=AC/5=] has plenty of ammunition with a single ton, the LRM-15 only has enough for eight rounds. Some pilots pragmatically noted that by the time the LRM ammo was expended, the armor was probably breached anyway, and additional ammunition would pose an explosion risk.
* ChestBlaster: The ''Zeus'' carries a trio of lasers in its torso -- one Large and two Mediums, one of which is rear-facing -- for use against targets at short-to-medium range.
* FragileSpeedster: In terms of speed (64.8 km/h at a run) and protection (11.5 tons of armor), the ''Zeus'' is more akin to a slightly-oversized Heavy 'Mech than a "traditional" Assault.
* JackOfAllTrades: While ostensibly designed as a LongRangeFighter, the ''Zeus'' packs a variety of different weapons that make it deadly at all ranges. Other variants take this further, swapping out various weapons to suit the ''Zeus'' to different range brackets. The 6A variant replaces the [=LRM-15=] with three [=SRM-6=] launchers to give it a nasty close-range punch.
* LightningGun: Ironically enough, averted for the "standard" 6S model. The designers ''wanted'' to include a PPC as a primary armament, but problems with the magnetic shielding made the weapon unreliable, and they ultimately went with a simpler autocannon instead. Technological advancements following the Third Succession War allowed them to fix this problem, and the PPC-armed 6T variant effectively became the new standard going forward.
* NationalWeapon: The ''Zeus'' is strongly associated with the Lyran Commonwealth and House Steiner. This actually caused some friction during the early days of the Federated Commonwealth, as some Davion [=MechWarriors=] refused to pilot the thing, and likewise some Steiner officers became very protective of the 'Mech when it seemed to be in danger of being replaced.
* ReliablyUnreliableGuns: The one problematic component of the ''Zeus'' is its complex, barrel fist-mounted LRM-15 (meant to allow that arm to be used as a bludgeon), which is prone to malfunctions if not constantly maintained.
* RobotAntennae: Two, placed on top of the 'Mech and somewhat back from the forward-slung cockpit.
* UnfinishedUntestedUsedAnyway: The two ''Zeus'' prototypes got an abrupt test on Hesperus II as the Draconis Combine was attacking the Defiance Industries factory. Between the long-range firepower, [[SuperPrototype using relatively advanced technology]], and the novelty of being a new mech design, the two prototypes manage to stall the DCMS advance long enough for reinforcements to arrive.
* TheWorkhorse: The ''Zeus'' is another one of those designs that survived three centuries and four Succession Wars because it was built using simple, tried-and-true technology rather than advanced components that would become [=LosTech=] as conditions in the Inner Sphere deteriorated.

[[/folder]]

[[folder:Clan 'Mechs]]

!!Adder[=/=]Puma

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_adder.png]]
[[caption-width-right:350:The ''Adder'', or "Lesson 101 of why you don't play against Clans using Tonnage Restrictions."]]

-->Production Year: 3010\\
Weight Class: Light ([=OmniMech=])\\
Mass: 35 tons

Originally created by Clan Star Adder in 3010 to serve the role as a test-bed [=OmniMech=] for their wargames against the Inner Sphere, the ''Adder'' leaked into the other Clans soon enough to form the spearhead of light 'mech formations during Operation REVIVAL. Despite its creators never getting to fully use it for its intended purpose (Star Adder failed to qualify for the Clan Invasion), the ''Adder'' serves as a pointed lession in Clan technological superiority, being a light 'mech that can reliably go up against an Inner Sphere heavy and win.
----
* AwesomeButImpractical: [[ExactWords Yes]]. All joking aside, at over 2,000 BV (and 7 million C-Bills) the ''Adder'' Prime will set you back a mint and give you an alarmingly fragile 'mech for the cost. Its weapons are also extremely heat-intensive, causing the ''Adder'' to depend on a Volley Fire strategy. Alternate loadouts of the 'mech tend to trade away the headchopper capability for better overall sustained damage and a lower BV.
* KillItWithFire: Unusually for an [=OmniMech=], the ''Adder'' has a fixed-mount weapon that cannot be reconfigured using [=OmniPods=]. One Flamer.
* LightningGun: The Prime configuration carries two Clan [=ERPPCs=], letting it deal 30 damage at long range when firing both with a chance at decapitating a 'Mech outright. Aside from the fixed-mount Flamer, these are the only weapons the Prime configuration carries.
* LongRangeFighter: Pretty much all variants of the ''Adder'' fill a fire support or sniper role.
* MightyGlacier: By light 'mech standards, especially Clan ones, the ''Adder'' is slow at a 'mere' six squares of movement and lacks jump jets, but it has as much armour as an ''Urbanmech'' and most variants will out-damage an Inner Sphere heavy 'mech.
* PintSizedPowerhouse: The ''Adder'' Prime totes two deadly [=ClanTech ERPPCs=] and with it the firepower of an ''Awesome'' in a 35-tonne package.
* RangedEmergencyWeapon: The ''Adder'' has a flamethrower hard-bolted into its Centre Torso that isn't attached to an omnipod, and thus always available to all versions of the 'mech regardless of damage or ammo situation.

!!Bane[=/=]Kraken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/somebody_order_some_dakka.png]]
[[caption-width-right:350:[[Webcomic/SchlockMercenary There is no "overkill". There is only "open fire" and "I need to reload".]]]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/kraken_prime.jpg]][[/labelnote]]

-->Production Year: 2827\\
Weight Class: Assault\\
Mass: 100 tons

Based on a Star League prototype that was never manufactured in the Inner Sphere, the venerable ''Bane'' served the Clans well as assault-class fire support 'mech until the invention of the [=OmniMech=]. During the Clan Invasion it served as a second-line garrison 'mech especially favoured by Clan Jade Falcon, wielding its massive weaponry against Inner Sphere counterattacks.
----
* AchillesHeel: The ''Bane'' is predisposed to absolutely gargantuan ammo explosions thanks to its designers being very keen to head off the issues of supplying so many weapons at once. To their credit, most variants of the mech carry enough ammo to keep every gun on it firing constantly for several minutes, with particular note going to the ''sixteen tons'' of LRM ammo aboard the ''Bane 3'', but even with CASE to contain any unforseen early ignitions, portions of the 'Mech will explode in a fireball visible from space.[[labelnote: In numbers]] For the Battlemath fans in the crowd, if a ''Bane 3'' suffers an ammo explosion without firing once, it immediately takes '''1,920 points''' of damage. This is equivalent to a direct hit from multiple [=WarShip=] grade weapons, and would be sufficient to obliterate almost two lances worth of ''Atlases''.[[/labelnote]]
* AntiAir: Carrying ten of the the second longest-ranged weapon in the game (only beaten by the LB-2X) and the ability to fill any nearby airspace with lead, the ''Bane'' Prime is a nightmare to aircraft.
* AwesomeButImpractical: The ''Bane'' Prime carries ten AC/2 autocannons, providing it near unparalleled range and CriticalHit ability while being completely heat-neutral off its engine heatsinks alone. However, an AlphaStrike of 40 damage is fairly anemic for a Clan 'mech, and double-firing will, statistically, jam one of its guns every other turn or so[[note]]an infamous story in the ''Battletech'' fandom tells of a player who managed to jam ''seven'' of the ''Bane'''s [[EpicFail guns in a single round of shooting]][[/note]]. The ''Bane'' also stands in real danger [[ARareSentence of running out of AC/2 ammo]] if you do so.[[labelnote:Explanation]]AC/2 ammo has 45 shots per ton, more than enough for most engagements when firing up to three times per turn. With four tons of Ultra AC/2 ammo, 180 shots, the ''Bane'' has 9 turns of ammo; most battles tend to run about fifteen turns.[[/labelnote]]
* CriticalHitClass: Depending on large volumes of low-damage hits, the Prime and 3 configurations are extremely lethal to any 'mech whose armour has been stripped off, but the rarity of through-armour criticals means it will rarely do that much to an armoured section (well, the Prime anyhow. The 3 variant, not so much).
* HeWhoMustNotBeSeen: Part of the "second wave" of Unseen 'Mechs designed by the Japanese company Victor Musical Industries. While not taken from existing anime (though many take design cues from series such as ''Franchise/{{Gundam}}'' and ''Anime/{{Patlabor}}'') they were dropped by FASA in the wake of the lawsuits over the earlier Unseen designs due to trepidation over using anything not developed in-house.
* MacrossMissileMassacre: The ''Bane'' 3 replaces its autocannons with eight [=ClanTech=] [=LRM-15s=], to the tune of 120 LRM missiles (or an entire ton of ammo) gone in a single AlphaStrike, comfortably out-missiling just about every 'mech in the game and [[DeathByAThousandCuts sandblasting]] just about anything unlucky enough to stand at the receiving end.
* MoreDakka: The ''Bane'' Prime mounts ten Ultra [=AC/2s=], making it capable of 20 shots per round. The 2 configuration replaces it with four Ultra [=AC/10s=] instead, which is still a very respectable amount of ballistic firepower (and deals twice the actual damage, albeit at less than half the range of the Prime).
** Later variants would (naturally) get Rotary Autocannons or Hyper Assault Gauss, with the ''Bane'' 5 being capable of wielding Rotary [=AC/2=]s for 24 shots per round, and the ''Bane'' 7 wielding two [=HAG-40s=] for ''80'' shots per round.
* RangedEmergencyWeapon: Every configuration of the ''Bane'' carries at least one of these for point-blank fighting, with the standard being a quartet of Machine Guns for countering infantry rushes.
* {{Whoring}}: A 'mech built around the concept, the primary ''Bane'' configurations all feature multiples of a single, primary weapon all feeding off the same ammo. It wasn't until the Jihad that Clan Jade Falcon's scientists came up with the idea of mounting multiple types of guns on the thing, creating the 4 and XR variants (though given it was pretty much a garrison 'mech at that point, it was probably more of a desperation move than anything).
* TheWorkhorse: The ''Bane'' is an ancient design by Clan standards, having been introduced over two centuries prior to the Invasion and a scant five years after Operation Klondike, yet it was still in production during the early stages of the Refusal War. It has the distinction of being one of the few regular Battlemechs still in Clan use by that point, predating the invention of the Omnimech by a good half century.

!!Conjurer[=/=]Hellhound

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reseen_heckhound.jpg]]
[[caption-width-right:350:Totally Not The ''Wolverine IIC''.]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/hellhound.jpg]][[/labelnote]]
[[caption-width-right:250:[[labelnote:Click here to see the ''Mechwarrior'' design]]https://static.tvtropes.org/pmwiki/pub/images/nxejmvq_8.jpeg]][[/labelnote]]

-->Production Year: 2829\\
Weight Class: Medium\\
Mass: 50 tons

The ''Conjurer'' is absolutely not the ''Wolverine IIC''. It has nothing to do with that cursed 'mech whatsoever, and if you bring up its similarity in chassis and design specs in front of a Clanner they will, [[BlatantLies very gently]], remind you that the ''Conjurer'''s all-rounder, jump-capable 50-ton chassis, bristling with Clan lasers, makes it both radically different from the Not-Named and also very capable of instantly vaporizing anyone who keeps pushing the issue. It's ''not'' a ''Wolverine IIC''. ''At all''.
----
* ChickenWalker: Its ''Mechwarrior'' design has reversed legs. The canonical tabletop version does not, in either variant.
* EquipmentUpgrade: It's essentially the "''IIC''" version of the Inner Sphere ''Wolverine'' medium 'Mech; the same fundamental chassis as the ''Wolverine'', but redesigned from the ground-up using Clan equipment.
* {{Energy Weapon}}: The ''Conjurer'' is considerably more energy-based than its progenitor, trading the autocannon for a Large Pulse Laser and an additional ER Medium Laser while downgrading its SRM rack to two Streak SRM-2 launchers.
* HeWhoMustNotBeSeen: Unlike the earlier "Unseen" designs, it's not directly based on any previous anime designs (though its legs, shoulder and torso component bears an eerie resemblance to the [[Anime/MobileSuitGundam RX-78]]), but the original concept art was done by a third party company, Victor Musical Industries and dropped as part of a general purge of out-of-house work to avoid copyright conflicts. As a result, it has had several redesigns, one for ''VideoGame/MechWarrior IV'' (which ironically did not resemble the ''Wolverine'' in the slightest and would never be confused as anything but an original Clan creation) and a Reseen version employed in the tabletop version (which very much resembles the Reseen ''Wolverine'').
* TheScottishTrope: In reality, it's the ''Wolverine IIC''. But thanks to the history of The Not-Named Clan, the Clans won't call it that, calling it the ''Conjurer'' instead. Interestingly, even the Inner Sphere doesn't call it the ''Wolverine IIC'', refering to by the ReportingName of ''Hellhound.''
* ShoulderCannon: The ''Mechwarrior'' design is notable for its use of ShouldersOfDoom carrying its secondary torso weapons.

!!Cougar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cougar_rgilclan_v19.png]]
[[caption-width-right:350:Like a ''Puma'', but meaner.]]

-->Production Year: 3058\\
Weight Class: Light ([=OmniMech=])\\
Mass: 35 tons


Developed by Clan Jade Falcon in the wake of the Refusal War, the ''Cougar'' was designed as an upgrade to the classic ''Adder'' Light [=OmniMech=], sacrificing speed and a bit of armor for increased firepower. The end result was a highly-capable fire support 'mech, albeit one that wasn't going to be breaking any land-speed records any time soon.
----
* GlassCannon: With more firepower than some Inner Sphere Assault 'Mechs and only five and a half tons of armor, the ''Cougar'' can dish out hits, but it can't take them.
* LegacyCharacter: Probably not intentional on the in-universe developers' part (what with them being proud Crusader Clanners and all), but out-of-universe it can't be a coincidence that the 'Mech whose Inner Sphere reporting name was ''Puma'' would get a successor named ''Cougar''.
* LongRangeFighter: By the standards of a light 'Mech, the ''Cougar'' isn't particularly fast, and it isn't heavily armored, so it survives by plinking away at range.
* MacrossMissileMassacre: Mounts a pair of [=LRM10s=] in the torso in the Prime configuration, giving it a fairly impressive missile barrage for such a light chassis. The A configuration ups them to [=LRM20s=].
* MightyGlacier: Even moreso than the ''Adder''. Compared to its predecessor, the ''Cougar'' boasts a third again more long-ranged firepower in the Prime configuration and is more heat-efficient to boot, but its top speed is a fairly pokey 86 km/h -- comparable with most 55-ton Inner Sphere Mediums, several iconic Clan Heavies, and the ''Charger'' and ''Gargoyle'', which are ''Assault'' 'Mechs.
* SeriesMascot: Less so than 'Mechs like the ''Timber Wolf'' or ''[=BattleMaster=]'', but a ''Cougar'' graced the cover of the 2002 video game ''VideoGame/MechAssault''.
* SuperiorSuccessor: It was meant to be one to the ''Adder'', the new Jade Falcon Khan wanting the symbolic goal of five new designs. Reception was mixed - light 'Mechs usually rely on speed to stay alive in combat, but Clan pilots came to the general consensus that with the added firepower the ''Cougar'' could generally hold its own.

!!Dire Wolf[=/=]Daishi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/455px_4vm2e4mmr5chhiqxsfeln0lutcovjmr.jpg]]
[[caption-width-right:350:Great Death comes for you.]]

-->Production Year: 3010\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 100 tons

One of the most feared Clan assault [=OmniMech=]s, or just one of the most feared 'mechs period, the ''Dire Wolf'' was created by Clan Wolf in the early 31st century in expectation of an invasion of the Inner Sphere, but quickly became associated with Clan Smoke Jaguar after they won manufacturing rights for the death-machine. Nicknamed "Daishi", or "Great Death", by [=MechWarriors=] of the Draconis Combine during the Clan Invasion, few things on a 31st century battlefield can be said to be more daunting than having to face any variant of this monstrosity head-on.
-----
* AwesomeButImpractical: Filling its 50.5 tons of pod space with weapons invariably results in a loadout that's lucky if it can shoot half of them without overheating. Striking a balance between firepower and heat efficiency within the available critical space is surprisingly challenging. It also costs a cool 29 million C-Bills and change, over three times the cost of an ''Atlas''.
* DifficultButAwesome: Is the Dire Wolf scary? Yes, yes it is, but, as already established, its hard to choose an appropriate weapons loadout that wont cook the pilot in a matter of minutes, add to that the fact that its ''very'' slow and ''very'' large, making it an incredibly inviting target. So, any pilot driving one should be ''very'' good at what they do, because if they aren't, they'll be driving a glorified 100 ton pressure cooker that will either catch on fire with them in it because they fired their weapons too fast, get the crap shot out of them due to being in an unfortunate position, or both.
* TheDreaded: For centuries, the denizens of the Inner Sphere thought the ''Atlas'' was the scariest [=BattleMech=] in the universe. The ''Dire Wolf'' proved them wrong.
* FollowTheLeader: Downplayed. The Inner Sphere couldn't quite copy the ''Dire Wolf'', so the Lyran Commonwealth took definite design cues from it for their ''Hauptmann'' [=OmniMech=].
* MightyGlacier: It's got roughly the same cruising speed and armor protection of an ''Atlas'', so it's not setting any speed records, but God help you if it gets you in its sights.
* NamesToRunAwayFromReallyFast: "Dire Wolf" is intimidating, yes, but the Draconis Combine warriors who faced this called it "Daishi", or "Great Death."
* NoExportForYou: InUniverse, Clan Smoke Jaguar beat Clan Wolf to the production rights in a Trial of Possession (which rumor has it was fought dishonorably) and jealously guarded them until Ulric Kerensky won rights for Clan Wolf to produce the 'Mech as well. Between Clan Wolf and Clan Smoke Jaguar, production rights were heavily defended, with the only ''Dire Wolves'' outside those Clans earned through salvage, gifts, or trade. The Wolf's Dragoons also managed limited production on Outreach, building enough to earn their own distinct variant designation.
* WalkingArsenal: A 100-ton [=OmniMech=] with 50.5 tons of pod space for modular weapons and equipment, every configuration is inevitably this trope. As a for instance, the Prime configuration mounts 4 ER Large Lasers, 4 Medium Pulse Lasers, 2 Ultra [=AC/5s=], and an LRM-10. Natasha Kerensky's personal configuration featured 2 [=ERPPCs=] and 2 Large Pulse Lasers, three ER Medium Lasers, an ER Small Laser, and an Ultra [=AC/20=].
* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

!!Fire Moth[=/=]Dasher

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_dasher.png]]
[[caption-width-right:350:For when you feel the need for speed.]]

-->Production Year: 2874\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

Intended as a carrier and support 'mech for the deadly Clan PowerArmour Elementals, the ''Fire Moth'' is a light scout 'mech capable of incredible ground speed. As is typical for a Clan 'mech, having over half its weight given over to a massive engine does not stop the ''Fire Moth'' from packing a surprising amount of weaponry for its weight and making it a deadly threat even to an Inner Sphere medium.
----
* AbnormalLimbRotationRange: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms.
* AntiInfantry: Designed to both deal with infantry and [[AwesomePersonnelCarrier transport them]]. As these are Clanner infantry and thus are PoweredArmor-wearing [[SuperSoldier Elementals]], this is more of a threat than it seems.
* FragileSpeedster: UpToEleven. The ''Fire Moth'' is not only a very fast 'Mech on its own (162 km/h, or 10 walking[=/=]15 running MP), it comes with Myomer Acceleration Signal Circuitry (MASC), giving it the potential to go ''even faster'' (216 km/h, or '''20 MP'''). On the other hand, it's barely more armed or armored than most Inner Sphere light 'Mechs.
* GlassCannon: Extremely fast. Respectably armed by Inner Sphere standards, as an Alpha Strike in the Prime configuration can lay down 34 damage, which is only slightly less than a ''Rifleman'' (which weighs three times as much) can manage. Only has two tons of ferro-fibrous armor, meaning a solid hit virtually anywhere is going to punch through and break something.
* LimitBreak: MASC increases the 'Mech's already ludicrous top speed, in exchange for potentially damaging its all-important legs. MASC can inflict critical hits on the legs, and pretty much any critical hit to a leg will reduce a 'Mech's speed.
* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

!!Gargoyle/Man O' War

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_rgilclan_v11.png]]
[[caption-width-right:350: It's like the ''Charger'' except it's actually good.]]

-->Production Year: 2945\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 80 tons

Originally designed alongside the ''Timber Wolf'' to replace the aging ''Woodsman'', the ''Gargoyle'' is an impressive feat of engineering and design. While its weaponry is somewhat anemic for an 80 ton 'mech, it more than makes up for it by being one of the fastest assault 'mechs ever produced.
----
* ArmCannon: Carries almost all of its armaments in its arms.
* BeamSpam: Configuration D mounts a pair of ER Large Lasers and a trio of Medium Pulse Lasers, along with the ER Small Laser in the chest. All of these are mated to a top of the line Targeting Computer, making the ''Gargoyle D'' incredibly accurate.
** The ''Gargoyle A'' boasts a nearly complete rainbow of Clan lasers as backup for its twin [[LightningGun ER PPCs]], mounting a Large Pulse, a Medium Pulse, an ER Medium and an ER Small.
* ChestBlaster: Not a terribly convincing one, but the ''Gargoyle'' does carry an ER Small Laser in its center torso on most loadouts, with artwork often placing it dead center of the chest.
* LightningBruiser: Carries a respectable ammount of firepower and armour while lugging around its 80 tons at a more than decent 86.4 KPH.
* MacrossMissileMassacre: Mounts twin SRM-6 launchers, giving it a nasty close range punch.
* ReportingName: Was nicknamed "Man O' War" by the inner sphere pilots that had the misfortune of running into it, because, much like its terran naval counterpart, it was big, imposing, and above all, fast.
* ShotgunsAreJustBetter: Carries a pair of LB 5-Xs capable of firing fragmentation rounds, one in each arm.
* OvershadowedByAwesome: It was designed alongside the ''Timber Wolf'', so yeah, its a given.

!!Hellbringer[=/=]Loki

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_lord_of_lies.png]]
[[caption-width-right:350:''If you see a Falcon not in a Summoner, Hellbringer or Kit Fox, double your caution.'']]

-->Production Year: 2926\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Originally a Clan Hell's Horses design, the ''Hellbringer'' was highly popular among Clan Jade Falcon due to its offensive power. Bearing a confusing mix of weapons, electronics, and equipment, the Hellbringer would be nicknamed the ''Loki'' by [=FedCom=] officer Galen Cox, who deemed the mech's loadout "an utterly mad configuration."
----
* AntiInfantry: The Prime configuration mounts anti-personnel pods in the legs, which will handily reduce any infantry in the same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.
* EnemyDetectingRadar: Alongside the targeting computer and ECM suite, the ''Hellbringer'' mounts an active probe, letting it spot hidden enemies.
* GlassCannon: The mech has a hefty 325 XL engine and an immense offensive loadout, but it only carries eight tons of armor, so it's very fragile for its weight.
* InventionalWisdom: The ''Hellbringer'' is built on this, partially out of sheer desperation by Clan Hell's Horses in trying to create a new 'mech for their Keshigs. The prime configuration, for instance, carries twin ER [=PPCs=] as its main weapons while all its other weaponry (barring the ECM) are intended for point blank range only. It also carries too few heat sinks to use any of them efficiently. Its ReportingName of ''Loki'' originates from Inner Sphere officers trying to analyse the configuration and assuming it was a case of ConfusionFu.
* NationalWeapon: Alongside the ''Summoner'', Jade Falcon warriors were usually piloting one of these.
* OvershadowedByAwesome: As with most invasion-era Clan mechs, the ''Hellbringer'' falls behind the ''Timber Wolf'' or ''Summoner'' in terms of fame. While the ''Hellbringer'' is cheaper than either one and has almost half its weight available as pod space, it carries less armor than most medium Mechs.
* SuperiorSuccessor: To the ''Warhammer'', at least in intention. Besides the visual resemblance, the Prime configuration mounts a very similar loadout: twin [=PPCs=], backed up by medium lasers, an SRM-6 rack, and machine guns. The ''Hellbringer'' carries a bigger engine despite being five tons lighter and can hit harder at longer range. However, the ''Hellbringer'' is far more fragile than the ''Warhammer'' is and will boil over before the ''Warhammer'' does.

!!Hellstar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellstar.jpg]]
[[caption-width-right:350:Anything ''Awesome'' can do, I can do better!]]

-->Production Year: 3079\\
Weight Class: Assault\\
Mass: 95 tons

Created during the late Jihad as a collaboration between Clan Wolf-in-Exile and Clan Hell's Horses, the ''Hellstar'' embodies the pragmatism and changes in combat doctrine experienced by both Clans in the decades following the Inner Sphere invasion. Eschewing the standard Clan ideals of operational speed and swift, glorious victory by Trial, the ''Hellstar'' is an work-horse intended for long campaigns and winning battles through a combination of sheer endurance and withering volley fire from its deadly quartet of [=ERPPCs=].
----
* BoomHeadshot: [=ERPPCs=] deal fifteen damage, enough to take a 'Mechs head off. With four of them and enough heat sinks to fire all of them every turn, it has a 1-in-9 chance each turn to land a headshot and remove any enemy 'Mech from the game.
* BoringButPractical: It's four [=ERPPCs=] and enough Double Heat Sinks on legs. Pound an opponent with 60 long-ranged points of damage a turn until something gives. Also falls into this in-universe, as unlike most of the flashier Clan 'Mechs, the ''Hellstar'' is a standard Battlemech rather than an Omni design. This limits the radical reconfiguration potential, but also makes it much easier to build ([[DownplayedTrope although the amount of advanced technology in it doesn't make it any cheaper]]).
* LensmanArmsRace: A massive departure from traditional Clan 'Mech design. Rather than being made to end a fight with glorious swiftness, the ''Hellstar'' is set up to endure a long, slow, brutal slogging campaign (hence only having energy weapons, and only four of those, eliminating the need for ammo and minimizing the parts that can wear out or break down). After combat with the Inner Sphere (especially the Battle of Tukayyid), the Clans started re-evaluating how they fought war. The ''Hellstar'' was pretty much a direct response to the battlefields of the Word of Blake Jihad.
* LightningGun: Four [=ERPPCs=].
* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), fifteen tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

!!Hunchback IIC
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchieiic.jpg]]
[[caption-width-right:350: [[Film/MadMaxFuryRoad WITNESS ME!!]]]]
-->Production Year: 2856
-->Weight Class: Medium
-->Mass: 50 tons
At a glance, the ''Hunchback IIC'' looks like a killer among similarly sized 'Mechs. Outfitted with a pair of Ultra Autocannon/20s, it packs a significant punch even by Heavy and Assault 'Mech standards, and its Inner Sphere predecessor's subpar mobility is made up for with a set of jump jets, making it punch twice as hard and be much more maneuverable than its predecessor. To achieve this, however, the Clanner designers gave it a ''very'' underwhelming 6 tons of armour, which puts it on par with the durability of a [[GlassCannon mid tier Inner Sphere Light 'Mech]]. This combination of low speed and low durability means its pilots are mostly [[TheAtoner disgraced warriors in a suicide mission]] or [[DeathSeeker aging clan warriors seeking a glorious battlefield death]].
----
* ArmoredCoffins: Its main use, as most of its pilots are not expected to come back alive.
* {{BFG}}: Two of 'em, in [[MoreDakka ultra configuration]].
* CloseRangeCombatant: Just as much as the regular ''Hunchback'', throwing virtually everything into the two [=UAC/20=] autocannons. It only has two ER Medium Lasers, which together can put out a respectable 14 damage out to 15 hexes out (the maximum range of an Inner Sphere Large Laser) as backup. It's helpless beyond that range.
* DeathOrGloryAttack: The entire Mech is designed around this philosophy. This makes it almost utterly useless in a live combat situation where there may be more than one target to fight, but in the dueling-focused culture the Clans favor, it's ideal.
** In the standard configuration, each autocannon has a single ton of ammo supplying it, meaning at ''most'' it will have five rounds of shots if they only fire each cannon once each turn. [[MoreDakka But those ten shots can put down just about anything.]]
** The first alternate configuration swaps the autocannons out for a [[BeamSpam quartet of Heavy Large Lasers,]] which removes the ammunition dependency at the cost of shattering any sense of heat management.
** The second alternate brings in a trio of [[MacrossMissileMassacre 12-round Advanced Tactical Missile launchers]], but virtually no ammunition for them.
** The final Clan-designed alternate uses [[GatlingGood Rotary AC/5s]] that let it actually hit at long range, but still relatively little ammunition for them and increase the risk of jamming. It also improves the armor - by a single ton, meaning it's still very lightly armored.
* DyingMomentOfAwesome: What any warrior assigned to one is expected to perform, as receiving it is more or less a polite invitation to not come back alive.
* GlassCannon: Packs Assault 'Mech armaments, and Light 'Mech armour.
* TheLastDance: It's fully expected to be a ''solahma'' warrior's last ride.
* LethalJokeCharacter: Yes, it's funny that the 50 tonner has as much armour as an Urbie, but let it get close and it'll unload enough lead to kill your average Assault 'Mech.
* NotTheIntendedUse: In universe, it became popular among young, aspiring Jade Falcon warriors, as it could be used in their Trial of Position to easily secure a quick kill before calling it quits and secure themselves a position among the Clan's warriors.
* SketchySuccessor: To the respected and venerable ''Hunchback'' design.

!!Linebacker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linebacker_rgilclan_v06.png]]
[[caption-width-right:350:[[Film/TopGun I feel the need, The need for speed.]]]]

-->Production Year: 3052\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Designed by the post-Clan Invasion Clan Wolf to replace the then-aging ''Timber Wolf'', the ''Linebacker'' was designed to address the perceived lack of mobility of its predecessor. The ''Timber Wolf'' would frequently find itself being outrun by the rest of its Starmates, which limited the operational speed and effectiveness of the entire unit. Upon perceiving this issue, Clan Wolf-in-Exile comissioned the ''Linebacker'' to upgrade their Touman. Outfitted with a gigantic 390 XL engine, the ''Linebacker'' sometimes rivals light 'Mech designs in terms of speed, while being able to carry a variety of lighter, yet quite dangerous loadouts.
----
* AwesomeYetImpractical: It's a heavy Mech that can keep up with much lighter designs, and an Omni design at that. That comes at the cost of only having 17.5 tons of pod space, which (by Clan standards) gives it very little room for offensive weaponry. As with most Clan designs, it's also absurdly expensive, emphasizing quality over quantity.
* LightningBruiser: Emphasis on "lightning". The ''Linebacker'' can put most medium 'mechs to shame in terms of speed and agility, while being able carry a little over 17 tons of weaponry.
* LongRangeFighter: Many of the variants are geared towards fighting at range. The Prime variant packs a pair of [[LightningGun ERPPCs]] and an LRM-5 launcher.
* MacrossMissileMassacre: Normally outfitted with short range missiles as secondary weaponry, which can deliver a hard punch while taking little room.
* MeaningfulName: It got its name from its resemblance to American football players, due to being somewhat hunched over.
* SuperiorSuccessor: It draws direct design cues from the ''Timber Wolf'', especially in weapon layouts. Clan Mechwarriors were a bit more divided on its superiority, praising the increase in speed but criticizing the lighter weapon loadout.

!!Mad Dog[=/=]Vulture

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_naughty_dog.png]]
[[caption-width-right:350:For when your Clan wants heavy firepower on a budget.]]

-->Production Year: 2963\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 60 tons

One of the most common Clan heavy 'mechs, the ''Mad Dog'' was developed by Clan Smoke Jaguar shortly after the debut of the ''Timber Wolf'' and named as an intended slur of the latter. The exclusivity of the ''Wolf'', and Smoke Jaguar not bothering to maintain a monopoly of their own, saw the ''Mad Dog'' propagate rapidly through the Clans, where it became a workhorse support 'mech that far overshadowed its would-be inspiration in sheer usage (if not in reputation). With its pronounced cockpit, hunched-over appearance and tendency to stalk battlefields from a distance, it was christened "Vulture" by the Inner Sphere during the Clan Invasion.
----
* BoringButPractical: By comparison, anyway. The ''Mad Dog'' can do almost everything the ''Timber Wolf'' does, not ''quite'' as well, but fifteen tonnes lighter, at less than two-thirds the price, and with production widespread throughout Clan Space. The Clans all filled their heavy Stars with this 'mech for a reason.
* CephaloThorax: Its (frankly gigantic) cockpit is built into a non-streamlined torso, giving it its vulture-like appearance and ties its design in with the much-older ''Archer''.
* IHaveManyNames: To the Clans, it's the ''Mad Dog''. To the English-speaking Inner Sphere, it's the ''Vulture''. To the Japanese-speaking Inner Sphere, it's the ''Hagetaka''. . . which means "Vulture."
* KineticWeaponsAreJustBetter: In stark contrast to every other configuration, the ''Mad Dog C'' exclusively mounts a pair of Gauss Rifles.
* LongRangeFighter: Similar to the ''Timber Wolf'', the ''Mad Dog'' leans heavily into shoulder-based missile systems and long-ranged lasers, [=ERPPCs=] or autocannons in its arms.
* MacrossMissileMassacre: Most of its variants lean into the philosophy of "missiles are best," carrying some form of launcher or another.
* {{Overheating}}: Much like both its inspirations, the ''Mad Dog'' suffers from this. While it can remain fairly heat-neutral while using its LRM racks, once its arm cannons come into play the ''Mad Dog'' will overheat quickly, and none of its variants add additional heat sinks either.
* ShoddyKnockOffProduct: As much as the Clans can do anything "shoddily", the ''Mad Dog'' debuted sixteen years after the ''Timber Wolf'' and was clearly inspired by its design and combat role. Despite its mocking name, the ''Mad Dog'' is a lot deadlier than the Inner Sphere attempt and a worthy 'mech in its own right.
* ShouldersOfDoom: Carries its LRM racks inside its shoulders in a way clearly inspired by the ''Archer''.
* SuperiorSuccessor: Effectively an ''Archer IIC'' in everything but name. Twin [=LRM=]-20 racks backed by a quartet of lasers, intended to hang back on the edges of an engagement and provide fire support, albeit this time with the speed to let it have a greater say in where the fight happens. The ''Mad Dog'' also benefits heavily from Clan laser tech, since all four lasers are now Pulse versions and two are uprated to Large lasers, making it far from toothless once the ammo bins run dry.

!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 2926\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

A light second-generation [=OmniMech=] designed as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a Clan 'mech) that was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".
----
* AntiInfantry: Well over half of its configurations are dedicated wholly or partially to anti-infantry support weapons. The G configuration takes this UpToEleven by mounting eight heavy machine guns, allowing it to massacre infantry at point-blank range.
* ArmCannon: Its omnipods are all mounted on its arms, meaning the ''Mist Lynx'''s weaponry are all of this kind.
* BoringButPractical: Unusually for a Clan Omnimech, who are usually built to kick ass and take names in the Circle of Equals, the ''Mist Lynx'' is a dedicated scout and uses most of its weight on an Active Probe, Jump Jets and enough weaponry for quick skirmishes at best.
* JackOfAllTrades: While the chassis size and weight heavily limits just how battle-focused the ''Mist Lynx'' can become, it has a wide variety of configurations that allows it to specialize in AntiInfantry or 'mech hunting at a variety of ranges. The prime configuration carries weapons that allow it to fight at any range, though it is not particularly dangerous at any of them.
* JumpJetPack: Carries seven of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.
* MadeOfExplodium: The Prime configuration carries three different ammo-using weapons and no lasers at all, and has a nasty tendency to explode. Because it is Clan 'mech, CASE will keep ammo explosions from fully crippling it however.
* MeaningfulName: On its own the "Koshi" was not a particularly fearsome opponent, but it tended to herald the arrival of the "Daishi" (Dire Wolf) and the two 'mechs thus became linked in the Combine's mind.

!!Nova[=/=]Black Hawk

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_nova.png]]
[[caption-width-right:350:BeamSpam on legs.]]

-->Production Year: 2870\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

One of the first [=OmniMech=] designs, the ''Nova'' is a highly configurable design created by Clan Hell's Horses to carry a wide variety of [=OmniPods=] as well as serve as an Elemental carrier. The Inner Sphere quickly came to know its primary configuration of twelve deadly [=ClanTech=] lasers during the Clan Invasion, christening it the "Blackhawk".
----
* AbnormalLimbRotationRange: With Quirks active, the ''Nova'' has "No Torso Twist", limiting the fire arc of its weapons. Also, unlike most Clan [=OmniMechs=], the ''Nova'' includes lower arm and hand actuators, preventing it from flipping its arms backwards to shoot behind it.
* AwesomeButImpractical: The Prime configuration mounts twelve ER Medium Lasers, enough BeamSpam to put serious hurt on any enemy it encounters. It has nowhere near enough Double Heat Sinks to fire all of them without getting into trouble. It can sink 36 heat a turn, while it can generate a total of ''sixty-five'', meaning firing everything jumps you immediately one heat shy of "[[NoSavingThrow Automatic Shutdown]]."
* BeamSpam: Twelve ER Medium Lasers in the Prime Configuration.
* DeathOrGloryAttack: The Prime configuration's AlphaStrike will overheat the Mech to the point of nearly shutting it down, as mentioned, but it will put out an incredible amount of damage. Being designed for the Clan style of combat - rapid, decisive duels with maximum firepower - plays a large part in this. Thankfully most of the other configurations put out less insane amounts of heat...except for the "H" configuration, which can sink 40 heat while generating ''seventy-five'' thanks to leaning even harder into the BeamSpam with ten Heavy Medium Lasers.
* JackOfAllTrades: Much like the ''Summoner'', the ''Nova''[='=]s alternate configurations give it wildly different battlefield roles. The Prime configuration is basically a midrange brawler, with alternate configurations for sniping or LRM fire support.
* JumpJetPack: Also like the ''Summoner'', the ''Nova'' carries five hard-wired jump jets. This means that while it's not particularly fast for a medium 'Mech by Clan standards, it remains very maneuverable.
* MeaningfulName: The Clans call this 'Mech the ''Nova'', because it resembles a smaller version of the earlier Supernova, and because its Prime configuration can fire a barrage of laser light comparable to one. Nova is also the name of a Clan formation consisting of a 'Mech Star and Elemental Star, and the Nova 'Mech works well in such a formation due to its loadouts having most of their weapons in their arms, allowing it to fire them while carrying a full squad or "Point" of Elementals.
* OvershadowedByAwesome: Oddly for a Clan [=OmniMech=]. While devastating by Inner Sphere standards and remarkably affordable by Clan standards, the ''Nova'' only has twenty percent of its mass available for weaponry or equipment where better-known Clan designs have a third or more.
* YouDontLookLikeYou: Its distinctive body plan was altered to a more conventional one for gameplay purposes in ''Mechwarrior Online'' to allow its arms and legs to move independently.

!!Pulverizer

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_pulverizer.gif]]
[[caption-width-right:350:Clan Wolverine's ultimate achievement.]]

-->Production Year: 2823\\
Weight Class: Assault\\
Mass: 90 tons

Created by Clan Wolverine as the first truly original Clan 'Mech design in the years following the end of the Pentagon Wars, the ''Pulverizer'' was an assault-class command 'Mech designed to carry the early prototypes of what would later become the Clan standards for 'Mech weaponry. Following the Wolverines' Annihilation the 'Mech design was picked up -- and produced in small numbers -- by Clan Snow Raven.
----
* BeamSpam: Three-quarters of the weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third of the design's total weight, but also makes it very fast for an assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.
* LightningGun: Its main weapon is an Enhanced PPC, an improvment over the at-the-time cutting-edge Inner Sphere ERPPC.
* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.
* NationalWeapon: In the short time between the development of the ''Pulverizer'' and the Trial of Annhilation against Clan Wolverine, the ''Pulverizer'' became their signature 'Mech, used by their most skilled and formidable warriors, and exacting a terrible toll on Clan forces arrayed against them. {{Subverted}} as the 'Mech was salvaged and eventually reproduced by the other Clans, who politely ignored its origin with now Not-Named Clan.
* SuperiorSuccessor: Received one in the ''Kingfisher,'' a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s acquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.
* WalkingTechbane: The "final" version that was entirely upgraded with Clan-spec equipment added an ECM suite.

!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 2930\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

A widely-used Clan medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses during the twilight of the Golden Century. Falling in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for its combination of speed and offensive firepower.
----
* BeamSpam: The Prime configuration carries a pair of ER Large Lasers and three ER Medium Lasers and 22 Double Heatsinks, giving it decent Beam Spam capabilities without melting down on an AlphaStrike like the older ''Nova''.
* HitAndRunTactics: Designed by the Hell's Horses for this purpose, the ''Stormcrow'' depends on speed and surprise to take on targets it cannot reliably face in open combat.
* {{Irony}}: The Hell's Horses initially deployed the ''Stormcrow'' during the Battle of Tohsaka in an attempt to defend their primary 'mech plant, a battle they lost. The ''Stormcrow'' thus became a herald of the Hell's Horses switching to a much more tank- and combined arms warfare doctrine, and as a 'mech became much more affiliated with Clans Ghost Bear and Snow Raven.
* JackOfAllTrades: The ''Stormcrow'' contains the standard medium 'mech fusion of speed, armouring and firepower, all dialed up by [=ClanTech=] to the point that it can reliably chase many Inner Sphere light 'mechs while matching many Inner Sphere heavies in firepower. The only thing it lacks is a configuration with Jump Jets; practically everything else -- from knife-fighter to missile support -- can be found in one of its configurations.
* MacrossMissileMassacre: The ''Stormcrow'''s A and D configurations are both very missile heavy, both featuring at least one LRM-20 and several SRM racks on top of it.
* NonIndicativeName: Despite the name ''Stormcrow'', none of the 'mech's configurations are jump capable, or carries [[LightningGun PPCs]].

!!Summoner[=/=]Thor

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/summoner.png]]
[[caption-width-right:350:[[Music/{{Queen}} Very, very frightening]].]]

-->Production Year: 2872\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 70 tons

The signature 'mech of Clan Jade Falcon, the ''Summoner'' is a 70-ton [=OmniMech=] designed for jump capability and flexibility. Featuring a good mixture of armour, mobility and pod space, the ''Summoner'' is an all-purpose frontline 'mech that was nicknamed the "Thor" by the Federated Commonwealth during the Clan Invasion, due to its LB 10-X and [=ClanTech=] ERPPC throwing both lightning and thunder at anything in its path.
----
* ArmCannon: As with most Clan Mechs, the arms are designed to hold its main weapons.
* InventionalWisdom: The Prime configuration has an LB 10-X Autocannon, which can fire solid or cluster munitions, and an LRM-15. It only has one ton of cluster munitions for the autocannon, but two tons of LRM ammo[[note]]This means that one of the main advantages of LB-X autocannons, the ability to swap between cluster or solid munitions, is lost[[/note]]. Swapping one ton of [=LRMs=] for a ton of autocannon slugs is a common fan repod.
** A similar issue dogs the A configuration, which mounts a large pulse laser, SRM-6 launcher, and Gauss rifle. The SRM-6 launcher, arguably a secondary weapon at best, receives two tons of ammo for a total of 30 rounds of fire--more than the 'Mech could ever hope to use. On the other hand, the Gauss rifle is its main gun yet receives just one ton of ammo, for a miserly eight shots total. The reason for this highly questionable allocation? The technical readout calls this configuation a 'renowned infighter'...despite its two main guns being most respected for their long engagement ranges. Fans also often swap out a ton of SRM ammo for a ton of Gauss ammo, making things a bit more sensible.
* JackOfAllTrades: Most Clan [=OmniMechs=] (at least, at the time the Clans were introduced) tend to focus on a battlefield role, with the different Omnipod configurations being specializations within that role[[note]]All ''Dasher''s are scout 'Mechs, with some configurations able to damage opponents or defend themselves, others designating targets for a follow-up force, others being pure get-in-look-around-get-out, etc.[[/note]]. The ''Summoner'' is a do-anything machine, with different configurations filling completely different roles on the battlefield.
* JumpJetPack: The ''Summoner'' carries five permanently-mounted jump jets, meaning that no matter what configuration it's packing at the moment, it still has excellent mobility for a heavy Mech.
* LightningBruiser: A 70-ton Heavy 'Mech with jump jets, the ''Summoner'' is quite nimble, has solid armor, and packs a decent punch for its weight.
* LightningGun: In the Prime configuration, carries a PPC in the right arm.
* MacrossMissileMassacre: Many of the Summoner's configurations pack a missile launcher of some kind. Some of them carry a ''lot'' of missiles. The Prime configuration carries in LRM-15, good but not great for a heavy 'Mech. The Summoner B packs two LRM-20s, two SRM-4s, a NARC missile beacon, and an Anti-Missile system because dammit, it's the only one allowed to invoke this trope. The G model brings ''six'' SRM-4s to the fight, because apparently someone thought it was funny.
-->'''Tex Talks [=BattleTech=]:''' Because if you're gonna die to ammunition explosions you might as well be seen ''from orbit''.
* MeaningfulName: The ReportingName of "Thor" lets you know [[ShotgunsAreJustBetter exactly what]] [[ShockAndAwe you're in for]].
* MixAndMatchCritters: Its design is largely composed of bits of other 'Mechs, most prominently the cockpit and missile pod from a Thunderbolt, a Madcat's right arm and the distinctive high-heeled feet of an Archer.
* NonindicativeName: The Clan name of "Summoner" does little other than sound cool.
* OvershadowedByAwesome: Compare the ''Summoner'' Prime's loadout to that of the ''Timber Wolf'' prime, which is just 5 tons heavier. The ''Summoner'' lacks an Endo-Steel internal structure (''the'' most efficient way to free up extra weight in a 'Mech's chassis), meaning that compared to the 75-ton ''Timber Wolf'', the 70-ton ''Summoner'' has a depressing lack of pod space tonnage. The ''Summoner'' is still quite capable as a Clan heavy 'Mech, but will never approach the levels of ass-kickery the ''Timber Wolf'' can accomplish.
* ReportingName: Victor Steiner-Davion codenamed the 'Mech "Thor," since with the autocannon and PPC, it hurls thunderbolts and lightning, just like [[Myth/NorseMythology the Norse god]], not to mention its strong resemblance to the earlier Thunderbolt Battlemech, sharing its distinctive off-center cockpit and drum-shaped missile launcher.
* ShotgunsAreJustBetter: In the Prime configuration, carries an LB 10-X autocannon loaded with cluster munitions in the left arm.
* WeaponOfChoice: It was as close to a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.
* TheWorkhorse: Oddly for a Clan design, considering Clanners usually prefer the newest weapons they can field. The ''Summoner'' was barely a second-generation Omnimech, and while the Jade Falcons (who introduced and loved the design) had largely replaced it with the ''Grand Summoner'' in the late 31st century, the Hell's Horses picked up production, making it the oldest continuously-produced Omnimech in existence.

!!Timber Wolf[=/=]Mad Cat

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/madcat_2.jpeg]]
[[caption-width-right:350:''The'' Clan Heavy 'Mech.]]

-->Production Year: 2945\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 75 tons

The SeriesMascot of ''Battletech'', the ''Timber Wolf'' is the platonic ideal of a Clan [=OmniMech=] and the symbol of the Clans' technological superiority. Featuring the speed of an Inner Sphere medium 'mech, the armour of an assault and as much firepower as an Inner Sphere lance in one combined package, the ''Timber Wolf'' was the signature weapon of Clan Wolf and rarely seen outside the hands of the Clan's bloodnamed. Its resemblance to the Inner Sphere ''Catapult'' and ''Marauder'' gave it the Inner Sphere callsign of "Mad Cat," the first Clan 'mech to be classified by [=ComStar=] during the invasion from gun camera footage recovered from Phelan Kell's ''Wolfhound''.
----
* ArmCannon: The arms are designed to hold the main damage-dealing weapons of whatever configuration is being used. By default, this is a [=ClanTech=] ER Large Laser (as dangerous as an Inner Sphere PPC) in each arm with an underslung ER Medium Laser, but altenative configurations mount Gauss Rifles, Ultra Autocannons, or [=ERPPCs=].
* AwesomeButImpractical:
** The Prime configuration especially mounts ''way'' more weapons than it can effectively use, even with Double Heat Sinks to manage their prodigious heat. Though to be fair, it is intended to use each set of weapons in varying "range brackets" (though Clan weapons tend to have no minimum ranges, making alpha striking at close targets very tempting. . . until the heat gauge spikes).
** Like most Clan [=OmniMech=]s, the Timber Wolf is expensive. Really, really expensive. In-universe it costs almost 25 million C-bills in equipment and man-hours to construct, almost as much as four ''Awesome''s.
** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. This situation would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
* BadassBack: A rarity among Clan mechs, whose pilots obviously prefer fighting head on, the D configuration has two rear-facing SRM-6 launchers. While unpopular in the controlled honor duels of the Kerensky Cluster, having such a powerful option in case of an ambush proved invaluable during the open warfare conditions of the Inner Sphere.
* ChickenWalker: Much like the ''Marauder'' and ''Catapult'' that gave it its ReportingName.
* CloseRangeCombatant: Designed explicitly for urban combat, configuration S literally flies in the face of traditional ''Timber Wolf'' design philosophy by using its jump jets to leap into knife fight range, where its suite of Pulse lasers and SRM launchers rapidly shred its target. Machine guns are included just in case something manages to survive the initial blizzard of hideously accurate fire.
* EvilCounterpart: The ''Timber Wolf Z'' was exclusively used by the Society during their attempted coup. Designed to compensate for their Warriors lack of actual battlefield experience, the Z configuration was armed with twin [[AlwaysAccurateAttack Improved ATM-9 launchers]], dual ER Large Lasers and Medium Pulse Lasers, all mated to a Clantech version of the C3 warfare suite. While very powerful and accurate, the twisted origins of the Z meant that the only Clans who encountered them would scrap them rather than use such a disgraceful weapon.
* JackOfAllTrades: While certainly not possessing any serious weaknesses at closer ranges, the Wolves still felt that a more generalist configuration of the ''Timber Wolf'' wouldn't go amiss, giving rise to configuration B. Armed with a Gauss Rifle, Large and Small pulse lasers, and Artemis-IV enabled [=LRMs=] and [=SRMs=], the ''Timber Wolf B'' is much more capable in a sustained close range fight, if a bit less remarkable at long range. This adaptability won the variant many proponents in the face of the unpredictable battlefields of Operation REVIVAL.
* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Seriously, go up and compare the weapons loadout of the ''Atlas''. This thing mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
* LightningGun: Several configurations have at least one ER PPC, with the D configuration mounting two.
* LongRangeFighter: Most of the Timber Wolf's prime configuration weapons have a lot of range, letting it pummel enemies long before they can return fire. Since it is an [=OmniMech=] this is of course not true of every configuration, but it rarely mounts anything with shorter range than an AC/5.
* NoExportForYou: In-universe. Clan Wolf designed it and very jealously guarded the production rights, to the point that prior to the invasion there was only a single production facility on the Clan capitol world and other Clans had only procured any through gifts, trade, and salvage. The Inner Sphere came up with a knockoff in the ''Rakshasa'' that doesn't have nearly the same capabilities due to Clan tech superiority.
** In a grand case of irony, the derivative ''Mad Cat Mk. II'', ''III'' and ''IV'' were deliberately designed to be sold to foreign customers by Clan Diamond Shark, whose understanding of branding led them to trade on the fearsome reputation of the original by using the ''Timber Wolf's'' Spheroid ReportingName.
* ReportingName: "Mad Cat." The overall silhouette is similar to both the ''Marauder'' and ''Catapult'' of the Inner Sphere, while the boxy shoulder missile launchers are straight off a ''Catapult''. As a result, when first encountered by the Inner Sphere, the warbook programs couldn't decide if the opposing 'Mech was a ''Marauder'' (MAD) or ''Catapult'' (CAT), [[https://youtu.be/LD6S0fTY_ao?t=57 flipping back and forth between the two.]]
* SeriesMascot: Has become one of, if not '''the''' most recognizable 'Mech of the franchise, and gracing the covers of many, many sourcebooks. It's as fiercely beloved and protected by ''[=BattleTech=]''[='=]s owners as the owners of ''TabletopGame/DungeonsAndDragons'' protect the Beholder, or Games Workshop the [[TabletopGame/Warhammer40000 Adeptus Astartes]] (in fact, the whole Unseen debacle was kicked off by a lawsuit from FASA against ''Exo Squad'' creating a design a little too close to the ''Mad Cat'' for their liking). Because of its fame in-universe and out, it has a large number of official [=OmniPod=] configurations, as well as successor designs. The ''Mad Cat Mk II'' is a 90-ton Assault 'Mech based on the ''Timber Wolf'' hull, the ''Mad Cat III'' is the design scaled-down to a Medium 'Mech, and the ''Mad Cat Mk IV (Savage Wolf)'' is a "modern" remake for the Dark Ages.
* ShouldersOfDoom: Quite literally: in the Prime configuration, each shoulder is an LRM-20 missile launcher, raining up to 40 points of damage on a target from ridiculous distance. Most configurations put some kind of missile launchers in the shoulders.
* SuperiorSuccessor: Designed from the ground up to replace the venerable ''Woodsman'' in Clan Wolf's arsenal, the ''Timber Wolf'' succeeded beyond all expectations. By the time of the invasion, it was already a century old design and yet was still the Wolves biggest trump card in any military consideration.

!![=UrbanMech=] IIC

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/591px_35nsjd01c6ihmepeomg452t6bsh7k0m.png]]
[[caption-width-right:350:Because the Clans have to get in on the Urbie memes, too.]]

-->Production Year: 2849\\
Weight Class: Light\\
Mass: 30 tons

Even the Clans could do little to improve on perfection. The ''[=UrbanMech=] IIC'' is a baseline ''[=UrbanMech=]'', but upgraded using Clan weapons and employed as a cheap law enforcement and urban defence 'mech for many of the weaker Home Clans. The ''IIC'''s upgrades allows it to set new records for land speed amongst Clan light 'mechs and run out of ammunition ''twice'' as fast as the original.
----
* BoringButPractical: The Clans decided not to futz with the basic ''[=UrbanMech=]'', just straight upgrading almost everything. It's got an Ultra [=AC/10=] instead of a regular [=AC/10=], an ER Small Laser instead of a small laser, 10 heat sinks (not even Doubles), one more walking[=/=]jumping and two more running movement. If this seems underwhelming compared to what the Clans could have done, well, it is. But it cleaves close to the fundamental ''[=UrbanMech=]'' design philosophy: Be reasonably effective at one thing and one thing only, and be very, very, ''very'' cheap (as cheap as the base model; ''insanely'' cheap by Clan standards). Even the weapons upgrades are more a result of the Clans simply not making regular autocannons or lasers anymore, only Ultra and LB-X autocannons and ER and Pulse lasers.
* EquipmentUpgrade: It's the ''[=UrbanMech=]'', redesigned from the ground-up with Clan technology. Because you can't fix perfection.
* MoreDakka: Thanks to having an Ultra [=AC/10=], it can potentially put out twice the damage of the basic Inner Sphere Urbie. Clan Hell's Horses took this one step further by adding their experimental HAG 20 (basically an automatic [[MagneticWeapons railgun]]) to the thing.
* SituationalSword: Much like the original Urbie, the IIC is good at city-fighting and not much else. It now has better speed...comparable to that of an Assault mech.

!!Warhawk[=/=]Masakari

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_masakari.png]]
[[caption-width-right:350:Subtle as a battleaxe.]]

-->Production Year: 2999\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 85 tons

Designed by Clan Smoke Jaguar for an expected invasion of the Inner Sphere, the ''Warhawk'' is a fast-moving and long-ranged assault [=OmniMech=] that emphasises the pounce tactics favoured by Smoke Jaguar: It quickly became a cornerstone of the brutal Clan as they waged war on their Warden opponents in the Clans and the Inner Sphere both. It was nicknamed the "Masakari", or battle-axe, by the Draconis Combine [=MechWarriors=] that ran afoul of it, and even the savaging of Smoke Jaguar by the Inner Sphere did not stop the ''Warhawk'' from being used by the Clan's traditional rivals.
----
* ImprobableAimingSkills: While not fixed equipment[[note]]because it can't be, a Targeting Computer's weight and space is dependent on the weight of direct-fire weapons the unit mounts[[/note]] every configuration of the ''Warhawk'' manages to mount a Targeting Computer, giving it improved accuracy with all its direct-fire weapons.
* LightningGun: The Prime configuration mounts four Clan [=ERPPCs=]. Unlike the much later ''Hellstar'', its twenty double heat sinks aren't enough to cover this volume of fire (due in part to also carrying an LRM-10), so the Warhawk Prime is still set up for the quick, decisive engagements the Clans prefer.
* LongRangeFighter: Carrying four [=ERPPCs=] and an LRM-10, the ''Warhawk'' packs devastating long-range firepower. Note that unlike their Inner Sphere counterparts, neither of these weapons have a minimum range, making the ''Warhawk'' just as deadly when its in your face.
* MeaningfulName: The Inner Sphere ReportingName of "''Masakari''" comes from a Japanese battleaxe. Like a battleaxe, the ''Warhawk''[='=]s Prime configuration is meant to cleave through anything in its path by sheer brute force. Some Inner Sphere troops took to calling it the "Massacre," since. . . well, its rather brutally efficient at those.
* NoExportForYou: Downplayed InUniverse. Clan Smoke Jaguar developed the 'Mech in anticipation of the invasion of the Inner Sphere, and ''tried'' to jealously guard its production rights, but the ''Warhawk'' filtered into the ''toumans'' of other Clans more readily than Clan Wolf's ''Timber Wolf''. After the Great Refusal, Clans Fire Mandrill, Goliath Scorpion, and Diamond Shark obtained the production rights.

[[/folder]]

[[folder:Periphery 'Mechs]]
!! Agrotera AGT-1A
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/agrotera.jpg]]
[[caption-width-right:350: For when the Magistracy really wants someone dead]]
-->Production Year: 3108\\
Weight Class: Medium\\
Mass: 50 tons

The ''Agrotera'' is the result of lessons learned by the Canopian company Majesty Metals and Manufacturing from an un-named number of upgrades from the Word of Blake's ''Phoenix Hawk'' models, and used them to make a hard upgrade on the ''Hawk'' that could serve the Canopian military as well as the Capellans. While it has some of the similar downsides of its predecessor (namely its hellacious heatload), it can find itself as a ''Phoenix Hawk'' replacement in many lances, and if given the right pilot, it can go toe-to-toe with larger 'Mechs as a multi-purpose and ammo-efficient design.
----
* AceCustom: Canopus-Affiliated Team Triton sports one that is built for underwater ops in Solaris VII's Pool arena rather than for flight, and its armor has been set with Harjel and reflective armor and Clan weaponry, making it both tougher ''and'' scarier.
* ArmCannon: If you thought the ''Phoenix Hawk''[='=]s gun was huge, the ''Agrotera'''s PPC is under-slung mounted to the left arm, and is nearly as long as the Mechs entire arm.
* CurbstompBattle: The ''Agrotera'' proved it could punch above its weight in its debut year by having a pair of them face an entire pirate lance of Heavy 'Mechs. None of the 'Mechs could match up to their maneuverability and the pirates eventually just surrendered when their reinforcements arrived. The model built its reputation on this.
* DeathFromAbove: Besides the [[GoombaStomp direct route]] availed by its jump jets, it comes with a TAG laser.
* HitAndRunTactics: The ''Agrotera'' is best used in many of the same ways as a ''Phoenix Hawk'', though it can stay in engagements slightly longer than a ''Phoenix Hawk''.
* ImprobableAimingSkills: While it has generally normal targeting computers, its PPC gets to benefit from the Actuator Enhancement system set into the arm itself, allowing it to shoot its biggest gun with the same accuracy as if it ''had'' one.
* JumpJetPack: The ''Agrotera'' carries a series of Jump Jets, but also improves its flight range and control with a pair of airfoil wings.
* LightningBruiser: With six movement points as a walking speed, the ''Agrotera'' has speed comparable to designs twenty tons lighter, and its balance of precision, agility, firepower and durability means it can significantly outdo most 'mechs in one department or another.
* LightningGun: An Extended-Range PPC is the centerpiece gun of the 'mech.
* MeaningfulName: "Agrotera" is a name for the Greek goddess Artemis, known for their hunting prowess.
* MercurysWings: Like a few other Canopian designed 'Mechs, the ''Agrotera'''s most notable design feature is its cockpit having a pair of cosmetic wings.
* OffWithHisHead: Like many modern designs, it has a Full-Head Ejection System to help protect the pilot.
* SuperiorSuccessor: Unless you need the more close-combat variations of the ''Phoenix Hawk'', the ''Agrotera'' has just a little more in every direction than the original: it has longer range and more powerful weapons, can go farther using its more modern jump jets and Partial Wing system, has better cooling features as standard, and critically has ''much'' better armor than the original ''Phoenix Hawk''.

!!Cadaver CVR-A1

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cadaver_cvra1_9.jpg]]
[[caption-width-right:350: [[Film/TheFastAndTheFurious Very fast, not quite furious.]]]]

-->Production Year: 3094\\
Weight Class: Light\\
Mass: 30 tons

The ''Cadaver'' is the fruit of a collaboration between periphery newcomers Clan Snow Raven and the region's old timers in the Taurian Concordat. Boasting an incredible top speed of over 120 KM/H, along with [[WalkingTechbane ECM capabilities]], it was an ideal battlemech for light cavalry duties[[note]]meaning ambushing lighter units, raiding and attacking enemy support structures[[/note]]. However, it requires a hefty amount of advanced technology and lacks a long-range attack option.
----
* ArmCannon: Carries a pair of ER medium lasers, one in each arm, as its secondary weapons.
* ChestBlaster: An MRM-10 in its chest provides the bulk of its firepower.
* LightningBruiser: [[OverlyNarrowSuperlative By Inner Sphere Light 'Mech standards, at least.]] Very few other designs can match it for speed without using [[LimitBreak MASC]] and risking damage to their leg actuators, and it carries maximum armor for its weight. The damage output falls a bit short by comparison, but it still carries a respectable close-range punch.
* KillItWithFire: Brings a flamer for possible encounters with infantry.
* NoExportForYou: ''Allegedly'' the case InUniverse, as only the Taurian Concordat and the Raven Alliance are supposed to have access to the 'Mech. In truth, [[ProudMerchantRace Clan Sea Fox]] has purchased them from the Raven Alliance and re-sold them.
* OffWithHisHead: Comes with a Full-Head Ejection System to help protect the pilot.
* SkullForAHead: The top of its head is designed to look like a skull, because spooky skulls are good for hurting enemy morale.

!!Cazador

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cazador.jpg]]
[[caption-width-right:350: Because militiamen in the space boonies can have nice gear too... As long as a Clan rules them.]]

-->Production Year: 3086\\
Weight Class: Light\\
Mass: 35 tons

One of the first native creations of the Escorpión Imperio's Quixote Industries, the ''Cazador'' is a redesign of the rather well regarded ''Reptar'', a converted [=IndustrialMech=] used by the local militias. Using bits of Clan technology introduced to the region by the exiled Clan Goliath Scorpion[[note]]The main founding party of the Escorpión Imperio[[/note]] the Cazador is a modestly priced and rather simple light battlemech that is, nonetheless, very fast and heavily armed for its size.
----
* ArmCannon: Carries a flechette firing LB-10X autocannon in one of its arms, because ShotgunsAreJustBetter.
* FragileSpeedster: Equipped with a supercharger that can make it run at 108 KM/H in short bursts, but its mediocre 6 tons of armour mean that it'll fall apart rather quickly should it get into a protracted fight.
* GlassCannon: Carries a large autocannon and pulse lasers, but, as already stated, doesn't last very long under fire.
* SuperiorSuccessor: Based off of a converted industrialmech that gave the invading Goliath Scorpions a hard time in their initial invasion, the Cazador took the original design and ran with it. It pretty much just replaces the weaponry with lighter and harder-hitting Clan variants and the industrial-grade armor with military-grade armor.

!! Eyleuka EYK-45A

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eyleuka.jpg]]
[[caption-width-right:350: [[VideoGame/FalloutNewVegas The last 'mech you'll never see]]]]

-->Production Year: 3069\\
Weight Class: Medium\\
Mass: 55 tons

Born out of a collaboration between Canopian technical know-how and Capellan design during the powerhouse that was the Trinity Alliance, the ''Eyleuka'' provides a versatile package of weaponry, combined with advanced stealth and jumping capabilities. Its stealthy approach and capacity to call in indirect fire support makes it a capable ambusher and skirmish 'mech, able to signal artillery strikes onto enemy formations before engaging them directly and fading away while everyone tries to figure out what is going on.
----
* DeathFromAbove: Not in the [[GoombaStomp traditional BattleTech sense]], but it carries a TAG laser by default, which lets it spot for artillery strikes. Paired with the Stealth Armor, the first anyone may know of its presence is when things start exploding.
* GlassCannon: Not ''exactly'' glass, since nine and a half tons of armour aren't bad by any means for a medium 'Mech, but its XL engine renders it vulnerable to a side-torso loss. Oddly enough, this is paired up with a compact gyro, which is ''less'' vulnerable to hits to the center torso than a standard gyro would be.
* HitAndRunTactics: Adept at these, since its stealth armor severely hampers heat dissipation when active, as long as it remains unseen, the ''Eyleuka'' must either avoid direct combat or employ ambushes and fast strikes before fading away to avoid overheating.
* JumpJetPack: Carries a set of Improved Jump Jets to give it excellent mobility for scouting and ambushing duties.

!! Marshal MHL-X1

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/marshal_3.jpg]]
[[caption-width-right:350: [[Machinima/FreemansMind What country gives its police guided missiles?]]]]

-->Production Year: 3059\\
Weight Class: Medium\\
Mass: 55 tons

During the formation of the New Colonies region of the periphery, both the Canopian and Taurian governments found themselves short of equipment to deliver to the newly formed policing and pirate hunting [[SpacePolice Colonial Marshals]] force. This forced them to supply their shared forces with older, obsolete 'mechs, an issue the Taurian Concordat sought to remedy by creating the ''Marshal''. Knowing the 'mech's duty would entail spending several days or weeks long deployments in pirate hunting assignments, the designers gave it a varied loadout specialized in taking out ground vehicles and infantry at both long and short ranges, along with very thick armour and several redundant heat sinks to ensure nigh-unparalelled endurance. As such, the ''Marshal'' quickly became a terror to pirates and bandits that had the misfortune of running afoul of it.
----
* BeamSpam: 3 of its weapon systems, including the main gun, are lasers.
* BoringButPractical: The main production model has very little in the way of advanced technology, making it cheap to produce and easy to maintain and source parts for. The only "advanced" equipment - that is, things not available during the Succession Wars era - are the ferro-fibrous armor and a single medium pulse laser. It didn't even have double heat sinks initially. However, the laser-heavy loadout also means pilots don't have to worry about running out of ammo on long deployments, and later models did introduce fancier equipment to the design.
* JackOfAllStats: By design, its not specialized, to the point of it almost being a MasterOfNone. But given it is designed to hunt down pirates in some of the booniest of space boonies, the armaments it carries are damn near overkill for anything it might realistically run into.
* JumpJetPack: It carries four jump jets, which help alleviate the mobility issues.
* KillItWithFire: Carries a flamer for burning down vegetation blocking its path and the occasional outlaw that gets too close for comfort.
* LightningGun: Unlike the usual [=BattleTech=] PPC, a later variant introduced the [=TSEMP=] Cannon, which is essentially a [=BattleMech=]-sized ''taser.''
* MacrossMissileMassacre: The 2L model switched to double heat sinks, which freed up enough room to upgrade the [=LRM-5=] to an [=LRM-15=], tripling the long-range missile firepower.
* MadeOfIron: Despite being a medium 'mech, the ''Marshal'''s lighter weapon loadout allows it to carry as much armor as your average heavy.
* MeaningfulName: The ''Marshal'' was meant to be used by the Colonial Marshals.
* MightyGlacier: By medium 'mech standards, at least. As mentioned, it carries heavy armor, but it has speed comparable to heavy mechs.
* SpacePirates: What it's meant to spend most of its time shooting at; given said pirates are of the RuthlessModernPirates variety, the size, toughness and firepower are completely justified.

!!Toro [=TR-A-6=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/toro_2.jpg]]
[[caption-width-right:350: The Taurian Concordat's pride and joy.]]

-->Production Year: 2548\\
Weight Class: Light\\
Mass: 35 tons

During the early days of the Age of the [=BattleMech=], the Taurian Concordat would find itself in constant war with its Capellan neighbors. Due to their technological and industrial superiority over their Periphery counterparts, the Confederation was able to field a wide variety of 'mechs of their own production rather than the licenced or bought models the Taurians would use. This was remedied in 2481, when a joint project between the Concordat's top weapons manufacturers unveiled the ''Toro''[[note]]"bull" in Spanish[[/note]], a light and cheap [=BattleMech=] packing relatively thick armour and enough firepower to punch well above its weight. It became a fixture in the Taurian army during the Reunification Wars, where it showed the SLDF why the Taurian Concordat's military has a reputation for being Humanity's foremost expert at defense in depth.
----
* ArmCannon: A PPC in its arm provides the main source of firepower.
* BoringButPractical: Designed for mass production, the ''Toro'' stuffs the firepower of a ''Griffin'' into the chassis of a ''Firebee'' for massive amounts of cheap firepower on a budget.
* LightningGun: The model's main gun.
* LongRangeFighter: All of the weapons it carries, a PPC and a pair of Long Range Missile racks, are best used at long ranges, making it a terrifyingly effective fighter at extreme distances.
* LostTechnology: A strange example, as its loss was not due to the usual problem[[note]]being too complex to manufacture due to the loss of knowledge and infrastructure in the Succession Wars[[/note]]. The ''Toro'' was just such an iconic piece of the Taurian national image that the SLDF did their damnedest to stomp it out of existence to pacify occupied areas of the Concordat, leading to the destruction of all blueprints and factories producing it. It was returned to service only when its manufacturing processes were rediscovered within the Hegemony Memory Core during the Jihad, some 500 years after it was first made.
* MeaningfulName: When open, the doors covering the long-range missile launchers resemble a bull's horns.
* NationalWeapon: Besides the name and being designed by a who's who of the Concordat's finest armament manufacturers, the ''Toro'' is an excellent reflection of Taurian strategic planning scaled down to tactical doctrine. The Taurians fight by slowly giving ground, and making their foes bleed grievously for every inch yielded. Thus, the ''Toro'' is deployed in staggered defensive lines many ranks deep, using their long range to force opponents to close with them and draw into the guns of ever more ''Toro''s.
* {{Overheating}}: Its main bane is the lack of non-engine heat sinks, meaning the ''Toro'' cannot move and fire, or AlphaStrike, without dumping more heat than it can sink.
* ShouldersOfDoom: Not unlike the much heavier ''Archer'', the ''Toro'' mounts the missile launchers in the shoulders with flip-up doors.
* SuperiorSuccessor: The ''Toro'' was based on the Capellan ''Firebee'', with upgraded and more long-ranged weaponry, and lacks the predecessor's long list of negative Quirks.
* ZergRush: A rare long-range version, the ''Toro'' was designed to be quick to produce and inexpensive to replace[[note]]For context, the cost of the ''Toro'' isn't even one and a half times the cost of the dirt-cheap ''Urbanmech''[[/note]], allowing them to take the field in huge numbers and drown their foes in fire before they can close.

[[/folder]]
Characters/BattletechSpecificMechsPeriphery
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* LostTechnology: After the destruction of the original ''Spider'' factory during the Amaris Civil War, the number of ''Spiders'' in the Inner Sphere steadily began to dwindle, ultimately reaching a point where combat operations were being fought over spare ''Spider'' parts and the Wolf's Dragoons were noteworthy for being able to field an entire lance (i.e. just four) of the things. This state of affairs ended when the Free Worlds League secured the 'Mech's schematics and contracted Nimakachi Fusion Products Limited to build them, allowing the design to proliferate once more (particularly in FLW and Draconis Combine space).

to:

* LostTechnology: After the destruction of the original ''Spider'' factory during the Amaris Civil War, the number of ''Spiders'' in the Inner Sphere steadily began to dwindle, ultimately reaching a point where combat operations were being fought over spare ''Spider'' parts and the Wolf's Dragoons were noteworthy for being able to field an entire lance (i.e. just four) of the things. This state of affairs ended when the Free Worlds League secured the 'Mech's schematics and contracted Nimakachi Fusion Products Limited to build them, allowing the design to proliferate once more (particularly in FLW FWL and Draconis Combine space).
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* SituationalSword: Best employed in short fights such as ambushes or quick strikes, as it is not well equipped to hold out against prolonged fire, its weapons, however, allow it to be brutally effective at blasting apart most 'mechs its own size or smaller before things get dicey.

to:

* SituationalSword: Best employed in short fights such as ambushes or quick strikes, as it is not well equipped to hold out against prolonged fire, but its weapons, however, weapons allow it to be brutally effective at blasting apart most 'mechs its own size or smaller before things get dicey.

Added: 282

Changed: 155

Removed: 154

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In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower.\\
\\
Basically, [=HildCo=] was asked to make an assault-'Mech version of the ''Catapult'', and instead made one of the deadlier brawlers in the Inner Sphere.

to:

In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower.\\
\\
Basically, [=HildCo=] was asked to make an assault-'Mech version of the ''Catapult'', and instead made one of the deadlier brawlers in the Inner Sphere.


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* SituationalSword: Best employed in short fights such as ambushes or quick strikes, as it is not well equipped to hold out against prolonged fire, its weapons, however, allow it to be brutally effective at blasting apart most 'mechs its own size or smaller before things get dicey.
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** Adding more ammo to the 'Mech to make up for the lack of shells in the ''Rifleman'' also means that, should its thin armor be penetrated, the ''[=JagerMech=]'' is much more prone to exploding.

to:

** Adding more ammo to the 'Mech to make up for the lack of shells in the ''Rifleman'' also means that, should its thin armor be penetrated, the ''[=JagerMech=]'' is much more prone to exploding. Worse, they're spread out across all three torso sections, meaning a critical hit to ''any one of them'' will likely cripple or outright destroy the whole Mech.

Added: 655

Changed: 1473

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* LongRangeFighter: With two Large Lasers, an Enhanced PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.

to:

* LongRangeFighter: With two Large Lasers, an Enhanced PPC, BeamSpam: Three-quarters of the weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso
and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third of the design's total weight, but also makes it very fast for
an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.



* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.



* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s aquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.

to:

* SuperiorSuccessor: Received one in the ''Kingfisher,'' a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s aquitted acquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.
* WalkingTechbane: The "final" version that was entirely upgraded with Clan-spec equipment added an ECM suite.
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In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower.

to:

In 2508, the Terran Hegemony contracted [=HildCo=] Interplanetary to build them a jump-capable support 'Mech. [=HildCo=] decided to approach this problem in a different way than usual: while most support 'Mechs possess long-ranged armaments to hammer at enemy forces from afar, the ''Victor'' instead "supports" friendly forces by rapidly closing with the enemy and blowing them away with its impressive short-ranged firepower.\\
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\\
Basically, [=HildCo=] was asked to make an assault-'Mech version of the ''Catapult'', and instead made one of the deadlier brawlers in the Inner Sphere.


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* AchillesHeel: Durability. The ''Victor'' is at the bottom end of assault 'Mech tonnage, so would be fragile by assault 'Mech standards anyway, but the price for its relatively heavy armament and jump capability is shedding more armor than most assault pilots are comfortable with. Assorted variants have addressed the problem mostly by using advanced technology to free up tonnage for armor. Notably, the [=9A=] and [=9A1=] variants ''remove'' armor to add anti-infantry flamers and/or machine guns.
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** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. A situation that would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin prodcuing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.

to:

** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. A This situation that would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin prodcuing producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
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** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in short supply and had to be shipped along a horrendously long supply line from Clan space.

to:

** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space.space. A situation that would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin prodcuing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
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Mass: 90 tons

to:

Mass: 90 95 tons



* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), ten tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

to:

* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), ten fifteen tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

Added: 707

Changed: 211

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* ArmCannon: Both of the ''Whitworth'''s arms end in Medium Laser barrels rather than hands. This is actually one of the reasons why the [=WTH-1S=] model was unsuccessful, as its lack of hands impaired its ability to fight in melee.

to:

* ArmCannon: Both of the ''Whitworth'''s arms end in Medium Laser barrels rather than hands. This is actually one of the reasons why the [=WTH-1S=] model was unsuccessful, as its lack of hands impaired its ability to fight in melee.melee or grab supplies during a raid.



* EvenBeggarsWontChooseIt: After the Whitworth Company's factory was destroyed during the Amaris Civil War, the ''Whitworth'' nearly went extinct over the following centuries simply because no one ''cared'' enough about it to try and restart production.

to:

* EvenBeggarsWontChooseIt: After the Whitworth Company's factory was destroyed during the Amaris Civil War, the ''Whitworth'' nearly went extinct over the following centuries simply because no one ''cared'' enough about it to try and restart production. Even after a company specifically created to produce spare parts for the machine was incorporated in Combine space, most of the mechs wound up sold off or cannibalized for spares.


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* KillItWithFire: Downplayed. A rare variant of the design mounted a Flamer in one arm and Inferno-loaded SRM launchers in place of the LRM launchers. Amaris used these as terror weapons to destroy entire cities.


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* MacrossMissileMassacre: The ''Whitworth'' mounts two LRM-10 launchers, which lets it put out a surprising amount of firepower for a 40-ton design. This was later upgraded with Artemis fire-control equipment.


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* MadeOfIndestructium: As far as light 'mechs go, at least. The ''Wolfhound'' carries maximum armor for its weight, has no ammunition-dependent weapons, and carries two medium lasers in the torso, meaning the only way to put it down for good is to take out the center torso or the head.

Changed: 64

Removed: 62

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* ChestBlaster: The [=AC/20=] mounted high on its right torso.




to:

* ShoulderCannon: The [=AC/20=] mounted high on its right torso.

Added: 3769

Changed: 1118

Removed: 376

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!!Wolfhound [=WLF-2=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_wolfhound.png]]
[[caption-width-right:350:Not Shown: [[SlasherSmile Wolfish Grin]]]]
[[caption-width-right:350:[[labelnote:Click here to see a more wolfish interpretation]] https://static.tvtropes.org/pmwiki/pub/images/wolfhound_4thsw.jpg]][[/labelnote]]

-->Production Year: 3052\\
Weight Class: Light\\
Mass: 35 tons

A dependable and rugged design from the 31st century from the Lyran Commonwealth, designed primarily to put the ''Panther'' and ''Jenner'' 'Mechs from the Draconis Combine down. It's an energy-heavy Light-Mech that packs enough armor to survive its intended prey, at the cost of using mostly standard components under the hood to keep the cost of production down.

to:

!!Wolfhound [=WLF-2=]

!!Whitworth [=WTH-1=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_wolfhound.png]]
[[caption-width-right:350:Not Shown: [[SlasherSmile Wolfish Grin]]]]
[[caption-width-right:350:[[labelnote:Click here to see a more wolfish interpretation]] https://static.tvtropes.org/pmwiki/pub/images/wolfhound_4thsw.jpg]][[/labelnote]]

org/pmwiki/pub/images/3025_whitworth1.jpg]]
[[caption-width-right:350:Whitworth, the Inner Sphere's #1 name in [[MasterOfNone mediocrity]].]]
-->Production Year: 3052\\
2610\\
Weight Class: Light\\
Medium\\
Mass: 35 tons

A dependable
40 tons

The flagship (and indeed only) product of the Whitworth Company, the ''Whitworth'' was launched in the early [=2600s=] as a middleweight option between the ''Wasp''
and rugged design from the 31st century from ''Phoenix Hawk''. However, faulty leg actuators made the Lyran Commonwealth, designed primarily to put ''Whitworth'' significantly slower than either of those designs, and after the ''Panther'' and ''Jenner'' 'Mechs from initial close combat-oriented model fared poorly on the Draconis Combine down. It's battlefield, it was redesigned as an energy-heavy Light-Mech that packs enough armor to survive its intended prey, at LRM-equipped fire support 'Mech. Never particularly popular, the cost of using mostly standard components under ''Whitworth'' would steadily decline in numbers over the hood to keep the cost of production down.Succession Wars through sheer [=MechWarrior=] apathy as much as anything else.


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* TheAllegedCar: The ''Whitworth'''s leg actuators are so poorly designed that its legs tend to ''fall off'' during high-stress maneuvers, and replacing them would require a rework of the 'Mech's entire lower body. This may be why its ground speed caps out at 64.8 km/h.
* ArmCannon: Both of the ''Whitworth'''s arms end in Medium Laser barrels rather than hands. This is actually one of the reasons why the [=WTH-1S=] model was unsuccessful, as its lack of hands impaired its ability to fight in melee.
* ChestBlaster: The ''Whitworth'''s primary weapons, its LRM-10 racks, are located in its side torsos.
* CloseRangeCombatant: The original [=WTH-1S=] model mounted a pair of SRM-6 launchers and a few extra heat sinks instead of the [=WTH-1's=] [=LRM-10s=], making it more of a close-in brawler. However, that design tended to get its pilots killed, so the 'Mech was retooled as a fire support unit.
* EvenBeggarsWontChooseIt: After the Whitworth Company's factory was destroyed during the Amaris Civil War, the ''Whitworth'' nearly went extinct over the following centuries simply because no one ''cared'' enough about it to try and restart production.
* FanNickname: Well, "fan" might be pushing it. In-universe, the ''Whitworth'' has acquired a couple of nicknames: the relatively neutral "Tin Woodsman," and the entirely derogatory "Worthless." Out-of-universe, it's also known by the even-more-derogatory "Shitworth."
* JumpJetPack: The ''Whitworth'' mounts four jump jets, which help mitigate its otherwise poor mobility.
* LongRangeFighter: This is the LRM-equipped [=WTH-1=] ''Whitworth'''s intended battlefield role, following the failure of the short-ranged [=WTH-1S=] model.
* MasterOfNone: As a fighting machine, the ''Whitworth'' is... ''okay.'' It has a decent, but not exceptional, level of firepower at both close and long ranges. It's slow, but jump capable. It has a good amount of armor, although that armor is questionably distributed on its chassis. It can bully smaller 'Mechs and annoy larger ones, but it's not going to be punching above its weight. Ultimately, this mediocre level of performance contributed to the 'Mech's relatively poor reputation and the general lack of enthusiasm for the design among [=MechWarriors=].
* MightyGlacier: Subverted. The ''Whitworth'' actually has a lot of protection for a 'Mech of its size -- a full 20% of its total mass is devoted to armor, in fact -- but for some reason a greater-than-normal amount of that armor is mounted on the legs, leaving the arms and side torsos (which house most of the ''Whitworth''[='=]s weaponry and all of its ammunition) lightly protected. It also packs a fair bit of weaponry, with an AlphaStrike that caps at an impressive 35 damage, but in practice it has neither the range overlap for its weapons nor the heat sinking capacity to actually reach that cap reliably. As for the "glacier" part, the ''Whitworth''[='=]s top speed is only 64.8 km/h, a speed profile more commonly associated with Heavy 'Mechs.

!!Wolfhound [=WLF-2=]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_wolfhound.png]]
[[caption-width-right:350:Not Shown: [[SlasherSmile Wolfish Grin]]]]
[[caption-width-right:350:[[labelnote:Click here to see a more wolfish interpretation]] https://static.tvtropes.org/pmwiki/pub/images/wolfhound_4thsw.jpg]][[/labelnote]]

-->Production Year: 3052\\
Weight Class: Light\\
Mass: 35 tons

A dependable and rugged design from the 31st century from the Lyran Commonwealth, designed primarily to put the ''Panther'' and ''Jenner'' 'Mechs from the Draconis Combine down. It's an energy-heavy Light-Mech that packs enough armor to survive its intended prey, at the cost of using mostly standard components under the hood to keep the cost of production down.
----

Added: 289

Changed: 720

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Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]], carrying enough armour to take fire without much worry, a complement of weaponry that can be effective at any range along with a hatchet that is bigger than some light 'mechs and an engine big enough to run at medium 'mech speeds. It would be the definitive answer to any clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even for Clanner standards]].

to:

Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]], carrying design]]. Carrying enough armour armor to take fire without much worry, a complement of weaponry that can be effective at any range along with a hatchet that is bigger than some light 'mechs range, and an engine big enough to run at medium 'mech speeds. It speeds, it would be the definitive answer to any clan Clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even for by Clanner standards]].



* AnAxeToGrind: Its most notable weapon.
* AwesomeYetImpractical: More or less the core of the 'mech itself, it is an absolutely deadly machine for any standards of any age, but its too costly to reliably produce.
* CloseRangeCombatant: It can definetly fight at medium to long ranges, since it has a PPC and a pair of Large Pulse Lasers, but the biggest concern anyone should have when fighting it is the gargantuan hatchet it brings.
* LightningBruiser: 100 tons, above average firepower for its size, combined with medium 'mech speeds
* LightningGun: Carries an Extended Range PPC for long range combat

to:

* AnAxeToGrind: Its most notable weapon.
weapon. Each hit can deal as much damage as an [=AC/20=] shot.
* AwesomeYetImpractical: More or less the core of the 'mech itself, it itself. It is an absolutely deadly machine for any by the standards of any age, but its too costly to reliably produce.
* CloseRangeCombatant: It can definetly certainly fight at medium to long ranges, since it has ranges with a PPC and a pair of Large Pulse Lasers, but the biggest concern for anyone should have when fighting it facing the design is the gargantuan hatchet it brings.
* LightningBruiser: It weighs in at 100 tons, above average tons with the expected firepower for its size, combined with medium 'mech speeds
speeds. At eight hexes of movement running flat out with the MASC engaged, it can get up in a target's face in a hurry to put the hatchet into use.
* LightningGun: Carries an Extended Range PPC for long range combatcombat.



* KillItWithFire: Has a head mounted flamer, mostly for intimidation, but it also works surprisingly well on anyone that gets too close for comfort


to:

* KillItWithFire: Has a head mounted flamer, mostly for intimidation, but it also works surprisingly well on anyone any unarmored infantry that gets get too close for comfort

comfort.
* MacrossMissileMassacre: The B3 model changes from a close-range brawler to a fire support design, swapping the pulse lasers for a pair of LRM-10 launchers.
* PointDefenseless: Subverted. It carries an Anti-Missile System to handle incoming missile fire, along with a Guardian ECM Suite to make it harder to hit.
* SuperiorSuccessor: Depending on who you ask. The Free Worlds League saw the ''Berserker'' and created the ''Neanderthal'' in response, a mech twenty tons lighter, twenty-five percent cheaper, and almost as capable.
* SwordAndGun: It has the ER PPC in one arm and the hatchet in the other.
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Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]], carrying enough armour to take fire without much worry, a complement of weaponry that can level fortresses along with a hatchet that is bigger than some light 'mechs and an engine big enough to run at medium 'mech speeds. It would be the definitive answer to any clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even for Clanner standards]].

to:

Possibly the single most dangerous individual design to ever come out of the Inner Sphere, the ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]], carrying enough armour to take fire without much worry, a complement of weaponry that can level fortresses be effective at any range along with a hatchet that is bigger than some light 'mechs and an engine big enough to run at medium 'mech speeds. It would be the definitive answer to any clan design it would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even for Clanner standards]].
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Weight Class: Assault

to:

Weight Class: AssaultAssault\\

Added: 2151

Changed: 1437

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!!Blackjack BJ-1
[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/blackjack_rgilclan_v04.png]]
[[caption-width-right:249: The thing you give to militiamen so they can tell people to (hippity-hoppity) get off their property.]]

-->Production Year: 2757\\
Weight Class: Medium\\
Mass: 45 tons

The ''Blackjack'' was originally designed by GM during the reunification wars as a response to the SLDF's call for a dedicated anti insurgency [[note]]read: mostly shooting at protestors[[/note]] Battlemech. The design was quickly approved for use and the prototype BJ-1X was swiftly deployed into the Periphery for garrison duties. [[FlawedPrototype The long list of performance issues that came up almost bordered on comedy]], which led to them developing a notoriously bad reputation and consequently being mothballed or sold to the black market and eventually [[{{Irony}} being used by the very insurgents it was supposed to be fighting]]. Despite the reputation, however, the second incarnation of the ''Blackjack'', the [[SuperiorSuccessor BJ-1]], was a very solid 'mech. With superb manouverability, range and battlefield endurance, it eventually shed its bad reputation and garnered a new one as a very effective, simple and, above all, deadly, weapon.

to:

!!Blackjack BJ-1
[[quoteright:249:https://static.
!!Berserker [=BRZ-A3=]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/blackjack_rgilclan_v04.png]]
[[caption-width-right:249: The thing you give to militiamen so they can tell people to (hippity-hoppity) get off their property.]]

org/pmwiki/pub/images/berserker.jpg]]
[[caption-width-right:350: [[Videogame/Doom2016 Rip and Tear, until it is done]]]]

-->Production Year: 2757\\
3056\\
Weight Class: Medium\\
Assault
Mass: 45 100 tons

The ''Blackjack'' was originally designed by GM during Possibly the reunification wars as a response to the SLDF's call for a dedicated anti insurgency [[note]]read: mostly shooting at protestors[[/note]] Battlemech. The single most dangerous individual design was quickly approved for use and the prototype BJ-1X was swiftly deployed into the Periphery for garrison duties. [[FlawedPrototype The long list of performance issues that came up almost bordered on comedy]], which led to them developing a notoriously bad reputation and consequently being mothballed or sold to the black market and eventually [[{{Irony}} being used by the very insurgents it was supposed to be fighting]]. Despite the reputation, however, the second incarnation ever come out of the ''Blackjack'', Inner Sphere, the [[SuperiorSuccessor BJ-1]], was ''Berserker'' is the ideal [[BiggerIsBetter Lyran design]], carrying enough armour to take fire without much worry, a very solid 'mech. With superb manouverability, range complement of weaponry that can level fortresses along with a hatchet that is bigger than some light 'mechs and battlefield endurance, an engine big enough to run at medium 'mech speeds. It would be the definitive answer to any clan design it eventually shed its bad reputation and garnered a new one as a very effective, simple and, above all, deadly, weapon.would run into, [[AwesomeYetImpractical were it not for the fact that it is ludicrously expensive even for Clanner standards]].


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* AnAxeToGrind: Its most notable weapon.
* AwesomeYetImpractical: More or less the core of the 'mech itself, it is an absolutely deadly machine for any standards of any age, but its too costly to reliably produce.
* CloseRangeCombatant: It can definetly fight at medium to long ranges, since it has a PPC and a pair of Large Pulse Lasers, but the biggest concern anyone should have when fighting it is the gargantuan hatchet it brings.
* LightningBruiser: 100 tons, above average firepower for its size, combined with medium 'mech speeds
* LightningGun: Carries an Extended Range PPC for long range combat
* LimitBreak: Normally outfitted with MASC, which allows it to run at an incredible (for [[MightyGlacier assault 'mechs standards]]) 86 KPH.
* KillItWithFire: Has a head mounted flamer, mostly for intimidation, but it also works surprisingly well on anyone that gets too close for comfort


!!Blackjack BJ-1
[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/blackjack_rgilclan_v04.png]]
[[caption-width-right:249: The thing you give to militiamen so they can tell people to (hippity-hoppity) get off their property.]]

-->Production Year: 2757\\
Weight Class: Medium\\
Mass: 45 tons

The ''Blackjack'' was originally designed by GM during the reunification wars as a response to the SLDF's call for a dedicated anti insurgency [[note]]read: mostly shooting at protestors[[/note]] Battlemech. The design was quickly approved for use and the prototype BJ-1X was swiftly deployed into the Periphery for garrison duties. [[FlawedPrototype The long list of performance issues that came up almost bordered on comedy]], which led to them developing a notoriously bad reputation and consequently being mothballed or sold to the black market and eventually [[{{Irony}} being used by the very insurgents it was supposed to be fighting]]. Despite the reputation, however, the second incarnation of the ''Blackjack'', the [[SuperiorSuccessor BJ-1]], was a very solid 'mech. With superb manouverability, range and battlefield endurance, it eventually shed its bad reputation and garnered a new one as a very effective, simple and, above all, deadly, weapon.
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* AchillesHeel: Armor and ammunition. While the [=AC/5=] has plenty of ammunition with a single ton, the LRM-15 only has enough for eight rounds. Some pilots pragmatically noted that by the time the LRM ammo was expended, the armor was probably breached anyway, and additional ammunition would pose an explosion risk.



* JackOfAllTrades: While ostensibly designed as a LongRangeFighter, the ''Zeus'' packs a variety of different weapons that make it deadly at all ranges.

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* JackOfAllTrades: While ostensibly designed as a LongRangeFighter, the ''Zeus'' packs a variety of different weapons that make it deadly at all ranges. Other variants take this further, swapping out various weapons to suit the ''Zeus'' to different range brackets. The 6A variant replaces the [=LRM-15=] with three [=SRM-6=] launchers to give it a nasty close-range punch.



* ReliablyUnreliableGuns: The one problematic component of the ''Zeus'' is its complex, barrel fist-mounted LRM-15, which is prone to malfunctions if not constantly maintained.

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* ReliablyUnreliableGuns: The one problematic component of the ''Zeus'' is its complex, barrel fist-mounted LRM-15, LRM-15 (meant to allow that arm to be used as a bludgeon), which is prone to malfunctions if not constantly maintained.maintained.
* RobotAntennae: Two, placed on top of the 'Mech and somewhat back from the forward-slung cockpit.
* UnfinishedUntestedUsedAnyway: The two ''Zeus'' prototypes got an abrupt test on Hesperus II as the Draconis Combine was attacking the Defiance Industries factory. Between the long-range firepower, [[SuperPrototype using relatively advanced technology]], and the novelty of being a new mech design, the two prototypes manage to stall the DCMS advance long enough for reinforcements to arrive.
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* RobotAntennae: Has these as well, which alongside the single-eye type cockpit only reinforces the robot aestetic.

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* RobotAntennae: Has these as well, which alongside the single-eye type cockpit only reinforces the robot aestetic.aesthetic.
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!!Zeus [=ZEU-6S=]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zeus_rgilclan_v02.png]]
[[caption-width-right:350:Prepare for divine punishment.]]
-->Production Year: 2787\\
Weight Class: Assault\\
Mass: 80 tons

The ''Zeus'' was built by the Lyran Commonwealth at the start of the First Succession War as a long-range, hit-and-run-capable Assault 'Mech. It excelled in this role and in others, earning a strong reputation among Steiner and mercenary [=MechWarriors=], and ultimately became one of the Commonwealth's most beloved 'Mechs of the Succession Wars era.
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* ChestBlaster: The ''Zeus'' carries a trio of lasers in its torso -- one Large and two Mediums, one of which is rear-facing -- for use against targets at short-to-medium range.
* FragileSpeedster: In terms of speed (64.8 km/h at a run) and protection (11.5 tons of armor), the ''Zeus'' is more akin to a slightly-oversized Heavy 'Mech than a "traditional" Assault.
* JackOfAllTrades: While ostensibly designed as a LongRangeFighter, the ''Zeus'' packs a variety of different weapons that make it deadly at all ranges.
* LightningGun: Ironically enough, averted for the "standard" 6S model. The designers ''wanted'' to include a PPC as a primary armament, but problems with the magnetic shielding made the weapon unreliable, and they ultimately went with a simpler autocannon instead. Technological advancements following the Third Succession War allowed them to fix this problem, and the PPC-armed 6T variant effectively became the new standard going forward.
* NationalWeapon: The ''Zeus'' is strongly associated with the Lyran Commonwealth and House Steiner. This actually caused some friction during the early days of the Federated Commonwealth, as some Davion [=MechWarriors=] refused to pilot the thing, and likewise some Steiner officers became very protective of the 'Mech when it seemed to be in danger of being replaced.
* ReliablyUnreliableGuns: The one problematic component of the ''Zeus'' is its complex, barrel fist-mounted LRM-15, which is prone to malfunctions if not constantly maintained.
* TheWorkhorse: The ''Zeus'' is another one of those designs that survived three centuries and four Succession Wars because it was built using simple, tried-and-true technology rather than advanced components that would become [=LosTech=] as conditions in the Inner Sphere deteriorated.

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