BJ-1DC "Flakjack"
- STD 200
- 11x DHS
- 2x AC/2 + 4T ammo
- 2x Med Laser
- 4x Small Laser
With its quirks, a pretty decent plinker. Stay mobile, don't try to plink from one spot. It's a great brawler-support 'Mech since it can just circle around a fight wailing on a single target with the Med Las and AC/2. The Small Lasers are there to provide some extra punch if the enemy decides to get close; I find that the faster re-fire is nice, and two Small Las have higher DPS than a single Med Las.
Blackjack "Arrow"
- STD 200
- 10x DHS
- 1x UAC/5 + 3T ammo
- 5x MG + 2T ammo
- 3x Med Laser
It shreds. Make sure you slap on cool-down for the UAC and lasers, and it will acquit itself very well. You can shave 4 points of armor from the legs, six from the head, and two from each arm, to fit a single Jump Jet in if that's your jam.
Shadow Cat Prime "PakPak"
- 10x DHS
- 2x LB-2X + 4T ammo
- 2x C-ER Med Laser
This thing is undoubtedly trash tier, but it's hilarious. Again, don't forget the cool-down module as it makes the difference between bad and fun. I sincerely wish PGI would add AC/2 cool-down modules and make the Clan UACs and ACs not sound like two wooden boards being lightly clapped together, but this'll do in the mean-time!
Shadow Cat P "Striker"
- 11x DHS
- 1x UAC/10 + 2.5T ammo
- 3x C-ER Med Laser
This one is legitimately good. There has been a lot of crying over the Shadow Cat's lack of firepower. I'm calling bull on that one. It's hardly any worse than a BJ-1X, and it's certainly superior to a BJ-1. This thing, for example, will put 41 points of damage down-range in the time it takes the C-ERML to finish their burn, using the double-tap. That's 445 meters for max-damage with the laser module, a not-inconsiderable advantage over the BJ-1X. And, as icing on the cake, it can get into funny places that a BJ-1X can't and it can use that MASC to really futz with enemy target tracking with constant jittering. It's awesome. I like it.
DRG-1C "SwordBoard"
- STD 300
- 16x DHS
- 1x ER PPC
- 1x PPC
- 2x Med Laser
It is exactly what its name says. It runs fairly cool with that many DHS, it has excellent torso mounting points for PPCs, and it can move around the battlefield quickly. Also, the energy range quirks are stupid-good. You want to tag somebody with a regular PPC at a bout 700 meters? Go for it! Beware your nose, though, since it makes swording and boarding a bit problematic. You really have to swing the 'Mech around to do it.
JM6-DD "Flakjack II"
- STD 275
- 10x DHS
- 2x UAC/5 + 5.5T ammo
- 4x MG + 1T ammo
- 2x Med Laser
A big version of the Blackjack of the same name. Triple UAC got started because you needed redundancy in case one went out, so you tended to always have at least two going at once and, if all three stayed up, you had phenomenal damage output. It's still workable, but the XL requirement is a huge deal-breaker for me. With the UAC/5 jam chance reduction and cool-down quirks, you can now reliably run two UAC/5, which frees up nine tons to do other stuff with. As you can see, most of that went into the engine. You can drop the MG to get more engine, but I find that the whole point of a DD is its six ballistic units. It will put up numbers!