Well, there are quite some variants of the mechs in game that could be added, but the question is if they really would add anything different. Many variants can be build on already existing ones like the royal Shadow Hawk for example. Unless they would differ on quirks or the number of hardpoints they would not really bring anything new to the table.
So I am focussing here on variants that do would bring something existing ones in the game do not have. Strictly canon ones. So I won't for example add a Rifleman IIc8 because of the Anti-Personnel Gauss Rifles although these could be maybe replaced with MG's or any variant using a c3 slave (like the CN9-D5) tho this could be easily replaced with a ton of ammo.
Commando 4H: 2 energy and 4 missile weapons(2 in each side torso)
Commando 7S: 2 energy and 3 missle weapons
Firestarter FS9-P: 8 energy and 2 missile weapons(one in each side torso)
Wolfhound 3M: 1 ballistic weapon in the right arm
Wolfhound 5: 3 energy weapons (1 RA, 2 RT) and MASC
Phoenix Hawk 3PL: 5 energy weapons two hardpoints in the right torso
Phoenix Hawk 6D: 5 energy weapons two hardpoints in the center torso, but unlike the 1K jumpcapable
Phoenix Hawk 7S: 5 energy weapons one hardpoint in each side torso and MASC
Griffin 6S: one missile and 3 energy weapons(one in each arm and one in the center torso)
Wolverine 7M: one missile and 4 energy weapons (head, RA and one in the right torso)
Wolverine 9D: one missile, one ballistic and 3 energy weapons (head and two in the center torso) and MASC
Hunchback 5H: one ballistic, 2 energy and 3 missile weapons (in left torso)
Catapult H2: 3 energy and 8 missile weapons
Jägermech JM6-H: 2 ballistic, 2 energy and 6 missile weapons
Quickdraw 5Mr: 4 energy and one missile weapon and ECM
Rifleman 7M: 2 ballistic and 7 energy weapons (one in head) and ECM
Thunderbolt 9NAIS: 3 energy, one missile, one ballistic weapon and ECM
Thunderbolt 10SE: 4 energy, one missile weapon, MASC and ECM and jumpcapable
Archer 6S: 3 energy (one in head) 4 missile weapons
Archer 8M: 4 energy (one in head) 2 missile weapons
Warhammer 7K: 7 energy weapons (one in head) and 2 missile weapons
Marauder 7D: 4 energy and one ballistic weapon and ECM
Marauder 9S: 5 energy (one in head) and one ballistic weapon and ECM
Awesome 9Q: 5 energy weapons and ECM
Battlemaster 4S: one ballistic (RA), one missile and 8 energy weapons
Victor 9B Li: one missile (LT) and 10 energy weapons in the right arm (+2 heat scale limit for medium laser!)
Victor 10L: one ballistic (RA), one missile (RT) and 3 energy weapons (2 LA, 1 CT) and ECM
Marauder II Bounty Hunter: one ballistic and 6 energy weapons and ECM
Edited by suum74, 17 January 2021 - 02:33 PM.