Solaris 7 Hero Pack / $30.00

The Solaris 7 Hero Pack Includes:

  • 7 Solaris Hero 'Mechs with Unique hardpoints and 30% C-Bill Boost
  • 7 'Mech Bays
  • 3 Warhorns featuring Taunts, Folly FX, and Crowd Reactions
  • 1 Boosted Standing Item that gives you 5% Accolades Boost (Premium Time will also grant a 5% Accolades boost)
  • 6 Solaris based “Sponsor Decals”
  • 30 Days of Premium Time

'Mechs

Ladies and Gentlemen of the Inner Sphere we are proud to present 7 new Solaris Heroes sporting unique hard points and flashy paint jobs to match their personalities! All Solaris Heroes come with a Mechbay and feature a 30% C-Bill Boost to have you rolling in dough.

Decals & Booster Item

Every Pilot in this sector wants a Jump Jet Fuel Sponsorship Decal! You can get that and more with this pack. Show off on your Solaris 7 Pride! (decals are colorable). This Boosted Standing Item shows your Solaris Spirit and Boosts your Accolades by 5%! (Premium Time will also be upgraded to grant a 5% Accolades boost).

Warhorns

These 3 Solaris 7 Warhorns are truly unique. Taunt your enemy with VO lines, Folly FX and Crowd Cheers. These babies are Solaris 7 branded!

Premium Time

Included in the Solaris Pack is 30 Days of Premium Time!

'Mech Specs

Atlas

AS7-KR 'Kraken'

Assault

Overview

Tonnage - 100

Engine - 300 XL

Max Engine Rating - 360

Top Speed - 48.6 kph

Armor - 608 Standard

Internal Structure - Standard

Heat Sinks - 22 Single

Jump Jets - 0 (0 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - Heat Sink

Left Arm - ER Large Laser, Heat Sink x2

Left Torso - LRM 20, LRM Ammo x3, Heat Sink

Center Torso - Engine, Medium Laser x2

Right Torso - Gauss Rifle, Gauss Ammo, CASE

Right Arm - ER Large Laser, Gauss Ammo x2, Heat Sink x2

Left Leg - Heat Sink x2

Right Leg - Heat Sink x2

Hardpoints

Head - (empty)

Left Arm - 1 Energy, 1 AMS (Actuators: Upper, Lower, Hand)

Left Torso - 2 Missile

Center Torso - 2 Energy

Right Torso - 1 Ballistic

Right Arm - 2 Energy (Actuators: Upper, Lower, Hand)

Left Leg - (empty)

Right Leg - (empty)

Griffin

GRF-AR 'Ares'

Medium

Overview

Tonnage - 55

Engine - 275 Standard

Max Engine Rating - 360

Top Speed - 81.0 kph

Armor - 304 Standard

Internal Structure - Standard

Heat Sinks - 12 Single

Jump Jets - 4 (7 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - (empty)

Left Arm - Small Laser

Left Torso - Jump Jet x2

Center Torso - Engine, Heat Sink

Right Torso - LRM 10, Jump Jet x2, LRM Ammo x2

Right Arm - PPC

Left Leg - (empty)

Right Leg - (empty)

Hardpoints

Head - (empty)

Left Arm - 2 Energy (Actuators: Upper, Lower, Hand)

Left Torso - 1 AMS

Center Torso - (empty)

Right Torso - 2 Missile

Right Arm - 2 Energy (Actuators: Upper, Lower, Hand)

Left Leg - (empty)

Right Leg - (empty)

Rifleman

RFL-DB 'Dao Breaker'

Heavy

Overview

Tonnage - 60

Engine - 240 Standard

Max Engine Rating - 290

Top Speed - 64.8 kph

Armor - 240 Standard

Internal Structure - Standard

Heat Sinks - 10 Single

Jump Jets - 0 (0 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - (empty)

Left Arm - Large Laser, AC/5

Left Torso - Medium Laser

Center Torso - Engine, AC/5 Ammo

Right Torso - Medium Laser

Right Arm - Large Laser, AC/5

Left Leg - Heat Sink

Right Leg - (empty)

Hardpoints

Head - (empty)

Left Arm - 2 Energy, 1 Ballistic (Actuators: Upper)

Left Torso - 1 Energy

Center Torso - 1 AMS

Right Torso - 1 Energy

Right Arm - 1 Energy, 2 Ballistic (Actuators: Upper)

Left Leg - (empty)

Right Leg - (empty)

UrbanMech

UM-SC 'Street Cleaner'

Light

Overview

Tonnage - 30

Engine - 60 Standard

Max Engine Rating - 210

Top Speed - 32.4 kph

Armor - 192 Standard

Internal Structure - Standard

Heat Sinks - 11 Single

Jump Jets - 2 (6 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - Heat Sink

Left Arm - Small Laser

Left Torso - Heat Sink x2

Center Torso - Engine, Jump Jet x2

Right Torso - AC/10 Ammo, Heat Sink x2

Right Arm - AC/10

Left Leg - Heat Sink x2

Right Leg - Heat Sink x2

Hardpoints

Head - (empty)

Left Arm - 3 Energy (Actuators: Upper)

Left Torso - (empty)

Center Torso - (empty)

Right Torso - 1 AMS

Right Arm - 2 Ballistic (Actuators: Upper)

Left Leg - (empty)

Right Leg - (empty)

Mad Dog

MDD-RV 'Revenant'

Heavy

Overview

Tonnage - 60

Engine - 300 XL

Top Speed - 81.0 kph

Armor - 326 Ferro-Fibrous

Internal Structure - Standard

Heat Sinks - 13 Double

Jump Jets - 0 (0 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - Fixed Armor Slot

Left Arm - Fixed Armor Slot, Medium Pulse Laser

Left Torso - Fixed Armor Slot x2, LRM 20, LRM 10, LRM Ammo x2

Center Torso - Engine, Medium Pulse Laser x2

Right Torso - Fixed Armor Slot x2, LRM 20, LRM 10, LRM Ammo x2

Right Arm - Fixed Armor Slot, Medium Pulse Laser

Left Leg - Double Heat Sink

Right Leg - (empty)

Omnipod Hardpoints

Head - (empty)

Left Arm - 1 Energy (Available Actuators: Upper, Lower)

Left Torso - 2 Missile

Center Torso - 2 Energy

Right Torso - 2 Missile

Right Arm - 1 Energy (Available Actuators: Upper, Lower)

Left Leg - (empty)

Right Leg - (empty)

Firestarter

FS9-FS 'Firestorm'

Light

Overview

Tonnage - 35

Engine - 210 Standard

Max Engine Rating - 295

Top Speed - 97.2 kph

Armor - 176 Standard

Internal Structure - Standard

Heat Sinks - 10 Single

Jump Jets - 6 (6 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - (empty)

Left Arm - Machine Gun x2

Left Torso - Medium Laser, Jump Jet x3, MG Ammo

Center Torso - Engine, Flamer x2

Right Torso - Medium Laser, Jump Jet x3, MG Ammo

Right Arm - Machine Gun x2

Left Leg - Heat Sink

Right Leg - Heat Sink

Hardpoints

Head - (empty)

Left Arm - 2 Ballistic (Actuators: Upper, Lower)

Left Torso - 1 Energy

Center Torso - 2 Energy

Right Torso - 1 Energy, 1 AMS

Right Arm - 2 Ballistic (Actuators: Upper, Lower)

Left Leg - (empty)

Right Leg - (empty)

Banshee

BNC-SR 'Siren'

Assault

Overview

Tonnage - 95

Engine - 380 XL

Max Engine Rating - 400

Top Speed - 64.8 kph

Armor - 480 Standard

Internal Structure - Standard

Heat Sinks - 14 Double

Jump Jets - 4 (4 Max)

ECM Capable - No

MASC Capable - No

Weapons & Equipment

Head - (empty)

Left Arm - ER PPC, Medium Laser x2

Left Torso - LB 10-X AC, LB 10-X Ammo

Center Torso - Engine

Right Torso - ER PPC

Right Arm - SRM 4, SRM Ammo

Left Leg - Jump Jet x2

Right Leg - Jump Jet x2

Hardpoints

Head - (empty)

Left Arm - 3 Energy (Actuators: Upper, Lower, Hand)

Left Torso - 2 Ballistic

Center Torso - 1 AMS

Right Torso - 1 Energy

Right Arm - 1 Missile (Actuators: Upper, Lower, Hand)

Left Leg - (empty)

Right Leg - (empty)

Solaris Overview

Seasonal Play

Climb the ranks as a Solaris pilot during the course of the season! Start as a lowly challenger in any of the 7 'Mech Divisions, and gain Patrons and corporate Sponsors as your fame grows. As your reputation increases with your success, you'll court the attraction of bigger and better endorsements.

Solo and Group

Claim fame as a lone wolf, or fight alongside a partner as you participate in 1v1 or 2v2 battles.

Track your progress and standings on the leaderboards for both Solo and Group Play.

Patrons and Sponsors

In each Division, sign a contract with a Patron to represent you as their fighter. The various Patrons provide different bonuses and rewards, so be sure to choose wisely!

As your fame as a Solaris Pilot grows, you will attract the attention of corporate Sponsors. These brands will pay you handsomely for your sponsorship, but be careful - if your popularity starts to drop, so will the interest of the Sponsors.

Earning the support of better Sponsors and Patrons will provide you with greater rewards and performance bonuses, helping you become the greatest pilot Solaris has ever seen!

Game Modes

1 vs 1, 2 vs 2, and 32 slots for spectators to witness your glory or defeat!

Maps

Solaris 7 is home to a number of arenas hosted by the Great Houses. Each arena presents its own challenges and pitfalls for pilots.

  • Boreal Reach: Using state-of-the-art holographic projection technology, this arena takes the form of a large tundra battleground.
  • The Factory: A re-purposed 'Mech factory, this arena is filled with plenty of opportunities to hide from - and ambush - your opponent.
  • Steiner Colosseum: Harkening back to the gladiatorial days of old, this massive colosseum will make Pilots feel like true warriors.
  • The Jungle: Seemingly a beautiful tropical oasis, this jungle arena is home to some of the fiercest Solaris battles.
  • Ishiyama Caves: A claustrophobic arena set inside the carved-out tunnels of a Kurita-constructed mountain. Tight battles abound in the Ishiyama Caves!

Bolt-ons and Mech Bay 2.0

Solaris is more than just killing your foes - it's about doing it in style. There's no better way to let your personality shine than to deck out your 'Mech with hundreds of cosmetic bolt-on items.

In the newly updated 'Mech Bay, you can get a whole new view of your 'Mechs using the 360 rotational cameras. Better yet, step directly into the 'Mech Bay and experience it on foot.