70 tons · Inner Sphere · 26 variants · 2458 to 3119
The ARC-1A did not come easy. Earthwerks spent close to nine years getting it right for the Terran Hegemony, and most of that time was a straight argument between the MechWarriors, who wanted better sensors and stabilisation gear, and the engineering team under Linn Tommi, who kept pushing for a sturdier, more heavily armoured frame instead. The engineers won. What rolled out in 2474 as the ARC-2R was not the most sophisticated 'Mech ever built, but it was tough enough that six factories turned out more than a hundred thousand of them before the First Succession War even started.
The cockpit is the first thing I check when someone tells me they “found an Archer”, because it is the one thing that cannot be faked. It sits low, in the central torso rather than up in the head, which gives the pilot a strange sightline and absolutely no extra protection for the inconvenience. Pair that with the big missile bins riding the side torsos and a rear-facing laser turret above the cockpit and you have a machine that was never going to be mistaken for anything else on the field, in any era.
This chassis has two combat machines with actual names attached to them, which is rarer than you would think for a seventy-ton fire support brick. Jaime Wolf's own ARC-2W was rebuilt with Clan technology after his death and has been an honour posting for Wolf's Dragoons' best cadets ever since, the record lists it simply as “(Wolf)”. Morgan Kell's personal ARC-2R stood as a monument on Arc-Royal for decades until the Jade Falcons destroyed it in 3146. I do not get sentimental about hardware often, but those two earned it.
What it is. Seventy tons, walking four and running six on the standard 280-rated engine, built around a pair of LRM 20 launchers split across the side torsos with roughly 480 rounds of ammunition behind them and four medium lasers covering the close range the missiles cannot reach. The big battlefists make it a decent salvage platform in a pinch, though nobody is calling it a skilled melee fighter. 26 configurations on record, the earliest dated 2458, the newest 3119.
Seventy tons, walk four, run six, two LRM 20s doing the actual talking and four medium lasers filling the gap underneath. The low-slung cockpit and the side-torso missile bins are the whole visual identity, and they have not meaningfully changed across 661 years of production.
The ARC-7C, the most heavily armed configuration on record, posts 5/5/4 on the Alpha Strike card against the ARC-2R's 2/3/3. That gap is most of what this page is about: a design that spent six centuries being good enough to keep building, with a handful of refits good enough to stop apologising for the original's limits.
What never changed. Every serious refit still finds room for a pair of missile launchers doing the long-range work, even the ones that swap LRM for MML or push the range out with Extended LRMs. The real exceptions are the ARC-9K and ARC-9KC, built around Light PPCs instead, and the ARC-6W, which drops to rocket launchers because it is a Periphery budget build rather than a frontline refit.
Earthwerks Incorporated debuted the ARC-1A prototype in 2458 at the Terran Hegemony's request for a dedicated heavy fire support machine. The finished ARC-2R arrived in 2474 and became the Hegemony's standard for more than fifteen years, built across six factories into a production run that passed a hundred thousand units before the First Succession War started. That kind of number is why so many of these were still turning up in mercenary hands centuries later, Wolf's Dragoons and the Kell Hounds among the most notable.
The Star League Defense Force got its own Royal-issue ARC-2Rb in 2752, carrying Artemis IV, CASE and endo steel years before the rest of the Inner Sphere could reliably field any of it. Most of that technology went dark through the Succession Wars along with everything else SLDF-grade, and it took the Helm Memory Core and the slow recovery that followed to get double heat sinks, CASE and Artemis back into general production by the time the ARC-4M shipped in 3049. Everything built after that point is working from a deeper parts bin than everything built before it, and it shows in the numbers.
Every verdict below is against other Archer configurations. These are not pod-swappable OmniMech variants, armour and structure genuinely differ by refit, so a config here can be strictly worse than another and the Trap tier applies properly.
Nothing in its era does the chassis's job better for the money.
Does the job competently. Another variant does it better or cheaper, but there is no reason to avoid this one.
Only earns its Battle Value if you specifically need what it carries. C3, stealth, a command console, flak, jump jets.
Another variant in the same era, at no more than 3 percent above its Battle Value, matches or beats it on every Alpha Strike damage band, on armour, on structure, and carries every special ability it has. Nothing gained, something lost, no dearer.
Only the Trap tier is calculated. It is worked out from the variant data rather than decided by me, which means it is falsifiable: to argue with it you only have to name something the cheaper machine gives up. The other three are my opinion and you should treat them that way. 0 of the 26 Archer variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.
All 26 are in the table further down. These are the ones that change what you are actually facing.
70 tons · BV 2365 · PV 51 · Missile Boat · 3055
Walk 4 / Run 6 / Jump 0 · 15 Clan Double · 280 Fusion (Clan) Engine
2x ER Large Laser, 2x LRM 20, 2x Small Pulse Laser, 1x Anti-Missile System
Literally Jaime Wolf's personal machine, rebuilt with Clan technology after his death and kept as an honour posting for the Dragoons' best cadets ever since. AMS, ECM, CASE and an overload circuit on top of the best raw damage spread in the entire lineup. Expensive, and worth every point.
70 tons · BV 1391 · PV 44 · Sniper · 3071
Walk 4 / Run 6 / Jump 0 · 13 IS Double · 280 Fusion Engine
3x Light PPC, 4x MML 5
A genuine role change: three Light PPCs and four MML 5s turn this from a missile boat into a Sniper, with a C3 slave and extra sensor gear, at the cheapest Battle Value of any Jihad-era configuration. The best value in the whole lineup.
70 tons · BV 2167 · PV 52 · Brawler · 3063
Walk 4 / Run 6 / Jump 0 · 12 Clan Double · 280 Fusion (Clan) Engine
2x Medium Pulse Laser, 2x LRM 20, 2x Streak SRM 4
Labelled “C 2” in the record; this is the Archer C2, Wolf's Dragoons' Civil War-era Clan-grade rebuild of the old 2W, built on Outreach and later at Arc-Royal. Seven points of damage at both short and medium range, the highest burst this chassis has ever thrown, in exchange for a genuine overheat risk on anyone who gets greedy with the trigger.
70 tons · BV 2408 · PV 49 · Missile Boat · 3119
Walk 5 / Run 8 / Jump 0 · 14 IS Double · 350 XL Engine(IS)
4x ER Medium Laser, 2x LRM 20
Mixed-tech, CASE II, an XL 350 for walk 5 run 8, and the best raw Alpha Strike numbers any Missile Boat Archer has ever posted. The most expensive configuration on the chart, and it earns the price.
70 tons · BV 1477 · PV 39 · Missile Boat · 2474
Walk 4 / Run 6 / Jump 0 · 10 Single · 280 Fusion Engine
4x Medium Laser, 2x LRM 20
The machine that actually built the legend: more armour than the prototype, a rear-facing laser, and the baseline every later refit still gets measured against. Over 100,000 built before the First Succession War for a reason.
Fielding one. Know what era of Archer you are holding. The early missile boats want to sit back at range and let the LRMs do the work undisturbed. The 9K and 9KC are Snipers now, not missile boats, built to use Light PPCs at distance instead. The 6W and the C2 are brawlers in everything but name, built to close and unload.
Opposing one. At 1269 to 2408 Battle Value, this is a wide enough spread that the configuration matters more than the chassis name. If you are facing anything with "5CS" or "9W" on the data card, shoot the legs first, both carry the thinnest structure in the lineup and both are documented as vulnerable there, the ARC-5CS specifically because the Elementals at Tukayyid worked that out the hard way.
If you run solo games with our AI opponent, the Archer is not the one-note missile boat it looks like on paper.
Damage figures are the Alpha Strike short, medium and long values. Two entries, "C" and "C 2", are mangled MUL labels for the Archer C and Archer C2 Clan-tech retrofits; the table shows the raw data string.
| Variant | Intro | BV | PV | Role | Weapons | S/M/L | Verdict |
|---|---|---|---|---|---|---|---|
| Age of War | |||||||
| ARC-1A | 2458 | 1269 | 36 | Missile Boat | 2x Medium Laser, 2x LRM 20 | 2/3/3 | Situational |
| ARC-2R | 2474 | 1477 | 39 | Missile Boat | 4x Medium Laser, 2x LRM 20 | 2/3/3 | Worth it |
| Star League | |||||||
| ARC-2Rb | 2752 | 1705 | 44 | Missile Boat | 3x Medium Laser, 2x LRM 20 | 3/5/4 | Worth it |
| Early Succession War | |||||||
| C | 2824 | 1811 | 42 | Missile Boat | 4x ER Medium Laser, 2x LRM 20 | 4/4/3 | Solid |
| ARC-2K | 2856 | 1356 | 34 | Missile Boat | 2x Large Laser, 2x LRM 15 | 2/2/2 | Situational |
| Late Succession War - LosTech | |||||||
| ARC-2S | 2915 | 1393 | 36 | Missile Boat | 4x Medium Laser, 2x LRM 15, 2x SRM 4 | 2/2/2 | Situational |
| ARC-2W | 3010 | 1338 | 35 | Missile Boat | 2x Medium Laser, 2x LRM 20, 2x SRM 4 | 2/3/3 | Solid |
| Clan Invasion | |||||||
| ARC-4M | 3049 | 1705 | 44 | Missile Boat | 4x Medium Laser, 2x LRM 20 | 3/5/4 | Worth it |
| ARC-5R | 3050 | 1674 | 37 | Missile Boat | 2x ER Large Laser, 2x LRM 15 | 3/3/3 | Situational |
| ARC-5S | 3050 | 1353 | 38 | Missile Boat | 4x Medium Pulse Laser, 2x Streak SRM 2, 2x LRM 15, 1x Narc | 4/4/2 | Situational |
| ARC-5W | 3050 | 1337 | 38 | Missile Boat | 2x SRM 4, 2x LRM 20, 1x Narc | 3/4/3 | Solid |
| ARC-5CS | 3052 | 1609 | 44 | Missile Boat | 2x Medium Laser, 4x LRM 15 | 4/6/5 | Solid |
| (Wolf) | 3055 | 2365 | 51 | Missile Boat | 2x ER Large Laser, 2x LRM 20, 2x Small Pulse Laser, 1x Anti-Missile System | 5/5/5 | Worth it |
| Civil War | |||||||
| C 2 | 3063 | 2167 | 52 | Brawler | 2x Medium Pulse Laser, 2x LRM 20, 2x Streak SRM 4 | 7/7/4 | Worth it |
| ARC-6S | 3067 | 1694 | 43 | Missile Boat | 2x Streak SRM 2, 2x LRM 20, 2x Medium Laser, 1x ER Small Laser | 4/5/4 | Solid |
| ARC-6W | 3067 | 1405 | 34 | Brawler | 4x Medium Laser, 8x Rocket Launcher 20, 2x Rocket Launcher 10 | 3/3/0 | Situational |
| ARC-7L | 3067 | 1881 | 43 | Missile Boat | 2x LRM 20, 2x ER Medium Laser | 2/3/3 | Situational |
| ARC-8M | 3067 | 1759 | 43 | Missile Boat | 3x ER Medium Laser, 2x LRM 15, 1x ER Large Laser | 3/4/4 | Solid |
| Jihad | |||||||
| ARC-7S | 3070 | 1658 | 42 | Missile Boat | 2x Streak SRM 2, 2x LRM 20, 1x ER Medium Laser, 1x Small Pulse Laser | 3/5/4 | Worth it |
| ARC-9K | 3071 | 1391 | 44 | Sniper | 3x Light PPC, 4x MML 5 | 4/4/3 | Worth it |
| ARC-9M | 3076 | 1811 | 42 | Missile Boat | 2x Light PPC, 2x LRM 15, 2x ER Medium Laser | 3/4/4 | Solid |
| ARC-9W | 3078 | 1774 | 49 | Missile Boat | 2x ER Large Laser, 2x LRM 15 | 2/3/3 | Situational |
| Early Republic | |||||||
| ARC-4M2 | 3086 | 1742 | 44 | Missile Boat | 4x ER Medium Laser, 2x LRM 20 | 3/5/4 | Worth it |
| ARC-9KC | 3089 | 1361 | 45 | Sniper | 2x Light PPC, 4x MML 5, 1x ER Medium Laser | 4/4/3 | Solid |
| Late Republic | |||||||
| ARC-9R | 3114 | 1668 | 37 | Missile Boat | 2x ER Medium Laser, 2x Extended LRM 15 | 2/3/2 | Situational |
| ARC-7C | 3119 | 2408 | 49 | Missile Boat | 4x ER Medium Laser, 2x LRM 20 | 5/5/4 | Worth it |
Availability for the ARC-2R by era, straight off the Master Unit List. Wolf’s Dragoons and the Kell Hounds both keep fielding it long after everyone else moved on, which tracks.
| Era | Available to |
|---|---|
| Star League (2571 - 2780) | Inner Sphere General, Mercenary, Periphery General, Star League General |
| Early Succession War (2781 - 2900) | Inner Sphere General, Mercenary, Periphery General, Star League in Exile |
| Late Succession War - LosTech (2901 - 3019) | ComStar, Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Late Succession War - Renaissance (3020 - 3049) | ComStar, Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Clan Invasion (3050 - 3061) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Civil War (3062 - 3067) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Jihad (3068 - 3080) | Escorpión Imperio, Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Early Republic (3081 - 3100) | Escorpión Imperio, Inner Sphere General, Mercenary, Periphery General |
| Late Republic (3101 - 3130) | Escorpión Imperio, Inner Sphere General, Mercenary, Periphery General |
| Dark Age (3131 - 3150) | Escorpión Imperio, Mercenary, Periphery General, Scorpion Empire |
| ilClan (3151 - 9999) | Mercenary, Periphery General, Scorpion Empire |
65 tons · Inner Sphere · 19 variants · BV 1242 to 1880
The other classic Inner Sphere missile boat of the era, lighter and faster, built around the same long-range philosophy.
65 tons · Mixed · 28 variants · BV 1204 to 2264
A Star League heavy that leans just as hard on paired missile launchers, already covered on this site.
70 tons · Mixed · 31 variants · BV 1299 to 2772
A contemporary heavy built for direct-fire brawling rather than fire support, for the contrast.
The low-slung cockpit, set into the central torso rather than up in the head, combined with the large missile bins riding both side torsos and a second laser mounted to fire backward, covering the rear arc. No extra protection comes with the low cockpit position, it is purely a design quirk that has stuck for six centuries.
Earthwerks Incorporated built the original design for the Terran Hegemony. Later producers included Bowie Industries, Defiance Industries, Diplass BattleMechs, Gorton, Kingsley and Thorpe Enterprises, LexaTech Industries, and Vandenberg Mechanized Industries, which kept building original-pattern ARC-2Rs for the Taurian Concordat well into the Clan Invasion era.
The “(Wolf)” entry, Jaime Wolf's own machine rebuilt with Clan technology, for the best all-round combat package. The ARC-9K for value, it is the cheapest Jihad-era configuration and changes the chassis's whole role to Sniper. The ARC-7C for raw missile-boat damage, it posts the highest numbers any Missile Boat Archer has carried.
It has large battlefists, which make it a capable scavenger for grabbing supplies off the field, but nobody fields an Archer as a dedicated brawler by choice. The 6W and the Archer C2 lean closer to brawling than the rest of the lineup, and even those are closing distance to use short-range firepower, not to throw punches.
Stats on this page are generated directly from our variant database, which is reconciled against the Master Unit List for Battle Value, introduction dates and per-era faction availability. Alpha Strike damage values are the standard card figures. If you spot something wrong, tell me and I will fix it.