80 tons · Inner Sphere · 16 variants · 2665 to 3143
There's a line soldiers have about this one: the only defence against an Awesome is another Awesome. Stand next to a couple and you understand it.
Technicron built it in 2665 to replace the Striker, and it didn't just replace it, it became one of the most feared machines anybody's ever put in the field. Eighty tons, three PPCs, and not one weapon on it that needs a bullet.
What you've got. Three Kreuss PPCs, a small laser in the head, and a battlefist on the left arm for anyone who gets too close. Fifteen tons of armour, including some of the thickest rear plate on any mech, and 28 heat sinks. That's more heat sinks than any machine I've written up for this site, and it still isn't quite enough.
Here's the catch. Three PPCs make thirty heat. Walking adds one. That's 31 against 28 sinks, so a full alpha leaves you 3 points up every turn. Not dramatic on its own, but it adds up, and most pilots end up firing two and holding the third back. It walks three and runs five, which is slow, and anything that gets round its flank has a fighting chance.
What it's actually for. Standing still and bleeding the enemy dry. No ammo to run out of, so it'll keep firing long after everything around it has gone quiet. Point it down a lane, give it a screen, and let it work.
If you're choosing one: the AWS-8Q is still the real thing, the AWS-9Q adds a fourth gun without losing the toughness, the AWS-11H finally has the cooling the design always wanted, and the Clan-built C is the strongest of the lot.
The whole design comes down to one decision: no ammunition. Every gun on the 8Q runs off the reactor, which means there's nothing in the torso waiting to blow when a lucky shot finds a crit, and nothing to run out of three turns into a long fight. That's why it gets used in sieges. It'll sit there and keep pouring particle fire at the same target for as long as the heat lets it.
The heat is the thing you manage. Twenty-eight sinks sounds like plenty and very nearly is. Fire all three while walking and you're three over each turn, which you can carry for a while and then can't. The habit most pilots fall into is two PPCs every turn and the third when the shot's worth it. That's not a flaw so much as the price of carrying that much gun on eighty tons.
The armour's the other half. Fifteen tons of it, better protected than a BattleMaster, and the rear plate is thick enough that getting behind one isn't the free kill it is on most assaults. The small laser in the head is there for completeness. The battlefist on the left arm is the real close-in weapon, and eighty tons behind a closed fist is a fair argument.
| What you fire | Heat made | After 28 sinks |
|---|---|---|
| Two PPCs, walking | 21 | Cooling, with room to spare |
| Three PPCs, standing | 30 | +2 a turn |
| Three PPCs, walking | 31 | +3 a turn |
Compared with most of the machines on this site that's gentle. The difference is the Awesome never has to stop to reload, so a pilot who manages the third gun properly can keep this up for the whole game.
Technicron originally built it on Savannah for the Star League, and it spread through every House army before the League fell. When the Succession Wars started, the Free Worlds League held onto the Savannah factory, which made them the only realm that could build new ones, and that's why you still think of it as a Marik machine. Lycomb-Davion had been building them too, on Demeter, until the Capellans destroyed that line early in the First Succession War.
Later Technicron partnered with Irian BattleMechs Unlimited to open a second line on Irian, and here's the part I like: neither company was willing to change the design. For centuries the answer to "can we improve the Awesome" was a polite no. It took the Helm Memory Core and the Clans turning up to finally shake loose the AWS-9M in 3049.
After that it moved quickly. The 9Q was ready in time for Operation Guerrero, and the Jihad-era 10KM came out of a joint venture between Irian Technologies and Alshain Weaponry, locked into a contract so tight even Irian couldn't find a way to sell it to anyone else. In the Dark Age the Scorpion Empire, of all people, built a Clan-tech version and put four ER PPCs on it.
Two attempts were made to retire it. George Hasek designed the Templar specifically to replace the Awesome in the AFFC's assault corps, and the Regent later borrowed half the Awesome's bones. It's still in service anyway.
Every verdict below is against other Awesomes available in the same era. Two of the late variants fail the Trap test to the same machine, which is worth a look further down.
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. 2 of the 16 Awesome variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.
All 16 are in the table further down. These are the ones that change how the machine plays.
80 tons · BV 1605 · PV 39 · Sniper · 2665
Walk 3 / Run 5 / Jump 0 · 28 Single · 240 Fusion Engine
3x PPC, 1x Small Laser
The original, 2665. Three Kreuss PPCs, a small laser in the head, a battlefist on the left arm and 28 heat sinks. No ammo to cook off, fifteen tons of plate, and it'll keep shooting until something makes it stop. Still the one to beat.
80 tons · BV 1812 · PV 41 · Brawler · 3049
Walk 4 / Run 6 / Jump 0 · 20 IS Double · 320 XL Engine
2x Streak SRM 2, 3x ER PPC, 1x Medium Pulse Laser, 1x Small Pulse Laser
The 3049 lostech rebuild. Three ER PPCs, doubles, an XL engine for walk four, plus Streaks and pulse lasers for close work. Quicker and meaner, and the XL means a side torso can now end it, which the old one never had to worry about.
80 tons · BV 1875 · PV 45 · Sniper · 3057
Walk 3 / Run 5 / Jump 0 · 19 IS Double · 240 Fusion Engine
4x PPC, 1x Small Laser
A fourth PPC and a Guardian ECM on a standard engine. People moaned that the PPCs weren't ER models, and then it went out during Operation Guerrero and flattened things. Keeps the old toughness and adds a gun.
80 tons · BV 1961 · PV 46 · Juggernaut · 3068
Walk 3 / Run 5 / Jump 0 · 18 IS Double · 240 Compact Engine
1x Snub-Nose PPC, 2x Heavy PPC
Irian and Alshain's joint job: two heavy PPCs, a snub-nose PPC, a compact engine and gyro. Tough as old boots and reserved for elite League and Combine units under a contract even Irian couldn't wriggle out of.
80 tons · BV 2036 · PV 46 · Sniper · 3142
Walk 3 / Run 5 / Jump 0 · 23 Clan Double · 240 Fusion Engine(IS)
3x Heavy PPC, 1x ER Small Laser
Three heavy PPCs on twenty-three Clan doubles, and it can actually fire them all turn after turn. There's even a small laser in the head for old times' sake. This is the 8Q done properly.
80 tons · BV 2737 · PV 51 · Sniper · 3143
Walk 3 / Run 5 / Jump 0 · 27 Clan Double · 240 Fusion (Clan) Engine
4x ER PPC
Scorpion Empire, 3143. Four Clan ER PPCs, twenty-seven doubles, fifteen and a half tons of plate. The hardest-hitting Awesome ever built by a distance, and priced like it.
Piloting one. Find a spot with a long view and cover on your flanks, and settle in. You're too slow to reposition often, so pick the ground carefully the first time. Fire two PPCs every turn and save the third for when it'll kill something or you're cool enough to afford it. If someone closes in, remember the fist.
Fighting one. Don't trade shots with it at range, you'll lose. Get round the side, because it walks three and turns slowly, and hit the arm or side torso it's leaning on. Against the XL variants from 3049 onward, a side torso ends it. Against the 8Q, bring enough friends to outlast twenty-eight heat sinks.
What I see go wrong. Pilots alpha strike every turn because three PPCs feels like the point. Four turns later they're shut down in the open with their rear to an enemy light mech. Two guns, every turn, is the whole trick.
If you run solo games with our AI opponent, the Awesome is overwhelmingly a Sniper: 11 of the 16 variants carry that tag.
A good choice if you want a solo scenario built around breaking a defensive position.
Damage figures are the Alpha Strike short, medium and long values. BV is Battle Value 2.0.
| Variant | Intro | BV | PV | Role | Weapons | S/M/L | Verdict |
|---|---|---|---|---|---|---|---|
| Star League | |||||||
| AWS-8Q | 2665 | 1605 | 39 | Sniper | 3x PPC, 1x Small Laser | 3/3/3 | Worth it |
| AWS-8R | 2683 | 1470 | 38 | Missile Boat | 1x Large Laser, 2x LRM 15, 1x Small Laser | 2/3/2 | Situational |
| Early Succession War | |||||||
| AWS-8T | 2815 | 1593 | 39 | Missile Boat | 2x Large Laser, 2x LRM 15, 1x Small Laser | 3/3/2 | Solid |
| Late Succession War - LosTech | |||||||
| AWS-8V | 2980 | 1510 | 39 | Sniper | 1x PPC, 1x Large Laser, 1x LRM 15, 1x Small Laser | 3/3/2 | Solid |
| Clan Invasion | |||||||
| AWS-9M | 3049 | 1812 | 41 | Brawler | 2x Streak SRM 2, 3x ER PPC, 1x Medium Pulse Laser, 1x Small Pulse Laser | 4/4/3 | Worth it |
| AWS-9Ma | 3051 | 1836 | 42 | Sniper | 1x Small Laser, 3x ER PPC | 3/3/3 | Solid |
| AWS-9Q | 3057 | 1875 | 45 | Sniper | 4x PPC, 1x Small Laser | 4/4/4 | Worth it |
| Jihad | |||||||
| AWS-10KM | 3068 | 1961 | 46 | Juggernaut | 1x Snub-Nose PPC, 2x Heavy PPC | 4/4/3 | Solid |
| AWS-10KM (Cameron) | 3070 | 2466 | 53 | Juggernaut | 1x Snub-Nose PPC, 2x ER PPC, 1x ER Small Laser | 5/5/4 | Worth it |
| AWS-9Q (Klatt) | 3071 | 1805 | 46 | Sniper | 4x PPC, 1x Small Pulse Laser | 4/4/4 | Worth it |
| AWS-11M | 3079 | 1801 | 42 | Sniper | 8x Light PPC | 3/4/4 | Trapbeaten by AWS-9Q (Klatt) |
| AWS-8Q (Buck) | Unknown | 1787 | 42 | Sniper | 3x PPC | 3/3/3 | Trapbeaten by AWS-9Q (Klatt) |
| Dark Age | |||||||
| AWS-11R | 3133 | 1878 | 41 | Sniper | 1x Light Gauss Rifle, 1x LRM 15, 1x Extended LRM 15, 1x ER Medium Laser | 2/3/3 | Situational |
| AWS-11V | 3135 | 1855 | 40 | Sniper | 1x ER PPC, 1x Light Gauss Rifle, 1x Extended LRM 15, 1x ER Medium Laser | 2/3/3 | Situational |
| AWS-11H | 3142 | 2036 | 46 | Sniper | 3x Heavy PPC, 1x ER Small Laser | 4/5/5 | Worth it |
| C | 3143 | 2737 | 51 | Sniper | 4x ER PPC | 6/6/6 | Worth it |
Availability for the AWS-8Q by era, straight off the Master Unit List.
| Era | Available to |
|---|---|
| Star League (2571 - 2780) | Inner Sphere General, Mercenary, Periphery General, Star League General |
| Early Succession War (2781 - 2900) | Clan Star Adder, 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, Free Worlds League (Duchy of Andurien), Free Worlds League (Duchy of Tamarind-Abbey), Free Worlds League (Marik-Stewart Commonwealth), Free Worlds League (Non-Aligned Worlds), Free Worlds League (Oriente Protectorate), Mercenary, Periphery General |
| Dark Age (3131 - 3150) | Escorpión Imperio, Mercenary, Periphery General, Scorpion Empire |
| ilClan (3151 - 9999) | Mercenary, Periphery General |
80 tons · Inner Sphere · 4 variants · BV 1466 to 1779
The machine the Awesome was built to replace, and replaced completely.
85 tons · Inner Sphere · 15 variants · BV 1632 to 2423
George Hasek's design, built to take the Awesome's place in the AFFC's assault corps.
90 tons · Clan · 5 variants · BV 2116 to 3412
A Dark Age hybrid of the Awesome and the Hauptmann.
85 tons · Mixed · 32 variants · BV 1441 to 3025
Five tons heavier, carries a single PPC it can drop, and has less armour than the Awesome.
70 tons · Mixed · 31 variants · BV 1299 to 2772
The other long-serving PPC platform, lighter and quicker, and a lot hotter.
The AWS-8Q at BV 1605 is still the benchmark. The AWS-9Q adds a fourth PPC and ECM without losing the standard engine's toughness, the AWS-11H has the cooling to fire three heavy PPCs every turn, and the Clan-built Awesome C is the hardest hitter.
Three PPCs, fifteen tons of armour and no ammunition. It can't cook off, it never runs dry, and it can keep firing from the same position for as long as its heat allows. Soldiers reckon you need one of your own to deal with one.
A little. Three PPCs and walking make 31 heat against 28 heat sinks, so a full alpha leaves it 3 points up each turn. Most pilots fire two PPCs a turn and hold the third back, which keeps it cool indefinitely.
Get round its flanks. It walks three and turns slowly, and it has no rear-facing weapons. Against the XL-engined variants from 3049 onward, a side torso hit can end it. Against the original 8Q you need to outlast it, because it doesn't run out of ammunition.
Because the League kept Technicron's Savannah factory through the Succession Wars, making them the only realm able to build new Awesomes. Every other House was stuck with what it already had.
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.