Awesome

80 tons · Inner Sphere · 16 variants · 2665 to 3143

Illustration of an AWS-9M Awesome BattleMech wading through a swamp, showing the PPC in its right arm and Streak missiles launching from its left
An upgraded 9M, knee deep in water. Not a bad place for an Awesome to stand, all things considered.

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.

Why it earns its tonnage

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.

The heat maths on the 8Q

What you fireHeat madeAfter 28 sinks
Two PPCs, walking21Cooling, with room to spare
Three PPCs, standing30+2 a turn
Three PPCs, walking31+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.

Four centuries of nobody wanting to change it

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.

How these are rated

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.

Worth it

Nothing in its era does the chassis's job better for the money.

Solid

Does the job competently. Another variant does it better or cheaper, but there is no reason to avoid this one.

Situational

Only earns its Battle Value if you specifically need what it carries. C3, stealth, a command console, flak, jump jets.

Trap

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.

The variants worth arguing about

All 16 are in the table further down. These are the ones that change how the machine plays.

AWS-8Q: the original

Worth it

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.

AWS-9M: the lostech rebuild

Worth it

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.

AWS-9Q: a fourth PPC

Worth it

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.

AWS-10KM: the contract nobody could break

Solid

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.

AWS-11H: the 8Q done properly

Worth it

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.

Awesome C: four Clan ER PPCs

Worth it

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.

On the table

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.

Against OpFor Command

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.

All 16 variants

Damage figures are the Alpha Strike short, medium and long values. BV is Battle Value 2.0.

VariantIntroBVPVRoleWeaponsS/M/LVerdict
Star League
AWS-8Q2665160539Sniper3x PPC, 1x Small Laser3/3/3Worth it
AWS-8R2683147038Missile Boat1x Large Laser, 2x LRM 15, 1x Small Laser2/3/2Situational
Early Succession War
AWS-8T2815159339Missile Boat2x Large Laser, 2x LRM 15, 1x Small Laser3/3/2Solid
Late Succession War - LosTech
AWS-8V2980151039Sniper1x PPC, 1x Large Laser, 1x LRM 15, 1x Small Laser3/3/2Solid
Clan Invasion
AWS-9M3049181241Brawler2x Streak SRM 2, 3x ER PPC, 1x Medium Pulse Laser, 1x Small Pulse Laser4/4/3Worth it
AWS-9Ma3051183642Sniper1x Small Laser, 3x ER PPC3/3/3Solid
AWS-9Q3057187545Sniper4x PPC, 1x Small Laser4/4/4Worth it
Jihad
AWS-10KM3068196146Juggernaut1x Snub-Nose PPC, 2x Heavy PPC4/4/3Solid
AWS-10KM (Cameron)3070246653Juggernaut1x Snub-Nose PPC, 2x ER PPC, 1x ER Small Laser5/5/4Worth it
AWS-9Q (Klatt)3071180546Sniper4x PPC, 1x Small Pulse Laser4/4/4Worth it
AWS-11M3079180142Sniper8x Light PPC3/4/4Trapbeaten by AWS-9Q (Klatt)
AWS-8Q (Buck)Unknown178742Sniper3x PPC3/3/3Trapbeaten by AWS-9Q (Klatt)
Dark Age
AWS-11R3133187841Sniper1x Light Gauss Rifle, 1x LRM 15, 1x Extended LRM 15, 1x ER Medium Laser2/3/3Situational
AWS-11V3135185540Sniper1x ER PPC, 1x Light Gauss Rifle, 1x Extended LRM 15, 1x ER Medium Laser2/3/3Situational
AWS-11H3142203646Sniper3x Heavy PPC, 1x ER Small Laser4/5/5Worth it
C3143273751Sniper4x ER PPC6/6/6Worth it

Where and when you can field it

Availability for the AWS-8Q by era, straight off the Master Unit List.

EraAvailable 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

Related designs

Striker

80 tons · Inner Sphere · 4 variants · BV 1466 to 1779

The machine the Awesome was built to replace, and replaced completely.

Templar

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.

Regent

90 tons · Clan · 5 variants · BV 2116 to 3412

A Dark Age hybrid of the Awesome and the Hauptmann.

Other machines that do the same job

BattleMaster

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.

Warhammer

70 tons · Mixed · 31 variants · BV 1299 to 2772

The other long-serving PPC platform, lighter and quicker, and a lot hotter.

Take it to the table

Common questions

What is the best Awesome variant?

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.

Why is the Awesome so feared?

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.

Does the Awesome overheat?

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.

How do you beat an Awesome?

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.

Why is the Awesome a Free Worlds League mech?

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.