Summoner

70 tons · Clan OmniMech · 17 configurations · 2872 to 3148

Illustration of a Summoner (Thor) OmniMech in a rocky mountain setting, showing the shoulder-mounted autocannon and jump jet housings
The pairing that gave it its Inner Sphere name: an ER PPC and an autocannon that sounded, to one Davion heir, like lightning and thunder.

Clan Jade Falcon did not invent the OmniMech. They won the right to build one in 2863, from Clan Coyote, and the Summoner is what they built with it nine years later. Barely a second-generation design, and already the machine that defined how the Falcons fight.

The Inner Sphere calls it the Thor, and this is one of the few Clan names on this site with a named author and a specific date attached. Victor Steiner-Davion fought one at Trellwan and named it himself afterward. The Prime carries an ER PPC and an LB 10-X autocannon, and by his own account the pairing read as lightning and thunder. The name is a compliment fought for at close range, not an insult assembled from a targeting error.

What it is. Seventy tons. Walk five, run eight, jump five, on a 350 extralight engine. Manufactured at the Svarstaad Industriplex Gamma, the same manufacturing concern that would later build the Dire Wolf at a different plant. Fourteen double heat sinks on the earliest configurations, rising as high as twenty-three on later refits.

And what it never stopped doing. Every one of the 17 configurations carries jump five. Not most. Not the majority. All of them, from the 2872 Prime to the 3148 J. Where a warrior facing most Daishi configurations can at least trust the ground it stands on, this machine has never once given that certainty.

A note on this one. Clan machines on this site are written from the perspective of a Clan technician rather than the Inner Sphere MechTech who narrates the rest. Same research, same data, different chair.

Why it earns its tonnage

Seventy tons, walk five, run eight, jump five, and every one of the 17 configurations shares that same movement profile. The Prime spends its pod space on an ER PPC, an LB 10-X and an LRM 15, for 4/4/4 on the Alpha Strike card: a flat four at short, medium and long range. Balance, not a spike at any one distance, is the entire design signature.

Victor Steiner-Davion is the reason the Inner Sphere calls this the Thor. He fought a Prime configuration at Trellwan and named it afterward himself, reasoning that the PPC and the autocannon together read as lightning and thunder. It is a rare thing on this site: an Inner Sphere name attached to a real person, a real battle, and a real piece of reasoning, rather than a targeting-computer accident or a slur invented in a back alley.

The jump jets are not a configuration choice. Every OmniMech on this site trades some pod space for mobility in at least one configuration and holds it back in others. This chassis has never made that trade conditional. Jump five is fixed equipment on every single refit across two hundred and seventy-six years of production, which means the question a warrior asks about a Summoner is never "can it jump," only "which direction will it use that for."

What that costs. Fixed jump jets are tonnage that is not going into pod space, same as fixed engine and structure. Fourteen double heat sinks on the Prime is a modest allowance for a machine expected to fire its whole primary loadout in one alpha, and several of the later configurations exist mainly to buy that heat budget back with additional sinks rather than additional guns.

Nine years behind Clan Coyote, and still running

Clan Jade Falcon became the first Clan to win OmniMech technology from Clan Coyote, in a Trial fought in 2863. The Summoner, first produced in 2872 at the Svarstaad Industriplex Gamma, was barely a second-generation design and already the machine the Falcons built their doctrine around. It remains one of their most recognisable signatures: a Clan Coyote adage warns that seeing a Falcon not in a Summoner, a Hellbringer or a Kit Fox is the moment to double one's caution.

The design itself descends from the Thresher, a non-Omni BattleMech co-developed alongside it, and the Summoner is the OmniMech expression of the same idea: speed, jump capability and pod space in a package a technician can reconfigure for whatever Trial is next.

Longevity is the part of this chassis's record that actually stands out. Clan Jade Falcon eventually supplanted it in their own ranks with the Grand Summoner during the Dark Age, but Clan Hell's Horses kept the original in production at Svarstaad, and by 3150 the Summoner held a distinction neither Timber Wolf nor Dire Wolf can claim: the oldest continuously produced OmniMech in the Clan touman. The J configuration in this table, dated 3148, is that late production speaking for itself.

How these are rated

Every verdict below is against other Summoner configurations. As with every OmniMech on this site, the Trap test finds nothing on armour, frame or engine, since all seventeen share them. The tiers are judgement, not arithmetic.

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 17 Summoner variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.

The configurations worth arguing about

All 17 are in the table further down. These are the ones that change what you are actually facing.

Prime: the one Victor Steiner-Davion fought

Worth it

70 tons · BV 2298 · PV 43 · Sniper · 2872
Walk 5 / Run 8 / Jump 5 · 14 Clan Double · 350 XL (Clan) Engine
1x LB 10-X AC, 1x ER PPC, 1x LRM 15

An ER PPC, an LB 10-X and an LRM 15, for a flat four points of damage at short, medium and long range and zero overheat. This is the configuration Victor Steiner-Davion actually fought, and the balance across every range band is exactly why the name stuck.

E: the best all-round numbers

Worth it

70 tons · BV 2612 · PV 46 · Skirmisher · 3059
Walk 5 / Run 8 / Jump 5 · 14 Clan Double · 350 XL (Clan) Engine
1x ER PPC, 1x ATM 12, 1x ATM 6

An ER PPC paired with an ATM 12 and an ATM 6, for six points of damage at short range and the ability to change ammunition type to suit the engagement. The best all-round numbers in the chassis, zero overheat.

Z: Society-exclusive, and it shows

Worth it

70 tons · BV 2783 · PV 57 · Skirmisher · 3072
Walk 5 / Run 8 / Jump 5 · 14 Clan Double · 350 XL (Clan) Engine
8x AP Gauss Rifle, 1x ER Large Pulse Laser, 1x Improved ATM 12

Eight AP Gauss rifles, an ER large pulse laser and an Improved ATM 12, wrapped in ECM, a probe, a recon tag and a multi-hex quirk. The best short-range damage in the chassis, and Society technology besides. Fielded by Clan Coyote and the Society exclusively, so do not expect to see one outside those forces.

U: the most expensive, for the weakest numbers

Situational

70 tons · BV 3092 · PV 43 · Sniper · 3078
Walk 5 / Run 8 / Jump 5 · 16 Clan Double · 350 XL (Clan) Engine
2x ER PPC, 1x LRT 15

Twin ER PPCs and a torpedo-armed LRT 15, built to fight submerged. The most expensive configuration in the entire chassis for the weakest damage figures. Pay for the underwater capability, not the numbers.

J: the most recent refit

Worth it

70 tons · BV 2666 · PV 48 · Skirmisher · 3148
Walk 5 / Run 8 / Jump 5 · 14 Clan Double · 350 XL (Clan) Engine
1x HAG/40, 2x Improved Heavy Medium Laser

A HAG/40 and twin improved heavy medium lasers, with flak capability, a probe and a recon tag. The most recent refit in the chassis, and it earns the reputation forward rather than coasting on it.

B: the dedicated indirect-fire loadout

Worth it

70 tons · BV 2159 · PV 45 · Missile Boat · 2872
Walk 5 / Run 8 / Jump 5 · 14 Clan Double · 350 XL (Clan) Engine
2x LRM 20, 2x SRM 4, 1x Anti-Missile System, 1x Narc

Twin LRM 20s with a Narc beacon and an anti-missile system, both launchers on Artemis guidance. A dedicated indirect-fire configuration that can also mark its own targets and defend itself from the same class of weapon.

On the table

Fielding one. The jump jets are not an emergency option, they are the plan. Use height, use terrain a walking machine cannot cross, and pick the range band the loadout actually wants before the enemy picks it for you.

Opposing one. At 2145 to 3092 Battle Value, do not assume the ground rules of the fight stay fixed. A Summoner that jumps behind cover one turn and reappears somewhere else the next is doing exactly what it was built to do. Watch the terrain it can reach, not just the terrain in front of it.

What I observe going wrong. Warriors who have fought a Daishi or an Atlas bring the same assumptions to this machine and lose the positional argument before the shooting starts. Seventy tons with jump five plays by different rules than a hundred tons with none.

Against OpFor Command

If you run solo games with our AI opponent, the Summoner is close to a mirror image of the Dire Wolf, and deliberately so.

All 17 configurations

Damage figures are the Alpha Strike short, medium and long values. Every configuration shares the same engine, frame and armour, so only the pods change.

VariantIntroBVPVRoleWeaponsS/M/LVerdict
Early Succession War
A2872214540Sniper1x Gauss Rifle, 1x Large Pulse Laser, 1x SRM 63/4/3Trapbeaten by B
B2872215945Missile Boat2x LRM 20, 2x SRM 4, 1x Anti-Missile System, 1x Narc4/4/3Worth it
C2872237943Skirmisher1x Ultra AC/20, 1x ER Large Laser, 1x ER Small Laser, 1x Streak SRM 65/5/1Situational
D2872264343Sniper2x ER Large Laser, 2x ER Medium Laser, 2x Machine Gun, 2x Anti-Missile System5/4/3Solid
Prime2872229843Sniper1x LB 10-X AC, 1x ER PPC, 1x LRM 154/4/4Worth it
Clan Invasion
M3051225141Sniper1x LB 10-X AC, 1x ER PPC, 1x Streak SRM 6, 1x ER Small Laser4/4/3Situational
F3054218646Skirmisher2x Ultra AC/5, 3x ER Medium Laser, 1x LRM 105/5/3Worth it
E3059261246Skirmisher1x ER PPC, 1x ATM 12, 1x ATM 66/5/3Worth it
H3059253643Skirmisher2x Heavy Large Laser, 2x ER Medium Laser, 1x Anti-Missile System5/5/0Situational
Jihad
G3068245244Skirmisher1x ER Large Laser, 1x ER PPC, 6x SRM 4, 1x Heavy Small Laser5/4/3Solid
Q3069247943Skirmisher1x Large Pulse Laser, 1x ER PPC, 1x Heavy Medium Laser, 6x SRM 4, 1x Heavy Small Laser4/4/3Trapbeaten by G
HH3070249042Skirmisher2x ER Medium Laser, 1x AP Gauss Rifle, 1x HAG/20, 1x Plasma Cannon, 1x Heavy Medium Laser4/4/2Solid
Z3072278357Skirmisher8x AP Gauss Rifle, 1x ER Large Pulse Laser, 1x Improved ATM 127/5/3Worth it
U3078309243Sniper2x ER PPC, 1x LRT 153/3/3Situational
Early Republic
AA3086221641Sniper1x Gauss Rifle, 1x ER Large Pulse Laser, 1x SRM 64/4/3Solid
Dark Age
T3142235541Sniper1x ProtoMech AC/8, 1x ER PPC, 1x Streak LRM 154/4/3Solid
J3148266648Skirmisher1x HAG/40, 2x Improved Heavy Medium Laser5/5/3Worth it

Where and when you can field it

Availability for the Prime by era, straight off the Master Unit List.

EraAvailable to
Early Succession War (2781 - 2900)Clan Fire Mandrill, Clan Hell's Horses, Clan Jade Falcon
Late Succession War - LosTech (2901 - 3019)Clan Blood Spirit, Clan Coyote, Clan Diamond Shark, Clan Fire Mandrill, Clan Ghost Bear, Clan Hell's Horses, Clan Ice Hellion, Clan Jade Falcon, Clan Smoke Jaguar, Clan Snow Raven, Clan Steel Viper, Clan Wolf
Late Succession War - Renaissance (3020 - 3049)HW Clan General
Clan Invasion (3050 - 3061)HW Clan General, IS Clan General, Wolf's Dragoons
Civil War (3062 - 3067)HW Clan General, Inner Sphere General, IS Clan General, Kell Hounds, Mercenary, Wolf's Dragoons
Jihad (3068 - 3080)Escorpión Imperio, HW Clan General, Inner Sphere General, IS Clan General, Kell Hounds, Mercenary, Society, Wolf's Dragoons
Early Republic (3081 - 3100)Escorpión Imperio, IS Clan General, Kell Hounds, Republic of the Sphere, Wolf's Dragoons
Late Republic (3101 - 3130)Escorpión Imperio, IS Clan General, Kell Hounds, Republic of the Sphere, Wolf's Dragoons
Dark Age (3131 - 3150)Clan Hell's Horses, Clan Jade Falcon, Clan Sea Fox, Clan Wolf, Clan Wolf (in Exile), Escorpión Imperio, Kell Hounds, Rasalhague Dominion, Raven Alliance, Republic of the Sphere, Scorpion Empire, Wolf's Dragoons
ilClan (3151 - 9999)Alyina Mercantile League, Clan Hell's Horses, Clan Jade Falcon, Clan Sea Fox, Rasalhague Dominion, Raven Alliance, Scorpion Empire, Star League (Clan Smoke Jaguar), Star League (Clan Wolf)

Related designs

Masakari

85 tons · Clan · 12 variants · BV 2320 to 3695

Clan Smoke Jaguar’s own assault-class signature, and a common partner to this chassis in mixed Clan lines even though the two Clans are not the same.

Other machines that do the same job

Marauder

75 tons · Inner Sphere · 36 variants · BV 1335 to 2708

The Inner Sphere’s own energy-and-ballistics heavy, and a fair comparison for the Prime’s ER PPC and autocannon pairing, minus the jump jets.

Take it to the table

Common questions

Why is the Summoner called the Thor?

Victor Steiner-Davion named it himself, after fighting a Prime configuration at the Battle of Trellwan. The pairing of an ER PPC and an LB 10-X read to him as lightning and thunder, the attributes of the Norse god Thor.

Does the Summoner have jump jets?

Every one of the 17 configurations does, Jump 5 on all of them, from the earliest Prime to the most recent refit. It is the one design constant the chassis has never varied.

What is the best Summoner configuration?

The Prime for the balanced numbers that earned the name in the first place, the E for the best short-range damage without overheat, and the J for the most recent and best-supported refit. The Z outperforms all of them on raw damage but is restricted to Clan Coyote and Society forces.

Who designed the Summoner?

Clan Jade Falcon, as one of their first OmniMechs after winning the technology from Clan Coyote in a Trial fought in 2863. It remains in production under Clan Hell's Horses even after Jade Falcon moved on to the Grand Summoner.

How do you beat a Summoner?

Deny it the terrain its jump jets are meant to exploit, and do not assume the engagement stays at the range you started at. At 2145 to 3092 Battle Value it is rarely the most expensive thing on the table, so weight of numbers works here too.

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.