The A configuration was standardized when the OmniMech was re-introduced as the Grendel in 3053. It pairs the speed of the chassis with LRM launchers to become a fast missile boat.
The Grendel A propagated to most, but not all, Clans shortly after its introduction during the Clan Invasion era. It remains in use amongst Clan Sea Fox, Clan Hell’s Horses, Clan Jade Falcon, Raven Alliance, and the Scorpion Empire through the Dark Ages era.
Read This First
- Use your mobility to maintain a range of about 12 hexes
- Consider swapping one ton of ammo for alternative munitions depending on the mission
- Be careful about taking internal damage to either side torso
- Role: Missile Boat
- Tech Base: Clan (3053)
- Chassis: 45 tons (Endo Steel)
- Movement: 7 / 11, XL
- Jumping: 7
- Armor: 144 (Ferro Fibrous)
- Heat Sinks: 10 (20)
- LRM 15 × 2 (ammo: 32)
- Medium Pulse Laser
- ER Small Laser
- Design Quirks:
- Rugged (1)
- Cost: 12,362,338 C-Bills
- Battle Value: 2,031
The Grendel is a medium ’Mech that rivals the mobility of many light designs. It walks with 7 MP and runs with 11 MP. On top of that ground speed, it has 7 jump jets that allow it to maintain high speed even over the roughest of terrain. That mobility allows it to benefit from a +4 target movement modifier when either running or jumping.
The Grendel has good armor protection to help it stay in the battle. Its 144 points of armor are 94% of the maximum for its chassis. Two tons of ammo in each side torso are a weak point with 29% of critical slots in those locations exploding. The XL engine adds to the vulnerability of the side torsos, but CASE means that an ammo explosion will not be lethal to the Grendel even if it is crippling.
The A configuration carries two LRM 15s as its primary weapons. Those give it a potential 30 damage out to 21 hexes, but cluster rolls mean that it is unlikely to deal that much even when it manages to hit with both launchers. It has a medium pulse laser as a secondary weapon and then an ER small laser for very short ranges. None of its weapons have minimum ranges so its peak expected damage is at 1-2 hexes when the small laser is within short range.
In order to take advantage of the range of its weapons, a MechWarrior should aim for engaging opponents at a range of 12 hexes. That gives both the missiles and the pulse laser good accuracy while maintaining range.
The A configuration’s firepower is mostly from its torso-mounted missile launchers, so it needs its targets in its front arc as much as possible. Its secondary lasers are both in its right arm which leaves it unable to attack targets in a narrow arc towards its rear-left even after a torso twist.
A MechWarrior in a Grendel A generally should not need to worry about conserving ammunition. Its primary weapons require a supply of missiles, but it carries 32 shots for them. The 16 shots per launcher should be enough to last through most engagements. Alternatively, the four tons mean that one can be devoted to an alternative ammo type while still carrying a dozen standard shots per launcher.
The Grendel A’s cooling system is generally enough for a MechWarrior to not worry about heat buildup. It carries 10 doubles heat sinks and its weapons can only generate 16 heat. It can overheat by 3 when using its jump jets and firing everything, but as long as a MechWarrior is not constantly jumping that is easy to dissipate without sacrificing any firepower.
As a fast-moving missile boat, the Grendel A should avoid being at ranges where physical attacks are relevant. If it does get to that range, its right arm is a poor choice for punching due to missing actuators and its lasers being able to deal more damage than its fist. The left arm on the other hand has a full set of actuators to hit for 5 damage and no weapons that need to hold fire in order to punch. The Grendel can also kick for 9 damage.
As an OmniMech, the equipment on a Grendel can be changed between missions. It has a capacity of 13.5 tons with room for weapons or equipment in every location other than its legs. The 7 jump jets are not pod mounted so the chassis does not have the option of reducing its jump capability or making use of improved jump jets.
|Center Torso||1 slot|
|Right Torso||6 slots|
|Left Torso||6 slots|
|Right Arm||4-6 slots|
|Left Arm||4-6 slots|
The Grendel can carry mechanized battle armor, but the A configuration is not an ideal choice. The Grendel A’s own weapons mean that it is better off staying at longer ranges and mounted battle armor would block its ability to fire its missile launchers that make up most of its firepower.
Cost & Upkeep
The Grendel is an expensive Clan OmniMech. The A configuration also is likely to use up multiple tons of ammunition each time it engages enemy forces. In a full campaign, the Rugged quirk allows for some savings on maintenance.
When using the Warchest Point system, these are the expected costs for the Grendel A:
|Action||Clan Cost||Inner Sphere Cost|
|Purchase||900 SP||1,800 SP|
|Armor Repair||45 SP||90 SP|
|Structure Repair||90 SP||180 SP|
|Reload||20-40 SP||40-80 SP|
|Reconfigure||11 SP||23 SP|
The Clan Invasion box includes a miniature for the Grendel Prime that can be used to represent any variant of it.
- Technical Readout: Clan Invasion
- Record Sheets: Clan Invasion
- Force Packs Record Sheets: Wave One
- Master Unit List