’Mech Manual: Griffin C

The Griffin C is an update of the Griffin to make use of Clan weapons on its Inner Sphere chassis. It was introduced by the Wolf Empire branch of Earthwerks in 3144 and quickly made available to all of the Clans and nations of the Inner Sphere.

Read This First

  • Use your high speed and jump jets to maintain a range of about 14 hexes from your enemies
  • You should not need to worry about heat build up or running out of ammunition during most battles

Griffin C

  • Role: Sniper
  • Tech Base: Mixed (3144)
  • Chassis: 55 tons (Endo Steel)
  • Movement: 6 / 9, XL
    • Jumping: 9
  • Armor: 168
  • Heat Sinks: 11 (22)
  • Weapons:
    • Clan ER PPC
    • Clan Streak LRM 10 (ammo: 12)
  • Equipment:
    • Clan CASE
  • Design Quirks:
    • Battlefists
    • Jettison-Capable Weapon (ER PPC)
    • Ubiquitous
  • Cost: 15,020,895 C-Bills
  • Battle Value: 2,131


The Griffin C is highly mobile. It has had its ground speed boosted from the common Griffin profile of 5 / 8 to a 6 / 9 movement profile. The design then makes use of improved jump jets to have 9 MP when jumping. That allows it to maintain high speeds even in the roughest of terrain. On the ground, the Griffin C can achieve a +3 target movement modifier and when jumping it can hit a +4 modifier.


With 91% of the maximum armor for its 55-ton chassis, the Griffin C is fairly durable. It has one ton of ammunition in its right torso that gives the location an 8% chance of a critical exploding. Clan-spec CASE prevents such an explosion from cascading into the center torso, but the Inner Sphere XL engine means that the explosion will take the ’Mech out of the fight.


The Griffin C echoes the weapon mix of the classic Griffin GRF-1N but upgrades it to the latest Clan technology. The right arm has an ER PPC that gives it 15 damage out to 23 hexes. The torso mounted Streak LRM 10 adds 10 more damage at 21 hexes. Neither weapon has a minimum range and so the expected damage output is maxed out at ranges of 7 hexes or less.

Maximum and Expected Damage

A MechWarrior can use the Griffin C’s mobility to control the range of most engagements. Because the design does not have any short-range weapons, it is best suited to maintaining a range of about 14 hexes to be in medium range for its own weapons while staying out of reach of its opponent’s short-range firepower.

The Griffin C’s armament covers its forward and right arcs, but even after a torso twist it is unable to fire any weapons to its rear left. In general, the desired engagement range and mobility means that a MechWarrior should be able to keep targets in their front arc in most situations.

Maximum Damage for Firing Arcs

The Griffin C depends on ammo for one of its two weapons, but it carries enough that a MechWarrior should not need to worry about conserving shots. The ton of ammo provides 12 shots and the Streak technology ensures that can easily last through most engagements.

Heat Management

A MechWarrior rarely needs to worry about heat levels in a Griffin C. The ’Mech carries 11 double heat sinks for a cooling capacity of 22. Its weapons can generate 19 points of heat and jumping can account for 5 additional heat points. That can result in an overheat of 2 points per round, but only when it jumps and the Streak launcher locks.

Heat-Adjusted Maximum and Expected Damage


Despite being a sniper, the Griffin C is capable in a fistfight. The Battlefists quirk makes its punches more accurate. Firing the ER PPC is a better option in most cases than punching with the right arm, but the left arm can be used without giving up any weapons. Both punches can deal 6 damage, and a kick from the Griffin can deal 11 damage.

Note: The record sheet in the current version of the Recognition Guide pdf has the Griffin C without a fist in its right arm. Given it is supposed to match the GRF-1N art, this is an error and there is an errata report about it here. The above paragraph takes the errata into account.

Cost & Upkeep

The Griffin C uses several expensive pieces of technology. It has an XL engine, ferro fibrous armor, and Clan-spec weapons. The ton of Streak LRM ammunition will also need to be replaced between many battles.

When using the Warchest Point system, these are the expected costs for the Griffin C:

ActionClan CostInner Sphere Cost
Purchase1,100 SP2,200 SP
Armor Repair110 SP220 SP
Structure Repair220 SP440 SP
Reload10 SP20 SP


The Griffin C looks the same as the Griffin GRF-1N, so the miniature in the Beginner Box is a perfect match for it. A metal version of the same sculpt is available from Iron Wind Metals.


More ’Mech Manuals

By Scott Boehmer

A game enthusiast and software engineer.

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