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Class: Light Mech
Faction: Inner Sphere
Ticket cost: 1 upon destruction
Tier: 1
Tonnage: 30 tons
Speed: 118.8 km/h (166 km/h with MASC)
Torso yaw: 360°
Torso pitch: -24° to +35° while standing.
-24° to +45° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 34 600 CBills
Total base armor: 29 693
Price: 33 400 CBills
Total base armor: 29 693
Price: 34 000 CBills
Total base armor: 29 693
Price: 36 650 CBills
Total base armor: 26 031
Price: 38 000 CBills
Total base armor: 26 031
Price: 34 100 CBills
Total base armor: 26 031
Price: 41 000 CBills
Total base armor: 31 524
Price: 33 500 CBills
Total base armor: 26 031

The Osiris is an Inner Sphere Light Mech that packs heavy firepower and maneuverability at the cost of very limited armor. With a relatively similar appearance to the Raven, an Osiris can be difficult to hit if the pilot maneuvers well and uses available cover effectively, but if blows start to land, or if the Osiris runs out of space to move, death can come rather abruptly. All Osirises, except for the A and D variants are equipped with Jump Jets, making it easy for pilots to approach and escape using unanticipated directions.

Roles and Gameplay Hints


The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four ERMBLs provide the main punch, reaching out and damaging the enemy at appreciable range, while an SRM6 gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its improved jump jets, disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting Battle Armor, allowing larger friendly Mechs to focus on juicier targets in relative safety.

Variant A

The A variant focuses entirely on Energy Weapons. Its 3 MXPLs offer impressive firepower at medium-range, and its SSRM4 pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.

Variant B

The B variant is the most heavily armored Osiris variant, surpassing even the dedicated brawlers, and an excellent starter for late joiners. 2 MPLs give the Osiris B some close- and mid-range power, but most of its punch comes from its Tbolt10 and MRM10. Both weapons are difficult to land on smaller, faster targets, but allow the variant to pray on heavier assets, preferably jumping from cover with its jumpjets, against which more experienced players will find they can consistently land salvoes even while running passive radar.

Variant C

The C variant mounts 1 standard IS PPC, which gives it impressive striking power for a light Mech. This is backed by 3 SBLs and an SRM6 pack for close-range work. Thanks to its high speed, 360° torso twist and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to kiting enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.

Variant D

The Osiris D is a starter capable of providing sustained direct fire support. Equipped with a pair of RAC2, the D variant can reach out to 800m. The leading required to consistently land its stream of fire on a single spot and the longer window of engagement necessary to pile on the damage might cause pilots with less than ideal aim to struggle in consistently damaging other swift and small starters. In comparison, the larger and more cumbersome later assets can prove a much more lucrative target. The spread of its rapid firing autocannons also means that its ideal engagement range encroaches into the mid-range, but pilots should be somewhat wary of prolonged close range brawling. The variant doesn't have the armor to withstand high damage close range weapons, while the necessity to keep cross-hairs trained on the target makes torso twisting problematic. A GECM means its prey won't realize they are being targeted until they start hearing the autocannon impact sounds, allowing the variant to maintain battlefield awareness as it maneuvers into place to lay down its hail of fire with the help of its Improved Jumpjets. Two free tons for ammo give it enough autonomy and its swift land speed makes ammo runs more manageable. Even with but a singe DHS the Osiris D is practically impossible to overheat.

Variant E

The E variant carries a LtGauss along with two ERMBLs, giving it an especially long-range attack not common to light Mechs. Combined with EOptics, its iJJs and a free ton for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and jump sniping with relative ease. Unfortunately, this Mech's firepower is quite limited at full output, something it's not really supposed to achieve as by the point it can hit its target with its medium lasers, the pilot should be thinking of ways to use the improved nature of its jumpjets to put an obstacle between them and reposition.

Variant F

Known as 'Rudolph', the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMBLs, the F carries 6 ERSBLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields a bonus ton for carrying additional SSRMs. The F mitigates its severe lack of range with MASC, allowing it to very quickly close the gap and cripple other light Mechs, and combined with improved jump jets makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.

Variant G

A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively anaemic, full firepower from a less extreme 900m out. The E's shortest ranged armament is an ERPPC accompanied by an LRM5 and a duo of AC2, with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of jump sniping, although it carries one ton less armor than most other variants and should avoid brawls at all costs. This short-range weakness is excaberated by the loss of iJJs, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down Battle Armor, especially when they're in mid-jump.


The Osiris is based on the Viper (IS codename Dragonfly), a Medium OmniMech design, and was built by the same engineers that produced the Anubis. While it compares well in terms of raw speed, it lacks the armor and the jump capabilities of the design it is based on, in addition to being ten tons lighter. It is also not compatible with modular components, making it a poor second cousin to a true OmniMech with its flexibility. Still, with an impressive array of five ER Medium Lasers, an SRM6 launcher, and double MGuns, it is an effective hit-and-fade-style offensive platform, though it can be plagued with heat issues if the pilot is not careful.
BattleTech Reference