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Class: Hovercraft
Faction Inner Sphere
Ticket cost: 1 upon destruction
Tier: {{{Tier}}}

109 km/h

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Price: 42 200 CBills
Total base armor: 15 049
Price: 39 500 CBills
Total base armor: 15 049
Price: 35 800 CBills
Total base armor: 15 049
Price: 45 150 CBills
Total base armor: 17 809
Price: 37 100 CBills
Total base armor: 16 430
Price: 33 500 CBills
Total base armor: 15 049
Price: 44 000 CBills
Total base armor: 15 049
Price: 37 500 CBills
Total base armor: 15 049

The Harasser is an Inner Sphere light hovercraft. It has weak armor but helps compensate for this with a GECM to mask its movements, and a BAP to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the Owens. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.

The unique feature of Harasser is it's speed - unlike any other unit Harasser "boost" function does not create additional heat, giving it one additional gear. This was made for easier control of this speed beast, as players were known to have difficult times controlling Harasser with its speed set to current boost level. Because of this player can move up to 116km/h of regular speed, and up to 163km/h with the 6th gear for the cost of reduced turning rate. Careful use of the boost function can allow Harasser pilots to drive up extremely steep terrain.

Roles and Gameplay Hints


The Prime variant is used for Mech support, packing twin SSRM6 launchers backed up with a GECM package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.

Variant A

The A variant is used for long range support. It's double LRM10s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as Gauss or ERPPC.

Variant B

Featuring 2 MXPL and 2 MBL, this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.

Variant C

The new Harasser C, 'Sparkle', is essentially a poor man's Epona. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 SXPLs firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with GECM(?), and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies. It is a significant improvement over the old Harasser C, which had a Light Gauss and twin Machine Guns.

Variant D

The Harasser D (nicknamed Toast&Go for obvious reasons) comes with more high-risk than other variants because it mounts 6 extremely close range flamers which can easily shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its GECM often leaves precious little warning of its approach.

Variant E

A budget anti-air tank. A pair of AC2s and a single LBX5 allows it to reach out and touch enemies from extreme range, and it can swat battlearmor out of the sky. The unit's speed allows it to chase after fleeing VTOLs. As with other precision Harassers, it often needs to deploy to get a steady shot.

Variant F

One of the earliest NARC assets that you can bring into the field, it's potential is only limited by the lack of LRMs in the early game. However, with a bit of coordination, this can turn into a more or less viable tactic. During the later parts of the battle, it is still a viable choice for NARCing target; however, by then, there are better vehicles available to offer guidance support for you LRM boats. Ironically, TBolt5 cannot make use of the NARC, making this a rather odd choice of weapons.

Variant G

2 RAC2s bring a lot of firepower to the field, especially early on. Held back by only one free ton of ammunition, and demanding of strict weapon management, this variant can still lay down serious pain over a long range. Especially early light mechs react allergic to a constant stream of AC2s fired at them; those that are otherwise distracted will often meet the fate of a destroyed CT. You will, however, need to return to base often for resupplies and repairs.


Battletech Reference