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Goblin spin.gif
Class: Tank
Faction Inner Sphere
Ticket cost: 4 upon destruction
Tier: 5
Tonnage: 45 tons

62 km/h (73 km/h with boost)

Turret rotation: 360°
Turret pitch: -8° to +60°
Variant Armament
Variant Weapons Equipment
Price: 50 900 CBills
Total base armor: 31 000
Price: 44 800 CBills
Total base armor: 29 160
Price: 48 100 CBills
Total base armor: 29 160
Price: 45 800 CBills
Total base armor: 29 160
Price: 48 400 CBills
Total base armor: 29 160
Price: 45 200 CBills
Total base armor: 29 160
Price: 50 000 CBills
Total base armor: 29 160
Price: 51 100 CBills
Total base armor: 29 160
Armor Points Distribution

All stats current as of release 0.11.4

The Goblin is an Inner Sphere light tank added for the 10.0 release. It features an BA spawn bay and can sell weapons to BA only. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections. It is one of the first units to feature the new Point Defense System (PDS) that actively suppresses nearby enemy Battle Armor. One noteworthy quirk is that it it represented on the map as an blue hex - no arrow there.

Roles and Gameplay Hints


The Goblin Prime's role in the battlefield is one of support. While your dual LPL can output a lot of damage, the damage comes at a price of heat. The Goblin Prime is not able to handle longer engagements effectively due to overheating issues, and as such should be used in more of a supporting role to compensate, withdrawing before it takes heat damage. The EOptics and LAMS allows for more comfortable engagements at range, allowing for easier aiming and some protection against incoming missiles. The SRM6 is mainly a backup weapon if you are unable to fire your Large Pulse Lasers due to overheating, and should not be relied upon.

Variant A - "Tunnel Rat"

The "Tunnel Rat" is a variant of the Goblin that requires both it's weapons to be used in tandem to be effective. The synergy allows the Tunnel Rat to decrease the accuracy of incoming fire through the screen shake caused by the TBolt5 launchers, while using MPL to damage specific parts of an asset. Against an asset that requires highly accurate shots to be effective, such as Gauss or PPC, this variant can heavily disrupt the effectiveness of said asset. Screen shake is not as detrimental to every asset, and if going against an asset requiring less accuracy, the effectiveness of the Tunnel Rat will decline. Focus on units sniping from the back of a battle to make the best use of it's weapons.

Variant B

The spare ton of ammo will most certainly belong to the hungry UAC10, while quite potent, it is prone to jam just when you seem to need it the most. The two trusty SPL will never fail you, but they are just too feeble to bear when the UAC10 goes silent. If your opponent is closer than the prescribed 25 meter, the MRM10 will still hurt it somewhat, but failing to explode, the missiles won't do much of MRM insane damage levels. We recommend loud cursing in moments like that instead - it pays out more. Luckily your GECM will have you out of scope 200 meter sooner than comparable assets who lack this benefit.
This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the two pulse lasers are to be viewed as a backup weapons of last resort, or to tip an already full scale - nothing more than that, same applies to the PDS. Try at all times to position your self outside of their range and you will do just well.

Variant C

Engage your EOptics, select your target then unleash a pair of AC5 firing armor-defeating shells. Target the weakest point you can find with your ERML. Close in to launch the dual SRM2. When BAs show up the PDS will automatically open fire deterring them, put them out of the misery with the ERML.

Variant D

Fire Support - yes, but this one is doing it the fun way. The two PPC will provide enough screen shake & primary/ secondary splash damage for receiver to regret it. The two LRM5 launchers, if fired in succession, make this asset an 1+2 firing delight due to the timely fashion of their re-firing rate. Zero in on your target with EOptics, let your PDS hassle Battle Armor. Though keep a sharp eye on your heat as this unit only houses 2 HS. One extra Ammo yields 540 missiles.

Variant E - "Sandbag"

"Sandbag" is not supposed to be used in brawls. The flamer pair will be efficient only at point blank, while the AC10 simply can't dish out significant amounts of damage in the time bracket of an typical brawl fight. However, should this unit be used as a second liner or fire support, it's two MRM10 launchers will more than make up with both lots of damage and good cadence of re-fire. A unit good suited for late joiners.
Are there slow targets less mobile than you? Will you be moving with a group? Maybe consider something else then?

Variant F

This unit's three ERML are best used as a secondary weapon while the stinging SSRM6 pair alternates between firing and loading as a primary weapon. It will certainly prove wise to break stealth as soon as the SSRM come to bear, to fully utilize their automatic homing to the prey. If fired in timed succession the pair will provide ample time of screen shake to the opponent, denying him a chance to place well aimed hits on who ever he is targeting. In the short siestas the ERML trio can exploit breaches on the victims armor to further the pressure, nearing to the kill. The PDS will come in handy to soften an stray BA, while the SSRM, if fired in passive radar mode, will plant an wide area of sore and hurt for the BA to land into.
A brawler. Where you looking for a brawler? Well this is a brawler, I'm sorry, sir.

Variant G

Who said Light PPCs aren't fun when you house three of them. Should all weapons be fired in successive manner, this unit has the potential to deliver, if not constant screen shake, then at least constant stream of hurt. The two SRM6 will will blast holes into the already weaked armor, adding even more shake. The PDS is handy, as ever, to scare an all too passive BA off. EOptics helps to derermine your plan of attack while two Extra Tons of ammo keep the SRM6s fed. Though with only one HS the use of coolant is advised.



No one knows where the design concept for the Goblin originated, but it appeared either during the final years of the so-called Age of War or the early first Star League. The Goblin’s production was taken over by Johnston Industries towards the end of the First Succession War.


Instead of mounting a bulky autocannon or cumbersome missile units, the Goblin’s main weapon is a large laser. The energy weapon possesses both good range and firepower without the need to carry ammunition. The BlazeFire Systems Large Laser lacks the long barrel of an autocannon, allowing for a compact turret design that is not hindered by tight quarters. The BlazeFire targeting and tracking system has optional link-ups for the rest of the tank’s three-man crew so that one of them can fire if the gunner becomes disabled, but the MiniGun can only be fired by the driver. The Goblin’s most interesting feature is the Infantry Compartment in the rear of the tank. Large enough to hold seven infantrymen and their equipment or one support weapons team, the compartment is surprisingly spacious and reasonably comfortable. With organic infantry support and a turret design not hindered by a long barrel, the Goblin is an excellent urban combat vehicle.

Battletech Reference - Technical Readout: 3039, p. 58-59, "Goblin Medium Tank" Unit Role: Infantry Transport

Battletech Reference