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Revision as of 10:44, 23 August 2021 by Warlord Kentax (talk | contribs) (Variant F)
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Harasser spin.gif
Class: Hovercraft
Faction Inner Sphere
Ticket cost: 1 upon destruction
Tier: 2
Tonnage: 25 tons

109 km/h (163 km/h with boost)

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Price: 42 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 39 500 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 35 800 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 48 500 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 39 600 CBills
Total armor: 19 506
Engine: GM 120 Classic II I.C.E
Price: 37 500 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 36 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
Price: 45 000 CBills
Total armor: 13 985
Engine: GM 205 Classic II I.C.E
Speed: 144 km/h
Boost Speed: 216 km/h
Armor Points Distribution

All stats current as of release 0.14.7

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. Having the suspension kick ready to use is a must.

A unique feature of Harasser is it's extreme speed. It allows the Harasser to outrun many of the other assets in the game, get to very distant bases in terrain control, and climb very steep terrain. However, because of this speed, it can be difficult to make controlled turns even when the 163km/h boost isn't engaged.

Roles and Gameplay Hints


Starter Asset

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

Starter Asset

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

Starter Asset

Featuring 2 MXPL and 2 ML, 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 "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.

Variant D - "Mr. Toast & Go"

Starter Asset

The Harasser D "Mr. Toast & Go" comes with more high-risk than other variants because it mounts 4 extremely close range flamers which can 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 if possible to get through their extra 1.5 tons of armor. The D's GECM often leaves precious little warning of its approach making them very difficult to defend against. Three SRM2 helps to ensure a Lethal Blow.

Variant E

Starter Asset

The Harasser E is a low-budget, early-game, high DPS medium to long-range hovercraft. The E, as with most high DPS variants, works best when allies are nearby drawing enemy fire. DPS weapons are difficult to use on an unstable chassis like a hovercraft without slowing down, becoming relatively stationary, and staring at the enemy. A single Lubalin Ballistics-X AutoCannon assisted by Enhanced Optics allows the E to poke foes at long range while the Large X-Pulse Laser roars into life at 750 meters with continuous laser fire. Keeping the laser focused on one spot will surely inflict massive amounts of damage, but beware of your temperature as it is very easy to generate dangerous heat levels with sustained firing.

Variant F

Starter Asset

The Harasser F is an amazing burst damage energy boat. While it doesn't have enough heat sinks to continually fire it's 4 Light PPCs, the F can quickly get behind cover to cool down and peek out only to lay down a hefty alpha strike by group firing it's weapons. Chain firing helps maximize screen shake, but can often be hard to aim at anything moving quickly or out near the LPPC's maximum range.

Variant G

Sacrificing armor and electronics to become the ultimate glass cannon, this variant features an upsized engine that allows it to outpace practically every other asset in game. The G clocks in at 144 km/h (216 km/h while boosting. Its twin SRM6 launchers may make it seem undergunned, but they pack an extremely painful punch capable of posing a moderate threat to starter assets and allow the G to get in some good damage in late game team fights where it is likely to be ignored.

Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential. It is advised to avoid using the boost when making sharp turns, entering water, and uneven terrain as the G is easily flipped upside down.


The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots - BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC

Date Introduced 2811 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker

Battletech Reference