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Mithras spin.gif
Class: Tank
Faction Clan
Ticket cost: 1 upon destruction
Tier: 1
Tonnage: 25 tons

85 km/h (99 km/h with boost)

Turret rotation: 360°
Turret pitch: -25° to +45°
Variant Armament
Variant Weapons Equipment
Price: 31 100 CBills
Total armor: 21 872
Engine: Fusion 150
Price: 38 800 CBills
Total armor: 21 872
Engine: Fusion 150
Price: 32 900 CBills
Total armor: 21 872
Engine: Fusion 150
Price: 41 600 CBills
Total armor: 25 552
Engine: Fusion 150
Price: 40 800 CBills
Total armor: 25 552
Engine: Fusion 150
Price: 30 600 CBills
Total armor: 21 872
Engine: Fusion 125
Speed: 84 km/h
Boost Speed: 84 km/h
Price: 35 500 CBills
Total armor: 21 872
Engine: Fusion 150
Price: 38 600 CBills
Total armor: 21 872
Engine: Fusion 150
Armor Points Distribution

All stats current as of release 0.15.3

Matching the Solitare in weight, the Mithras is the Clan's relatively quick, lightly armored tank unit. Flexible enough to fit in the roll of an ultra-long range harasser to a close range brawler, all of the Mithras variants are inexpensive tanks available at the beginning of TC matches. With equivalent armor to the IS Harasser, but with none of the speed and a higher profile, a single Mithras doesn't have much staying power on the battlefield. However, in a multi-unit fight a Mithras is unlikely to become a focus fire target, and can conceivably survive a fight long enough to pay for a better asset. At the same time, this unit gives much better than it can take, so opponents may want to remove its damage contribution from a fight as quickly as possible.

Roles and Gameplay Hints


Starter Asset

An excellent scout tank available with starting C-bills. Its dual ER-Medium Lasers and the CUAC5 can deal respectable pinpoint damage to light 'mechs. However, fire rate is sub-par, and the autocannon can easily jam. The Prime is better suited to cutting off weaker components such as arms or legs, or already damaged torso pieces. 1v1 engagements should be avoided, as at best it will only be an even fight. Instead, use your speed to capture undefended bases, and engage targets alongside your comrades making sure to use them to protect your very light armor. A free ton for an extra magazine of UAC5 ammo allows for greater freedom with the trigger, though pilots should be cautions to avoid a jam.

Variant A

Starter Asset

With a 900m maximum range and the hard hitting power of its Clan ERPPC enhanced by EOptics, the A variant's primary roll is sniping. Its twin Clan Small Pulse Lasers and dual Flamers serve as close-in backup weaponry while the cERPPC recharges. It's best to keep your enemies at long range, as this variant can't take much punishment when going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. Battlearmors are also easy picking for the flamers.

Variant B - "Black Sunshine"

Starter Asset

A pure brawler, this Mithras can dish out some serious damage in an alpha-strike. Set to chain fire, its fast reloading twin ATM3 High Explosive launchers deliver screen shake every 2 1/2 seconds while the trio of heavy lasers, 1x HML & 2x HSL, bore deep into enemy armor with precision. Keep your aim steady to rip enemy limbs off in short order. Always use cover to close the distance to surprise your prey as the Mithras doesn't have the raw speed to keep up with the faster light mechs. Keep in mind that its armor is thin: rotate damaged sides away from your enemy to survive. This variant can be used as a counter to enemies deploying multiple Owens chassis in the early game, as the heavy splash damage of the missiles can damage the center torso of that asset no matter how the pilot attempts to shield with his side torsos. The Mithras B is an excellent cheap starter asset, allowing the pilot to save [[cbills] for their next purchase or, if donations are enabled, donate to an ally.

Player Comments:
The Mithras B is an amazing starter asset. Its weapons can be divided into as many as 4 groups, but function more than adequately when divided into just 2 weapon groups. Personally, I have one group for all 3 heavy lasers, a second group for the HEATMs on chain-fire, and a third group for the one HML since it has 400m of range. If you want a fourth group, chain fire all 3 heavy lasers, it will give you better heat control on hot maps. Since it's a Mithras, driving it can be difficult. Slow down before turning if you are coming down a hill, you don't want to roll over. The B is great at anti-BA in most part thanks to it's PDS, but also thanks to the splash damage from the HEATMs and the long burn of its heavy lasers. I often use the B to quickly earn a heavy mech after only a few minutes of gameplay. Mithrases are tier 1 meaning they bring in extra cbills against almost any other asset. Mithrases have a low profile and can hide behind terrain that most assets cannot. When in a big fight, I often find myself ignored by my enemies giving me more time to deal damage and increasing the odds that I'll be one of the players to survive the fight.
- Warlord Kentax

Variant C

Starter Asset

The only Mithras to equip Guardian Electronic Countermeasures, making it the most stealthy variant available. It also is a dedicated close in brawler with its dual Clan Pulse Lasers, single CSRM4 and single CSRM2 missile launchers alows it to easily surprise opponents by running in for quick pin-point strikes. 2 heatsinks help keep the pulse lasers assault going for a good time before reaching critical heat temperatures. Reposition yourself often, using cover to help mask your different approaches. For added protection against enemy missiles the C is equipped with LAMS just be mindful that when in range for the LAMS to function it is also giving away your position. This asset is best served by sitting behind a brawl and applying its damage at the edge of SRM range.

Variant D - "Iris"

Starter Asset

Close combat 450m & less, hard hitting combat vehicle, perfect for cities. The A mounts the largest Streak missiles there is, in Dual launcher mode no less CDSSRM6 with a mere 0.3 second Lock-On time to automatically aquire your target. Followed by a dual CERSL to work the armor off your foes or keep Battle Armor at bay. EOptics for battlefield awareness, two Free tons of Ammo and only one HS, so be mindful of your heat.

Variant E - "Stug"

Starter Asset

The heavy weight of the Stug's single cUAC10 has it moving a bit slower than other Mithrases at 84 km/h. The Stug's UAC10 makes it a medium range, high damage dealer capable of doing substantial burst damage. As the cUAC10 shell speed isn't the fastest, hitting fast targets can be difficult at range. Thus, the E is best used against slow movers where it can really shine. The machine guns serve as backup against Battlearmor and can be used to harass distant targets.

Variant F - "Fireant"

Starter Asset

Any pilot with a steady hand should climb into the Mithras F and give it a spin! Boasting the heaviest single burst damage weapon of all variants with the scalpel-like Heavy Large Laser, this variant will cut through armored components with ease. Bring your opponent into close range to feed them chain fired screen shake from its twin CSSRM2s. Two Heavy Machine Guns add insult to injury. 3 HS aid in your heat management. Watch the heat and use good positioning to surprise your enemies. Try to stay at the edge of the HLL range, and don't be afraid to run between shots.

Variant G - "Gnat"

Starter Asset

An ultra-long range sniper, the Mithras G will lay down accurate Hyper Assault Gauss rounds all the way out to 1200m. Fire its HAG20 till it jams as it is designed to recycle more quickly that way. The suppressing fire capability of this variant will disrupt most opponent's operations, getting them to run for cover under the hail of fire.

Damage Type Modifiers


Damage Type
Armor Type
Front Side Back Turret Hull
Mgun 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 0.7 (0.1)
Light Kinetic 1.15 (1.0) 1.15 (1.0) 1.15 (1.0) 1.15 (1.0) 1.3 (1.0)
Kinetic 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0)
Heavy Kinetic 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0)
Kinetic‑air 1.2 (1.0) 1.2 (1.0) 1.2 (1.0) 1.2 (1.0) 1.2 (1.0)
Flak 1.0 (1.0) 1.3 (1.0) 1.6 (0) 1.15 (1.0) 1.0 (1.0)
Missile 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0)
Frag 0.05 (0.05) 0.5 (0.25) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05)
Energy 1.0 (0.75) 1.0 (0.5) 1.0 (0.75) 1.0 (0.75) 1.0 (0.75)
Energy‑air 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0)
EMP 1.0 (1.0) 0.025 (0.25) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0)
Flame 0.01 (0.01) 0.01 (0.01) 0.01 (0.01) 0.01 (0.01) 0.01 (0.01)
Collision 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05)


The Mithras Light Tank is a combat vehicle that was originally intended to be a scout in addition to its place on the battlefield as a swift, light tank that is capable at all ranges. Its usefulness as a reconnaissance vehicle has been reduced with faster vehicles that field more advanced electronics. Capable of speeds up to 97 km/h, the Mithras can keep up with most units, while still providing respectable firepower with decent armor. Though that protection is only three tons worth, it is improved through the use of Ferro-Fibrous technology.

Date Introduced 2845 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker

Battletech Reference