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Sunder spin.gif
Class: Assault Mech
Faction: Inner Sphere
Ticket cost: 13 upon destruction
Tier: 14
Tonnage: 90 tons
Speed: 65 km/h
Torso yaw: 220°
Torso pitch: -20° to +35° while standing.
-20° to +45° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 103 900 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
Price: 106 500 CBills
Total armor: 84 717
Engine Size: Hermes 360 XL
Price: 104 500 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
Price: 112 200 CBills
Total armor: 84 717
Engine Size: Hermes 360 XL
Price: 109 800 CBills
Total armor: 83 360
Engine Size: Hermes 360 XL
Price: 106 100 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
Price: 105 900 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
Price: 105 300 CBills
Total armor: 79 898
Engine Size: Hermes 360 XL
Armor Points Distribution

All stats current as of release 0.13.1

Sunder is an Inner Sphere OmniMech Assault Mech. Using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056. While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.

Roles and Gameplay Hints


The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an AC20 with a brace of three Short Range Missles 4 to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two Large Lasers and Two Medium Lasers plus a B-Pod to disrupt Battle Armor. Stanard Jump Jets, EOptics, a Free_ton and 3 DHS round out the package. The Prime and Alpha variants often fight together in pairs, where the Alpha provides longer range support.

Variant A

The "A" Configuration mounts the devastating Ultra 20 AutoCannon for close range, supported by two Extended Range PPCs for long-range barrages and six MGs to whittle away armor. It proved itself extremely deadly when combined with the torso mounted Improved Jump Jets. One Free_tons to feed the hungry UAC20.

Variant B - "Ionized"

Considering all this, the Heavy class PPC will more than disrupt an unsuspecting victim from as much as 560m out in the field, quite a lot for an brutal "pop-tart" even against a fresh assault, let alone any weaker opponent. The Large Pulse Laser duo will more than add insult to injury, for the long while the HPPC recharges. Keeping distance and pressure is key, with occasional HPPC spanks to spice things up.

Variant C

While on paper this might sound great, and the price for an Improved Jump Jets equipped Assault be even more alluring, be warned that this unit is neither for the faint of heart nor for a hot climate. The formidable RAC5 duo will dish out more than half of this unit's DPS for the while they don't overheat and jam up. Once this happens, the operator can lean on the trusty SL array and fill it's gaps with the guided class Six Streak Short Range Missiles pair in alternation. This might keep the pressure up on the receiving end for the while the cannon array cools down enough to unlock or even reload from the ample 6 tons worth of spare ammo bins.

Variant D

18.5 Tons of Armor running Active Angel ECM allows for a Lance to advance as one blip on the radar. A single LAMS provides protection against incoming missiles. EOptics engaged looking for that opportunity to strike out with a dual PPC. At mid range announce your presence by violently shaking the enemies cockpit with a barrage of MRM30. Then once you have their full attendtion unlease the Three Medium Pulse Lasers. Rounding out this unit are Standard Jump Jets, one Free_ton of Ammo and Five DHS.

Variant E - "El Diablo"

This unit barely breaks the definition of an jump sniper. Standard Assault Class Jump Jets, the Heavy Gauss Rifle and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 350 meter range of the Light PPC array and 250 meter maximum effective range of the Heavy Machine Gun array means staying up close and intimate to the enemy pays in best effect on target.
Further attention is to be paid to plan for prolonged "ballet" during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.

Variant F - "Big-O"

This unit gives it all for the show - no equipment and only 2 spare tons for the ever hungry UAC10 and LRM20. Luckily there is backup weapons galore - the reliable ERML and TBolt5 trio each.
The usual sturdy assault with more than enough screen shake at the far end with the missiles - tho note that LRM won't lock on beyond the 1000 and TBolts beyond 750 meter. As the target closes in the UAC10 can start to fully bear at 650m already and the remaining three Lasers can keep the victim in dire straits from 600 meter up to some 300 when the mighty Long Range Missiles start to have issues with tracking and lobbing.
However, by the nature of the rest of the arsenal the remaining weapons can continue to be used at their full effect up to point blank - marking this unit as outstanding generalist while remaining still an ample juggernaut and brawler.

Variant G

A wolf in sheep's clothing running under guise of GECM, the "G" can reach all the way out to 900m with it's mighty Gauss Rifle and Extra Ton of Ammo while utilizing Extended Optics to select it's target. Even though this unit does not come with Jump Jets, it is well equipped with a Blistering Array of Five Medium X-Pulse Lasers making the "G" one very effective brawler with a extremely impressive DPS. An added bonus of a SRM2 for that final blow or pesky BA's. All this fire power comes with a price, HEAT, that even the eight DHS during the course of intense battle won't be able to keep up. Seasoned Pilots will know what to do while rookies with have to be aware of their temperature.


The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder carries a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.

Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: OmniMech Assault

BattleTech Reference