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Thanatos spin.gif
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 10 upon destruction
Tier: 12
Tonnage: 75 tons
Speed: 85 km/h
Torso yaw: 360°
Torso pitch: -34° to +40° while standing.
-35° to +49° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 87 100 CBills
Total armor: 68 325
Engine Size: PlasmaStar 375 XL
Price: 90 700 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Price: 86 800 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Price: 89 800 CBills
Total armor: 79 926
Engine Size: PlasmaStar 375 XL
Price: 92 300 CBills
Total armor: 69 926
Engine Size: PlasmaStar 375 XL
Price: 87 600 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Price: 82 000 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Price: 86 500 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Armor Points Distribution

All stats current as of release 0.13.1

The Thanatos is a large, powerful, Inner Sphere Heavy Mech. With its heavy armor, wide array of Weapons, and high speed and maneuverability for an IS heavy Mech, with 360° torso twist, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of Equipment, making it a very adaptable Mech capable of excelling in nearly any combat situation. Particularly, EVERY Thanatos come with hard mounted GECM, making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.

Roles and Gameplay Hints


The Thanatos Prime packs an Energy Weapon-heavy loadout consisting of an 2 ERLLs and 2 ERMLs. This diverse array of Lasers lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its MRM30, the Thanatos Prime can put alot of hurt on a target very quickly. GECM and C3 allows it to stay relatively concealed while sharing its radar information with allies, while Standard Jump Jets afford it additional maneuverability and poptarting capabilities. The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 DHS, it suffers a bit when it comes to heat management. Also, due to the MRM30s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar.

Variant A - "Big Iron"

The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty HGauss. Supplemented by 4 ERMLs, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added LAMS and GECM systems also afford it decent survivability. Improved Jump Jets can make it a devastating ambusher when used with Passive Radar. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra Dual Heat Sinks, and though carrying 2 free tons, ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is it's greatest strength - The Heavy Gauss mounted on its arm is a very easy target with little armor, leaving it the first thing aware pilots shoot at. After taking down the primary gun, this variant remains relatively harmless.

Variant B

The Inner Sphere's only part time Arrow boat, the Thanatos B sports a single ArrowIV launcher, backed by a duo of LBX2 and an ERLL. The Arrow launcher, with all of its quirks, forces the asset's operation to revolve around it. This mean you will need a forward observer to direct your artillery fire, or a vantage point that affords you to crouch in order to get a manual lock. An iNARC launcher allows the variant to attach targeting beacons to targets 900m out. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1350m away with its autocannons and out to 800m with its ERLL. In practice, its 2 DHS mean significant heat issues, especially when taking its Jump Jets into account, which are better off being used by themselves while getting into position or escaping, rather than for jumpsniping purposes.

Variant C - "Judo"

The "Bully's" flying twin brother, separated at birth, "Judo" sporting blistering close range firepower. The Thanatos C caries the AC20, a most formidable ballistic weapon by itself, accompanied by an trio of LPPCs and a quite pondering DSSRM4. Only three DHS, while able to keep the autocannon and missile launcher in check, will choke on every particle-cannon's trio volley. Save for the most dire moments, it is strongly advised to fire the later in succession rather than at once. 3 Free tons left for ammo, idealy for 1 AC 2 SRM. Difference from Bully is the continual screen shake delivery to the enemy, strong power of night vision denial, near permanent EMP output capacity and its ability to use Jump Jets to engage or disengage its foes.

Variant D - "The Bully"

Nicknamed "The Bully" , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. Equipped with an LBX20 on one arm, a DSRM6 on the other and a trio of MPL on its torsos, Bully can make use of a tighter window of engagement despite sacrificing some dps compared to the C thanks to swapping autocannon models. 4 DHS mean heat is harder to manage and the laser array will often have to go unused. The remaining tonnage is enough for 3 free tons of ammo can keep its weapons fed for a good while, without completely relieving it of ammo woes.

Variant E

This one is as "poptart" as one gets. The 2 SRM2 launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool LB 5-X trio and the ERPPC, are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot ERPPC on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the LB 5-X trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its Standard Jump Jets ends up heavily taxing the two DHS. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.

Variant F

While the cheapest Thanatos variant available, it is by no means worth overlooking. This chassis can easily pump out damage on par with its more popular and expensive brothers, and at further ranges as well. The Long Range Missles are nothing to scoff at, delivering startling damage and screenshake up to brawling distance, which can easily be maintained in this quick, 360 degree torso twist 'mech. The real damage lies under 650m, however, with the startling array of 3 Extended Range Medium Lasers and heart stopping Ultra AutoCannon10; you can pinpoint components off one by one, chewing through what your Cannon blast started. If your foe is foolish enough to advance closer remind him who is boss with 4x ERSLs. IS engineered lasers run cool, even fired continuously with the UAC10 there is little fear of overheating with 3 Heat Sinks onboard. 3 Free Tons can be filled to keep your hungry UAC10 and LRM20 satiated. GECM Along with positioning is especially important in this variant, considering it's the only other Thanatos besides the The Bully to forgo mounting Jump Jets. 86kph is relatively fast for a heavy mech, but greedy players and poor positioning will quickly be punished by smart light and medium mech pilots.

Variant G

Very few mechs' can make a single Gauss rifle look so good. Two cool ERLL complement the Gauss pinpoint accuracy, and the LRM10 batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. Jump Jets, GECM and 86kph mean your a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle aerospace as well, considering your entire arsenal has strong AA capabilities, and well timed jumping can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.


The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate Thor capabilities hit the market.

The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an Extended Range Large Laser, 2 Extended Range Medium Lasers, a single Medium Pulse Laser and an impressive set of electronics including an ECM Suite, a C3 slave and Jump Jets. 13 tons of armor gave this Mech respective defense.

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

BattleTech Reference