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Mech Name: Mad Cat

Tech Type: Clan

Tonnage: 75

Weapons Slots: 18

Max. Armor Points: 432

Min/ Max Speed (KPH): 65.02/ 95.04

Good For:
Lots of weapons. Strong emphasis on beam, and missiles to a slightly lesser degree.
Component Options:
Beagle Active Probe, Light Amplification, LAMS

The first Clan mech ever glimpsed by an Inner Sphere warrior packs quite the wallop. In this design we have the third-best ratio of available tonnage to mech tonnage in the game (exceeded only barely by the Shadow Cat; the crown in this category is held by the Mad Cat's big brother, the Mad Cat MkII).
  

Weapons slots are the strong point here. Its total of eighteen is the highest of any non-assault mech (and higher than two of them!). The breakdown is eight beam, zero ballistic, six missiles, and four omni. The omni slots are grouped in twos, and that coupled with the lack of any native ballistic slots rules out using ballistic weapons as the primary punch on this mech. Dual LBX-10 ACs are possible, but you really should be packing more punch than that in a mech of this size. Up to two of any beam weapon or missile weapon are possible. Ideally, the Mad Cat delivers a strong beam weapon punch with missiles to help drive the point home.

It's possible to squeeze six large lasers on board, enough to fell an assault mech in three well-placed volleys. But don't do this unless you like it hot. Even backing those lasers up with twenty heat sinks will have you riding rapidly into the land of automatic shutdown unless you either find a nice, friendly pool of water or are playing on a particularly cool map (read: lunacy).

Chassis Weapons Armor
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