Here is Visp Lewin's breakdown on the Swordpoint Regime 'mechs: Sword Point 1 The LRM and AC5 will pack the most punch for this mech (not a whole lot) The Flamer and Machine Guns (MG) will work nicely for anti-personnel work. While I don't think wasting the crew of the Maglev is a good idea, the guards/Troops may object to our taking the "package" No Jump jets. The 3/5 movement rates may have this mech work well for escort duty and the shear number of weapons tends to add a minor point of intimidation. Mech is good for ground troop support, and fire support, but face another mech of higher tonnage and it's in serious trouble. Sword Point 2 The 7/11 speeds of this mech combined with the 2 SRM6 packs means this mech is meant to get close to a target, ducking and weaving the whole way and attack at the same time until the target is down. Good for run in and blow the snot of stuff assignments. Sword Point 3 One of the best mechs that the sword point owns. The LRM, SRM and ML packages add to the value of this mech. While it will be most effective at point blank range using the club, SRMs and MLs, the LRMs add a longer range punch to help. The LRM5s have a long range, and combined with the fact that there are two it's got a little better odds vs. 1 LRM10, 2 chances to hit, only half the damage on each roll. The jump jets will help keep this mech alive when the team hits the fan. Sword Point 4 The heaviest hitting mech. The Large Laser is a nice weapon, the LRM15 one shot is cute. I predict that this mech is the first to die, due to the extreme damage that the armor has taken. Sword point Summary: The lance will put up a good fight for about 3 - 5 rounds. The mechs all suffer from low armor values. This coupled with the fact that they are running heavy on ammunition means that they will die in some sort of spectacular ammunition explosion as soon as the armor is penetrated. I doubt that there will be much in the way of a lance once the battle is over.