LIGHT MECHS

All 'Mechs weighing from 20 up to 35 tons are classified as "light".

  • Their skeleton can only carry limited armor, but the higher efficiency of smaller fusion reactors means that light 'Mechs benefit from superior mobility.
  • They are typically fast but lightly armed and armored.
  • These 'Mechs are generally used as scout 'Mechs and anti-personnel units instead of frontline combat duty, but some are designated combat 'Mechs with relatively heavy armament.
  • Their low production cost, high proliferation, and relatively good supply of spare parts meant that they saw widespread use throughout history in virtually any role.
  • Light Mech Table

     (column headers with buttons are sortable).
    Weapons
    1 20 Flea FLE-15 $ 1.86 M 6 0 240 166 2x Medium Laser, 2x Small Laser, 1x Flamer, 2x MG(200)
    2 20 Flea FLE-4 $ 1.70 M 6 0 160 166 1x Large Laser, 2x Small Laser, 1x Flamer
    3 20 Locust LCT-1E $ 2.16 M 8 0 320 166 2x Medium Laser, 2x Small Laser
    4 20 Locust LCT-1M $ 1.99 M 8 0 80 166 1x Medium Laser, 2x LRM5(24)
    5 20 Locust LCT-1S $ 2.06 M 8 0 240 166 1x Medium Laser, 2x SRM2(50)
    6 20 Locust LCT-1V $ 1.89 M 8 0 320 166 1x Medium Laser, 2x MG(200)
    7 25 Commando COM-1B $ 2.53 M 6 0 320 216 1x Large Laser, 1x Medium Laser, 1x SRM2(50)
    8 25 Commando COM-2D $ 2.53 M 6 0 320 216 1x MediumLaser, 1x SRM4(25), 1x SRM6(16)
    9 30 Javelin JVN-10A $ 3.12 M 6 6 320 256 1x LRM15(8)
    10 30 Javelin JVN-10F $ 2.68 M 6 6 480 256 4x Medium Laser
    11 30 Javelin JVN-10N $ 2.48 M 6 6 320 256 2x SRM6(33)
    12 30 Spider SDR-5K $ 3.04 M 8 6 280 256 1x Medium Laser, 2x MG(200)
    13 30 Spider SDR-5V $ 3.14 M 8 8 280 256 2x Medium Laser
    14 30 UrbanMech UM-R60 $ 2.48 M 2 2 480 256 1x AC10(8), 1x SmallLaser
    15 30 UrbanMech UM-R60L $ 2.43 M 2 2 320 256 1x AC20(5), 1x Small Laser
    16 30 UrbanMech UM-R90 $ 2.7 M 3 3 480 256 1x PPC, 2x Medium Laser, 1x SmallLaser
    17 35 Firestarter FS9-H $ 4.08 M 6 6 440 291 4x Flamer, 2x Medium Laser, 2x MG(200)
    18 35 Jenner JR7-D $ 3.96 M 7 5 320 291 4x Medium Laser, 1x SRM4(25)
    19 35 Panther PNT-9R $ 3.58 M 4 4 520 291 1x PPC, 1x SRM4(25)
    20 35 Raven RVN-1X $ 4.68 M 5 0 320 291 1x SRM6(16), 2x Medium Laser, EWE
    21 35 Raven RVN-3X $ 9.48 M 5 0 320 291 1x SRM6(16), 2x Medium Laser, EWE, TSM






    FLEA

    The Flea FLE-15 is a diminutive 'Mech with good close-in firepower for its size. It moves fast and is very hard to hit, even compared to other lighter 'Mechs. Of course, its armor leaves a lot to be desired.

    The Flea's uncommon FLE-4 model packs a powerful punch for such a tiny 'Mech but carries extremely light armor. It relies on speed and hit-and-run tactics to keep it alive, but one good hit is all it takes.

    VARIANT FLE-15 FLEA Tons VARIANT FLE-4 FLEA Tons
    Initial Tonnage 11.0 Initial Tonnage 11.0
    Armor 240 Pts 3.0 Armor 160 Pts 2.0
    Medium Laser RA 1.0 Large Laser RA 5.0
    Medium Laser LA 1.0 - -
    Small Laser RT 0.5 Small Laser LA 0.5
    Small Laser LT 0.5 Small Laser LA 0.5
    Flamer CT 1.0 Flamer CT 1.0
    Machine Gun LA 0.5 - -
    Machine Gun RA 0.5 - -
    Ammo (MG) 200 CT 1.0 - -
    Total 20.0 Total 20.0

    LOCUST

    The 1E Locust packs only Lasers for its armament, for better overall damage without the risk of ammo explosions. It runs quite a bit hotter than other variants, though, so it works best with hit-and-run attacks.

    The Locust's 1M model is interesting in that it can churn out a decent volley of LRMs for such a small 'Mech. It's a great harasser, especially if you can use its speed to lob missiles into the weaker rear armor of targets. But it normally has almost no armor itself.

    Locust 1S models tend to sacrifice the little armor they normally mount to fire respectable SRM salvos. Definitely useful for hit-and-runs, especially if those shots provide the extra punch to knock down a target.

    The basic Locust 1V has one big advantage: speed. It's not meant to put up much of a fight, but you'd be hard-pressed to find a 'Mech that goes further and is harder to hit.

    VARIANT LCT-1E LOCUST Tons VARIANT LCT-1M LOCUST Tons VARIANT LCT-1V LOCUST Tons
    Initial Tonnage 13.0 Initial Tonnage 13.0 Initial Tonnage 13.0
    Armor 320 Pts 4.0 Armor 80 Pts 1.0 Armor 320 Pts 4.0
    Medium Laser RA 1.0 LRM5 RA 2.0 Machine Gun RA 0.5
    Small Laser RA 0.5 - - - -
    Medium Laser LA 1.0 LRM5 LA 2.0 Machine Gun LA 0.5
    Small Laser LA 0.5 - - - -
    - - Medium Laser CT 1.0 Medium Laser CT 1.0
    - - Ammo(LRM) 120 CT 1.0 Ammo (MG) 200 CT 1.0
    Total 20.0 Total 20.0 Total 20.0




    COMMANDO

    The Large Laser mounted by most 1B models is nothing to sniff at, but it lacks the close-up impact of the SRMs it replaces. Best to keep these units at range for flanking and spotting.

    With all those SRMs, the COM-2D is like a small, highly mobile shotgun that can take down 'Mechs twice its size or bigger. You've gotta be careful with it, though, because it's not meant to take much of a beating.

    VARIANT COM-1B COMMANDO Tons VARIANT COM-2D COMMANDO Tons
    Initial Tonnage 13.0 Initial Tonnage 13.0
    Armor 320 Pts 4.0 Armor 320 Pts 4.0
    Large Laser RA 5.0 SRM4 RA 2.0
    SRM2 CT 1.0 SRM6 CT 3.0
    Medium Laser LA 1.0 Medium Laser LA 1.0
    Ammo (SRM) 100 RT 1.0 Ammo (SRM) 100 RT 1.0
    - - Ammo (SRM) 100 LT 1.0
    Total 25.0 Total 25.0

    JAVELIN

    The Javelin 10A has strong jumping capabilities and can pump out considerable damage with its LRMs. Taken together, these qualities make the 10A a superb harasser and fire support unit, though it is prone to running out of ammo.

    The JVN-10F is armed with four medium lasers. It's a functional scouting 'Mech, but shines as mobile reinforcement unit because it can provide sustained fire without ammo limitations.

    The JVN-10N is a maneuverable recon 'Mech with two SRM-6s to discourage pursuit. The SRMs give it a strong alpha strike at short range, but the Javelin's light armor means it is better used to support hand-to-hand brawlers than to be one itself.

    VARIANT JVN-10A JAVELIN Tons VARIANT JVN-10F JAVELIN Tons VARIANT JVN-10N JAVELIN Tons
    Initial Tonnage 15.0 Initial Tonnage 15.0 Initial Tonnage 15.0
    Armor 320 Pts 4.0 Armor 480 Pts 6.0 Armor 320 Pts 4.0
    - - Standard Heatsink x 2 2.0 - -
    LRM15 RT 7.0 Medium Laser RT 1.0 SRM6 RT 3.0
    Ammo (LRM) 120 LT 1.0 Medium Laser LT 1.0 SRM6 LT 3.0
    - - Medium Laser RT 1.0 Ammo (SRM) 100 RT 1.0
    - - Medium Laser LT 1.0 Ammo (SRM) 100 LT 1.0
    Jumpjets x 2 CT 1.0 Jumpjets x 2 CT 1.0 Jumpjets x 2 CT 1.0
    Jumpjets x 2 RL 1.0 Jumpjets x 2 RL 1.0 Jumpjets x 2 RL 1.0
    Jumpjets x 2 LL 1.0 Jumpjets x 2 LL 1.0 Jumpjets x 2 LL 1.0
    Total 30.0 Total 30.0 Total 30.0








    SPIDER

    The 5K Spider variant keeps the extreme maneuverability of its more common 5V cousin but adds some Machine Gun weaponry for close-in work. It's still got very little armor, so it works best as a scout and spotter.

    The Spider 5V is hands down the most maneuverable 'Mech you can field\u2026 but it's made of paper. It's an excellent scout, though, and can even jump into the rear arc of most enemies for surprise back shots.

    VARIANT SDR-5K Spider Tons VARIANT SDR-5V Spider Tons
    Initial Tonnage 20.5 Initial Tonnage 20.5
    Armor 280 Pts 3.5 Armor 280 Pts 3.5
    Machine Gun RA 0.5 - -
    Machine Gun LA 0.5 - -
    Medium Laser CT 1.0 Medium Laser CT 1.0
    Ammo (MG) 200 CT 1.0 Medium Laser CT 1.0
    Jumpjets x 3 RT 1.5 Jumpjets x 4 RT 2.0
    Jumpjets x 3 LT 1.5 Jumpjets x 4 LT 2.0
    Total 30.0 Total 30.0

    URBANMECH

    Don't let the stubby 'Urbie' fool you, it may look like a walking trash can, but it can mount heavy armor and a grown-up-sized Autocannon. R60s aren't known for their speed, but they are very useful if you can draw the enemy into their firing range.

    The UM-R60L is a modification f the standard R60 UrbanMech that replaces the AC/10 and 2 tons of armor with an AC/20 to double its firepower. With even less combat endurance than the R60, the R60L is favored in ambush or hit-and-run tactics. An R60L UrbanMech is a lot like the normal R60, but with an even bigger autocannon and even less armor. It's everything you love and hate about the UrbanMech taken to an extreme.

    The UM-R90 SuburbanMech' adapts the traditional UrbanMech R60 into an energy weapon platform for higher performance. Because its weapons aren't limited by ammunition concerns, the R90 is better-suited to longer engagements. This is an UrbanMech variant I've never even heard of before. It's got the same armor as a standard R60, but this R90 is armed entirely with energy weapons, including a PPC for long-range power. I'm not sure why nobody thought of this sooner.

    VARIANT UM-R60 UrbanMech Tons VARIANT UM-R60L UrbanMech Tons VARIANT UM-R90 SuburbanMech Tons
    Initial Tonnage 8.5 Initial Tonnage 8.5 Initial Tonnage 10.0
    Armor 480 Pts 6.0 Armor 320 Pts 4.0 Armor 480 Pts 6.0
    Standard Heatsink x 1 1.0 Standard Heatsink x 1 1.0 Standard Heatsink x 3 3.0
    Autocannon/10 RA 12.0 Autocannon/20 RA 14.0 PPC RA 7.0
    Ammo (AC10) 8 RT 1.0 Ammo (AC20) 5 RT 1.0 Medium Laser RT 1.0
    - - - - Medium Laser LT 1.0
    Small Laser LA 0.5 Small Laser LA 0.5 Small Laser LA 0.5
    Jumpjets x2 CT 1.0 Jumpjets x2 CT 1.0 Jumpjets CT 0.5
    - - - - Jumpjets RT 0.5
    - - - - Jumpjets LT 0.5
    Total 30.0 Total 30.0 Total 30.0








    FIRESTARTER

    The Firestarter is a dangerous 'Mech for its tonnage carefully timed attacks with its Flamers can shut down any 'Mech and leave it open to punishment from your other forces. The FS9-H also makes a decent light 'Mech hunter-killer.

    VARIANT FS9-H Firestarter Tons
    Initial Tonnage 18.5
    Armor 440 Pts 5.5
    Flamer CT 1.0
    Flamer CT 1.0
    Flamer RA 1.0
    Flamer LA 1.0
    Medium Laser RA 1.0
    Medium Laser LA 1.0
    Machine Gun RT 0.5
    Machine Gun LT 0.5
    Ammo (MG) 200 RT 1.0
    Jumpjets x 3 RT 1.5
    Jumpjets x 3 LT 1.5
    Total 35.0

    JENNER

    Jenner Ds run hot, and they run fast but can quickly bound into combat to deliver a knockout punch, even against heavier units. Their capability with speed and weaponry tends to come at the expense of lower armor capacity, though.

    VARIANT JR7-D Jenner Tons
    Initial Tonnage 21.5
    Armor 320 Pts 4.0
    Medium Laser RA 1.0
    Medium Laser RA 1.0
    Medium Laser LA 1.0
    Medium Laser LA 1.0
    SRM4 CT 2.0
    Ammo (SRM) 100 RT 1.0
    Jumpjets x 2 RT 1.0
    Jumpjets x 2 RT 1.0
    Jumpjets LT 0.5
    Total 35.0

    PANTHER

    Panther 9Rs are solid all-around 'Mechs, if a bit on the slow side. They make up for it with Jump Jets, considerable armor, and a hefty punch from their trademark PPC. They've even been used in physical slugging matches to good effect.

    VARIANT PNT-9R Panther Tons
    Initial Tonnage 13.5
    Armor 520 Pts 6.5
    Standard Heasink x 3 3.0
    PPC RA 7.0
    SRM4 CT 2.0
    Ammo (SRM) 100 LT 1.0
    Jumpjets x 2 LL 1.0
    Jumpjets x 2 RL 1.0
    Total 35.0

    RAVEN

    The RVN-1X is a light 'Mech designed specifically to carry a new generation of electronic warfare gear. The Raven excels at support and scouting, and its standard complement of SRMs and medium lasers allows it to fight well in a pinch.

    In addition to its electronic warfare suite, the RVN-3X has been outfitted with experimental Triple Strength Myomer. This greatly increases the 3X's movement speed without increasing its weight, but the advanced myomer bundles can react violently if damaged by weapons fire.

    VARIANT RVN-1X Raven Tons
    Initial Tonnage 15.5
    Armor 320 Pts 4.0
    Standard Heatsink x 1 2.0
    Medium Laser RA 1.0
    Medium Laser RA 1.0
    SRM6 RT 3.0
    Ammo (SRM) 100 RT 1.0
    Electornic Equipment LT 7.5
    Total 35.0