MEDIUM MECHS

Weighing 40 to 55 tons, medium 'Mechs are the workhorse 'Mechs of most armies.

  • They naturally fall somewhere between the agile light 'Mechs and the powerfully armed heavy 'Mechs.
  • While matching neither in their respective niche, medium 'Mechs tend to have the best combination between speed, armor, and payload which gives them unmatched versatility.
  • The fastest medium 'Mechs often serve as command units among light 'Mechs with similar speed.
  • Medium Mech Table

     (column headers with buttons are sortable).
    Weapons
    1 40 Assassin ASN-101 $ 4.20 M 7 5 320 336 1x LRM5(24), 1x Medium Laser, 1x SRM2(50), 3x Small Laser
    2 40 Assassin ASN-21 $ 4.42 M 7 7 360 336 1x LRM5(24), 1x Medium Laser, 1x SRM2(50)
    3 40 Cicada CDA-2A $ 3.34 M 8 0 400 336 2x Medium Laser, 1x Small Laser
    4 40 Cicada CDA-3C $ 3.84 M 7 0 440 336 1x PPC, 2x MG(200)
    5 40 Vulcan VL-2T $ 3.89 M 6 6 480 336 1x AC2(25), 1x Medium Laser, 1x Flamer, 1x MG(200)
    6 40 Vulcan VL-5T $ 4.47 M 6 6 520 336 4x Medium Laser, 1x Flamer, 1x MG(200)
    7 45 Blackjack BJ-1 $ 4.42 M 4 4 560 376 2x AC2(25), 4x Medium Laser
    8 45 Blackjack BJ-1DB $ 4.60 M 4 4 600 376 2x Large Laser, 2x Medium Laser
    9 45 Hatchetman HCT-3F $ 4.98 M 4 4 640 376 1x AC10(16), 2x Medium Laser
    10 45 Hatchetman HCT-3X $ 5.08 M 4 4 680 376 2x SRM6(33), 2x Medium Laser, 4x MG(200)
    11 45 Phoenix Hawk PXH-1 $ 4.91 M 6 6 720 376 1x Large Laser, 2x Medium Laser, 2x MG(200)
    12 45 Phoenix Hawk PXH-1K $ 5.00 M 6 0 760 376 1x Large Laser, 2x Medium Laser, 1x Small Laser
    13 45 Phoenix Hawk PXH-1b $ 6.94 M 6 6 800 376 1x ERPPC, 1x ERLarge Laser, 2x Medium Laser, 2x MG(200)
    14 45 Vindicator VND-1AA $ 4.68 M 5 5 840 376 1x PPC, 1x LRM5(24), 1x Small Laser
    15 45 Vindicator VND-1R $ 4.91 M 4 4 880 376 1x PPC, 1x LRM5(24), 1x Medium Laser, 1x Small Laser
    16 50 Centurion CN9-A $ 5.14 M 4 0 920 416 1x AC10(16), 1x LRM10(24), 2x Medium Laser
    17 50 Centurion CN9-AL $ 5.50 M 4 0 960 416 1x Large Laser, 1x LRM10(24), 2x Medium Laser, 1x Small Laser
    18 50 Crab CRB-27 $ 5.39 M 5 0 1000 416 2x Large Laser, 1x Medium Laser, 1x Small Laser
    19 50 Crab CRB-27b $ 14.18 M 5 0 1040 416 2x ERLarge Laser, 1x ERMedium Laser, 1x ERSmall Laser
    20 50 Enforcer ENF-4R $ 5.16 M 4 0 1080 416 1x AC10(8), 1x Large Laser, 1x SmallLaser
    21 50 Hunchback HBK-4G $ 5.09 M 4 0 1120 416 1x AC20(10), 2x Medium Laser, 1x Small Laser
    22 50 Hunchback HBK-4P $ 6.09 M 4 0 1160 416 8x Medium Laser, 1x Small Laser
    23 50 Trebuchet TBT-5N $ 5.64 M 5 0 1200 416 2x LRM15(16), 3x Medium Laser
    24 50 Trebuchet TBT-7K $ 5.24 M 5 0 1240 416 1x PPC, 1x AC5(15), 1x SRM2(50)
    25 55 Griffin GRF-1N $ 6.26 M 5 5 1280 456 1x PPC, 1x LRM10(24)
    26 55 Griffin GRF-1S $ 6.36 M 5 5 1320 456 1x Large Laser, 1x LRM5(24), 2x Medium Laser
    27 55 Griffin GRF-2N $ 13.25 M 5 5 1360 456 1x ERPPC, 2x SRM6(33)
    28 55 Kintaro KTO-18 $ 6.27 M 5 0 1400 456 3x SRM6(50), 1x LRM5(24), 2x Medium Laser
    29 55 Shadow Hawk SHD-2D $ 6.24 M 5 3 1440 456 1x AC5(15), 1x LRM5(24), 2x Medium Laser, 2x SRM2(100)
    30 55 Shadow Hawk SHD-2H $ 6.14 M 5 3 1480 456 1x AC5(15), 1x LRM5(24), 1x Medium Laser, 1x SRM2(50)
    31 55 Wolverine WVR-6K $ 6.28 M 5 0 1520 456 1x Large Laser, 1x SRM6(33), 2x Medium Laser, 1x Small Laser
    32 55 Wolverine WVR-6R $ 5.96 M 5 5 1560 456 1x AC5(15), 1x SRM6(16), 1x Medium Laser





    Assassin

    The ASN-21 lives up to its name, at least against lighter units. It has astounding jump capability in addition to its ground speed and a flexible weapons package. It has poor armor for its tonnage, however, so it's best at hit-and-run attacks.

    The ASN-101 is a rare Assassin variant that reduces jump capability and trims some of its already-thin armor to mount additional weapons. The extra punch meshes well with its advanced tracking systems.

    VARIANT ASN-21 Assassin Tons VARIANT ASN-101 Assassin Tons
    Initial Tonnage 26.0 Initial Tonnage 26.0
    Armor 360 Pts 4.5 Armor 320 Pts 4.0
    Medium Laser RA 1.0 Medium Laser RA 1.0
    LRM5 RT 2.0 LRM5 RT 2.0
    SRM2 LT 1.0 SRM2 LT 1.0
    Ammo (LRM) 120 RT 1.0 Ammo (LRM) 120 RT 1.0
    Ammo (SRM) 100 LT 1.0 Ammo (SRM) 100 LT 1.0
    - - Small Laser H 0.5
    - - Small Laser RT 0.5
    - - Small Laser LT 0.5
    Jumpjets x 1 CT 0.5 Jumpjets x 1 CT 0.5
    Jumpjets x 3 LL 1.5 Jumpjets x 2 LL 1.0
    Jumpjets x 3 RL 1.5 Jumpjets x 2 RL 1.0
    Total 40.0 Total 40.0


    Cicada

    In all honesty, Cicadas as a rule are very fragile. The 2A model was designed to be as fast as any light 'Mech, but that massive engine leaves little room for much else. Still, if you use it cautiously, it can be a successful scout and diversion.

    The Cicada 3C is slightly slower than the 2A but has more room for weaponry and armor. It still generally underperforms in most areas except speed, but it can put up more of a fight, with better survival rates.

    VARIANT CDA-2A Cicada Tons VARIANT CDA-3C Cicada Tons
    Initial Tonnage 33.5 Initial Tonnage 26.0
    Armor 320 Pts 4.0 Armor 320 Pts 4.0
    - - Standard Heatsink x 1 7.0
    - - PPC RT 7.0
    Medium Laser RT 1.0 Machine Gun RT 0.5
    Medium Laser LT 1.0 Machine Gun LT 0.5
    Small Laser CT 0.5 Ammo (MG) 200 CT 1.0
    Total 40.0 Total 40.0

    Vulcan

    The 2T Vulcan is a curious 'Mech that's designed primarily for Support attacks but also mounts an AC/2. MechWarriors normally ditch it in favor of more armor or different weaponry that complements the Vulcan's close-quarter strengths.

    A FedSuns favorite, the Vulcan's 5T variant dumps the standard model's AC/2 and beefs up its medium-to-close firepower and defenses. It's generally considered to be \"better\" than the 2T, but it's also harder to come by.

    VARIANT VL-2T Vulcan Tons VARIANT VL-5T Vulcan Tons
    Initial Tonnage 21.5 Initial Tonnage 21.5
    Armor 400 Pts 5.0 Armor 560 Pts 7.0
    - Standard Heatsink x 2 2.0
    Autocannon/2 RT 6.0 Medium Laser RT 1.0
    - Medium Laser RT 1.0
    - Medium Laser RT 1.0
    Medium Laser LT 1.0 Medium Laser LT 1.0
    Flamer RA 1.0 Flamer RA 1.0
    Machine Gun LA 0.5 Machine Gun LA 0.5
    Ammo (AC2) 25 RT 1.0 - -
    Ammo (MG) 200 LT 1.0 Ammo (MG) 200 LT 1.0
    Jumpjets x 2 CT 1.0 Jumpjets x 2 CT 1.0
    Jumpjets x 2 LL 1.0 Jumpjets x 2 LL 1.0
    Jumpjets x 2 RL 1.0 Jumpjets x 2 RL 1.0
    Total 40.0 Total 40.0





    Blackjack

    Blackjack 1s are solid, well-rounded 'Mechs for their tonnage. They typically mount Jump Jets, which give them an extra edge by repositioning quickly to keep a direct line of fire for their Autocannons.

    With the BJ-1DB, the Federated Suns have revised the Blackjack into a dedicated fire support 'Mech. The 1DB's two large lasers can burn through heavily-armored targets at long range without sacrificing a medium 'Mech's maneuverability. Two large lasers at 45 tons! That's the pitch for the BJ-1DB. Out of the box, this 'Mech lays down fantastic firepower at long range, and can keep it going for long engagements.

    VARIANT BJ-1 Blackjack Tons VARIANT BJ-1DB Blackjack Tons
    Initial Tonnage 16.5 Initial Tonnage 16.5
    Armor 680 pts 8.5 Armor 600 pts 7.5
    Standard Heatsink x 1 1.0 Standard Heatsink x 7 7.0
    Autocannon/2 RA 6.0 Large Laser RA 5.0
    Autocannon/2 LA 6.0 Large Laser LA 5.0
    Medium Laser RA 1.0 Medium Laser RA 1.0
    Medium Laser LA 1.0 Medium Laser LA 1.0
    Medium Laser RT 1.0 - -
    Medium Laser LT 1.0 - -
    Ammo (AC2) 25 CT 1.0 - -
    Jumpjets x 2 LL 1.0 Jumpjets x 2 LL 1.0
    Jumpjets x 2 RL 1.0 Jumpjets x 2 RL 1.0
    Total 45.0 Total 45.0

    Hatchetman

    Hatchetman 3Fs are the king of the close quarters fight. Packing high impact short range weaponry, and a unique melee Hatchet, any target is in danger when close to the Hatchetman. The Hatchetman's lighter armor requires it to rely on maneuvering and ambushing to stay in the fight.

    The Hatchetman 3X further indexes on the stock design's close combat role, adding more armor and replacing its AC10 for an array of SRMs, Lasers, and Anti-Personnel weapons. This is the ultimate melee brawler.

    VARIANT HCT-3F Hatchetman Tons VARIANT HCT-3X Hatchetman Tons
    Initial Tonnage 16.5 Initial Tonnage 16.5
    Armor 520 Pts 6.5 Armor 760 Pts 9.5
    Standard Heatsink x 1 1.0 Standard Heatsink x 1 1.0
    Hatchet RA 3.0 Hatchet RA 3.0
    Autocannon/10 RT 12.0 - -
    - - SRM6 LT 3.0
    - - SRM6 LT 3.0
    Medium Laser RA 1.0 Medium Laser RA 1.0
    Medium Laser LA 1.0 Medium Laser LA 1.0
    - - Machine Gun RT 0.5
    - - Machine Gun RT 0.5
    - - Machine Gun RT 0.5
    - - Machine Gun RT 0.5
    Ammo (AC10) 16 CT 2.0 Ammo (SRM) 100 LT 1.0
    - - Ammo (MG) 400 RT 2.0
    Jumpjets x 2 LL 1.0 Jumpjets x 2 LL 1.0
    Jumpjets x 2 RL 1.0 Jumpjets x 2 RL 1.0
    Total 45.0 Total 45.0







    Phoenix Hawk

    The PXH-1 is one of the most elegant and agile 'Mechs around, boasting good armor and decent weapons. Sadly, its heat buildup is also noteworthy. Savvy MechWarriors take advantage of this 'Mech's jump capability to land timely shots and then reposition to another vantage point.

    The Kurita-modified PXH-1K removes almost all of its jump capability in favor of better armor and heat management. This makes it less flexible in more restrictive environments, but it's still a nimble and reliable skirmisher.

    The Phoenix Hawk 1B is a highly advanced 'Mech that was provided only to the SLDF's Royal Divisions. It's an extremely rare find, and a powerful striker that can execute devastating flanking maneuvers.

    VARIANT PXH-1 Phoenix Hawk Tons VARIANT PXH-1K Phoenix Hawk Tons VARIANT PXH-1b Phoenix Hawk Tons
    Initial Tonnage 25.0 Initial Tonnage 25.0 Initial Tonnage 16.0
    Armor 640 Pts 8.0 Armor 760 Pts 9.5 Armor 640 8.0
    - - Standard Heatsink x 3 3.0 - -
    Large Laser RA 5.0 Large Laser RA 5.0 ERPPC RA 7.0
    - - - - ERLarge Laser RT 5.0
    Medium Laser RA 1.0 Medium Laser RA 1.0 Medium Laser RA 1.0
    Medium Laser LA 1.0 Medium Laser LA 1.0 Medium Laser LA 1.0
    Machine Gun RA 0.5 - - Machine Gun RA 0.5
    Machine Gun LA 0.5 - - Machine Gun LA 0.5
    Ammo (MG) 200 CT 1.0 Small Laser CT 0.5 Thermal Exchanger-I CT 1.0
    - - - - Ammo (MG) 200 LT 2.0
    Jumpjets x 3 RT 1.5 - - Jumpjets x 3 RT 1.5
    Jumpjets x 3 LT 1.5 - - Jumpjets x 3 LT 1.5
    Total 45.0 Total 45.0 Total 45.0







    Vindicator

    Vindicator 1Rs tend to deal their damage at range while moving in for closer attacks. Typically well armored, they're capable of some surprise attacks due to their jump capability and above-average heat efficiency.

    The VND-1AA carries only half the armor of the more common VND-1R, but uses the saved weight to upgrade the engine. The finished design is a very mobile medium 'Mech suitable for skirmishing and 'shoot and scoot' sniping. The 'Avenging Angel' only has 4.5 tons of armor, and tries to make up for that with greater speed and jump capability. I'm not sure its test pilots were all that happy with the results, but the VND-1AA is still a fast way to move a PPC and a few LRMs around the edge of a fight.

    VARIANT VND-1R Vindicator Tons VARIANT VND-1AA Avenging Angel Tons
    Initial Tonnage 16.5 Initial Tonnage 20.5
    Armor 720 Pts 9.0 Armor 360 Pts 4.5
    Standard Heatsink x 6 6.0 Standard Heatsink x 7 7.0
    PPC RA 7.0 PPC RA 7.0
    LRM5 RA 2.0 LRM5 RA 2.0
    Medium Laser H 1.0 - -
    Small Laser LA 0.5 Small Laser LA 0.5
    Ammo (LRM) 120 LT 1.0 Ammo (LRM) 120 LT 1.0
    Jumpjets x2 CT 1.0 Jumpjets CT 0.5
    Jumpjets LL 0.5 Jumpjets x2 LL 1.0
    Jumpjets RL 0.5 Jumpjets x2 RL 1.0
    Total 45.0 Total 45.0




    Centurion

    A sturdy and reliable 'Mech, the Centurion is good at both taking and giving a beating. CN9-A models are able to engage at any range, but their damage curve increases as they approach a target.

    The AL variant of the Centurion tends to trade the larger burst damage of an Autocannon for more energy weaponry and heavier armor. ALs can take an incredible amount of damage for their size but still pack a good punch.

    VARIANT CN9-A Centurion Tons VARIANT CN9-AL Centurion Tons
    Initial Tonnage 18.5 Initial Tonnage 18.5
    Armor 680 Pts 8.5 Armor 880 Pts 11.0
    - - Standard Heatsinks x 6 6.0
    Autocannon/10 RA 12.0 Large Laser RA 5.0
    LRM10 LT 5.0 LRM10 LT 5.0
    Medium Laser CT 1.0 Medium Laser CT 1.0
    Medium Laser CT 1.0 Medium Laser CT 1.0
    Ammo (AC10) 16 RT 2.0 Small Laser RA 0.5
    Ammo (LRM) 240 LT 2.0 Ammo (LRM) 240 LT 2.0
    Total 50.0 Total 50.0

    Crab

    Crab 20s fulfill an oft overlooked role, that of a skirmisher with firepower. Wielding strong energy weapons, the Crab delivers a punch at nearly all ranges, with no ammunition constraints. The blend of firepower, heat efficiency, and speed make the Crab the perfect 'Mech to raid enemy positions.

    The Crab 27B is a very old model that dates back to the days of the Star League. Its energy weapons are all rare, upgraded versions of the tech found on the CRB-20, allowing it to hit harder while still requiring no ammunition. Improved heat sinking also keeps it comparatively cool.

    VARIANT CRB-20 Crab Tons VARIANT CRB-27b Crab Tons
    Initial Tonnage 23.5 Initial Tonnage 23.5
    Armor 720 Pts 9.0 Armor 720 Pts 9.0
    Standard Heatsink x 6 6.0 Double Heatsink x 6 6.0
    Large Laser RA 5.0 ERLarge Laser RA 5.0
    Large Laser LA 5.0 ERLarge Laser LA 5.0
    Medium Laser CT 1.0 ERMedium Laser CT 1.0
    Small Laser CT 0.5 ERSmall Laser CT 0.5
    Total 50.0 Total 50.0

    Enforcer

    Enforcer 4R models combine the hefty power of an Autocannon and massive Laser with the mobility of Jump Jets. Able to engage at medium-long all the way to point-blank range, these Mechs are flexible and surprising in combat.

    VARIANT ENF-4R Enforcer Tons
    Initial Tonnage 18.5
    Armor 720 Pts 9.0
    Standard Heatsink x 2 1.0
    Autocannon/10 RA 12.0
    Large Laser LA 5.0
    Small Laser LT 0.5
    Ammo (AC10) 8 LT 1.0
    Jumpjets x 2 RL 1.0
    Jumpjets x 2 LL 1.0
    Total 50.0

    Hunchback

    The Hunchback 4G is a tried and tested juggernaut on the field. One of the lightest 'Mechs to mount such a massive Autocannon, it is capable of destroying some lighter units in a single volley. It tends to mount heavy armor to boot.

    The 4P version of the Hunchback trades the singular impact of a massive Autocannon for a frightening array of lighter Energy weaponry that is actually capable of dealing more damage overall. This all comes at the cost of greatly increased heat buildup, of course.

    VARIANT HBK-4G Hunchback Tons VARIANT HBK-4P Hunchback Tons
    Initial Tonnage 18.5 Initial Tonnage 18.5
    Armor 800 Pts 10.0 Armor 800 Pts 10.0
    Standard Heatsink x 3 3.0 Standard Heatsink x 13 13.0
    Autocannon/20 RT 14.0 Medium Laser RT 1.0
    - - Medium Laser RT 1.0
    - - Medium Laser RT 1.0
    - - Medium Laser RT 1.0
    - - Medium Laser RT 1.0
    - - Medium Laser RT 1.0
    Medium Laser RA 1.0 Medium Laser RA 1.0
    Medium Laser LA 1.0 Medium Laser LA 1.0
    Ammo (AC20) 10 LT 2.0 - -
    Small Laser LT 0.5 Small Laser LT 0.5
    Total 50.0 Total 50.0

    Trebuchet

    One of the lightest dedicated fire support 'Mechs to be found, the Trebuchet 5N can mount enough missiles to give even heavy units pause. However, 'Trenchbuckets' are known for running hot and don't have much in the way of protection.

    An odd overhaul of the Trebuchet, the TBT-7K model does away with LRMs in order to serve in a more direct-fire support role. What this design loses in missile power it makes up for in the flexibility of the weaponry it can mount.

    VARIANT TBT-5N Trebuchet Tons VARIANT TBT-7K Trebuchet Tons
    Initial Tonnage 23.5 Initial Tonnage 23.5
    Armor 600 Pts 7.5 Armor 600 Pts 7.5
    - - Standard Heatsink x 1 1.0
    LRM15 RT 7.0 PPC RT 7.0
    LRM15 LA 7.0 Autocannon/5 LT 8.0
    Medium Laser RA 1.0 SRM2 RA 1.0
    Medium Laser RA 1.0 - -
    Medium Laser LA 1.0 - -
    Ammo (LRM) 120 RT 1.0 Ammo (AC5) 15 RT 1.0
    Ammo (LRM) 120 LT 1.0 Ammo (SRM) 100 RA 1.0
    Total 50.0 Total 50.0

    Griffin

    Griffin 1Ns use their Jump Jets to stay at range and pelt their opponents from relative safety. 1Ns can run hot if they spend all their time bounding around the battlefield taking potshots, though.

    Griffin 1Ss mount closer-range weaponry than their 1N cousins, allowing them to jump in for closer attacks and then move away to disengage or flank. They're generally better at dealing with heat buildup, too.

    The Griffin 2N is an old Star League model that was among the most versatile 'Mechs in its heyday. Its weapons generated a lot of heat, but the old Double Heat Sinks were put in to handle it. It's almost impossible to find those anymore, though.

    VARIANT GRF-1N Griffin Tons VARIANT GRF-1S Griffin Tons VARIANT GRF-2N Griffin Tons
    Initial Tonnage 27.0 Initial Tonnage 27.0 Initial Tonnage 22.0
    Armor 760 Pts 9.5 Armor 760 Pts 9.5 Armor 760 Pts 9.5
    Standard Heatsink x 2 2.0 Standard Heatsink x 6 6.0 Double Heatsink x 6 6.0
    PPC RA 7.0 Large Laser RA 5.0 ERPPC RA 7.0
    - - Medium Laser RA 1.0 - -
    - - Medium Laser RA 1.0 - -
    LRM10 RT 5.0 - 0.0 SRM6 RT 3.0
    - - LRM5 LT 2.0 SRM6 RT 3.0
    Ammo (LRM) 240 RT 2.0 Ammo (LRM) 120 RT 1.0 Ammo (SRM) 200 RT 2.0
    Jumpjets CT 0.5 Jumpjets CT 0.5 Jumpjets CT 0.5
    Jumpjets x 2 RT 1.0 Jumpjets x 2 RT 1.0 Jumpjets RT 0.5
    Jumpjets x 2 LT 1.0 Jumpjets x 2 LT 1.0 Jumpjets LT 0.5
    - - - - Jumpjets RL 0.5
    - - - - Jumpjets LL 0.5
    Total 55.0 Total 55.0 Total 55.0








    Kintaro

    The Kintaro 18 is a beast of a machine. It's fast for its size, mounts heavy armor, and can literally shred most other 'Mechs with its almost ridiculous amount of close-range weaponry. But, it runs hotter than Hell's saunas.

    VARIANT KTO-18 Kintaro Tons
    Initial Tonnage 27.0
    Armor 880 Pts 11.0
    LRM5 LA 2.0
    SRM6 LA 3.0
    SRM6 CT 3.0
    SRM6 RT 3.0
    Medium Laser RA 1.0
    Medium Laser LA 1.0
    Ammo (LRM) 120 RT 1.0
    Ammo (SRM) 100 LT 1.0
    Ammo (SRM) 200 RT 2.0
    Total 55.0

    Shadow Hawk

    The Shadow Hawk 2H is the perfect example of a 'jack-of-all-trades.' It supports weaponry for all ranges, has respectable speed and jump capability, and mounts decent armor. This comes at the cost of excelling at nothing in particular.

    The Shadow Hawk 2D is an interesting model. Its default payload sacrifices a lot of armor to mount a bit more firepower, though some argue the tradeoff isn't worth it. Its Alpha Strikes are better, though, so I guess you can be the judge.

    VARIANT SHD-2H Shadow Hawk Tons VARIANT SHD-2D Shadow Hawk Tons
    Initial Tonnage 27.0 Initial Tonnage 27.0
    Armor 760 Pts 9.5 Armor 760 Pts 4.5
    Standard Heatsink x 2 2.0 Standard Heatsink x 4 4.0
    Autocannon/5 LT 8.0 Autocannon/5 LT 8.0
    LRM5 RT 2.0 LRM5 RT 2.0
    SRM2 H 1.0 SRM2 H 1.0
    Medium Laser RA 1.0 Medium Laser RA 1.0
    - - Medium Laser LA 1.0
    Ammo (SRM) 100 CT 1.0 SRM2 CT 1.0
    Ammo (AC5) 15 LT 1.0 Ammo (AC5) 15 LT 1.0
    Ammo (LRM) 120 RT 1.0 Ammo (LRM) 120 RT 1.0
    - - Ammo (SRM) 200 RT/LT 2.0
    Jumpjets CT 0.5 Jumpjets CT 0.5
    Jumpjets RT 0.5 Jumpjets RT 0.5
    Jumpjets LT 0.5 Jumpjets LT 0.5
    Total 55.0 Total 55.0




    Wolverine

    Wolverine 6Rs are fairly flexible in terms of weaponry ranges, tending somewhat more toward closer engagements. This is supported by their jump capability and pretty decent heat management.

    Wolverine 6K models don't usually include Jump Jets in order to mount more Energy weaponry, Heat Sinks, and armor.

    VARIANT WVR-6R Wolverine Tons VARIANT WVR-6K Wolverine Tons
    Initial Tonnage 27.0 Initial Tonnage 27.0
    Armor 760 Pts 9.5 Armor 920 Pts 11.5
    Standard Heatsink x 2 2.0 Standard Heatsink x 4 4.0
    Autocannon/5 RA 8.0 Large Laser RA 5.0
    Ammo (AC5) 15 RA 1.0 Medium Laser RA 1.0
    - - Small Laser RA 0.5
    SRM6 LT 3.0 SRM6 LT 3.0
    Medium Laser H 1.0 Medium Laser H 1.0
    Ammo (SRM) 100 LT 1.0 Ammo (SRM) 200 RT 2.0
    Jumpjets x 2 RL 1.0 - -
    Jumpjets x 2 LL 1.0 - -
    Jumpjets CT 0.5 - -
    Total 55.0 Total 55.0