These are the campaign rules for, 'Ultra Lights' (mechs that weigh 10 or 15 tons)

Cockpit Weight ~> Standard 3 Tons                    ~> Ultra Light 1 Ton
Gyro    Weight ~> Standard 1 Ton per 100 Eng Rating  ~> Ultra Light 1/4 Ton per 25 Eng Rating
Jump Jet Weight ~> Standard 1/2 Ton per Jump Jet     ~> Ultra Light 1/4 Ton per Jump Jet
Engine         ~> Standard Starts with 10 heat sinks ~> Ultra Light starts with 7 heat sinks
Armor          ~> Armor 1/2 Ton for 8af              ~> Ultra Light Armor 1/4 Ton for 4af
Critical Space ~> Standard Mech Sheet                ~> Half the Free Critical of Standard Mech Sheet {HD -1 crit ~ CT -1 crit ~ RT/LT -6 crit ~ RA/LA -4 crit}


'Blank' Ultra Light Mech

10ton Ultra Light Mech

Cost --- --- cb


-/-/- Movement

7 Heat Sinks

Repair modifier x1.--
HD  LS S C S
CT E E E G G G ~ G E E E {Empty}

RT {Empty x6}
LT {Empty x6}

RA S U L H ~ {Empty x4}
LA S U L H ~ {Empty x4}

RL H U L F {Empty x1}
LL H U L F {Empty x1}



Ultra Light Mechs use 'small' cockpits, which apply a penalty to pilot skills.
Small character (with a Physical score of 2 or less) are not affected by this penalty.