From MechWarrior: Living Legends Wiki
Jump to: navigation, search
Raven spin.gif
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 35 tons
Speed: 97.2 km/h (136 km/h with MASC)
Torso yaw: 360°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 50 200 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
Price: 54 500 CBills
Total armor: 30 748
Engine Size: Hermes 210 XL
Price: 42 950 CBills
Total armor: 34 352
Engine Size: Hermes 210 XL
Price: 53 100 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
Price: 44 800 CBills
Total armor: 28 946
Engine Size: Hermes 210 XL
Price: 42 050 CBills
Total armor: 34 352
Engine Size: Hermes 210 XL
Price: 43 500 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
Price: 49 750 CBills
Total armor: 32 550
Engine Size: Hermes 210 XL
Armor Points Distribution

All stats current as of release 0.16.1

The Raven is an Inner Sphere Light Mech. Most variants are scouts or supporters. Well-Armored and 360 degree torso rotation for damage spreading and kiting.

Note: With the exception of the Raven G, all Ravens have both C3 and GECM, meaning there is no benefit to using passive radar with the Prime, A, B, C, D, E, or F variants except when covered by allied AECM.

Roles and Gameplay Hints


The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two Medium Lasers and a single Streak Short Range Missile Six-Pack comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has Bloodhound Probe as well as MASC and GECM, making it a very capable and stealthy scout mech. Note that the Prime has only one additional Heatsink which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.

Unlike other, slower Ravens, the Prime has an improved NARC beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one spare ton available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries C3 equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like most Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.

Variant A

The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MLs with a pair of Large Pulse Lasers. This change in weaponry frees up enough tonnage to carry three Double Heat Sinks. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries Bloodhound Probe, C3 and GECM, as well as EOptics, to fulfill its role as a scouting or direct fire support platform.

Variant B

Starter Asset

One of the most popular starters. A fairly good brawler, a great tank hunter, and a great scout.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.

Variant C

The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one Extended Range Particle Projector Cannon, allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of GECM further decreases this variant's noticeability, while MASC allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a BHP - giving it a massive 1400m radar range - as well as EOptics. For close-range backup, the C also sports two ERMLs. Mechwarriors should be aware that the C has only three DHS's, and firing all weapons constantly will quickly overheat it, even if its MASC is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with C3 to share radar information with its comrades.

Variant D - "Muninn"

The Raven D sits comfortably as a jack of all trades variant. It can fulfill the role of a scout with its generous electronics equipment BHP, C3, GECM, and EOptics. Its Extended Range Large Laser and Extended Range Medium Laser gives it longer range direct fire weapons than the Prime variant. It also mounts a NARC launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 500m of their targets. As the D carries zero additional HS's, Mechwarriors are encouraged to watch their heat levels. Finally, this variant carries a single AC5 & one Free Ton of Ammo which is effective against Vehicles and Air units.

Variant E - "Huginn"

Starter Asset

Not good in the early game (fast targets are hard to hit). Good fire-support and supporter starter for the mid game (Large targets make the MRM20 more effective). Use the flamer to distract enemies and kill BA.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.

Variant F - "RoadRunner"

Packing 2 Autocannon Class 2s to back up an Extended Long Range Missile 15-Pack give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP, C3 and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having 2 free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.

Variant G

A departure from other Ravens, the G variant mounts a brawling Rotary AC5 with 1 extra ton of ammo and 3 Small X-Pulse Lasers plus 2 DHS to support it's firepower, the former of which allows it to wreak havoc into any target in range and SXPL to close the times the auto-canon cools down or unlocks from a jam. An Angel ECM takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies along with LAMS for some missile protection. All the time providing radar info with its C3 suite. This turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. BAP is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.
The right mech for the warlord in the early game - rely info from the BAP radar, deny enemy NARCs for nearby units, finish off tougher targets in the kill zone and lead your units into epic pushes and brawls.


The Raven - as a chassis - has built-in C3, meaning every variant will have C3 that takes up no extra tonnage. While this frees up some weight, it still affects each variant's total price. This trait was introduced with update 0.9.0.



The Raven was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the Raven was one of the best dedicated scouting platforms the Inner Sphere had to offer. Notable Pilots - [FRR] Erazzmus - IS, SilverShark[Lil'] - IS, Skynet_Harry - IS

Date Introduced 3048 during the Era known as "Late Succession War - Renaissance" (3020 - 3049) - Unit Role: Striker

BattleTech Reference