Yeah, it's not going to be like where you need to buy tons of stuff. One thing I'm doing with the universal arms is most of the mechs will all be using the same weapon pieces, so you can get creative with magnets if you want and use the same weapons on a light or medium mech.
No idea what the prices will be like though, till I get the master metal mins done. I'm hoping it will be around $35 or less. Each starter will get 5 bodies, 5 basic shoulder pads, 5 team shoulder pads, 5 weapon sprues that will have a left arm & right arm version of the weapon, and 5 missile pods or booster jets. So, there's a lot of pieces that could end up driving up the costs, but I want to give players lots of options for custom mechs and conversions rather than just 5 static minis.
If we can unlock the medium mechs then every starter set will get an automatic upgrade to get 1 medium mech for the team captain, so it would be 4 lights and 1 medium, instead of 5 lights. That won't change the price in the kickstarter, but it might change it for retail. But again I won't really know till I get everything made.
I'm also planning on selling "League Sets" for each team that will be like a bigger starter set, you'd get the same 4 light mechs, 2 mediums and 1 heavy. And also full team sets that will be 8 lights, 4 mediums and 2 heavies. Every team will have 14 pilots for the official roster.
I'm also planning to make a small 20-ish page Team Playbooks for each team too, with a roster and painting guides and fluff. The roster will pretty much be the same info as what's on the pilot cards, but the book will have a 1 page bio with art and pics of minis for each pilot on the team. The team playbooks will be a PDF download and a print-on-demand version through Wargame Vault. I'll probably include one for free in the full team sets though.
I was going to include the full rosters in the main rulebook, but decided it would be better to keep them separate to keep the page count and price down.