Difference between revisions of "Weapons"

From BTAWiki
Jump to navigation Jump to search
m (Fix TAG (C) recoil)
(11.4 update)
Line 2,539: Line 2,539:
 
Artillery may be fired directly or indirectly, however it is most effective when fired indirectly. Range brackets are significantly reduced when firing in Direct Fire mode and accuracy is also reduced. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.
 
Artillery may be fired directly or indirectly, however it is most effective when fired indirectly. Range brackets are significantly reduced when firing in Direct Fire mode and accuracy is also reduced. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.
  
 +
<tabs>
 +
<tab name="Indirect">
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 2,643: Line 2,645:
 
| -1 direct fire accuracy penalty. +/- 30 damage. Scatter 75-135m
 
| -1 direct fire accuracy penalty. +/- 30 damage. Scatter 75-135m
 
|}
 
|}
 
+
</tab>
===Mortars===
+
<tab name="Direct Fire">
Like larger artillery, the Mech Mortar fires a small shell in a high arc that falls on or near the target, doing damage in an area. Perfect for indirect fire support, mortars can utilise a variety of ammunition types to damage or inflict crippling status effects on enemies. Similar to other artillery pieces the rounds can scatter away from the initial point of aim.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 2,682: Line 2,682:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Mech Grenade Launcher
+
|Thumper Artillery
|[[Ammunition#Mech Grenade Launcher|Grenade]]
+
|[[Ammunition#Thumper Artillery|Thumper]]
|Support
+
|Ballistic
|3
+
|15
|2
+
|8
|5
+
|25
 
|0
 
|0
|5
+
|15
 
|1
 
|1
 
|1
 
|1
|6
+
|15
 +
|2
 +
| -1
 
|0
 
|0
|0
+
| +50%
|3
+
|120
|0
+
|240
|180
+
|260
|420
+
|290
 
|420
 
|420
|630
 
|690
 
 
|No
 
|No
|Scatter 5-15m
+
| +/- 5 damage. Scatter 35-75m
 
|-
 
|-
|Mortar/1
+
|Sniper Artillery
|[[Ammunition#Mortar|Mortar]]
+
|[[Ammunition#Sniper Artillery|Sniper]]
 
|Ballistic
 
|Ballistic
|1
+
|20
|1
+
|10
|8
+
|50
 
|0
 
|0
|2
+
|30
 
|1
 
|1
 
|1
 
|1
 +
|30
 
|3
 
|3
|1
+
| -1
 
|0
 
|0
|0
+
| +50%
|0
+
|120
|180
+
|240
|210
+
|260
 +
|290
 
|420
 
|420
|630
 
|760
 
 
|No
 
|No
|Scatter 5-15m
+
| +/- 20 damage. Scatter 50-115m
 
|-
 
|-
|Mortar/2
+
|Long Tom Artillery
|[[Ammunition#Mortar|Mortar]]
+
|[[Ammunition#Longtom Artillery|Longtom]]
 
|Ballistic
 
|Ballistic
|2
+
|30
|2
+
|12
|8
+
|70
 
|0
 
|0
|2
+
|40
|2
 
 
|1
 
|1
|6
 
 
|1
 
|1
|0
+
|60
|0
 
|0
 
|180
 
|210
 
|420
 
|630
 
|760
 
|No
 
|Scatter 5-15m
 
|-
 
|Mortar/4
 
|[[Ammunition#Mortar|Mortar]]
 
|Ballistic
 
|4
 
 
|3
 
|3
|8
+
| -1
 
|0
 
|0
|2
+
| +50%
|4
+
|120
|1
+
|240
|12
+
|240
|1
+
|390
|0
+
|480
|0
 
|0
 
|180
 
|210
 
|420
 
|630
 
|760
 
 
|No
 
|No
|Scatter 5-15m
+
| +/- 30 damage. Scatter 75-135m
 +
|}
 +
</tab>
 +
</tabs>
 +
 
 +
=== Artillery Cannons ===
 +
Artillery Cannosn are smaller, snub-nosed versions of their larger artillery equivalents albeit with shorter range and being incapable of indirect fire. Though they're essentially just up-scaled Auto Cannons they use artillery ammunition. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 
|-
 
|-
|Mortar/8
+
!<small>Name</small>
|[[Ammunition#Mortar|Mortar]]
 
|Ballistic
 
|8
 
|5
 
|8
 
|0
 
|2
 
|8
 
|1
 
|30
 
|1
 
|0
 
|0
 
|0
 
|180
 
|210
 
|420
 
|630
 
|760
 
|No
 
|Scatter 5-15m
 
|}
 
 
 
== Heavy Machine Guns ==
 
The Heavy Machine Gun is less a machine gun and more like an automated grenade launcher. The HMG deals significantly more damage per shot, but weighs twice as much, and has a chance to jam the ammo feeds if the user is careless.
 
 
 
<tabs>
 
<tab name="x1">
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
 
!<small>Ammo</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Hardpoint</small>
Line 2,838: Line 2,792:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|HMG
+
| Sniper Cannon
|[[Ammunition#Machine Gun|MG]]
+
| [[Ammunition#Sniper Artillery|Sniper]]
|Ballistic
+
| Ballistic
|1
+
| 15
|1
+
| 10
|9
+
| 70
|0
+
| 0
|2
+
| 30
|1
+
| 1
|1
+
| 1
|4
+
| 35
|1
+
| 4
|0
+
| 0
|0
+
| 0
| -75%
+
| 0
|0
+
| 0
|30
+
| 120
|60
+
| 240
|60
+
| 360
|60
+
| 480
|Yes
+
| No
|0% jam chance
+
| +/- 35 damage. Scatter 25-65m
|-  
+
|}
|HMG (C)
+
 
|[[Ammunition#Machine Gun|MG]]
+
===Mortars===
|Ballistic
+
Like larger artillery, the Mech Mortar fires a small shell in a high arc that falls on or near the target, doing damage in an area. Perfect for indirect fire support, mortars can utilise a variety of ammunition types to damage or inflict crippling status effects on enemies. Similar to other artillery pieces the rounds can scatter away from the initial point of aim.
|0.5
+
 
|1
 
|10
 
|0
 
|2
 
|1
 
|1
 
|4
 
|1
 
|0
 
|0
 
| -75%
 
|0
 
|30
 
|60
 
|60
 
|60
 
|Yes
 
|0% jam chance
 
|} </tab>
 
<tab name="x2">
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 2,920: Line 2,854:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|HMG
+
|Mech Grenade Launcher
|[[Ammunition#Machine Gun|MG]]
+
|[[Ammunition#Mech Grenade Launcher|Grenade]]
|Ballistic
+
|Support
 +
|3
 +
|2
 +
|5
 +
|0
 +
|5
 
|1
 
|1
 
|1
 
|1
|9
+
|6
 
|0
 
|0
|2
+
|0
|2
+
|3
|1
+
|0
|4
+
|180
|2
+
|420
 +
|420
 +
|630
 +
|690
 +
|No
 +
|Scatter 5-15m
 +
|-
 +
|Mortar/1
 +
|[[Ammunition#Mortar|Mortar]]
 +
|Ballistic
 +
|1
 +
|1
 +
|8
 +
|0
 +
|2
 +
|1
 +
|1
 +
|3
 +
|1
 
|0
 
|0
 
|0
 
|0
| -85%
 
 
|0
 
|0
|30
+
|180
|60
+
|210
|60
+
|420
|60
+
|630
|Yes
+
|760
|10% jam chance
+
|No
 +
|Scatter 5-15m
 
|-
 
|-
|HMG (C)
+
|Mortar/2
|[[Ammunition#Machine Gun|MG]]
+
|[[Ammunition#Mortar|Mortar]]
 
|Ballistic
 
|Ballistic
|0.5
+
|2
|1
+
|2
|10
+
|8
 
|0
 
|0
 
|2
 
|2
 
|2
 
|2
 
|1
 
|1
|4
+
|6
|2
+
|1
 
|0
 
|0
 
|0
 
|0
| -85%
 
 
|0
 
|0
|30
+
|180
|60
+
|210
|60
+
|420
|60
+
|630
|Yes
+
|760
|10% jam chance
+
|No
|} </tab>
+
|Scatter 5-15m
<tab name="x3">
+
|-
{| class="wikitable"
+
|Mortar/4
!
+
|[[Ammunition#Mortar|Mortar]]
!
+
|Ballistic
!
+
|4
! colspan="2" |Tonnage/Size
+
|3
 +
|8
 +
|0
 +
|2
 +
|4
 +
|1
 +
|12
 +
|1
 +
|0
 +
|0
 +
|0
 +
|180
 +
|210
 +
|420
 +
|630
 +
|760
 +
|No
 +
|Scatter 5-15m
 +
|-
 +
|Mortar/8
 +
|[[Ammunition#Mortar|Mortar]]
 +
|Ballistic
 +
|8
 +
|5
 +
|8
 +
|0
 +
|2
 +
|8
 +
|1
 +
|30
 +
|1
 +
|0
 +
|0
 +
|0
 +
|180
 +
|210
 +
|420
 +
|630
 +
|760
 +
|No
 +
|Scatter 5-15m
 +
|}
 +
 
 +
== Heavy Machine Guns ==
 +
The Heavy Machine Gun is less a machine gun and more like an automated grenade launcher. The HMG deals significantly more damage per shot, but weighs twice as much, and has a chance to jam the ammo feeds if the user is careless.
 +
 
 +
<tabs>
 +
<tab name="x1">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="4" |Per salvo
Line 3,010: Line 3,018:
 
|0
 
|0
 
|2
 
|2
|3
+
|1
 
|1
 
|1
 
|4
 
|4
|3
+
|1
 
|0
 
|0
 
|0
 
|0
| -95%
+
| -75%
 
|0
 
|0
 
|30
 
|30
Line 3,023: Line 3,031:
 
|60
 
|60
 
|Yes
 
|Yes
|20% jam chance
+
|0% jam chance
|-
+
|-  
 
|HMG (C)
 
|HMG (C)
 
|[[Ammunition#Machine Gun|MG]]
 
|[[Ammunition#Machine Gun|MG]]
Line 3,033: Line 3,041:
 
|0
 
|0
 
|2
 
|2
|3
+
|1
 
|1
 
|1
 
|4
 
|4
|3
+
|1
 
|0
 
|0
 
|0
 
|0
| -95%
+
| -75%
 
|0
 
|0
 
|30
 
|30
Line 3,046: Line 3,054:
 
|60
 
|60
 
|Yes
 
|Yes
|20% jam chance
+
|0% jam chance
 
|} </tab>
 
|} </tab>
</tabs>
+
<tab name="x2">
</div>
 
 
 
 
 
=Energy=
 
<div class="mw-collapsible">
 
 
 
 
 
==Lasers==
 
 
 
===Standard Lasers===
 
Lasers are lightweight with good accuracy and respectable damage. They do not require ammunition and are generally more accurate but produce higher heat than ballistic weapons.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 3,096: Line 3,092:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|S Laser
+
|HMG
|N/A
+
|[[Ammunition#Machine Gun|MG]]
|Support
+
|Ballistic
|0.5
+
|1
 
|1
 
|1
|15
+
|9
|0
 
 
|0
 
|0
 +
|2
 +
|2
 
|1
 
|1
|1
+
|4
|5
+
|2
 
|0
 
|0
| +1
 
|3
 
 
|0
 
|0
 +
| -85%
 
|0
 
|0
 
|30
 
|30
 
|60
 
|60
|90
+
|60
|120
+
|60
 
|Yes
 
|Yes
|
+
|10% jam chance
 
|-
 
|-
|M Laser
+
|HMG (C)
|N/A
+
|[[Ammunition#Machine Gun|MG]]
|Energy
+
|Ballistic
 +
|0.5
 
|1
 
|1
|1
+
|10
|20
 
|0
 
 
|0
 
|0
 +
|2
 +
|2
 
|1
 
|1
|1
+
|4
|10
+
|2
 
|0
 
|0
| +1
 
 
|0
 
|0
 +
| -85%
 
|0
 
|0
|0
+
|30
|90
+
|60
|180
+
|60
|270
+
|60
|360
 
 
|Yes
 
|Yes
|
+
|10% jam chance
 +
|} </tab>
 +
<tab name="x3">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 
|-
 
|-
|M Laser -
+
|HMG
|N/A
+
|[[Ammunition#Machine Gun|MG]]
|Energy
+
|Ballistic
 
|1
 
|1
 
|1
 
|1
|20
+
|9
 
|0
 
|0
|0
 
|1
 
|1
 
|12
 
|0
 
| -1
 
|0
 
|0
 
|0
 
|90
 
|180
 
|270
 
|330
 
|Yes
 
|
 
|-
 
|L Laser
 
|N/A
 
|Energy
 
|5
 
 
|2
 
|2
|40
+
|3
|0
 
|0
 
 
|1
 
|1
|1
+
|4
|18
+
|3
 
|0
 
|0
| +1
 
 
|0
 
|0
 +
| -95%
 
|0
 
|0
|0
+
|30
|150
+
|60
|300
+
|60
|450
+
|60
|600
 
 
|Yes
 
|Yes
|
+
|20% jam chance
 
|-
 
|-
|L Laser -
+
|HMG (C)
|N/A
+
|[[Ammunition#Machine Gun|MG]]
|Energy
+
|Ballistic
|5
+
|0.5
 
|1
 
|1
|40
+
|10
|0
 
 
|0
 
|0
 +
|2
 +
|3
 
|1
 
|1
|1
+
|4
|27
+
|3
 
|0
 
|0
| -1
 
 
|0
 
|0
 +
| -95%
 
|0
 
|0
|0
+
|30
|150
+
|60
|300
+
|60
|450
+
|60
|510
 
 
|Yes
 
|Yes
|
+
|20% jam chance
|-
+
|} </tab>
|Improved L Laser
+
</tabs>
|N/A
+
</div>
|Energy
+
 
|4
+
 
|1
+
=Energy=
|40
+
<div class="mw-collapsible">
|0
+
 
|0
+
 
|1
+
==Lasers==
|1
 
|18
 
|0
 
| +1
 
|0
 
|0
 
|0
 
|150
 
|300
 
|450
 
|600
 
|Yes
 
|
 
|}
 
  
===Extended Range Lasers===
+
===Standard Lasers===
ER lasers  increases the power of the beam to do a bit more damage at greater ranges than standard lasers at the cost of increased heat.
+
Lasers are lightweight with good accuracy and respectable damage. They do not require ammunition and are generally more accurate but produce higher heat than ballistic weapons.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,273: Line 3,268:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|ER Micro Laser (C)
+
|S Laser
 
|N/A
 
|N/A
 
|Support
 
|Support
|0.25
+
|0.5
 
|1
 
|1
|10
+
|15
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|6
+
|5
 
|0
 
|0
 +
| +1
 +
|3
 
|0
 
|0
|4
 
| -25%
 
 
|0
 
|0
 
|30
 
|30
Line 3,296: Line 3,291:
 
|
 
|
 
|-
 
|-
|ER S Laser
+
|M Laser
 
|N/A
 
|N/A
|Support
+
|Energy
|0.5
+
|1
 
|1
 
|1
 
|20
 
|20
Line 3,306: Line 3,301:
 
|1
 
|1
 
|1
 
|1
|9
+
|10
 
|0
 
|0
 
| +1
 
| +1
|3
 
| +20%
 
 
|0
 
|0
|60
+
|0
|120
+
|0
|150
+
|90
|240
+
|180
 +
|270
 +
|360
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER S Laser (C)
+
|M Laser -
 
|N/A
 
|N/A
|Support
+
|Energy
|0.5
+
|1
 
|1
 
|1
 
|20
 
|20
Line 3,330: Line 3,325:
 
|1
 
|1
 
|12
 
|12
 +
|0
 +
| -1
 
|0
 
|0
 
|0
 
|0
|4
 
| +50%
 
 
|0
 
|0
|60
+
|90
|100
+
|180
|150
+
|270
|200
+
|330
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER M Laser
+
|L Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|1
+
|5
|1
+
|2
|25
+
|40
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|15
+
|18
 
|0
 
|0
 
| +1
 
| +1
 
|0
 
|0
| +20%
 
 
|0
 
|0
|120
+
|0
|240
+
|150
|360
+
|300
|480
+
|450
 +
|600
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER M Laser (C)
+
|L Laser -
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|5
 
|1
 
|1
|1
+
|40
|30
 
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|17
+
|27
 
|0
 
|0
 +
| -1
 
|0
 
|0
 
|0
 
|0
| +20%
 
 
|0
 
|0
|100
+
|150
|225
+
|300
|350
+
|450
|475
+
|510
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER L Laser
+
|Improved L Laser
|N/A
 
|Energy
 
|5
 
|2
 
|45
 
|0
 
|0
 
|1
 
|1
 
|25
 
|0
 
| +1
 
|0
 
| +20%
 
|0
 
|330
 
|420
 
|580
 
|840
 
|Yes
 
|
 
|-
 
|ER L Laser (C)
 
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|4
 
|4
 
|1
 
|1
|55
+
|40
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|30
+
|18
 
|0
 
|0
 +
| +1
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
|0
+
|150
|200
+
|300
|400
+
|450
 
|600
 
|600
|700
 
 
|Yes
 
|Yes
 
|
 
|
 
|}
 
|}
  
===Binary Laser===
+
===Extended Range Lasers===
The Binary Laser Cannon is essentially two fused large lasers configured to fire at once. While this increases accuracy and penetration on a single point, the system is still markedly less efficient than firing two large lasers separately.
+
ER lasers increases the power of the beam to do a bit more damage at greater ranges than standard lasers at the cost of increased heat.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,473: Line 3,445:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Binary Laser
+
|ER Micro Laser (C)
 
|N/A
 
|N/A
|Energy
+
|Support
|9
+
|0.25
|2
+
|1
|70
+
|10
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|35
+
|5
 
|0
 
|0
| +2
 
 
|0
 
|0
| +20%
+
|4
 +
| -25%
 
|0
 
|0
|150
+
|30
|300
+
|60
|450
+
|90
|510
+
|120
 
|Yes
 
|Yes
 
|
 
|
|}
 
 
===Improved Binary Laser===
 
The Improved Binary Laser is a variation on the standard Binary Laser that deals greater damage and can fire the cores separately. Can change fire mode between Split Cores and Linked Cores. Linked is default mode, Split does two shots at less damage per shot with damage falloff on each shot but dealing greater overall damage at short range.
 
 
<tabs>
 
<tab name="Linked">
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
 
|-
 
|-
!<small>Name</small>
+
|ER S Laser
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|Improved Binary Laser
 
 
|N/A
 
|N/A
|Energy
+
|Support
|9
+
|0.5
|2
+
|1
|80
+
|20
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|40
+
|9
 
|0
 
|0
 
| +1
 
| +1
|0
+
|3
 
| +20%
 
| +20%
 
|0
 
|0
 +
|60
 +
|120
 
|150
 
|150
|300
+
|240
|450
 
|510
 
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|-
<tab name="Split">
+
|ER S Laser (C)
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|Improved Binary Laser
 
 
|N/A
 
|N/A
|Energy
+
|Support
|9
+
|0.5
|2
+
|1
|55
+
|20
 
|0
 
|0
 
|0
 
|0
|2
 
 
|1
 
|1
|40
+
|1
 +
|12
 
|0
 
|0
| +1
 
 
|0
 
|0
| +20%
+
|4
 +
| +50%
 
|0
 
|0
 +
|60
 +
|100
 
|150
 
|150
|300
+
|200
|450
 
|510
 
 
|Yes
 
|Yes
|30% dmg fall off between 155m and 400m
+
|
|} </tab>
+
|-
</tabs>
+
|ER M Laser
 
 
===Bombast Laser===
 
The Bombast Laser has four charge levels, with commensurate damage and range boosts the more power you feed it, though more powerful shots make more heat and are more inaccurate.
 
 
 
<tabs>
 
<tab name="Base Charge">
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|Bombast Laser
 
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|1
|3
+
|1
|45
+
|25
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|30
+
|15
 
|0
 
|0
 
| +1
 
| +1
 
|0
 
|0
| +50%
+
| +20%
 
|0
 
|0
|150
+
|120
|300
+
|240
|450
+
|360
|600
+
|480
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|-
<tab name="Low Charge">
+
|ER M Laser (C)
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|Bombast Laser
 
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|1
|3
+
|1
|55
+
|30
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|40
+
|17
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
| +50%
+
| +20%
 
|0
 
|0
|180
+
|100
|360
+
|225
|540
+
|350
|720
+
|475
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|-
<tab name="Mid Charge">
+
|ER L Laser
{| class="wikitable"
+
|N/A
!
+
|Energy
!
+
|5
 +
|2
 +
|45
 +
|0
 +
|0
 +
|1
 +
|1
 +
|25
 +
|0
 +
| +1
 +
|0
 +
| +20%
 +
|0
 +
|330
 +
|420
 +
|580
 +
|840
 +
|Yes
 +
|
 +
|-
 +
|ER L Laser (C)
 +
|N/A
 +
|Energy
 +
|4
 +
|1
 +
|55
 +
|0
 +
|0
 +
|1
 +
|1
 +
|30
 +
|0
 +
|0
 +
|0
 +
|0
 +
|0
 +
|200
 +
|400
 +
|600
 +
|700
 +
|Yes
 +
|
 +
|}
 +
 
 +
===Binary Laser===
 +
The Binary Laser Cannon is essentially two fused large lasers configured to fire at once. While this increases accuracy and penetration on a single point, the system is still markedly less efficient than firing two large lasers separately.
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="2" |Tonnage/Size
Line 3,779: Line 3,645:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Bombast Laser
+
|Binary Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|9
|3
+
|2
|65
+
|70
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|50
+
|35
 
|0
 
|0
| -1
+
| +2
 
|0
 
|0
| +50%
+
| +20%
 
|0
 
|0
|200
+
|150
|400
+
|300
|600
+
|450
|800
+
|510
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}
<tab name="Max Charge">
+
 
 +
===Improved Binary Laser===
 +
The Improved Binary Laser is a variation on the standard Binary Laser that deals greater damage and can fire the cores separately. Can change fire mode between Split Cores and Linked Cores. Linked is default mode, Split does two shots at less damage per shot with damage falloff on each shot but dealing greater overall damage at short range.
 +
 
 +
<tabs>
 +
<tab name="Linked">
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 3,838: Line 3,709:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Bombast Laser
+
|Improved Binary Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|9
|3
+
|2
|75
+
|80
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|60
+
|40
 
|0
 
|0
| -2
+
| +1
 
|0
 
|0
| +50%
+
| +20%
 
|0
 
|0
|230
+
|150
|460
+
|300
|690
+
|450
|920
+
|510
 
|Yes
 
|Yes
 
|
 
|
 
|} </tab>
 
|} </tab>
</tabs>
+
<tab name="Split">
 
 
===Chemical Lasers===
 
Chem lasers do less damage than conventional lasers but produce very little heat. They also require volatile ammunition in order to fire.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 3,901: Line 3,768:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|S Chem Laser
+
|Improved Binary Laser
|[[Ammunition#Chemical Laser|Chemical Laser]]
+
|N/A
|Support
+
|Energy
|0.5
+
|9
|1
+
|2
|12
+
|55
 
|0
 
|0
 
|0
 
|0
 +
|2
 
|1
 
|1
|1
+
|40
|1
 
 
|0
 
|0
 +
| +1
 
|0
 
|0
|3
+
| +20%
 
|0
 
|0
|0
+
|150
|30
+
|300
|60
 
|90
 
|120
 
|Yes
 
|
 
|-
 
|M Chem Laser
 
|[[Ammunition#Chemical Laser|Chemical Laser]]
 
|Energy
 
|1
 
|1
 
|17
 
|0
 
|0
 
|1
 
|1
 
|3
 
|0
 
|0
 
|0
 
|0
 
|0
 
|90
 
|180
 
|270
 
|360
 
|Yes
 
|
 
|-
 
|L Chem Laser
 
|[[Ammunition#Chemical Laser|Chemical Laser]]
 
|Energy
 
|4
 
|1
 
|35
 
|0
 
|0
 
|1
 
|1
 
|13
 
|0
 
|0
 
|0
 
|0
 
|0
 
|150
 
|300
 
 
|450
 
|450
|600
+
|510
 
|Yes
 
|Yes
|
+
|30% dmg fall off between 155m and 400m
|}
+
|} </tab>
 +
</tabs>
  
===COIL===
+
===Bombast Laser===
Contained Overflow Inertia Linkage beam weapons translate power from motion into a kinetic battery for rapid release. In practical terms, the farther a unit moves in a turn, the more damage a COIL will do and the more heat it will generate.
+
The Bombast Laser has four charge levels, with commensurate damage and range boosts the more power you feed it, though more powerful shots make more heat and are more inaccurate.
 
 
Damage for Standard mode is calculated like this: Base damage 30*(Evasion Pips^0.7). Heat is calculated like this: Base heat 30*(Evasion Pips^0.8)
 
 
 
Damage for Overcharge mode is calculated like this: Base damage 30*(Evasion Pips^1). Heat is calculated like this: Base heat 30*(Evasion Pips^1.25)
 
  
 
<tabs>
 
<tabs>
<tab name="1 Pip">
+
<tab name="Base Charge">
====Standard====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,016: Line 3,833:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|COIL
+
|Bombast Laser
 
|N/A
 
|N/A
|Support
+
|Energy
 
|7
 
|7
|6
+
|3
|30
+
|45
 
|0
 
|0
 
|0
 
|0
Line 4,029: Line 3,846:
 
|0
 
|0
 
| +1
 
| +1
|3
 
 
|0
 
|0
 +
| +50%
 
|0
 
|0
 
|150
 
|150
|150
+
|300
|150
+
|450
|150
+
|600
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="Low Charge">
====Overcharge====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,076: Line 3,892:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|COIL
+
|Bombast Laser
 
|N/A
 
|N/A
|Support
+
|Energy
 
|7
 
|7
|6
+
|3
|30
+
|55
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|30
+
|40
 +
|0
 
|0
 
|0
| +1
 
|3
 
 
|0
 
|0
 +
| +50%
 
|0
 
|0
|150
+
|180
|150
+
|360
|150
+
|540
|150
+
|720
 
|Yes
 
|Yes
 
|
 
|
 
|} </tab>
 
|} </tab>
<tab name="2 Pips">
+
<tab name="Mid Charge">
====Standard====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,136: Line 3,951:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|COIL
+
|Bombast Laser
 
|N/A
 
|N/A
|Support
+
|Energy
 
|7
 
|7
|6
+
|3
|49
+
|65
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|52
+
|50
 
|0
 
|0
| +1
+
| -1
|3
 
 
|0
 
|0
 +
| +50%
 
|0
 
|0
|150
+
|200
|150
+
|400
|150
+
|600
|150
+
|800
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="Max Charge">
====Overcharge====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,196: Line 4,010:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|COIL
+
|Bombast Laser
 
|N/A
 
|N/A
|Support
+
|Energy
 
|7
 
|7
|6
+
|3
|60
+
|75
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|71
+
|60
 
|0
 
|0
| +1
+
| -2
|3
 
 
|0
 
|0
 +
| +50%
 
|0
 
|0
|150
+
|230
|150
+
|460
|150
+
|690
|150
+
|920
 
|Yes
 
|Yes
 
|
 
|
 
|} </tab>
 
|} </tab>
<tab name="3 Pips">
+
</tabs>
====Standard====
+
 
 +
===Chemical Lasers===
 +
Chem lasers do less damage than conventional lasers but produce very little heat. They also require volatile ammunition in order to fire.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,256: Line 4,073:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|COIL
+
|S Chem Laser
|N/A
+
|[[Ammunition#Chemical Laser|Chemical Laser]]
 
|Support
 
|Support
|7
+
|0.5
|6
+
|1
|65
+
|12
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|72
+
|1
 +
|0
 
|0
 
|0
| +1
 
 
|3
 
|3
 
|0
 
|0
 
|0
 
|0
|150
+
|30
|150
+
|60
|150
+
|90
|150
+
|120
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|-
 
+
|M Chem Laser
====Overcharge====
+
|[[Ammunition#Chemical Laser|Chemical Laser]]
 +
|Energy
 +
|1
 +
|1
 +
|17
 +
|0
 +
|0
 +
|1
 +
|1
 +
|3
 +
|0
 +
|0
 +
|0
 +
|0
 +
|0
 +
|90
 +
|180
 +
|270
 +
|360
 +
|Yes
 +
|
 +
|-
 +
|L Chem Laser
 +
|[[Ammunition#Chemical Laser|Chemical Laser]]
 +
|Energy
 +
|4
 +
|1
 +
|35
 +
|0
 +
|0
 +
|1
 +
|1
 +
|13
 +
|0
 +
|0
 +
|0
 +
|0
 +
|0
 +
|150
 +
|300
 +
|450
 +
|600
 +
|Yes
 +
|
 +
|}
 +
 
 +
===COIL===
 +
Contained Overflow Inertia Linkage beam weapons translate power from motion into a kinetic battery for rapid release. In practical terms, the farther a unit moves in a turn, the more damage a COIL will do and the more heat it will generate.
 +
 
 +
Damage for Standard mode is calculated like this: Base damage 30*(Evasion Pips^0.7). Heat is calculated like this: Base heat 30*(Evasion Pips^0.8)
 +
 
 +
Damage for Overcharge mode is calculated like this: Base damage 30*(Evasion Pips^1). Heat is calculated like this: Base heat 30*(Evasion Pips^1.25)
 +
 
 +
<tabs>
 +
<tab name="1 Pip">
 +
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,321: Line 4,193:
 
|7
 
|7
 
|6
 
|6
|90
+
|30
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|118
+
|30
 
|0
 
|0
 
| +1
 
| +1
Line 4,338: Line 4,210:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="4 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,381: Line 4,253:
 
|7
 
|7
 
|6
 
|6
|79
+
|30
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|91
+
|30
 
|0
 
|0
 
| +1
 
| +1
Line 4,398: Line 4,270:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="2 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,441: Line 4,313:
 
|7
 
|7
 
|6
 
|6
|120
+
|49
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|170
+
|52
 
|0
 
|0
 
| +1
 
| +1
Line 4,458: Line 4,330:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="5 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,501: Line 4,373:
 
|7
 
|7
 
|6
 
|6
|93
+
|60
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|109
+
|71
 
|0
 
|0
 
| +1
 
| +1
Line 4,518: Line 4,390:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="3 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,561: Line 4,433:
 
|7
 
|7
 
|6
 
|6
|150
+
|65
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|224
+
|72
 
|0
 
|0
 
| +1
 
| +1
Line 4,578: Line 4,450:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="6 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,621: Line 4,493:
 
|7
 
|7
 
|6
 
|6
|105
+
|90
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|126
+
|118
 
|0
 
|0
 
| +1
 
| +1
Line 4,638: Line 4,510:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="4 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,681: Line 4,553:
 
|7
 
|7
 
|6
 
|6
|180
+
|79
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|282
+
|91
 
|0
 
|0
 
| +1
 
| +1
Line 4,698: Line 4,570:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="7 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,741: Line 4,613:
 
|7
 
|7
 
|6
 
|6
|117
+
|120
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|142
+
|170
 
|0
 
|0
 
| +1
 
| +1
Line 4,758: Line 4,630:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="5 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,801: Line 4,673:
 
|7
 
|7
 
|6
 
|6
|210
+
|93
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|342
+
|109
 
|0
 
|0
 
| +1
 
| +1
Line 4,818: Line 4,690:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="8 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,861: Line 4,733:
 
|7
 
|7
 
|6
 
|6
|129
+
|150
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|158
+
|224
 
|0
 
|0
 
| +1
 
| +1
Line 4,878: Line 4,750:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="6 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,921: Line 4,793:
 
|7
 
|7
 
|6
 
|6
|240
+
|105
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|404
+
|126
 
|0
 
|0
 
| +1
 
| +1
Line 4,938: Line 4,810:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="9 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 4,981: Line 4,853:
 
|7
 
|7
 
|6
 
|6
|140
+
|180
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|174
+
|282
 
|0
 
|0
 
| +1
 
| +1
Line 4,998: Line 4,870:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="7 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,041: Line 4,913:
 
|7
 
|7
 
|6
 
|6
|270
+
|117
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|468
+
|142
 
|0
 
|0
 
| +1
 
| +1
Line 5,058: Line 4,930:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="10 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,101: Line 4,973:
 
|7
 
|7
 
|6
 
|6
|150
+
|210
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|189
+
|342
 
|0
 
|0
 
| +1
 
| +1
Line 5,118: Line 4,990:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="8 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,161: Line 5,033:
 
|7
 
|7
 
|6
 
|6
|300
+
|129
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|533
+
|158
 
|0
 
|0
 
| +1
 
| +1
Line 5,178: Line 5,050:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="11 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,221: Line 5,093:
 
|7
 
|7
 
|6
 
|6
|161
+
|240
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|204
+
|404
 
|0
 
|0
 
| +1
 
| +1
Line 5,238: Line 5,110:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="9 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,281: Line 5,153:
 
|7
 
|7
 
|6
 
|6
|330
+
|140
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|601
+
|174
 
|0
 
|0
 
| +1
 
| +1
Line 5,298: Line 5,170:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
<tab name="12 Pips">
+
 
====Standard====
+
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,341: Line 5,213:
 
|7
 
|7
 
|6
 
|6
|171
+
|270
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|219
+
|468
 
|0
 
|0
 
| +1
 
| +1
Line 5,358: Line 5,230:
 
|Yes
 
|Yes
 
|
 
|
|}  
+
|} </tab>
 
+
<tab name="10 Pips">
====Overcharge====
+
====Standard====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,401: Line 5,273:
 
|7
 
|7
 
|6
 
|6
|360
+
|150
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|670
+
|189
 
|0
 
|0
 
| +1
 
| +1
Line 5,418: Line 5,290:
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}  
</tabs>
 
 
 
===Heavy Lasers===
 
Heavy lasers deal considerably more damage than their standard equivalent at the cost of significantly increased heat generation. Additionally, the weapon's energy signature produces sensor intereference in 'Mechs resulting in a +3 accuracy penalty.
 
  
 +
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,459: Line 5,328:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Heavy S Laser (C)
+
|COIL
 
|N/A
 
|N/A
 
|Support
 
|Support
|0.5
+
|7
|1
+
|6
|30
+
|300
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|12
+
|533
 
|0
 
|0
| -3
+
| +1
 
|3
 
|3
| -50%
 
 
|0
 
|0
|30
+
|0
|60
+
|150
|90
+
|150
|90
+
|150
 +
|150
 
|Yes
 
|Yes
 
|
 
|
 +
|} </tab>
 +
<tab name="11 Pips">
 +
====Standard====
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 
|-
 
|-
|Heavy M Laser (C)
+
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
|COIL
 
|N/A
 
|N/A
|Energy
+
|Support
|1
+
|7
|2
+
|6
|50
+
|161
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|21
+
|204
 
|0
 
|0
| -3
+
| +1
 +
|3
 
|0
 
|0
| -50%
 
|0
 
|90
 
|180
 
|270
 
|360
 
|Yes
 
|
 
|-
 
|Heavy L Laser (C)
 
|N/A
 
|Energy
 
|4
 
|3
 
|80
 
|0
 
|0
 
|1
 
|1
 
|54
 
|0
 
| -3
 
|0
 
| -50%
 
 
|0
 
|0
 
|150
 
|150
|300
+
|150
|450
+
|150
|600
+
|150
 
|Yes
 
|Yes
 
|
 
|
|-
+
|}  
|Super M Laser
 
|N/A
 
|Energy
 
|1
 
|2
 
|50
 
|0
 
|0
 
|1
 
|1
 
|21
 
|0
 
| -1
 
|0
 
| -50%
 
|0
 
|90
 
|180
 
|270
 
|360
 
|Yes
 
|Volatile: explodes for 50 damage
 
|}
 
 
 
===Pulse Lasers===
 
An improvement upon standard lasers, pulse lasers have better accuracy, especially against moving targets, and higher damage. However, they have a reduced effective range as well as increased heat and weight.
 
  
 +
====Overcharge====
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 5,590: Line 5,448:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Micro Pulse (C)
+
|COIL
 
|N/A
 
|N/A
 
|Support
 
|Support
|0.5
+
|7
|1
+
|6
|15
+
|330
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
 +
|601
 +
|0
 +
| +1
 
|3
 
|3
 
|0
 
|0
 
|0
 
|0
|6
+
|150
| -25%
+
|150
|0
+
|150
|30
+
|150
|40
 
|50
 
|60
 
 
|Yes
 
|Yes
 
|
 
|
 +
|} </tab>
 +
<tab name="12 Pips">
 +
====Standard====
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 
|-
 
|-
|S Pulse
+
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
|COIL
 
|N/A
 
|N/A
 
|Support
 
|Support
|1
+
|7
|1
+
|6
|20
+
|171
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|8
+
|219
 
|0
 
|0
| +2
+
| +1
|4
+
|3
 
|0
 
|0
 
|0
 
|0
|30
+
|150
|60
+
|150
|90
+
|150
|120
+
|150
 
|Yes
 
|Yes
 
|
 
|
 +
|}
 +
 +
====Overcharge====
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 
|-
 
|-
|S Pulse (C)
+
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
|COIL
 
|N/A
 
|N/A
 
|Support
 
|Support
|1
+
|7
|1
+
|6
|25
+
|360
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|6
+
|670
 
|0
 
|0
 +
| +1
 +
|3
 
|0
 
|0
|6
 
 
|0
 
|0
|0
+
|150
|40
+
|150
|60
+
|150
|80
+
|150
|110
 
 
|Yes
 
|Yes
 
|
 
|
 +
|} </tab>
 +
</tabs>
 +
 +
===Heavy Lasers===
 +
Heavy lasers deal considerably more damage than their standard equivalent at the cost of significantly increased heat generation. Additionally, the weapon's energy signature produces sensor intereference in 'Mechs resulting in a +3 accuracy penalty.
 +
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 
|-
 
|-
|M Pulse
+
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
|Heavy S Laser (C)
 
|N/A
 
|N/A
|Energy
+
|Support
|2
+
|0.5
 
|1
 
|1
|27
+
|30
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|11
+
|12
|0
 
| +2
 
|1
 
 
|0
 
|0
 +
| -3
 +
|3
 +
| -50%
 
|0
 
|0
 +
|30
 
|60
 
|60
|120
+
|90
|180
+
|90
|240
 
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|M Pulse (C)
+
|Heavy M Laser (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|1
 
|2
 
|2
|1
+
|50
|35
 
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|17
+
|21
 
|0
 
|0
 +
| -3
 
|0
 
|0
|3
+
| -50%
 
|0
 
|0
|0
+
|90
|60
 
|120
 
 
|180
 
|180
|240
+
|270
 +
|360
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|L Pulse
+
|Heavy L Laser (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|4
|2
+
|3
|50
+
|80
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|23
+
|54
 
|0
 
|0
| +2
+
| -3
|1
 
 
|0
 
|0
 +
| -50%
 
|0
 
|0
|90
+
|150
|210
 
 
|300
 
|300
|420
+
|450
 +
|600
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|L Pulse (C)
+
|Super M Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|6
+
|1
 
|2
 
|2
|55
+
|50
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|30
+
|21
 
|0
 
|0
 +
| -1
 
|0
 
|0
|3
+
| -50%
|0
 
 
|0
 
|0
 
|90
 
|90
|210
+
|180
|300
+
|270
|420
+
|360
 
|Yes
 
|Yes
|
+
|Volatile: explodes for 50 damage
 
|}
 
|}
  
===Extended Range Pulse Lasers===
+
===Pulse Lasers===
Combining the best features of pulse and extended range lasers, Clan Wolf created the ER Pulse Laser family which provides the accuracy and damage of pulse lasers but without the sacrifice in effective range.  
+
An improvement upon standard lasers, pulse lasers have better accuracy, especially against moving targets, and higher damage. However, they have a reduced effective range as well as increased heat and weight.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,790: Line 5,762:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|ER S Pulse Laser (C)
+
|Micro Pulse (C)
 
|N/A
 
|N/A
 
|Support
 
|Support
 +
|0.5
 
|1
 
|1
|1
+
|15
|25
 
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|12
+
|3
 
|0
 
|0
| +1
 
|4
 
 
|0
 
|0
 +
|6
 +
| -25%
 
|0
 
|0
 +
|30
 +
|40
 
|50
 
|50
|105
+
|60
|130
 
|180
 
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER M Pulse Laser (C)
+
|S Pulse
 
|N/A
 
|N/A
|Energy
+
|Support
|2
+
|1
|2
+
|1
|35
+
|20
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|24
+
|8
 
|0
 
|0
| +1
+
| +2
|1
+
|4
 
|0
 
|0
 
|0
 
|0
|100
+
|30
|200
+
|60
|300
+
|90
|425
+
|120
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|ER L Pulse Laser (C)
+
|S Pulse (C)
 
|N/A
 
|N/A
|Energy
+
|Support
|6
+
|1
|3
+
|1
|55
+
|25
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|35
+
|6
 +
|0
 
|0
 
|0
| +1
+
|6
|1
 
 
|0
 
|0
 
|0
 
|0
|170
+
|40
|300
+
|60
|450
+
|80
|600
+
|110
 
|Yes
 
|Yes
 
|
 
|
|}
+
|-
 
+
|M Pulse
===Variable Speed Pulse Lasers===
+
|N/A
VSPLs inflict much higher damage and have much higher accuracy at close range in exchange for a large drop off in damage at longer ranges.
+
|Energy
 
 
<tabs>
 
<tab name="Short">
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|S VSPL
 
|N/A
 
|Support
 
 
|2
 
|2
 
|1
 
|1
|25
+
|27
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|9
+
|11
 
|0
 
|0
| +3
+
| +2
|4
+
|1
 
|0
 
|0
 
|0
 
|0
 
|60
 
|60
|60
+
|120
|60
+
|180
|60
+
|240
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|M VSPL
+
|M Pulse (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|4
 
 
|2
 
|2
|45
+
|1
 +
|35
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|21
+
|17
 
|0
 
|0
| +3
+
|0
 +
|3
 +
|0
 +
|0
 +
|60
 +
|120
 +
|180
 +
|240
 +
|Yes
 +
|
 +
|-
 +
|L Pulse
 +
|N/A
 +
|Energy
 +
|7
 +
|2
 +
|50
 +
|0
 +
|0
 +
|1
 +
|1
 +
|23
 +
|0
 +
| +2
 
|1
 
|1
 
|0
 
|0
 
|0
 
|0
|60
+
|90
|60
+
|210
|60
+
|300
|60
+
|420
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|L VSPL
+
|L Pulse (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|9
+
|6
|4
+
|2
|80
+
|55
 
|0
 
|0
 
|0
 
|0
Line 5,958: Line 5,912:
 
|30
 
|30
 
|0
 
|0
| +3
+
|0
|1
+
|3
 
|0
 
|0
 
|0
 
|0
|120
+
|90
|120
+
|210
|120
+
|300
|120
+
|420
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}
<tab name="Medium">
+
 
 +
===Extended Range Pulse Lasers===
 +
Combining the best features of pulse and extended range lasers, Clan Wolf created the ER Pulse Laser family which provides the accuracy and damage of pulse lasers but without the sacrifice in effective range.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 6,005: Line 5,962:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|S VSPL
+
|ER S Pulse Laser (C)
 
|N/A
 
|N/A
 
|Support
 
|Support
|2
 
 
|1
 
|1
|20
+
|1
 +
|25
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|9
+
|12
 
|0
 
|0
| +2
+
| +1
 
|4
 
|4
 
|0
 
|0
|60
+
|0
|120
+
|50
|120
+
|105
|120
+
|130
|120
+
|180
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|M VSPL
+
|ER M Pulse Laser (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|4
+
|2
 
|2
 
|2
 
|35
 
|35
Line 6,038: Line 5,995:
 
|1
 
|1
 
|1
 
|1
|21
+
|24
 
|0
 
|0
| +2
+
| +1
 
|1
 
|1
 
|0
 
|0
|60
+
|0
|150
+
|100
|150
+
|200
|150
+
|300
|150
+
|425
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|L VSPL
+
|ER L Pulse Laser (C)
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|9
+
|6
|4
+
|3
|65
+
|55
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|30
+
|35
 
|0
 
|0
| +2
+
| +1
 
|1
 
|1
 
|0
 
|0
|120
+
|0
|240
+
|170
|240
+
|300
|240
+
|450
|240
+
|600
 
|Yes
 
|Yes
 
|
 
|
|} </tab>
+
|}
<tab name="Long">
+
 
 +
===Variable Speed Pulse Lasers===
 +
VSPLs inflict much higher damage and have much higher accuracy at close range in exchange for a large drop off in damage at longer ranges.
 +
 
 +
<tabs>
 +
<tab name="Short">
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 6,115: Line 6,077:
 
|2
 
|2
 
|1
 
|1
|15
+
|25
 
|0
 
|0
 
|0
 
|0
Line 6,122: Line 6,084:
 
|9
 
|9
 
|0
 
|0
| +1
+
| +3
 
|4
 
|4
 
|0
 
|0
|120
+
|0
|180
+
|60
|180
+
|60
|180
+
|60
|180
+
|60
 
|Yes
 
|Yes
 
|
 
|
Line 6,138: Line 6,100:
 
|4
 
|4
 
|2
 
|2
|25
+
|45
 
|0
 
|0
 
|0
 
|0
Line 6,145: Line 6,107:
 
|21
 
|21
 
|0
 
|0
| +1
+
| +3
 
|1
 
|1
 
|0
 
|0
|150
+
|0
|270
+
|60
|270
+
|60
|270
+
|60
|270
+
|60
 
|Yes
 
|Yes
 
|
 
|
Line 6,161: Line 6,123:
 
|9
 
|9
 
|4
 
|4
|50
+
|80
 
|0
 
|0
 
|0
 
|0
Line 6,168: Line 6,130:
 
|30
 
|30
 
|0
 
|0
| +1
+
| +3
 
|1
 
|1
 
|0
 
|0
|240
+
|0
|450
+
|120
|450
+
|120
|450
+
|120
|450
+
|120
 
|Yes
 
|Yes
 
|
 
|
 
|} </tab>
 
|} </tab>
</tabs>
+
<tab name="Medium">
 
 
===X-Pulse Lasers===
 
X-Pulse lasers are an upgrade to pulse lasers that extend the weapon's range at the cost of increased heat. XPLs also differ from standard pulse lasers in that they fire three shots instead of just one, increasing their chance to land critical hits on internal structure.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 6,219: Line 6,177:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Small X-Pulse
+
|S VSPL
 
|N/A
 
|N/A
 
|Support
 
|Support
 +
|2
 
|1
 
|1
|1
+
|20
|8
 
 
|0
 
|0
 
|0
 
|0
|3
 
 
|1
 
|1
|10
+
|1
 +
|9
 
|0
 
|0
 
| +2
 
| +2
 
|4
 
|4
|0
 
 
|0
 
|0
 
|60
 
|60
|110
+
|120
|160
+
|120
|220
+
|120
 +
|120
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|Medium X-Pulse
+
|M VSPL
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|4
 
|2
 
|2
|1
+
|35
|10
 
 
|0
 
|0
 
|0
 
|0
|3
 
 
|1
 
|1
|18
+
|1
 +
|21
 
|0
 
|0
 
| +2
 
| +2
 
|1
 
|1
 
|0
 
|0
|0
+
|60
|90
+
|150
|180
+
|150
|270
+
|150
|330
+
|150
 
|Yes
 
|Yes
 
|
 
|
 
|-
 
|-
|L X-Pulse
+
|L VSPL
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|9
|2
+
|4
|19
+
|65
 
|0
 
|0
 
|0
 
|0
|3
 
 
|1
 
|1
|38
+
|1
 +
|30
 
|0
 
|0
 
| +2
 
| +2
 
|1
 
|1
 
|0
 
|0
|0
+
|120
|150
+
|240
|300
+
|240
|450
+
|240
|510
+
|240
 
|Yes
 
|Yes
 
|
 
|
|}
+
|} </tab>
 
+
<tab name="Long">
 
 
==Experimental Lasers==
 
 
 
===Dissolving Pulse Lasers===
 
These pulse lasers have been calibrated to cascade over enemy armor, weakening it to further attacks for two turns.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 6,330: Line 6,282:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Dissolving S Pulse
+
|S VSPL
 
|N/A
 
|N/A
 
|Support
 
|Support
 +
|2
 
|1
 
|1
|1
+
|15
|20
 
 
|0
 
|0
 
|0
 
|0
Line 6,342: Line 6,294:
 
|9
 
|9
 
|0
 
|0
| +2
+
| +1
 
|4
 
|4
 
|0
 
|0
|0
 
|30
 
|60
 
|90
 
 
|120
 
|120
 +
|180
 +
|180
 +
|180
 +
|180
 
|Yes
 
|Yes
|Target takes 5% extra damage from subsequent attacks
+
|
 
|-
 
|-
|Dissolving M Pulse
+
|M VSPL
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|4
 
|2
 
|2
|1
+
|25
|27
 
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|11
+
|21
 
|0
 
|0
| +2
+
| +1
 
|1
 
|1
 
|0
 
|0
|0
+
|150
|60
+
|270
|120
+
|270
|180
+
|270
|240
+
|270
 
|Yes
 
|Yes
|Target takes 10% extra damage from subsequent attacks
+
|
 
|-
 
|-
|Dissolving L Pulse
+
|L VSPL
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|9
|2
+
|4
 
|50
 
|50
 
|0
 
|0
Line 6,386: Line 6,338:
 
|1
 
|1
 
|1
 
|1
|23
+
|30
 
|0
 
|0
| +2
+
| +1
 
|1
 
|1
 
|0
 
|0
|0
+
|240
|90
+
|450
|210
+
|450
|300
+
|450
|420
+
|450
 
|Yes
 
|Yes
|Target takes 20% extra damage from subsequent attacks
+
|
|}
+
|} </tab>
 +
</tabs>
  
===Haywire Lasers===
+
===X-Pulse Lasers===
These lasers have special circuitry built in that allow them to scramble the target's sensors and temporarily damage their heat systems.
+
X-Pulse lasers are an upgrade to pulse lasers that extend the weapon's range at the cost of increased heat. XPLs also differ from standard pulse lasers in that they fire three shots instead of just one, increasing their chance to land critical hits on internal structure.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,438: Line 6,391:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Haywire S Laser
+
|Small X-Pulse
 
|N/A
 
|N/A
 
|Support
 
|Support
|0.5
 
 
|1
 
|1
|10
+
|1
|2
+
|8
 +
|0
 
|0
 
|0
 +
|3
 
|1
 
|1
|1
+
|10
|5
+
|0
 +
| +2
 +
|4
 
|0
 
|0
| +1
 
|3
 
| +10%
 
 
|0
 
|0
|30
 
 
|60
 
|60
|90
+
|110
|120
+
|160
 +
|220
 
|Yes
 
|Yes
|Target reduced sensor distance: 10%
+
|
 
|-
 
|-
|Haywire M Laser
+
|Medium X-Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|2
 
|1
 
|1
 +
|10
 +
|0
 +
|0
 +
|3
 
|1
 
|1
|15
+
|18
|5
 
 
|0
 
|0
 +
| +2
 
|1
 
|1
|1
 
|10
 
|0
 
| +1
 
 
|0
 
|0
| +10%
 
 
|0
 
|0
 
|90
 
|90
 
|180
 
|180
 
|270
 
|270
|360
+
|330
 
|Yes
 
|Yes
|Target reduced sensor distance: 15%
+
|
 
|-
 
|-
|Haywire L Laser
+
|L X-Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|5
+
|7
 
|2
 
|2
|30
+
|19
|10
+
|0
 
|0
 
|0
 +
|3
 
|1
 
|1
 +
|38
 +
|0
 +
| +2
 
|1
 
|1
|18
 
|0
 
| +1
 
 
|0
 
|0
| +10%
 
 
|0
 
|0
 
|150
 
|150
 
|300
 
|300
 
|450
 
|450
|600
+
|510
 
|Yes
 
|Yes
|Target reduced sensor distance: 40%
+
|
 
|}
 
|}
  
===Piercing Pulse Lasers===
+
 
The capacitors in these pulse lasers are more finely tuned, giving the weapons increased armor penetration and allowing them to do direct damage to the target's internal structure.
+
==Experimental Lasers==
 +
 
 +
===Dissolving Pulse Lasers===
 +
These pulse lasers have been calibrated to cascade over enemy armor, weakening it to further attacks for two turns.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,546: Line 6,502:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Pierce S Pulse
+
|Dissolving S Pulse
 
|N/A
 
|N/A
 
|Support
 
|Support
 
|1
 
|1
 
|1
 
|1
|10
+
|20
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|8
+
|9
 
|0
 
|0
 
| +2
 
| +2
 
|4
 
|4
| -50%
+
|0
 
|0
 
|0
 
|30
 
|30
Line 6,567: Line 6,523:
 
|120
 
|120
 
|Yes
 
|Yes
|10 structure damage
+
|Target takes 5% extra damage from subsequent attacks
 
|-
 
|-
|Pierce M Pulse
+
|Dissolving M Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|2
 
|2
 
|1
 
|1
|14
+
|27
 
|0
 
|0
 
|0
 
|0
Line 6,583: Line 6,539:
 
| +2
 
| +2
 
|1
 
|1
| -50%
+
|0
 
|0
 
|0
 
|60
 
|60
Line 6,590: Line 6,546:
 
|240
 
|240
 
|Yes
 
|Yes
|13 structure damage
+
|Target takes 10% extra damage from subsequent attacks
 
|-
 
|-
|Pierce L Pulse
+
|Dissolving L Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|7
 
|7
 
|2
 
|2
|25
+
|50
 
|0
 
|0
 
|0
 
|0
Line 6,606: Line 6,562:
 
| +2
 
| +2
 
|1
 
|1
| -50%
+
|0
 
|0
 
|0
 
|90
 
|90
Line 6,613: Line 6,569:
 
|420
 
|420
 
|Yes
 
|Yes
|25 structure damage
+
|Target takes 20% extra damage from subsequent attacks
 
|}
 
|}
  
===Rotary Lasers===
+
===Haywire Lasers===
These lasers have been calibrated to fire a cluster of three quick shots instead of one sustained beam, which gives them a higher chance to hit targets.
+
These lasers have special circuitry built in that allow them to scramble the target's sensors and temporarily damage their heat systems.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,654: Line 6,610:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Rotary ER S Laser
+
|Haywire S Laser
 
|N/A
 
|N/A
 
|Support
 
|Support
 
|0.5
 
|0.5
 
|1
 
|1
|7
+
|10
 +
|2
 
|0
 
|0
|0
 
|3
 
 
|1
 
|1
|9
+
|1
 +
|5
 
|0
 
|0
| +2
+
| +1
 
|3
 
|3
| +20%
+
| +10%
 
|0
 
|0
 +
|30
 +
|60
 
|90
 
|90
|180
+
|120
|270
 
|360
 
 
|Yes
 
|Yes
|
+
|Target reduced sensor distance: 10%
 
|-
 
|-
|Rotary ER M Laser
+
|Haywire M Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|1
 
|1
 
|1
 
|1
|9
+
|15
 +
|5
 
|0
 
|0
|0
 
|3
 
 
|1
 
|1
|15
+
|1
 +
|10
 
|0
 
|0
| +2
+
| +1
 
|0
 
|0
| +20%
+
| +10%
 
|0
 
|0
|120
+
|90
|240
+
|180
 +
|270
 
|360
 
|360
|480
 
 
|Yes
 
|Yes
|
+
|Target reduced sensor distance: 15%
 
|-
 
|-
|Rotary ER L Laser
+
|Haywire L Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|5
 
|5
 
|2
 
|2
|15
+
|30
 +
|10
 
|0
 
|0
|0
 
|3
 
 
|1
 
|1
|25
+
|1
 +
|18
 
|0
 
|0
| +2
+
| +1
 
|0
 
|0
| +20%
+
| +10%
 
|0
 
|0
|330
+
|150
|420
+
|300
|570
+
|450
|840
+
|600
 
|Yes
 
|Yes
|
+
|Target reduced sensor distance: 40%
 
|}
 
|}
  
===Static Lasers===
+
===Piercing Pulse Lasers===
These particular lasers have been specially calibrated to apply a debilitating electrical charge to the target on contact that interferes with their movement functions, slowing them for two turns.
+
The capacitors in these pulse lasers are more finely tuned, giving the weapons increased armor penetration and allowing them to do direct damage to the target's internal structure.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,762: Line 6,718:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Static ER S Laser
+
|Pierce S Pulse
 
|N/A
 
|N/A
 
|Support
 
|Support
|0.5
 
 
|1
 
|1
|15
+
|1
 +
|10
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|9
+
|8
 
|0
 
|0
| +1
+
| +2
|3
+
|4
| +20%
+
| -50%
 
|0
 
|0
|75
+
|30
|150
+
|60
|210
+
|90
|300
+
|120
 
|Yes
 
|Yes
|Target move speed reduced by 5
+
|10 structure damage
 
|-
 
|-
|Static ER M Laser
+
|Pierce M Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|2
 
|1
 
|1
|1
+
|14
|20
 
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|15
+
|11
 
|0
 
|0
| +1
+
| +2
|0
+
|1
| +20%
+
| -50%
 
|0
 
|0
 +
|60
 
|120
 
|120
 +
|180
 
|240
 
|240
|360
 
|480
 
 
|Yes
 
|Yes
|Target move speed reduced by 20
+
|13 structure damage
 
|-
 
|-
|Static ER L Laser
+
|Pierce L Pulse
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|5
+
|7
 
|2
 
|2
|40
+
|25
 
|0
 
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|25
+
|23
 
|0
 
|0
| +1
+
| +2
 +
|1
 +
| -50%
 
|0
 
|0
| +20%
+
|90
|0
+
|210
|330
+
|300
 
|420
 
|420
|570
 
|840
 
 
|Yes
 
|Yes
|Target move speed reduced by 40
+
|25 structure damage
 
|}
 
|}
  
===Streak Lasers===
+
===Rotary Lasers===
Taking circuitry from Streak SRM launchers, these lasers have been rebuilt so that they do higher damage and have better accuracy than a normal laser, but like streak launchers they only fire on a guaranteed hit.
+
These lasers have been calibrated to fire a cluster of three quick shots instead of one sustained beam, which gives them a higher chance to hit targets.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,870: Line 6,826:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Streak S Laser
+
|Rotary ER S Laser
 
|N/A
 
|N/A
 
|Support
 
|Support
 
|0.5
 
|0.5
 
|1
 
|1
|15
+
|7
 
|0
 
|0
 
|0
 
|0
 +
|3
 
|1
 
|1
|1
+
|9
|8
 
|0
 
| +1
 
|4
 
 
|0
 
|0
 +
| +2
 +
|3
 +
| +20%
 
|0
 
|0
|30
 
|60
 
 
|90
 
|90
|120
+
|180
 +
|270
 +
|360
 
|Yes
 
|Yes
|Only fires on a guaranteed hit
+
|
 
|-
 
|-
|Streak M Laser
+
|Rotary ER M Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|1
 
|1
 
|1
 
|1
|20
+
|9
 
|0
 
|0
 
|0
 
|0
 +
|3
 
|1
 
|1
|1
+
|15
|13
 
 
|0
 
|0
| +1
+
| +2
|1
 
 
|0
 
|0
 +
| +20%
 
|0
 
|0
|90
+
|120
|180
+
|240
|270
 
 
|360
 
|360
 +
|480
 
|Yes
 
|Yes
|Only fires on a guaranteed hit
+
|
 
|-
 
|-
|Streak L Laser
+
|Rotary ER L Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|5
 
|5
 
|2
 
|2
|40
+
|15
 
|0
 
|0
 
|0
 
|0
 +
|3
 
|1
 
|1
|1
+
|25
|21
 
 
|0
 
|0
| +1
+
| +2
|1
 
 
|0
 
|0
 +
| +20%
 
|0
 
|0
|150
+
|330
|300
+
|420
|450
+
|570
|600
+
|840
 
|Yes
 
|Yes
|Only fires on a guaranteed hit
+
|
 
|}
 
|}
  
==Plasma Weapons==
+
===Static Lasers===
Plasma weapons consume ammo in order to propel white-hot projectiles that cause thermal as well as physical damage to targets.
+
These particular lasers have been specially calibrated to apply a debilitating electrical charge to the target on contact that interferes with their movement functions, slowing them for two turns.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,978: Line 6,934:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Plasma Rifle
+
|Static ER S Laser
|[[Ammunition#Plasma|Plasma]]
+
|N/A
|Energy
+
|Support
|6
+
|0.5
|2
+
|1
|50
+
|15
|25
+
|0
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|25
+
|9
|2
 
 
|0
 
|0
 +
| +1
 +
|3
 +
| +20%
 
|0
 
|0
| -90%
+
|75
|0
 
 
|150
 
|150
 +
|210
 
|300
 
|300
|450
 
|600
 
 
|Yes
 
|Yes
|Increases target heat gen by 10%. 10% bonus damage against overheating targets
+
|Target move speed reduced by 5
 
|-
 
|-
|Plasma Cannon (C)
+
|Static ER M Laser
|[[Ammunition#Plasma|Plasma]]
+
|N/A
 
|Energy
 
|Energy
|3
 
 
|1
 
|1
 +
|1
 +
|20
 
|0
 
|0
|30
 
 
|0
 
|0
 
|1
 
|1
 
|1
 
|1
|20
+
|15
 +
|0
 +
| +1
 +
|0
 +
| +20%
 +
|0
 +
|120
 +
|240
 +
|360
 +
|480
 +
|Yes
 +
|Target move speed reduced by 20
 +
|-
 +
|Static ER L Laser
 +
|N/A
 +
|Energy
 +
|5
 
|2
 
|2
 +
|40
 +
|0
 +
|0
 +
|1
 +
|1
 +
|25
 
|0
 
|0
 +
| +1
 
|0
 
|0
| -90%
+
| +20%
 
|0
 
|0
|180
+
|330
|360
+
|420
|540
+
|570
|720
+
|840
 
|Yes
 
|Yes
|Increases target heat gen by 20%
+
|Target move speed reduced by 40
 
|}
 
|}
  
 
+
===Streak Lasers===
==PPCs==
+
Taking circuitry from Streak SRM launchers, these lasers have been rebuilt so that they do higher damage and have better accuracy than a normal laser, but like streak launchers they only fire on a guaranteed hit.
Particle Projector Cannons fire energized lightning at their target to deal substantial damage. However, this comes at the cost of intense heat generation. Despite being an energy weapon, it produces recoil. PPCs also degrade the accuracy of their target if they hit.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,064: Line 7,042:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|PPC
+
|Streak S Laser
 
|N/A
 
|N/A
|Energy
+
|Support
|7
+
|0.5
|3
+
|1
|55
+
|15
 +
|0
 
|0
 
|0
|20
 
 
|1
 
|1
 
|1
 
|1
|25
+
|8
|0
 
 
|0
 
|0
 +
| +1
 +
|4
 
|0
 
|0
 
|0
 
|0
 +
|30
 +
|60
 
|90
 
|90
|180
+
|120
|360
+
|Yes
|540
+
|Only fires on a guaranteed hit
|720
 
|No
 
| -2 accuracy debuff on target
 
 
|-
 
|-
|PPC Prototype
+
|Streak M Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|1
|3
+
|1
|55
+
|20
 +
|0
 
|0
 
|0
|20
 
 
|1
 
|1
 
|1
 
|1
|45
+
|13
|0
 
 
|0
 
|0
 +
| +1
 +
|1
 
|0
 
|0
 
|0
 
|0
 
|90
 
|90
 
|180
 
|180
 +
|270
 
|360
 
|360
|540
+
|Yes
|720
+
|Only fires on a guaranteed hit
|No
 
| -1 accuracy debuff on target
 
 
|-
 
|-
|Enhanced ER PPC
+
|Streak L Laser
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|7
+
|5
|3
+
|2
|68
+
|40
 +
|0
 
|0
 
|0
|20
 
 
|1
 
|1
 
|1
 
|1
|40
+
|21
 
|0
 
|0
 +
| +1
 +
|1
 
|0
 
|0
 
|0
 
|0
|0
+
|150
|0
+
|300
|210
+
|450
|420
+
|600
|690
+
|Yes
|840
+
|Only fires on a guaranteed hit
|Yes
+
|}
| -2 accuracy debuff on target
+
 
 +
==Plasma Weapons==
 +
Plasma weapons consume ammo in order to propel white-hot projectiles that cause thermal as well as physical damage to targets.
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 
|-
 
|-
|ER PPC
+
|Plasma Rifle
|N/A
+
|[[Ammunition#Plasma|Plasma]]
 
|Energy
 
|Energy
|7
+
|6
|3
+
|2
|60
+
|50
 +
|25
 
|0
 
|0
|20
 
 
|1
 
|1
 
|1
 
|1
|40
+
|25
 +
|2
 
|0
 
|0
 
|0
 
|0
 +
| -90%
 
|0
 
|0
|0
+
|150
|0
+
|300
|210
+
|450
|420
+
|600
|690
 
|840
 
 
|Yes
 
|Yes
| -2 accuracy debuff on target
+
|Increases target heat gen by 10%. 10% bonus damage against overheating targets
 
|-
 
|-
|ER PPC (C)
+
|Plasma Cannon (C)
|N/A
+
|[[Ammunition#Plasma|Plasma]]
 
|Energy
 
|Energy
|6
 
|2
 
|75
 
|0
 
|15
 
|1
 
|1
 
|48
 
|1
 
|0
 
|0
 
|0
 
|0
 
|180
 
|360
 
|540
 
|720
 
|Yes
 
| -2 accuracy debuff on target
 
|-
 
|ER PPC Shotgun
 
|N/A
 
|Energy
 
|7
 
 
|3
 
|3
|60
 
|0
 
|5
 
 
|1
 
|1
|5
 
|40
 
 
|0
 
|0
 +
|30
 
|0
 
|0
|0
 
| +25%
 
|0
 
|210
 
|420
 
|690
 
|840
 
|Yes
 
| -1 accuracy debuff on target
 
|-
 
|Heavy PPC
 
|N/A
 
|Energy
 
|10
 
|4
 
|75
 
|0
 
|30
 
 
|1
 
|1
 
|1
 
|1
|45
+
|20
|0
+
|2
 
|0
 
|0
 
|0
 
|0
 +
| -90%
 
|0
 
|0
|90
 
 
|180
 
|180
 
|360
 
|360
 
|540
 
|540
 
|720
 
|720
|No
+
|Yes
| -3 accuracy debuff on target
+
|Increases target heat gen by 20%
 +
|}
 +
 
 +
 
 +
==PPCs==
 +
Particle Projector Cannons fire energized lightning at their target to deal substantial damage. However, this comes at the cost of intense heat generation. Despite being an energy weapon, it produces recoil. PPCs also degrade the accuracy of their target if they hit.
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 
|-
 
|-
|Light PPC
+
|PPC
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 +
|7
 
|3
 
|3
|2
+
|55
|25
 
 
|0
 
|0
|10
+
|20
 
|1
 
|1
 
|1
 
|1
|15
+
|25
 +
|0
 
|0
 
|0
 
|0
 
|0
|1
 
 
|0
 
|0
 
|90
 
|90
Line 7,246: Line 7,257:
 
|720
 
|720
 
|No
 
|No
| -1 accuracy debuff on target
+
| -2 accuracy debuff on target
 
|-
 
|-
|Snub-Nose PPC
+
|PPC Prototype
 
|N/A
 
|N/A
 
|Energy
 
|Energy
|6
 
|2
 
|65
 
|0
 
 
|7
 
|7
 +
|3
 +
|55
 +
|0
 +
|20
 
|1
 
|1
 
|1
 
|1
|30
+
|45
|1
 
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
|270
+
|90
|390
+
|180
|450
+
|360
|530
+
|540
|Yes
+
|720
| -2 accuracy debuff on target. 50% damage falloff between 280m and 450m
+
|No
 +
| -1 accuracy debuff on target
 
|-
 
|-
|Static PPC
+
|Enhanced ER PPC
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|7
 
|7
 
|3
 
|3
|45
+
|68
 
|0
 
|0
|15
+
|20
 
|1
 
|1
 
|1
 
|1
|25
+
|40
 +
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
|90
+
|210
|180
+
|420
|360
+
|690
|540
+
|840
|720
+
|Yes
|No
+
| -2 accuracy debuff on target
| -4 accuracy debuff on target
 
 
|-
 
|-
|AOE PPC
+
|ER PPC
 
|N/A
 
|N/A
 
|Energy
 
|Energy
 
|7
 
|7
 
|3
 
|3
|30
+
|60
 
|0
 
|0
|10
+
|20
 
|1
 
|1
 
|1
 
|1
|25
+
|40
 +
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
|90
+
|210
|180
+
|420
|360
+
|690
|540
+
|840
|720
+
|Yes
|No
+
| -2 accuracy debuff on target
|25 damage, 10 stability damage to all targets w/in 90m of original target
+
|-
|}
+
|ER PPC (C)
</div>
+
|N/A
 
+
|Energy
 
+
|6
= Missile =
 
<div class="mw-collapsible">
 
 
 
 
 
== Advanced Tactical Missiles ==
 
A flexible weapon capable of using a variety of [[ammunition|Ammunition]] and firing both direct and indirectly. ATMs have an integrated Artemis IV system which provides a +1 accuracy bonus when direct fired.
 
 
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
|ATM 3 (C)
 
|[[Ammunition#ATM|ATM]]
 
|Missile
 
|1.5
 
 
|2
 
|2
|8
+
|75
 
|0
 
|0
|2
+
|15
|3
+
|1
 +
|1
 +
|48
 
|1
 
|1
|8
 
 
|0
 
|0
 
|0
 
|0
|1
 
 
|0
 
|0
|120
+
|0
|150
+
|180
|300
+
|360
|450
+
|540
|600
+
|720
|No
+
|Yes
|Missile health: 2
+
| -2 accuracy debuff on target
 
|-
 
|-
|ATM 6 (C)
+
|ER PPC Shotgun
|[[Ammunition#ATM|ATM]]
+
|N/A
|Missile
+
|Energy
|3.5
+
|7
 
|3
 
|3
|8
+
|60
 
|0
 
|0
|2
+
|5
|6
 
 
|1
 
|1
|15
+
|5
 +
|40
 +
|0
 
|0
 
|0
 
|0
 
|0
|1
+
| +25%
 
|0
 
|0
|120
+
|210
|150
+
|420
|300
+
|690
|450
+
|840
|600
+
|Yes
|No
+
| -1 accuracy debuff on target
|Missile health: 2
 
 
|-
 
|-
|ATM 9 (C)
+
|Heavy PPC
|[[Ammunition#ATM|ATM]]
+
|N/A
|Missile
+
|Energy
|5
+
|10
 
|4
 
|4
|8
+
|75
 
|0
 
|0
|2
+
|30
|9
+
|1
 
|1
 
|1
|22
+
|45
 +
|0
 
|0
 
|0
 
|0
 
|0
|1
 
 
|0
 
|0
|120
+
|90
|150
+
|180
|300
+
|360
|450
+
|540
|600
+
|720
 
|No
 
|No
|Missile health: 2
+
| -3 accuracy debuff on target
 
|-
 
|-
|ATM 12 (C)
+
|Light PPC
|[[Ammunition#ATM|ATM]]
+
|N/A
|Missile
+
|Energy
|7
+
|3
|5
+
|2
|8
+
|25
 +
|0
 +
|10
 +
|1
 +
|1
 +
|15
 +
|0
 +
|0
 +
|1
 
|0
 
|0
 +
|90
 +
|180
 +
|360
 +
|540
 +
|720
 +
|No
 +
| -1 accuracy debuff on target
 +
|-
 +
|Snub-Nose PPC
 +
|N/A
 +
|Energy
 +
|6
 
|2
 
|2
|12
+
|65
 +
|0
 +
|7
 +
|1
 
|1
 
|1
 
|30
 
|30
 +
|1
 +
|0
 
|0
 
|0
 
|0
 
|0
|1
 
 
|0
 
|0
|120
+
|270
|150
+
|390
|300
 
 
|450
 
|450
|600
+
|530
|No
+
|Yes
|Missile health: 2
+
| -2 accuracy debuff on target. 50% damage falloff between 280m and 450m
|}
+
|-
 
+
|Static PPC
== Missile Artillery ==
+
|N/A
 
+
|Energy
=== Arrow IV ===
+
|7
Arrow IV is a missile based artillery system. Like other artillery it has variable damage and can scatter away from the original target area. It can fire a variety of different types of [[Ammunition|ammunition]].
+
|3
 
+
|45
 +
|0
 +
|15
 +
|1
 +
|1
 +
|25
 +
|0
 +
|0
 +
|0
 +
|0
 +
|90
 +
|180
 +
|360
 +
|540
 +
|720
 +
|No
 +
| -4 accuracy debuff on target
 +
|-
 +
|AOE PPC
 +
|N/A
 +
|Energy
 +
|7
 +
|3
 +
|30
 +
|0
 +
|10
 +
|1
 +
|1
 +
|25
 +
|0
 +
|0
 +
|0
 +
|0
 +
|90
 +
|180
 +
|360
 +
|540
 +
|720
 +
|No
 +
|25 damage, 10 stability damage to all targets w/in 90m of original target
 +
|}
 +
</div>
 +
 
 +
 
 +
= Missile =
 +
<div class="mw-collapsible">
 +
 
 +
 
 +
== Advanced Tactical Missiles ==
 +
A flexible weapon capable of using a variety of [[ammunition|Ammunition]] and firing both direct and indirectly. ATMs have an integrated Artemis IV system which provides a +1 accuracy bonus when direct fired.  
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 7,495: Line 7,534:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Arrow IV
+
|ATM 3 (C)
|[[Ammunition#Arrow IV|Arrow IV]]
+
|[[Ammunition#ATM|ATM]]
 
|Missile
 
|Missile
|15
+
|1.5
 +
|2
 
|8
 
|8
|30
 
 
|0
 
|0
|10
+
|2
 +
|3
 
|1
 
|1
 +
|8
 +
|0
 +
|0
 
|1
 
|1
|30
+
|0
 +
|120
 +
|150
 +
|300
 +
|450
 +
|600
 +
|No
 +
|Missile health: 2
 +
|-
 +
|ATM 6 (C)
 +
|[[Ammunition#ATM|ATM]]
 +
|Missile
 +
|3.5
 
|3
 
|3
 +
|8
 +
|0
 +
|2
 +
|6
 +
|1
 +
|15
 
|0
 
|0
 
|0
 
|0
 +
|1
 
|0
 
|0
|180
+
|120
|460
+
|150
|800
+
|300
|1480
+
|450
|1750
+
|600
 
|No
 
|No
| +/- 10 damage. Scatter 40-80m. AMS immune
+
|Missile health: 2
 
|-
 
|-
|Arrow IV (C)
+
|ATM 9 (C)
|[[Ammunition#Arrow IV|Arrow IV]]
+
|[[Ammunition#ATM|ATM]]
 
|Missile
 
|Missile
|12
+
|5
 +
|4
 
|8
 
|8
|75
 
 
|0
 
|0
|10
+
|2
 +
|9
 
|1
 
|1
|1
+
|22
|35
 
|3
 
 
|0
 
|0
 
|0
 
|0
 +
|1
 
|0
 
|0
|210
+
|120
|410
+
|150
|700
+
|300
|1330
+
|450
|1550
+
|600
 +
|No
 +
|Missile health: 2
 +
|-
 +
|ATM 12 (C)
 +
|[[Ammunition#ATM|ATM]]
 +
|Missile
 +
|7
 +
|5
 +
|8
 +
|0
 +
|2
 +
|12
 +
|1
 +
|30
 +
|0
 +
|0
 +
|1
 +
|0
 +
|120
 +
|150
 +
|300
 +
|450
 +
|600
 
|No
 
|No
| +/- 35 damage. Scatter 60-120m. AMS immune
+
|Missile health: 2
 
|}
 
|}
  
=== Cruise Missile ===
+
== Missile Artillery ==
While the CM/50 is the smallest of the Cruise Missile family, it is nonetheless utterly devastating. The missile is loaded with a small yield nuclear warhead, smaller than a Davy Crockett but still capable of annihilating small 'mechs in a single shot. The immense bulk and absurd ammo weight requirements limit this weapon to being mounted on the Kalki superheavy tank.
+
 
 +
=== Arrow IV ===
 +
Arrow IV is a missile based artillery system. Like other artillery it has variable damage and can scatter away from the original target area. It can fire a variety of different types of [[Ammunition|ammunition]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,580: Line 7,667:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Cruise Missile/50
+
|Arrow IV
|[[Ammunition#Cruise Missile|Cruise Missile]]
+
|[[Ammunition#Arrow IV|Arrow IV]]
 
|Missile
 
|Missile
|55
+
|15
|16
+
|8
|250
+
|30
 
|0
 
|0
|80
+
|10
 
|1
 
|1
 
|1
 
|1
|100
+
|30
|10
+
|3
| -1
+
|0
 
|0
 
|0
 
|0
 
|0
|450
+
|180
|1800
+
|460
|3600
+
|800
|5400
+
|1480
|7200
+
|1750
 
|No
 
|No
| +/- 50 damage. Scatter 150-275m. AMS immune
+
| +/- 10 damage. Scatter 40-80m. AMS immune
|}
+
|-
 +
|Arrow IV (C)
 +
|[[Ammunition#Arrow IV|Arrow IV]]
 +
|Missile
 +
|12
 +
|8
 +
|35
 +
|0
 +
|10
 +
|1
 +
|1
 +
|35
 +
|3
 +
|0
 +
|0
 +
|0
 +
|210
 +
|410
 +
|700
 +
|1330
 +
|1550
 +
|No
 +
| +/- 15 damage. Scatter 49-92m. AMS immune
 +
|}
  
==Bomb Bays==
+
=== Cruise Missile ===
Bombs are single shot weapons of varying payloads heavily used on aerospace fighters and some LAMs for target saturation.
+
While the CM/50 is the smallest of the Cruise Missile family, it is nonetheless utterly devastating. The missile is loaded with a small yield nuclear warhead, smaller than a Davy Crockett but still capable of annihilating small 'mechs in a single shot. The immense bulk and absurd ammo weight requirements limit this weapon to being mounted on the Kalki superheavy tank.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,642: Line 7,752:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|Cluster Bomb
+
|Cruise Missile/50
|N/A
+
|[[Ammunition#Cruise Missile|Cruise Missile]]
 
|Missile
 
|Missile
|1
+
|55
|1
+
|16
|35
+
|250
 
|0
 
|0
|5
+
|80
 
|1
 
|1
 
|1
 
|1
 +
|100
 +
|10
 +
| -1
 
|0
 
|0
 
|0
 
|0
|0
+
|450
|0
+
|1800
|0
+
|3600
|0
+
|5400
|60
+
|7200
|120
 
|180
 
|240
 
 
|No
 
|No
| Single shot weapon. Volatile: explodes for 70 damage. 35 AoE damage to all targets w/in 30m of original target. AMS immune
+
| +/- 50 damage. Scatter 150-275m. AMS immune
|-
+
|}
|HiEx Bomb
+
 
|N/A
+
==Bomb Bays==
|Missile
+
Bombs are single shot weapons of varying payloads heavily used on aerospace fighters and some LAMs for target saturation.
|1
 
|1
 
|70
 
|0
 
|10
 
|1
 
|1
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|60
 
|120
 
|180
 
|240
 
|No
 
| Single shot weapon. Volatile: explodes for 70 damage. AMS immune
 
|-
 
|Inferno Bomb
 
|N/A
 
|Missile
 
|1
 
|1
 
|25
 
|25
 
|5
 
|1
 
|1
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|60
 
|120
 
|180
 
|240
 
|No
 
| Single shot weapon. Volatile: explodes for 25 damage. AMS immune
 
|}
 
 
 
==Long Range Missiles==
 
LRMs deal decent damage at long range and are capable of indirect fire.
 
 
 
===Standard LRM===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,752: Line 7,814:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
|LRM5
+
|Cluster Bomb
|[[Ammunition#LRM|LRM]]
+
|N/A
 
|Missile
 
|Missile
|2
 
 
|1
 
|1
|4
+
|1
 +
|35
 
|0
 
|0
 +
|5
 
|1
 
|1
|5
 
 
|1
 
|1
|6
 
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 +
|0
 +
|0
 +
|60
 +
|120
 
|180
 
|180
|210
+
|240
|420
+
|No
|630
+
| Single shot weapon. Volatile: explodes for 70 damage. 35 AoE damage to all targets w/in 30m of original target. AMS immune
|840
 
|No
 
|Missile health: 1
 
 
|-
 
|-
|LRM5 (C)
+
|HiEx Bomb
|[[Ammunition#LRM|LRM]]
+
|N/A
 
|Missile
 
|Missile
 
|1
 
|1
 
|1
 
|1
|4
+
|70
 
|0
 
|0
 +
|10
 
|1
 
|1
|5
 
|1
 
|10
 
 
|1
 
|1
 
|0
 
|0
 
|0
 
|0
|0
 
|0
 
|150
 
|300
 
|450
 
|600
 
|Yes
 
|Missile health: 1
 
|-
 
|LRM10
 
|[[Ammunition#LRM|LRM]]
 
|Missile
 
|5
 
|2
 
|4
 
|0
 
|1
 
|10
 
|1
 
|12
 
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 
|0
 +
|60
 +
|120
 
|180
 
|180
|210
+
|240
|420
 
|630
 
|840
 
 
|No
 
|No
|Missile health: 1
+
| Single shot weapon. Volatile: explodes for 70 damage.  AMS immune
 
|-
 
|-
|LRM10 (C)
+
|Inferno Bomb
|[[Ammunition#LRM|LRM]]
+
|N/A
 
|Missile
 
|Missile
|2.5
 
 
|1
 
|1
|4
 
|0
 
 
|1
 
|1
|10
+
|25
 +
|25
 +
|5
 
|1
 
|1
|15
 
 
|1
 
|1
 
|0
 
|0
Line 7,837: Line 7,874:
 
|0
 
|0
 
|0
 
|0
|150
+
|0
|300
+
|0
|450
+
|60
|600
+
|120
|Yes
+
|180
|Missile health: 1
+
|240
 +
|No
 +
| Single shot weapon. Volatile: explodes for 25 damage. AMS immune
 +
|}
 +
 
 +
==Long Range Missiles==
 +
LRMs deal decent damage at long range and are capable of indirect fire.
 +
 
 +
===Standard LRM===
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 
|-
 
|-
|LRM15
+
|LRM5
 
|[[Ammunition#LRM|LRM]]
 
|[[Ammunition#LRM|LRM]]
 
|Missile
 
|Missile
|7
+
|2
|3
+
|1
 
|4
 
|4
 
|0
 
|0
 
|1
 
|1
|15
+
|5
 
|1
 
|1
|15
+
|6
 
|0
 
|0
 
|0
 
|0
Line 7,867: Line 7,947:
 
|Missile health: 1
 
|Missile health: 1
 
|-
 
|-
|LRM15 (C)
+
|LRM5 (C)
 
|[[Ammunition#LRM|LRM]]
 
|[[Ammunition#LRM|LRM]]
 
|Missile
 
|Missile
|3.5
+
|1
|2
+
|1
 
|4
 
|4
 
|0
 
|0
 
|1
 
|1
|15
+
|5
 
|1
 
|1
|20
+
|10
 
|1
 
|1
 
|0
 
|0
Line 7,890: Line 7,970:
 
|Missile health: 1
 
|Missile health: 1
 
|-
 
|-
|LRM20
+
|LRM10
 
|[[Ammunition#LRM|LRM]]
 
|[[Ammunition#LRM|LRM]]
 
|Missile
 
|Missile
 +
|5
 +
|2
 +
|4
 +
|0
 +
|1
 
|10
 
|10
 +
|1
 +
|12
 +
|0
 +
|0
 +
|0
 +
|0
 +
|180
 +
|210
 +
|420
 +
|630
 +
|840
 +
|No
 +
|Missile health: 1
 +
|-
 +
|LRM10 (C)
 +
|[[Ammunition#LRM|LRM]]
 +
|Missile
 +
|2.5
 +
|1
 
|4
 
|4
 +
|0
 +
|1
 +
|10
 +
|1
 +
|15
 +
|1
 +
|0
 +
|0
 +
|0
 +
|0
 +
|150
 +
|300
 +
|450
 +
|600
 +
|Yes
 +
|Missile health: 1
 +
|-
 +
|LRM15
 +
|[[Ammunition#LRM|LRM]]
 +
|Missile
 +
|7
 +
|3
 
|4
 
|4
 
|0
 
|0
 
|1
 
|1
|20
+
|15
 
|1
 
|1
|18
+
|15
 
|0
 
|0
 
|0
 
|0
Line 7,913: Line 8,039:
 
|Missile health: 1
 
|Missile health: 1
 
|-
 
|-
|LRM20 (C)
+
|LRM15 (C)
 
|[[Ammunition#LRM|LRM]]
 
|[[Ammunition#LRM|LRM]]
 
|Missile
 
|Missile
|5
+
|3.5
|4
+
|2
 
|4
 
|4
 
|0
 
|0
 +
|1
 +
|15
 
|1
 
|1
 
|20
 
|20
|1
 
|25
 
 
|1
 
|1
 
|0
 
|0
Line 7,935: Line 8,061:
 
|Yes
 
|Yes
 
|Missile health: 1
 
|Missile health: 1
|}
+
|-
 
+
|LRM20
 +
|[[Ammunition#LRM|LRM]]
 +
|Missile
 +
|10
 +
|4
 +
|4
 +
|0
 +
|1
 +
|20
 +
|1
 +
|18
 +
|0
 +
|0
 +
|0
 +
|0
 +
|180
 +
|210
 +
|420
 +
|630
 +
|840
 +
|No
 +
|Missile health: 1
 +
|-
 +
|LRM20 (C)
 +
|[[Ammunition#LRM|LRM]]
 +
|Missile
 +
|5
 +
|4
 +
|4
 +
|0
 +
|1
 +
|20
 +
|1
 +
|25
 +
|1
 +
|0
 +
|0
 +
|0
 +
|0
 +
|150
 +
|300
 +
|450
 +
|600
 +
|Yes
 +
|Missile health: 1
 +
|}
 +
 
 
===Streak LRM===
 
===Streak LRM===
 
Streak Launchers are heavier then standard LRM launchers but are more accurate and ignore some evasion. Unlike standard LRMs they are incapable of indirect fire and will not fire if they cannot guarantee a hit on the target.
 
Streak Launchers are heavier then standard LRM launchers but are more accurate and ignore some evasion. Unlike standard LRMs they are incapable of indirect fire and will not fire if they cannot guarantee a hit on the target.
Line 11,841: Line 12,013:
  
 
== TAG ==
 
== TAG ==
Target Acquisition Gear applies a debuff on targets which lasts two turns and gives friendly mechs a +1 accuracy bonus to hit the target. C3M applies a similar debuff providing a +2 accuracy bonus. The two effects do not stack.
+
Target Acquisition Gear applies a debuff on targets which lasts two turns and gives friendly mechs a +1 accuracy bonus to hit the target. Clan TAGs can stack this effect twice though the duration remains the same. C3M applies a similar debuff providing a +2 accuracy bonus. The two effects do not stack.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 11,899: Line 12,071:
 
|360
 
|360
 
|Yes
 
|Yes
| Duration: 1 turn
+
| Duration: 1 turn. Stack limit: 1
 
|-
 
|-
 
|Light TAG (C)
 
|Light TAG (C)
Line 11,922: Line 12,094:
 
|360
 
|360
 
|Yes
 
|Yes
| Duration: 1 turn
+
| Duration: 1 turn. Stack limit: 2
 
|-
 
|-
 
|TAG
 
|TAG
Line 11,945: Line 12,117:
 
|510
 
|510
 
|Yes
 
|Yes
| Duration: 1 turn
+
| Duration: 1 turn. Stack limit: 1
 
|-
 
|-
 
|TAG (C)
 
|TAG (C)
Line 11,958: Line 12,130:
 
|1
 
|1
 
|0
 
|0
|0
+
|4
 
| +1
 
| +1
 
|4
 
|4
Line 11,968: Line 12,140:
 
|480
 
|480
 
|Yes
 
|Yes
| Duration: 1 turn
+
| Duration: 1 turn. Stack limit: 2
 
|-
 
|-
 
|C3 Master
 
|C3 Master
Line 12,823: Line 12,995:
 
</tabs>
 
</tabs>
  
=== Snub-Nose Gauss Rifle ===
+
=== Rapid MRM ===
The SNGR functions similarly to the snub-nose PPC; the lighter, less powerful coils of the SNGR cause a significant loss of velocity at long range, but retain devastating killing power close up.
+
Mating the Rotary and the Missile, the Rapid MRM system is able to fire up to six times in bursts of 10 missiles, but has a higher chance of jamming when firing 4 or more times due to the complicated feed required for the weapon to work.
  
 +
<tabs>
 +
<tab name="x1">
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 12,861: Line 13,035:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
| Snub-Nose Gauss Rifle
+
| RMRM
| [[Ammunition#Gauss|Gauss]]
+
| [[Ammunition#MRM|MRM]]
| Ballistic
+
| Missile
| 11
+
| 10
 +
| 7
 
| 4
 
| 4
| 80
 
 
| 0
 
| 0
| 15
 
 
| 1
 
| 1
 +
| 10
 
| 1
 
| 1
| 7
+
| 6
| 2
+
| 0
| +1
+
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 20% jam chance. Missile health: 1
 +
|-
 +
| IRMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 10
 +
| 1
 +
| 6
 +
| 0
 +
| 0
 +
| 0
 
| 0
 
| 0
 
| 0
 
| 0
| 60
+
| 180
| 200
+
| 270
| 400
+
| 420
| 600
+
| 510
| 800
+
| Yes
| No
+
| 30% jam chance. Missile health: 1
| 50% damage fall off between 200m and 600mVolatile: explodes for 80 dmg + 15 stability
 
 
|}
 
|}
 
+
</tab>
=== Stormbreaker Mk-9 ===
+
<tab name="x2">
The Stormbreaker is a Magshot Rifle equivalent of the MG Array. It fires bursts in multiples of four, up to twelve shots with the x3 mode. However it is quite susceptible to jams and produces tremendous heat and recoil at higher firing rates.
 
 
 
<tabs>
 
<tab name="x1">
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 12,925: Line 13,118:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
| Stormbreaker Mk-9
+
| RMRM
| [[Ammunition#Magshot|Magshot]]
+
| [[Ammunition#MRM|MRM]]
| Ballistic
+
| Missile
 +
| 10
 
| 7
 
| 7
| 5
+
| 4
| 15
 
 
| 0
 
| 0
| 3
 
| 4
 
 
| 1
 
| 1
| 15
+
| 20
| 3
 
| +1
 
 
| 1
 
| 1
 +
| 12
 +
| 0
 +
| 0
 +
| 0
 
| 0
 
| 0
 
| 0
 
| 0
| 100
+
| 180
| 200
+
| 270
| 300
+
| 420
| 400
+
| 510
 
| Yes
 
| Yes
|  
+
| 20% jam chance. Missile health: 1
|}
+
|-
</tab>
+
| IRMRM
<tab name="x2">
+
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 20
 +
| 1
 +
| 12
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 30% jam chance. Missile health: 1
 +
|}
 +
</tab>
 +
<tab name="x3">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| RMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 10
 +
| 7
 +
| 4
 +
| 0
 +
| 1
 +
| 30
 +
| 1
 +
| 18
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 20% jam chance. Missile health: 1
 +
|-
 +
| IRMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 30
 +
| 1
 +
| 18
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 30% jam chance. Missile health: 1
 +
|}
 +
</tab>
 +
<tab name="x4">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| RMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 10
 +
| 7
 +
| 4
 +
| 0
 +
| 1
 +
| 40
 +
| 1
 +
| 24
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 35% jam chance. Missile health: 1
 +
|-
 +
| IRMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 40
 +
| 1
 +
| 24
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 30% jam chance. Missile health: 1
 +
|}
 +
</tab>
 +
<tab name="x5">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| RMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 10
 +
| 7
 +
| 4
 +
| 0
 +
| 1
 +
| 50
 +
| 1
 +
| 30
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 35% jam chance. Missile health: 1
 +
|-
 +
| IRMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 50
 +
| 1
 +
| 30
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 30% jam chance. Missile health: 1
 +
|}
 +
</tab>
 +
<tab name="x6">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| RMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 10
 +
| 7
 +
| 4
 +
| 0
 +
| 1
 +
| 60
 +
| 1
 +
| 36
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 40% jam chance. Missile health: 1
 +
|-
 +
| IRMRM
 +
| [[Ammunition#MRM|MRM]]
 +
| Missile
 +
| 8
 +
| 9
 +
| 4
 +
| 0
 +
| 1
 +
| 60
 +
| 1
 +
| 36
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 180
 +
| 270
 +
| 420
 +
| 510
 +
| Yes
 +
| 30% jam chance. Missile health: 1
 +
|}
 +
</tab>
 +
</tabs>
 +
 
 +
=== Snub-Nose Gauss Rifle ===
 +
The SNGR functions similarly to the snub-nose PPC; the lighter, less powerful coils of the SNGR cause a significant loss of velocity at long range, but retain devastating killing power close up.
 +
 
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| Snub-Nose Gauss Rifle
 +
| [[Ammunition#Gauss|Gauss]]
 +
| Ballistic
 +
| 11
 +
| 4
 +
| 80
 +
| 0
 +
| 15
 +
| 1
 +
| 1
 +
| 7
 +
| 2
 +
| +1
 +
| 0
 +
| 0
 +
| 60
 +
| 200
 +
| 400
 +
| 600
 +
| 800
 +
| No
 +
| 50% damage fall off between 200m and 600mVolatile: explodes for 80 dmg + 15 stability
 +
|}
 +
 
 +
=== Stormbreaker Mk-9 ===
 +
The Stormbreaker is a Magshot Rifle equivalent of the MG Array. It fires bursts in multiples of four, up to twelve shots with the x3 mode. However it is quite susceptible to jams and produces tremendous heat and recoil at higher firing rates.
 +
 
 +
<tabs>
 +
<tab name="x1">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| Stormbreaker Mk-9
 +
| [[Ammunition#Magshot|Magshot]]
 +
| Ballistic
 +
| 7
 +
| 5
 +
| 15
 +
| 0
 +
| 3
 +
| 4
 +
| 1
 +
| 15
 +
| 3
 +
| +1
 +
| 1
 +
| 0
 +
| 0
 +
| 100
 +
| 200
 +
| 300
 +
| 400
 +
| Yes
 +
|  
 +
|}
 +
</tab>
 +
<tab name="x2">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| Stormbreaker Mk-9
 +
| [[Ammunition#Magshot|Magshot]]
 +
| Ballistic
 +
| 7
 +
| 5
 +
| 15
 +
| 0
 +
| 3
 +
| 8
 +
| 1
 +
| 30
 +
| 5
 +
| +1
 +
| 1
 +
| 0
 +
| 0
 +
| 100
 +
| 200
 +
| 300
 +
| 400
 +
| Yes
 +
| 10% jam chance
 +
|}
 +
</tab>
 +
<tab name="x3">
 +
{| class="wikitable"
 +
!
 +
!
 +
!
 +
! colspan="2" |Tonnage/Size
 +
! colspan="3" |Damage
 +
! colspan="4" |Per salvo
 +
! colspan="3" |Modifiers
 +
! colspan="5" |Range
 +
!
 +
!
 +
|-
 +
!<small>Name</small>
 +
!<small>Ammo</small>
 +
!<small>Hardpoint</small>
 +
!<small>Tonnage</small>
 +
!<small>Slots</small>
 +
!<small>Normal</small>
 +
!<small>Heat</small>
 +
!<small>Stab</small>
 +
!<small>Shots</small>
 +
!<small>Projectiles</small>
 +
!<small>Heat</small>
 +
!<small>Recoil</small>
 +
!<small>Accuracy</small>
 +
!<small>Evasion Ignored</small>
 +
!<small>Bonus Crit Chance</small>
 +
!<small>Min</small>
 +
!<small>Short</small>
 +
!<small>Medium</small>
 +
!<small>Long</small>
 +
!<small>Max</small>
 +
!<small>Fires In Melee</small>
 +
!<small>Additional Info</small>
 +
|-
 +
| Stormbreaker Mk-9
 +
| [[Ammunition#Magshot|Magshot]]
 +
| Ballistic
 +
| 7
 +
| 5
 +
| 15
 +
| 0
 +
| 3
 +
| 12
 +
| 1
 +
| 45
 +
| 8
 +
| +1
 +
| 1
 +
| 0
 +
| 0
 +
| 100
 +
| 200
 +
| 300
 +
| 400
 +
| Yes
 +
| 30% jam chance
 +
|}
 +
</tab>
 +
</tabs>
 +
 
 +
=== Support PPC Array ===
 +
The SuPPC is several BA Support PPCs welded together to make an array that fires three smaller shots. If it sounds silly that's because it is, but you can't argue with the results. It ignores a little bit of evasion and has a slightly higher crit chance than standard PPCs.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
Line 12,985: Line 13,785:
 
!<small>Additional Info</small>
 
!<small>Additional Info</small>
 
|-
 
|-
| Stormbreaker Mk-9
+
|SuPPC
| [[Ammunition#Magshot|Magshot]]
+
|N/A
| Ballistic
+
|Energy
| 7
+
|3
| 5
+
|2
| 15
+
|12
| 0
+
|0
| 3
+
|3
| 8
+
|3
| 1
+
|1
| 30
+
|17
| 5
+
|0
| +1
+
|0
| 1
+
|1
| 0
+
| +25%
| 0
+
|0
| 100
+
|105
| 200
+
|210
| 300
+
|315
| 400
+
|420
| Yes
+
|No
| 10% jam chance
+
| -1 accuracy debuff on target
 
|}
 
|}
</tab>
 
<tab name="x3">
 
{| class="wikitable"
 
!
 
!
 
!
 
! colspan="2" |Tonnage/Size
 
! colspan="3" |Damage
 
! colspan="4" |Per salvo
 
! colspan="3" |Modifiers
 
! colspan="5" |Range
 
!
 
!
 
|-
 
!<small>Name</small>
 
!<small>Ammo</small>
 
!<small>Hardpoint</small>
 
!<small>Tonnage</small>
 
!<small>Slots</small>
 
!<small>Normal</small>
 
!<small>Heat</small>
 
!<small>Stab</small>
 
!<small>Shots</small>
 
!<small>Projectiles</small>
 
!<small>Heat</small>
 
!<small>Recoil</small>
 
!<small>Accuracy</small>
 
!<small>Evasion Ignored</small>
 
!<small>Bonus Crit Chance</small>
 
!<small>Min</small>
 
!<small>Short</small>
 
!<small>Medium</small>
 
!<small>Long</small>
 
!<small>Max</small>
 
!<small>Fires In Melee</small>
 
!<small>Additional Info</small>
 
|-
 
| Stormbreaker Mk-9
 
| [[Ammunition#Magshot|Magshot]]
 
| Ballistic
 
| 7
 
| 5
 
| 15
 
| 0
 
| 3
 
| 12
 
| 1
 
| 45
 
| 8
 
| +1
 
| 1
 
| 0
 
| 0
 
| 100
 
| 200
 
| 300
 
| 400
 
| Yes
 
| 30% jam chance
 
|}
 
</tab>
 
</tabs>
 
  
 
=== Ultra LB-X ===
 
=== Ultra LB-X ===
Line 13,135: Line 13,873:
 
|-
 
|-
 
| Ultra LBX AC/5 (C)
 
| Ultra LBX AC/5 (C)
| [[Ammunition#LB-X|LBX/5]]
+
| [[Ammunition#LB-X|LBX/2]]
 
| Ballistic
 
| Ballistic
 
| 9
 
| 9

Revision as of 18:52, 3 November 2021

How to read these tables: values in the Damage columns (damage/heat/stability) are multiplied by the number of shots and divided by the number of projectiles.

For example: an AC/2 does 9 damage and 7 stability per shot and fires 3 shots for a total of 27 damage and 21 stability. A Light Cannon does 90 damage and 3 stability per shot and fires only 1 shot, however it is divided amongst 15 projectiles so it does 15 separate instances of 6 damage and 0.2 stability spread over the target in a shotgun effect.

A slightly more complex example is a HAG20 which does 50 damage per shot multiplied by 2 shots for a total of 100 damage but each shot is divided into 10 projectiles for a total of 20 "pellets" hitting at 5 damage per projectile.


Note: Accuracy bonuses/penalties are displayed as they're seen in tool-tips and orange text within the game i.e. a +1 increases your chance to hit and a -1 decreases it. This might cause some confusion with anyone used to table-top rules where -1 is good and +1 is bad.

Ballistic


Autocannons

Autocannons are a rapid-firing, auto-loading direct-fire ballistic weapons, capable of firing a variety of ammunition types.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
AC/2 AC/2 Ballistic 6 1 9 0 7 3 1 3 1 0 0 0 120 240 480 720 960 No
AC/5 AC/5 Ballistic 8 2 45 0 15 1 1 6 1 0 0 0 90 180 360 540 720 No
AC/5 Prototype AC/5 Ballistic 9 2 35 0 10 1 1 9 1 0 0 0 90 180 360 540 720 No
AC/10 AC/10 Ballistic 12 3 60 0 30 1 1 9 2 0 0 0 0 150 300 450 600 Yes
AC/10 Prototype AC/10 Ballistic 13 3 50 0 20 1 1 12 3 0 0 0 0 150 300 450 510 Yes
AC/20 AC/20 Ballistic 14 4 100 0 60 1 1 21 2 0 0 0 0 90 180 270 360 Yes

Cannons

Cannons are primitive ballistic weapons capable of devastating targets by unloading their ammunition in one big volley which makes them extremely good for first-strike attacks but useless in a prolonged fight.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Light Cannon N/A Ballistic 4 2 90 0 3 1 15 15 2 0 0 +25% 0 180 360 540 720 Yes Single shot weapon
Medium Cannon N/A Ballistic 7 3 120 0 5 1 10 6 3 0 0 +25% 0 140 280 420 560 Yes Single shot weapon
Heavy Cannon N/A Ballistic 10 4 150 0 8 1 5 12 4 0 0 +25% 0 100 200 300 400 Yes Single shot weapon


Hypervelocity Autocannons

HVACs are capable of firing much further and at much higher velocities than standard autocannons. HVAC ammunition is larger and uses a unique type of propellant which reduces the amount of ammunition per ton and makes the weapon vulnerable to catastrophic malfunctions which can damage or completely disable it.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
HVAC/2 HVAC/2 Ballistic 7 2 30 0 7 1 1 3 1 0 0 0 90 300 600 1050 1200 No 10% jam chance. 15 AoE damage to all targets w/in 30m of original target
HVAC/5 HVAC/5 Ballistic 10 4 50 0 13 1 1 6 2 0 0 0 60 240 480 840 960 No 10% jam chance. 25 AoE damage to all targets w/in 60m of original target
HVAC/10 HVAC/10 Ballistic 12 6 70 0 25 1 1 10 3 0 0 0 0 180 360 600 720 No 10% jam chance. 35 AoE damage to all targets w/in 60m of original target

Light Autocannons

Light Autocannons trade some range and a bit of damage for a weight reduction of approximately 20% whilst maintaining the ability to use the specialised ammunition of the original guns.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LAC/2 AC/2 Ballistic 4 1 7 0 5 3 1 5 1 0 0 0 0 180 360 540 720 Yes
LAC/5 AC/5 Ballistc 5 2 40 0 10 1 1 9 1 0 0 0 0 250 300 450 600 Yes

Rifles

The precursor to the modern Autocannon, rifles carry a finite internal ammunition supply which cannot be expanded.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Light Rifle N/A Ballistic 4 2 25 0 15 1 1 3 2 0 0 0 90 120 240 360 480 No Internal ammo: 18 shots. Volatile: explodes for 25 dmg + 2 stability per remaining ammo
Medium Rifle N/A Ballistic 7 3 45 0 27 1 1 6 3 0 0 0 60 150 300 450 600 No Internal ammo: 18 shots. Volatile: explodes for 45 dmg + 5 stability per remaining ammo
Heavy Rifle N/A Ballistic 10 4 60 0 40 1 1 12 4 0 0 0 30 180 360 540 720 Yes Internal ammo: 12 shots. Volatile: explodes for 60 dmg + 6 stability per remaining ammo

Rotary Autocannons

The Rotary Autocannon is capable of firing up to six times as many rounds as its standard cousin, allowing it to deal significant damage. At the same time, each extra shot increases the chance for it to jam.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 1 1 6 1 0 0 0 120 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 1 1 10 2 0 0 0 90 180 360 540 600 No 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 2 1 12 2 0 0 0 120 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 2 1 20 3 0 0 0 90 180 360 540 600 No 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 3 1 18 2 0 0 0 120 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 3 1 30 3 0 0 0 90 180 360 540 600 No 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 4 1 24 3 0 0 0 120 240 480 720 780 No 10% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 4 1 40 4 0 0 0 90 180 360 540 600 No 20% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 5 1 30 3 0 0 0 120 240 480 720 780 No 20% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 5 1 50 4 0 0 0 90 180 360 540 600 No 30% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RAC/2 RAC/2 Ballistic 8 3 20 0 6 6 1 36 4 0 0 0 120 240 480 720 780 No 30% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 6 1 60 5 0 0 0 90 180 360 540 600 No 40% jam chance

Ultra Autocannons

Ultra autocannon are capable of firing twice in a row, doubling heat and potentially damage at the risk of jamming.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
UAC/2 UAC/2 Ballistic 7 3 20 0 5 1 1 3 1 0 0 0 90 240 510 750 1020 No 0% jam chance
UAC/2 (C) UAC/2 Ballistic 5 2 25 0 3 1 1 6 1 0 0 0 90 210 420 630 840 No 0% jam chance
UAC/5 UAC/5 Ballistic 9 5 35 0 12 1 1 8 2 0 0 0 60 180 390 600 780 No 0% jam chance
UAC/5 (C) UAC/5 Ballistic 7 3 45 0 5 1 1 10 2 0 0 0 60 160 320 480 640 No 0% jam chance
UAC/10 UAC/10 Ballistic 13 7 55 0 25 1 1 12 3 0 0 0 0 180 360 540 720 Yes 0% jam chance
UAC/10 (C) UAC/10 Ballistic 10 4 60 0 10 1 1 13 3 0 0 0 0 150 350 450 550 Yes 0% jam chance
UAC/20 UAC/20 Ballistic 15 8 90 0 35 1 1 15 4 0 0 0 0 90 210 300 420 Yes 0% jam chance
UAC/20 (C) UAC/20 Ballistic 12 8 100 0 15 1 1 16 4 0 0 0 0 100 200 300 400 Yes 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
UAC/2 UAC/2 Ballistic 7 3 20 0 5 2 1 5 2 0 0 0 90 240 510 750 1020 No 5% jam chance
UAC/2 (C) UAC/2 Ballistic 5 2 25 0 2.5 2 1 9 1 0 0 0 90 210 420 630 840 No 10% jam chance
UAC/5 UAC/5 Ballistic 9 5 35 0 12 2 1 12 3 0 0 0 60 180 390 600 780 No 5% jam chance
UAC/5 (C) UAC/5 Ballistic 7 3 45 0 5 2 1 15 2 0 0 0 60 160 320 480 640 No 10% jam chance
UAC/10 UAC/10 Ballistic 13 7 55 0 25 2 1 18 5 0 0 0 0 180 360 540 720 Yes 5% jam chance
UAC/10 (C) UAC/10 Ballistic 10 4 60 0 10 2 1 19 3 0 0 0 0 150 350 450 550 Yes 10% jam chance
UAC/20 UAC/20 Ballistic 15 8 90 0 35 2 1 22 6 0 0 0 0 90 210 300 420 Yes 5% jam chance
UAC/20 (C) UAC/20 Ballistic 12 8 100 0 15 2 1 24 4 0 0 0 0 100 200 300 400 Yes 10% jam chance

LB-X

The LB-X Autocannon is an advanced variation of the standard Autocannon. Its most notable feature is the ability to fire cluster munitions as well as the standard slug ammunition. More information on how cluster ammunition works can be found here.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LBX/2 LBX/2 Ballistic 6 3 25 0 6 1 1 2 1 0 0 0 120 270 520 810 1040 No
LBX/2 (C) LBX/2 Ballistic 5 3 25 0 6 1 1 4 2 0 0 0 120 240 460 720 920 No
LBX/5 LBX/5 Ballistic 8 4 45 0 11 1 1 5 2 0 0 0 90 210 420 630 840 No
LBX/5 (C) LBX/5 Ballistic 7 4 45 0 11 1 1 8 3 0 0 0 90 180 360 540 720 No
LBX/10 LBX/10 Ballistic 11 5 60 0 15 1 1 8 3 0 0 0 0 180 360 540 720 Yes
LBX/10 (C) LBX/10 Ballistic 10 5 60 0 15 1 1 12 4 0 0 0 0 160 320 480 640 Yes
LBX/20 LBX/20 Ballistic 14 8 100 0 25 1 1 11 4 0 0 0 0 120 240 360 480 Yes
LBX/20 (C) LBX/20 Ballistic 12 8 100 0 25 1 1 16 5 0 0 0 0 100 200 300 400 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LBX/2 LBX/2 Ballistic 6 3 25 0 6 1 2 2 1 0 0 0 120 270 520 810 1040 No
LBX/2 (C) LBX/2 Ballistic 5 3 25 0 6 1 2 4 2 0 0 0 120 240 460 720 920 No
LBX/5 LBX/5 Ballistic 8 4 45 0 11 1 5 5 2 0 0 0 90 210 420 630 840 No
LBX/5 (C) LBX/5 Ballistic 7 4 45 0 11 1 5 8 3 0 0 0 90 180 360 540 720 No
LBX/10 LBX/10 Ballistic 11 5 60 0 15 1 10 8 3 0 0 0 0 180 360 540 720 Yes
LBX/10 (C) LBX/10 Ballistic 10 5 60 0 15 1 10 12 4 0 0 0 0 160 320 480 640 Yes
LBX/20 LBX/20 Ballistic 14 8 100 0 25 1 20 11 4 0 0 0 0 120 240 360 480 Yes
LBX/20 (C) LBX/20 Ballistic 12 8 100 0 25 1 20 16 5 0 0 0 0 100 200 300 400 Yes

Gauss

Single Shot

Gauss rifles uses electromagnets to accelerate inert metal slugs to extremely high speed. As a result, the ammunition cannot explode but the gun itself can due to the large amount of stored energy within them.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Gauss Rifle Gauss Ballistic 15 5 75 0 30 1 1 5 2 0 0 0 60 210 450 660 900 No Volatile: explodes for 75 dmg + 18 stability
Gauss Rifle (C) Gauss Ballistic 12 4 70 0 20 1 1 9 1 0 2 0 60 210 450 660 900 No Volatile: explodes for 70 dmg + 18 stability
Improved Gauss Rifle Gauss Ballistic 13 4 75 0 23 1 1 7 2 +1 1 0 60 210 450 660 900 No Volatile: explodes for 75 dmg + 18 stability
Heavy Gauss Heavy Gauss Ballistic 18 8 125 0 40 1 1 10 3 +1 0 0 120 180 390 600 780 No 50% dmg fall off between 200m and 600m. Volatile: explodes for 125 dmg + 30 stability.
Improved Heavy Gauss Heavy Gauss Ballistic 20 10 110 0 60 1 1 10 5 +1 0 0 0 180 360 540 720 No Volatile: explodes for 110 dmg + 60 stability
Light Gauss Rifle Light Gauss Ballistic 12 5 40 0 40 1 1 5 2 +1 0 0 30 240 510 750 1020 No Volatile: explodes for 40 dmg + 40 stability
Piercing Gauss Rifle Gauss Ballistic 15 5 25 0 25 1 1 5 3 +1 0 0 60 210 450 660 900 No 25 structure dmg. Volatile: explodes for 50 dmg + 18 stability.
Magshot Rifle Magshot Support 0.5 1 15 0 4 1 1 5 1 0 4 0 0 90 180 270 360 Yes Volatile: explodes for 15 dmg + 5 stability

Rotary Gauss Rifle

A unique weapon consisting of a trio of Gauss rifle barrels that cycle when fired like the cylinder of a revolver. This allows for up to three rapidly fired shots with one trigger pull for incredible amounts of damage, however there is a chance the weapon will jam when fired.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Rotary Gauss Rifle Gauss Ballistic 15 5 50 0 10 1 1 5 2 +1 0 0 60 210 450 660 900 No 0% jam chance. Volatile: explodes for 50 damage + 25 stability
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Rotary Gauss Rifle Gauss Ballistic 15 5 50 0 10 2 1 10 3 +1 0 0 60 210 450 660 900 No 15% jam chance. Volatile: explodes for 50 damage + 25 stability
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Rotary Gauss Rifle Gauss Ballistic 15 5 50 0 10 3 1 15 4 +1 0 0 60 210 450 660 900 No 20% jam chance. Volatile: explodes for 50 damage + 25 stability

Cluster Shot

Hyper-Assault and Silver Bullet Gauss fire a shotgun-like spread of projectiles. Though they are less effective at punching through armor, this allows them to be slightly more accurate than normal Gauss rifles and gives them an increased chance to do critical hits on exposed structure.

Note: HAG and Silver Bullet Gauss rifles require special non-standard Gauss ammunition, they cannot use standard Gauss rifle ammo.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Hyper-Assault Gauss 20 (C) Hyper Gauss Ballistic 10 6 50 0 1 2 10 12 2 +1 0 0 60 240 480 720 960 No Total Damage: 100. Volatile: explodes for 100 dmg + 20 stability
Hyper-Assault Gauss 30 (C) Hyper Gauss Ballistic 13 8 50 0 1 3 10 18 3 +1 0 0 60 240 480 720 960 No Total Damage: 150. Volatile: explodes for 150 dmg + 30 stability
Hyper-Assault Gauss 40 (C) Hyper Gauss Ballistic 16 10 50 0 1 4 10 24 4 +1 0 0 60 240 480 720 960 No Total Damage: 200. Volatile: explodes for 200 dmg + 40 stability
Silver Bullet Gauss Silver Bullet Gauss Ballistic 14 6 85 0 25 1 5 4 1 +1 1 +50% 0 210 450 660 810 Yes Fires a cluster of five shots. Volatile: explodes for 85 dmg + 25 stability.

Artillery

Mounted Guns

Artillery may be fired directly or indirectly, however it is most effective when fired indirectly. Range brackets are significantly reduced when firing in Direct Fire mode and accuracy is also reduced. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Thumper Artillery Thumper Ballistic 15 8 25 0 15 1 1 15 2 0 0 +50% 120 360 720 1080 1440 No -1 direct fire accuracy penalty. +/- 5 damage. Scatter 35-75m
Sniper Artillery Sniper Ballistic 20 10 50 0 30 1 1 30 3 0 0 +50% 120 360 720 1080 1440 No -1 direct fire accuracy penalty. +/- 20 damage. Scatter 50-115m
Long Tom Artillery Longtom Ballistic 30 12 70 0 40 1 1 60 3 0 0 +50% 120 360 780 1200 1560 No -1 direct fire accuracy penalty. +/- 30 damage. Scatter 75-135m
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Thumper Artillery Thumper Ballistic 15 8 25 0 15 1 1 15 2 -1 0 +50% 120 240 260 290 420 No +/- 5 damage. Scatter 35-75m
Sniper Artillery Sniper Ballistic 20 10 50 0 30 1 1 30 3 -1 0 +50% 120 240 260 290 420 No +/- 20 damage. Scatter 50-115m
Long Tom Artillery Longtom Ballistic 30 12 70 0 40 1 1 60 3 -1 0 +50% 120 240 240 390 480 No +/- 30 damage. Scatter 75-135m

Artillery Cannons

Artillery Cannosn are smaller, snub-nosed versions of their larger artillery equivalents albeit with shorter range and being incapable of indirect fire. Though they're essentially just up-scaled Auto Cannons they use artillery ammunition. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Sniper Cannon Sniper Ballistic 15 10 70 0 30 1 1 35 4 0 0 0 0 120 240 360 480 No +/- 35 damage. Scatter 25-65m

Mortars

Like larger artillery, the Mech Mortar fires a small shell in a high arc that falls on or near the target, doing damage in an area. Perfect for indirect fire support, mortars can utilise a variety of ammunition types to damage or inflict crippling status effects on enemies. Similar to other artillery pieces the rounds can scatter away from the initial point of aim.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Mech Grenade Launcher Grenade Support 3 2 5 0 5 1 1 6 0 0 3 0 180 420 420 630 690 No Scatter 5-15m
Mortar/1 Mortar Ballistic 1 1 8 0 2 1 1 3 1 0 0 0 180 210 420 630 760 No Scatter 5-15m
Mortar/2 Mortar Ballistic 2 2 8 0 2 2 1 6 1 0 0 0 180 210 420 630 760 No Scatter 5-15m
Mortar/4 Mortar Ballistic 4 3 8 0 2 4 1 12 1 0 0 0 180 210 420 630 760 No Scatter 5-15m
Mortar/8 Mortar Ballistic 8 5 8 0 2 8 1 30 1 0 0 0 180 210 420 630 760 No Scatter 5-15m

Heavy Machine Guns

The Heavy Machine Gun is less a machine gun and more like an automated grenade launcher. The HMG deals significantly more damage per shot, but weighs twice as much, and has a chance to jam the ammo feeds if the user is careless.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
HMG MG Ballistic 1 1 9 0 2 1 1 4 1 0 0 -75% 0 30 60 60 60 Yes 0% jam chance
HMG (C) MG Ballistic 0.5 1 10 0 2 1 1 4 1 0 0 -75% 0 30 60 60 60 Yes 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
HMG MG Ballistic 1 1 9 0 2 2 1 4 2 0 0 -85% 0 30 60 60 60 Yes 10% jam chance
HMG (C) MG Ballistic 0.5 1 10 0 2 2 1 4 2 0 0 -85% 0 30 60 60 60 Yes 10% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
HMG MG Ballistic 1 1 9 0 2 3 1 4 3 0 0 -95% 0 30 60 60 60 Yes 20% jam chance
HMG (C) MG Ballistic 0.5 1 10 0 2 3 1 4 3 0 0 -95% 0 30 60 60 60 Yes 20% jam chance


Energy


Lasers

Standard Lasers

Lasers are lightweight with good accuracy and respectable damage. They do not require ammunition and are generally more accurate but produce higher heat than ballistic weapons.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
S Laser N/A Support 0.5 1 15 0 0 1 1 5 0 +1 3 0 0 30 60 90 120 Yes
M Laser N/A Energy 1 1 20 0 0 1 1 10 0 +1 0 0 0 90 180 270 360 Yes
M Laser - N/A Energy 1 1 20 0 0 1 1 12 0 -1 0 0 0 90 180 270 330 Yes
L Laser N/A Energy 5 2 40 0 0 1 1 18 0 +1 0 0 0 150 300 450 600 Yes
L Laser - N/A Energy 5 1 40 0 0 1 1 27 0 -1 0 0 0 150 300 450 510 Yes
Improved L Laser N/A Energy 4 1 40 0 0 1 1 18 0 +1 0 0 0 150 300 450 600 Yes

Extended Range Lasers

ER lasers increases the power of the beam to do a bit more damage at greater ranges than standard lasers at the cost of increased heat.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
ER Micro Laser (C) N/A Support 0.25 1 10 0 0 1 1 5 0 0 4 -25% 0 30 60 90 120 Yes
ER S Laser N/A Support 0.5 1 20 0 0 1 1 9 0 +1 3 +20% 0 60 120 150 240 Yes
ER S Laser (C) N/A Support 0.5 1 20 0 0 1 1 12 0 0 4 +50% 0 60 100 150 200 Yes
ER M Laser N/A Energy 1 1 25 0 0 1 1 15 0 +1 0 +20% 0 120 240 360 480 Yes
ER M Laser (C) N/A Energy 1 1 30 0 0 1 1 17 0 0 0 +20% 0 100 225 350 475 Yes
ER L Laser N/A Energy 5 2 45 0 0 1 1 25 0 +1 0 +20% 0 330 420 580 840 Yes
ER L Laser (C) N/A Energy 4 1 55 0 0 1 1 30 0 0 0 0 0 200 400 600 700 Yes

Binary Laser

The Binary Laser Cannon is essentially two fused large lasers configured to fire at once. While this increases accuracy and penetration on a single point, the system is still markedly less efficient than firing two large lasers separately.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Binary Laser N/A Energy 9 2 70 0 0 1 1 35 0 +2 0 +20% 0 150 300 450 510 Yes

Improved Binary Laser

The Improved Binary Laser is a variation on the standard Binary Laser that deals greater damage and can fire the cores separately. Can change fire mode between Split Cores and Linked Cores. Linked is default mode, Split does two shots at less damage per shot with damage falloff on each shot but dealing greater overall damage at short range.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Improved Binary Laser N/A Energy 9 2 80 0 0 1 1 40 0 +1 0 +20% 0 150 300 450 510 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Improved Binary Laser N/A Energy 9 2 55 0 0 2 1 40 0 +1 0 +20% 0 150 300 450 510 Yes 30% dmg fall off between 155m and 400m

Bombast Laser

The Bombast Laser has four charge levels, with commensurate damage and range boosts the more power you feed it, though more powerful shots make more heat and are more inaccurate.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Bombast Laser N/A Energy 7 3 45 0 0 1 1 30 0 +1 0 +50% 0 150 300 450 600 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Bombast Laser N/A Energy 7 3 55 0 0 1 1 40 0 0 0 +50% 0 180 360 540 720 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Bombast Laser N/A Energy 7 3 65 0 0 1 1 50 0 -1 0 +50% 0 200 400 600 800 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Bombast Laser N/A Energy 7 3 75 0 0 1 1 60 0 -2 0 +50% 0 230 460 690 920 Yes

Chemical Lasers

Chem lasers do less damage than conventional lasers but produce very little heat. They also require volatile ammunition in order to fire.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
S Chem Laser Chemical Laser Support 0.5 1 12 0 0 1 1 1 0 0 3 0 0 30 60 90 120 Yes
M Chem Laser Chemical Laser Energy 1 1 17 0 0 1 1 3 0 0 0 0 0 90 180 270 360 Yes
L Chem Laser Chemical Laser Energy 4 1 35 0 0 1 1 13 0 0 0 0 0 150 300 450 600 Yes

COIL

Contained Overflow Inertia Linkage beam weapons translate power from motion into a kinetic battery for rapid release. In practical terms, the farther a unit moves in a turn, the more damage a COIL will do and the more heat it will generate.

Damage for Standard mode is calculated like this: Base damage 30*(Evasion Pips^0.7). Heat is calculated like this: Base heat 30*(Evasion Pips^0.8)

Damage for Overcharge mode is calculated like this: Base damage 30*(Evasion Pips^1). Heat is calculated like this: Base heat 30*(Evasion Pips^1.25)

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 30 0 0 1 1 30 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 30 0 0 1 1 30 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 49 0 0 1 1 52 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 60 0 0 1 1 71 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 65 0 0 1 1 72 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 90 0 0 1 1 118 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 79 0 0 1 1 91 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 120 0 0 1 1 170 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 93 0 0 1 1 109 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 150 0 0 1 1 224 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 105 0 0 1 1 126 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 180 0 0 1 1 282 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 117 0 0 1 1 142 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 210 0 0 1 1 342 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 129 0 0 1 1 158 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 240 0 0 1 1 404 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 140 0 0 1 1 174 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 270 0 0 1 1 468 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 150 0 0 1 1 189 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 300 0 0 1 1 533 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 161 0 0 1 1 204 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 330 0 0 1 1 601 0 +1 3 0 0 150 150 150 150 Yes

Standard

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 171 0 0 1 1 219 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
COIL N/A Support 7 6 360 0 0 1 1 670 0 +1 3 0 0 150 150 150 150 Yes

Heavy Lasers

Heavy lasers deal considerably more damage than their standard equivalent at the cost of significantly increased heat generation. Additionally, the weapon's energy signature produces sensor intereference in 'Mechs resulting in a +3 accuracy penalty.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Heavy S Laser (C) N/A Support 0.5 1 30 0 0 1 1 12 0 -3 3 -50% 0 30 60 90 90 Yes
Heavy M Laser (C) N/A Energy 1 2 50 0 0 1 1 21 0 -3 0 -50% 0 90 180 270 360 Yes
Heavy L Laser (C) N/A Energy 4 3 80 0 0 1 1 54 0 -3 0 -50% 0 150 300 450 600 Yes
Super M Laser N/A Energy 1 2 50 0 0 1 1 21 0 -1 0 -50% 0 90 180 270 360 Yes Volatile: explodes for 50 damage

Pulse Lasers

An improvement upon standard lasers, pulse lasers have better accuracy, especially against moving targets, and higher damage. However, they have a reduced effective range as well as increased heat and weight.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Micro Pulse (C) N/A Support 0.5 1 15 0 0 1 1 3 0 0 6 -25% 0 30 40 50 60 Yes
S Pulse N/A Support 1 1 20 0 0 1 1 8 0 +2 4 0 0 30 60 90 120 Yes
S Pulse (C) N/A Support 1 1 25 0 0 1 1 6 0 0 6 0 0 40 60 80 110 Yes
M Pulse N/A Energy 2 1 27 0 0 1 1 11 0 +2 1 0 0 60 120 180 240 Yes
M Pulse (C) N/A Energy 2 1 35 0 0 1 1 17 0 0 3 0 0 60 120 180 240 Yes
L Pulse N/A Energy 7 2 50 0 0 1 1 23 0 +2 1 0 0 90 210 300 420 Yes
L Pulse (C) N/A Energy 6 2 55 0 0 1 1 30 0 0 3 0 0 90 210 300 420 Yes

Extended Range Pulse Lasers

Combining the best features of pulse and extended range lasers, Clan Wolf created the ER Pulse Laser family which provides the accuracy and damage of pulse lasers but without the sacrifice in effective range.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
ER S Pulse Laser (C) N/A Support 1 1 25 0 0 1 1 12 0 +1 4 0 0 50 105 130 180 Yes
ER M Pulse Laser (C) N/A Energy 2 2 35 0 0 1 1 24 0 +1 1 0 0 100 200 300 425 Yes
ER L Pulse Laser (C) N/A Energy 6 3 55 0 0 1 1 35 0 +1 1 0 0 170 300 450 600 Yes

Variable Speed Pulse Lasers

VSPLs inflict much higher damage and have much higher accuracy at close range in exchange for a large drop off in damage at longer ranges.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
S VSPL N/A Support 2 1 25 0 0 1 1 9 0 +3 4 0 0 60 60 60 60 Yes
M VSPL N/A Energy 4 2 45 0 0 1 1 21 0 +3 1 0 0 60 60 60 60 Yes
L VSPL N/A Energy 9 4 80 0 0 1 1 30 0 +3 1 0 0 120 120 120 120 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
S VSPL N/A Support 2 1 20 0 0 1 1 9 0 +2 4 0 60 120 120 120 120 Yes
M VSPL N/A Energy 4 2 35 0 0 1 1 21 0 +2 1 0 60 150 150 150 150 Yes
L VSPL N/A Energy 9 4 65 0 0 1 1 30 0 +2 1 0 120 240 240 240 240 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
S VSPL N/A Support 2 1 15 0 0 1 1 9 0 +1 4 0 120 180 180 180 180 Yes
M VSPL N/A Energy 4 2 25 0 0 1 1 21 0 +1 1 0 150 270 270 270 270 Yes
L VSPL N/A Energy 9 4 50 0 0 1 1 30 0 +1 1 0 240 450 450 450 450 Yes

X-Pulse Lasers

X-Pulse lasers are an upgrade to pulse lasers that extend the weapon's range at the cost of increased heat. XPLs also differ from standard pulse lasers in that they fire three shots instead of just one, increasing their chance to land critical hits on internal structure.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Small X-Pulse N/A Support 1 1 8 0 0 3 1 10 0 +2 4 0 0 60 110 160 220 Yes
Medium X-Pulse N/A Energy 2 1 10 0 0 3 1 18 0 +2 1 0 0 90 180 270 330 Yes
L X-Pulse N/A Energy 7 2 19 0 0 3 1 38 0 +2 1 0 0 150 300 450 510 Yes


Experimental Lasers

Dissolving Pulse Lasers

These pulse lasers have been calibrated to cascade over enemy armor, weakening it to further attacks for two turns.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Dissolving S Pulse N/A Support 1 1 20 0 0 1 1 9 0 +2 4 0 0 30 60 90 120 Yes Target takes 5% extra damage from subsequent attacks
Dissolving M Pulse N/A Energy 2 1 27 0 0 1 1 11 0 +2 1 0 0 60 120 180 240 Yes Target takes 10% extra damage from subsequent attacks
Dissolving L Pulse N/A Energy 7 2 50 0 0 1 1 23 0 +2 1 0 0 90 210 300 420 Yes Target takes 20% extra damage from subsequent attacks

Haywire Lasers

These lasers have special circuitry built in that allow them to scramble the target's sensors and temporarily damage their heat systems.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Haywire S Laser N/A Support 0.5 1 10 2 0 1 1 5 0 +1 3 +10% 0 30 60 90 120 Yes Target reduced sensor distance: 10%
Haywire M Laser N/A Energy 1 1 15 5 0 1 1 10 0 +1 0 +10% 0 90 180 270 360 Yes Target reduced sensor distance: 15%
Haywire L Laser N/A Energy 5 2 30 10 0 1 1 18 0 +1 0 +10% 0 150 300 450 600 Yes Target reduced sensor distance: 40%

Piercing Pulse Lasers

The capacitors in these pulse lasers are more finely tuned, giving the weapons increased armor penetration and allowing them to do direct damage to the target's internal structure.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Pierce S Pulse N/A Support 1 1 10 0 0 1 1 8 0 +2 4 -50% 0 30 60 90 120 Yes 10 structure damage
Pierce M Pulse N/A Energy 2 1 14 0 0 1 1 11 0 +2 1 -50% 0 60 120 180 240 Yes 13 structure damage
Pierce L Pulse N/A Energy 7 2 25 0 0 1 1 23 0 +2 1 -50% 0 90 210 300 420 Yes 25 structure damage

Rotary Lasers

These lasers have been calibrated to fire a cluster of three quick shots instead of one sustained beam, which gives them a higher chance to hit targets.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Rotary ER S Laser N/A Support 0.5 1 7 0 0 3 1 9 0 +2 3 +20% 0 90 180 270 360 Yes
Rotary ER M Laser N/A Energy 1 1 9 0 0 3 1 15 0 +2 0 +20% 0 120 240 360 480 Yes
Rotary ER L Laser N/A Energy 5 2 15 0 0 3 1 25 0 +2 0 +20% 0 330 420 570 840 Yes

Static Lasers

These particular lasers have been specially calibrated to apply a debilitating electrical charge to the target on contact that interferes with their movement functions, slowing them for two turns.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Static ER S Laser N/A Support 0.5 1 15 0 0 1 1 9 0 +1 3 +20% 0 75 150 210 300 Yes Target move speed reduced by 5
Static ER M Laser N/A Energy 1 1 20 0 0 1 1 15 0 +1 0 +20% 0 120 240 360 480 Yes Target move speed reduced by 20
Static ER L Laser N/A Energy 5 2 40 0 0 1 1 25 0 +1 0 +20% 0 330 420 570 840 Yes Target move speed reduced by 40

Streak Lasers

Taking circuitry from Streak SRM launchers, these lasers have been rebuilt so that they do higher damage and have better accuracy than a normal laser, but like streak launchers they only fire on a guaranteed hit.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Streak S Laser N/A Support 0.5 1 15 0 0 1 1 8 0 +1 4 0 0 30 60 90 120 Yes Only fires on a guaranteed hit
Streak M Laser N/A Energy 1 1 20 0 0 1 1 13 0 +1 1 0 0 90 180 270 360 Yes Only fires on a guaranteed hit
Streak L Laser N/A Energy 5 2 40 0 0 1 1 21 0 +1 1 0 0 150 300 450 600 Yes Only fires on a guaranteed hit

Plasma Weapons

Plasma weapons consume ammo in order to propel white-hot projectiles that cause thermal as well as physical damage to targets.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Plasma Rifle Plasma Energy 6 2 50 25 0 1 1 25 2 0 0 -90% 0 150 300 450 600 Yes Increases target heat gen by 10%. 10% bonus damage against overheating targets
Plasma Cannon (C) Plasma Energy 3 1 0 30 0 1 1 20 2 0 0 -90% 0 180 360 540 720 Yes Increases target heat gen by 20%


PPCs

Particle Projector Cannons fire energized lightning at their target to deal substantial damage. However, this comes at the cost of intense heat generation. Despite being an energy weapon, it produces recoil. PPCs also degrade the accuracy of their target if they hit.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
PPC N/A Energy 7 3 55 0 20 1 1 25 0 0 0 0 90 180 360 540 720 No -2 accuracy debuff on target
PPC Prototype N/A Energy 7 3 55 0 20 1 1 45 0 0 0 0 90 180 360 540 720 No -1 accuracy debuff on target
Enhanced ER PPC N/A Energy 7 3 68 0 20 1 1 40 0 0 0 0 0 210 420 690 840 Yes -2 accuracy debuff on target
ER PPC N/A Energy 7 3 60 0 20 1 1 40 0 0 0 0 0 210 420 690 840 Yes -2 accuracy debuff on target
ER PPC (C) N/A Energy 6 2 75 0 15 1 1 48 1 0 0 0 0 180 360 540 720 Yes -2 accuracy debuff on target
ER PPC Shotgun N/A Energy 7 3 60 0 5 1 5 40 0 0 0 +25% 0 210 420 690 840 Yes -1 accuracy debuff on target
Heavy PPC N/A Energy 10 4 75 0 30 1 1 45 0 0 0 0 90 180 360 540 720 No -3 accuracy debuff on target
Light PPC N/A Energy 3 2 25 0 10 1 1 15 0 0 1 0 90 180 360 540 720 No -1 accuracy debuff on target
Snub-Nose PPC N/A Energy 6 2 65 0 7 1 1 30 1 0 0 0 0 270 390 450 530 Yes -2 accuracy debuff on target. 50% damage falloff between 280m and 450m
Static PPC N/A Energy 7 3 45 0 15 1 1 25 0 0 0 0 90 180 360 540 720 No -4 accuracy debuff on target
AOE PPC N/A Energy 7 3 30 0 10 1 1 25 0 0 0 0 90 180 360 540 720 No 25 damage, 10 stability damage to all targets w/in 90m of original target


Missile


Advanced Tactical Missiles

A flexible weapon capable of using a variety of Ammunition and firing both direct and indirectly. ATMs have an integrated Artemis IV system which provides a +1 accuracy bonus when direct fired.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
ATM 3 (C) ATM Missile 1.5 2 8 0 2 3 1 8 0 0 1 0 120 150 300 450 600 No Missile health: 2
ATM 6 (C) ATM Missile 3.5 3 8 0 2 6 1 15 0 0 1 0 120 150 300 450 600 No Missile health: 2
ATM 9 (C) ATM Missile 5 4 8 0 2 9 1 22 0 0 1 0 120 150 300 450 600 No Missile health: 2
ATM 12 (C) ATM Missile 7 5 8 0 2 12 1 30 0 0 1 0 120 150 300 450 600 No Missile health: 2

Missile Artillery

Arrow IV

Arrow IV is a missile based artillery system. Like other artillery it has variable damage and can scatter away from the original target area. It can fire a variety of different types of ammunition.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Arrow IV Arrow IV Missile 15 8 30 0 10 1 1 30 3 0 0 0 180 460 800 1480 1750 No +/- 10 damage. Scatter 40-80m. AMS immune
Arrow IV (C) Arrow IV Missile 12 8 35 0 10 1 1 35 3 0 0 0 210 410 700 1330 1550 No +/- 15 damage. Scatter 49-92m. AMS immune

Cruise Missile

While the CM/50 is the smallest of the Cruise Missile family, it is nonetheless utterly devastating. The missile is loaded with a small yield nuclear warhead, smaller than a Davy Crockett but still capable of annihilating small 'mechs in a single shot. The immense bulk and absurd ammo weight requirements limit this weapon to being mounted on the Kalki superheavy tank.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Cruise Missile/50 Cruise Missile Missile 55 16 250 0 80 1 1 100 10 -1 0 0 450 1800 3600 5400 7200 No +/- 50 damage. Scatter 150-275m. AMS immune

Bomb Bays

Bombs are single shot weapons of varying payloads heavily used on aerospace fighters and some LAMs for target saturation.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Cluster Bomb N/A Missile 1 1 35 0 5 1 1 0 0 0 0 0 0 60 120 180 240 No Single shot weapon. Volatile: explodes for 70 damage. 35 AoE damage to all targets w/in 30m of original target. AMS immune
HiEx Bomb N/A Missile 1 1 70 0 10 1 1 0 0 0 0 0 0 60 120 180 240 No Single shot weapon. Volatile: explodes for 70 damage. AMS immune
Inferno Bomb N/A Missile 1 1 25 25 5 1 1 0 0 0 0 0 0 60 120 180 240 No Single shot weapon. Volatile: explodes for 25 damage. AMS immune

Long Range Missiles

LRMs deal decent damage at long range and are capable of indirect fire.

Standard LRM

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LRM5 LRM Missile 2 1 4 0 1 5 1 6 0 0 0 0 180 210 420 630 840 No Missile health: 1
LRM5 (C) LRM Missile 1 1 4 0 1 5 1 10 1 0 0 0 0 150 300 450 600 Yes Missile health: 1
LRM10 LRM Missile 5 2 4 0 1 10 1 12 0 0 0 0 180 210 420 630 840 No Missile health: 1
LRM10 (C) LRM Missile 2.5 1 4 0 1 10 1 15 1 0 0 0 0 150 300 450 600 Yes Missile health: 1
LRM15 LRM Missile 7 3 4 0 1 15 1 15 0 0 0 0 180 210 420 630 840 No Missile health: 1
LRM15 (C) LRM Missile 3.5 2 4 0 1 15 1 20 1 0 0 0 0 150 300 450 600 Yes Missile health: 1
LRM20 LRM Missile 10 4 4 0 1 20 1 18 0 0 0 0 180 210 420 630 840 No Missile health: 1
LRM20 (C) LRM Missile 5 4 4 0 1 20 1 25 1 0 0 0 0 150 300 450 600 Yes Missile health: 1

Streak LRM

Streak Launchers are heavier then standard LRM launchers but are more accurate and ignore some evasion. Unlike standard LRMs they are incapable of indirect fire and will not fire if they cannot guarantee a hit on the target.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Streak LRM5 Streak LRM Missile 2 1 2 0 0.5 5 1 6 0 +1 1 0 180 210 420 630 840 No No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM5 (C) Streak LRM Missile 2 1 4 0 1 5 1 12 0 +1 1 0 0 150 300 450 600 Yes No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM10 Streak LRM Missile 5 2 2 0 0.5 10 1 12 0 +1 1 0 180 210 420 630 840 No No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM10 (C) Streak LRM Missile 5 2 4 0 1 10 1 15 0 +1 1 0 0 150 300 450 600 Yes No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM15 Streak LRM Missile 7 3 2 0 0.5 15 1 15 0 +1 1 0 180 210 420 630 840 No No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM15 (C) Streak LRM Missile 7 3 4 0 1 15 1 18 0 +1 1 0 0 150 300 450 600 Yes No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM20 Streak LRM Missile 10 4 2 0 0.5 20 1 18 0 +1 1 0 180 210 420 630 840 No No indirect fire. Only fires on a guaranteed hit. Missile health: 1
Streak LRM20 (C) Streak LRM Missile 10 5 4 0 1 20 1 21 0 +1 1 0 0 150 300 450 600 Yes No indirect fire. Only fires on a guaranteed hit. Missile health: 1

Multi-Missile Launchers

MMLs

Capable of firing both SRM and LRM Ammunition. Compatible with the Artemis IV fire control system and missile TTS.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
MML3 SRM Missile 1.5 2 8 0 4 3 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML5 SRM Missile 3 2 8 0 4 5 1 9 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML7 SRM Missile 4.5 3 8 0 4 7 1 12 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML9 SRM Missile 6 4 8 0 4 9 1 15 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
MML3 LRM Missile 1.5 2 4 0 1 3 1 6 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML5 LRM Missile 3 2 4 0 1 5 1 9 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML7 LRM Missile 4.5 3 4 0 1 7 1 12 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML9 LRM Missile 6 4 4 0 1 9 1 15 0 0 0 0 180 210 420 630 840 Yes Missile health: 1

Improved MMLs

Improved MMLs have been upgraded to allow them to fire clan ATMs. They are otherwise the same as standard MMLs.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Imp. MML3 SRM Missile 1.5 2 8 0 4 3 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML5 SRM Missile 3 2 8 0 4 5 1 9 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML7 SRM Missile 4.5 3 8 0 4 7 1 12 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML9 SRM Missile 6 4 8 0 4 9 1 15 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Imp. MML3 LRM Missile 1.5 2 4 0 1 3 1 6 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML5 LRM Missile 3 2 4 0 1 5 1 9 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML7 LRM Missile 4.5 3 4 0 1 7 1 12 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML9 LRM Missile 6 4 4 0 1 9 1 15 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Imp. MML3 ATM Missile 1.5 2 8 0 2 3 1 6 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML5 ATM Missile 3 2 8 0 2 5 1 9 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML7 ATM Missile 4.5 3 8 0 2 7 1 12 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML9 ATM Missile 6 4 8 0 2 9 1 15 0 0 0 0 120 150 300 450 600 Yes Missile health: 2

Medium Range Missiles

MRMs

MRMs are less accurate than other missile launchers. Compatible with missile TTS and the Apollo fire control system which allows it to fire more accurate missiles.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
MRM10 MRM Missile 3 2 4 0 1 10 1 9 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
MRM20 MRM Missile 7 3 4 0 1 20 1 15 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
MRM30 MRM Missile 10 5 4 0 1 30 1 24 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
MRM40 MRM Missile 12 7 4 0 1 40 1 32 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1

Variable MRMs

A unique computer attached to the launcher allows on-the-fly manipulation of the MRM warheads, allowing 'mech pilots to adjust a number of stats.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
vMRM10 MRM Missile 4 3 4 0 1 10 1 9 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 4 0 1 20 1 15 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 4 0 1 30 1 23 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 4 0 1 40 1 31 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
vMRM10 MRM Missile 4 3 6 0 1 10 1 18 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 6 0 1 20 1 30 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 6 0 1 30 1 46 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 6 0 1 40 1 62 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
vMRM10 MRM Missile 4 3 2 0 1 10 1 14 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 2 0 1 20 1 23 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 2 0 1 30 1 35 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 2 0 1 40 1 47 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
vMRM10 MRM Missile 4 3 2 0 1 10 1 4 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 2 0 1 20 1 7 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 2 0 1 30 1 11 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 2 0 1 40 1 15 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1

Narc Missile Beacon

The Narc launcher fires an inert missile that emits a homing beacon all friendly units can lock on to, providing a +2 accuracy bonus on subsequent attacks and making the target easier to detect on sensors.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
NARC Launcher NARC Missile 2 1 1 0 0 1 1 3 0 +1 1 -100% 0 90 180 270 330 Yes AMS immune
NARC Launcher (C) NARC Missile 2 1 1 0 0 1 1 0 0 +1 2 -100% 0 60 120 180 240 Yes AMS immune

Rockets

Rocket Launchers are single shot weapons and can only be used once per deployment. Their internal ammo makes them vulnerable to exploding when crit.

Rocket Launcher

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RL10 N/A Missile 0.5 1 4 0 2 10 1 9 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 40 dmg + 20 stability per remaining ammo
RL15 N/A Missile 1 1 4 0 2 15 1 12 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 60 dmg + 30 stability per remaining ammo
RL20 N/A Missile 1.5 2 4 0 2 20 1 15 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 80 damage + 40 stability per remaining ammo
RL40 N/A Missile 3 5 6 0 2 40 1 30 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 240 damage + 80 stability per remaining ammo

Inferno Rocket Launcher

Inferno rocket launchers trade raw damage for heat.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Inferno RL10 N/A Missile 0.5 1 2 2 2 10 1 9 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 20 damage + 20 stability per remaining ammo
Inferno RL15 N/A Missile 1 1 2 2 2 15 1 12 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 30 damage + 30 stability per remaining ammo
Inferno RL20 N/A Missile 1.5 2 2 2 2 20 1 15 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 40 damage + 40 stability per remaining ammo

Reloading Rocket Launcher

Unlike standard rocket launchers, these come with two full salvos of internal ammunition. Each rocket does a little less damage though.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Reloading RL10 N/A Missile 0.75 1 3 0 2 10 1 9 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 30 damage + 20 stability per remaining ammo
Reloading RL15 N/A Missile 1.5 1 3 0 2 15 1 12 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 45 damage + 30 stability per remaining ammo
Reloading RL20 N/A Missile 2.25 2 3 0 2 20 1 15 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 60 damage + 40 stability per remaining ammo
Reloading RL40 N/A Missile 4.5 5 3 0 2 40 1 30 0 0 0 0 0 150 330 540 660 Yes Volatile: explodes for 240 damage + 80 stability per remaining ammo

Short Range Missiles

Short range missiles sacrifice range for high damage.

Standard SRM

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
SRM2 SRM Missile 1 1 8 0 4 2 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
SRM2 (C) SRM Missile 0.5 1 9 0 3 2 1 8 0 0 0 0 0 70 140 210 280 Yes Missile health: 2
SRM4 SRM Missile 2 1 8 0 4 4 1 8 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
SRM4 (C) SRM Missile 1 1 9 0 3 4 1 12 0 0 0 0 0 70 140 210 280 Yes Missile health: 2
SRM6 SRM Missile 3 2 8 0 4 6 1 14 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
SRM6 (C) SRM Missile 1.5 1 9 0 3 6 1 16 0 0 0 0 0 70 140 210 280 Yes Missile health: 2

Streak SRM

Streak Launchers are heavier then standard SRM launchers but are more accurate and ignore some evasion. The weapon will not fire if it cannot guarantee a hit on the target.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Streak SRM2 Streak SRM Missile 1.5 1 9 0 4 2 1 6 0 +1 1 +100% 0 90 180 270 360 Yes Missile health: 3
Streak SRM2 (C) Streak SRM Missile 1 1 10 0 3 2 1 9 0 +1 1 0 0 70 140 210 280 Yes Missile health: 3
Streak SRM4 Streak SRM Missile 3 1 9 0 4 4 1 9 0 +1 1 +100% 0 90 180 270 360 Yes Missile health: 3
Streak SRM4 (C) Streak SRM Missile 2 1 10 0 3 4 1 12 0 +1 1 0 0 70 140 210 280 Yes Missile health: 3
Streak SRM6 Streak SRM Missile 4.5 2 9 0 4 6 1 12 0 +1 1 +100% 0 90 180 270 360 Yes Missile health: 3
Streak SRM6 (C) Streak SRM Missile 3 2 10 0 3 6 1 15 0 +1 1 0 0 70 140 210 280 Yes Missile health: 3

Support SRM

Designed to be fired in melee, these SRMs are smaller and fit on support hardpoints.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Support SRM2 SRM Support 1 1 4 0 2 2 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 1
Support SRM4 SRM Support 2 1 4 0 2 4 1 8 0 0 0 0 0 90 180 270 360 Yes Missile health: 1
Support SRM6 SRM Support 3 2 4 0 2 6 1 14 0 0 0 0 0 90 180 270 360 Yes Missile health: 1

Piercing SRM

Designed to penetrate armor. These missiles sacrifice raw damage to be able to damage structure and have a chance to do critical damage to components.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Piercing SRM1 Piercing SRM Missile 1 1 1 0 0 1 1 6 0 0 0 0 0 90 180 270 360 Yes 1 structure damage per missile. Missile health: 3
Piercing SRM2 Piercing SRM Missile 2 1 1 0 0 2 1 8 0 0 0 0 0 90 180 270 360 Yes 1 structure damage per missile. Missile health: 3
Piercing SRM3 Piercing SRM Missile 3 2 1 0 0 3 1 14 0 0 0 0 0 90 180 270 360 Yes 1 structure damage per missile. Missile health: 3

Thunderbolt

Thunderbolt launchers fire a single high damage missile. They are capable of indirect fire but have reduced range and are more vulnerable to AMS compared to LRMs.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Thunderbolt 5 Thunderbolt Missile 3 1 30 0 15 1 1 7 0 0 0 0 60 165 420 570 780 No Missile health: 6
Thunderbolt 10 Thunderbolt Missile 7 2 55 0 27 1 1 10 0 0 0 0 60 165 420 570 780 No Missile health: 6
Thunderbolt 15 Thunderbolt Missile 11 3 80 0 40 1 1 15 0 0 0 0 60 165 420 570 780 No Missile health: 6
Thunderbolt 20 Thunderbolt Missile 15 5 100 0 50 1 1 19 0 0 0 0 60 165 420 570 780 No Missile health: 6


Support


Anti-Missile Systems

AMS

Anti-missile systems employ short-ranged rapid firing weapons to shoot down incoming missiles.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
AMS AMS Support 0.5 1 1 0 0 20 1 3 0 0 12 0 0 70 80 90 100 No 0% jam chance. 25% weapon accuracy
AMS (C) AMS Support 0.5 1 1 0 0 10 1 0 0 0 12 0 0 120 120 120 120 No 0% jam chance. 40% weapon accuracy
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
AMS AMS Support 0.5 1 1 0 0 30 1 5 0 0 12 0 0 70 80 90 100 No 40% jam chance. 25% weapon accuracy
AMS (C) AMS Support 0.5 1 1 0 0 20 1 6 0 0 12 0 0 120 120 120 120 No 30% jam chance. 35% weapon accuracy

Laser AMS

Laser AMS removes the need for ammunition at the cost of increased heat generation by replacing ballistic point defense weapons with rapid firing pulse lasers. It can also be converted into a weapon in a pinch.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Laser AMS N/A Support 1.5 2 2 0 0 20 1 6 0 0 12 0 0 70 80 90 100 No 0% jam chance. 30% weapon accuracy
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Laser AMS N/A Support 1.5 2 2 0 0 35 1 12 0 0 12 0 0 70 80 90 100 No 30% jam chance. 25% weapon accuracy
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Laser AMS N/A Support 1.5 2 12 0 0 3 1 4 0 0 12 0 0 70 80 90 100 Yes 0% jam chance

Anti-Personnel Pod

Single use explosives equipped to the legs of mechs. When detonated, A Pods fill the air with deadly shrapnel that eviscerates nearby infantry and can do limited damage to vehicles and mechs.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
A Pod N/A Support 0.5 1 10 0 5 1 1 1 0 +2 10 +50% 0 30 30 30 30 Yes 10 damage to all targets within 60m of original target. Cannot damage self

Flamers

Flamers deal little physical damage but apply substantial heat to their target. When used properly this overheating can prevent an enemy from being able to return fire or even cause the targeted unit to shut down, suffer internal damage, or cause an ammunition explosion.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Flamer N/A Support 1 1 5 10 0 1 1 0 0 0 3 0 0 30 60 90 120 Yes
Flamer (C) N/A Support 0.5 1 5 5 0 1 1 4 0 0 4 -90% 0 30 60 90 120 Yes +20% damage to overheating targets. Always sets trees on fire
ER Flamer N/A Support 1 1 5 5 0 1 1 6 0 0 3 0 0 90 150 210 270 Yes
Heavy Flamer N/A Support 1.5 1 10 15 0 1 1 8 0 0 3 0 0 60 90 120 150 Yes +20% damage to overheating targets
AOE Flamer N/A Support 1 1 5 5 0 1 1 0 0 0 3 0 0 90 90 90 90 No 5 damage, 5 heat to all targets w/in 60m of original target
Heavy AOE Flamer N/A Support 1.5 1 10 15 0 1 1 8 0 0 3 -50% 0 60 90 120 150 No +20% damage to overheating targets. 10 damage, 10 heat to all targets w/in 60m of original target
Vehicle Flamer N/A Support 2 3 10 20 0 1 1 0 0 0 5 0 0 30 60 90 120 Yes +75% damage to overheating targets. Internal ammo: 5 shots

Machine Guns

Machine guns deal little damage, have severely limited range, and depend upon large bins of volatile ammunition stores. They are capable of extremely high rates of fire and can be effective at scoring critical hits on internal components.

Single Shot

This MG has been heavily modified to fire once in a rapid burst, doing a lot of up-front damage. This makes it better at breaching armor against hardened targets but much worse at causing critical hits on exposed weaknesses.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Slug MG MG Support 0.5 1 18 0 4 1 1 3 0 0 3 0 0 30 60 90 120 Yes

Multi Shot

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LMG MG Support 0.5 1 1 0 0 1 1 1 0 +1 3 -50% 0 60 120 180 240 Yes 0% jam chance
LMG (C) MG Support 0.25 1 1 0 0 1 1 1 0 0 3 -50% 0 60 120 180 240 Yes 0% jam chance
MG MG Support 0.5 1 5 0 1 1 1 1 0 0 3 -50% 0 30 60 90 120 Yes 0% jam chance
MG (C) MG Support 0.25 1 5 0 1 1 1 2 0 0 3 -50% 0 30 60 90 120 Yes 0% jam chance
MG Array MG Support 1.5 3 4 0 1 3 1 3 0 0 3 -90% 0 40 80 120 160 Yes 0% jam chance
Incendiary MG MG Support 0.5 1 1 1 0 1 1 0 0 0 3 -25% 0 30 60 90 120 Yes 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LMG MG Support 0.5 1 1 0 0 2 1 1 0 +1 3 -70% 0 60 120 180 240 Yes 2.5% jam chance
LMG (C) MG Support 0.25 1 1 0 0 2 1 1 0 0 3 -70% 0 60 120 180 240 Yes 2.5% jam chance
MG MG Support 0.5 1 5 0 1 2 1 1 1 0 3 -70% 0 30 60 90 120 Yes 10% jam chance
MG (C) MG Support 0.25 1 5 0 1 2 1 2 1 0 3 -70% 0 30 60 90 120 Yes 10% jam chance
MG Array MG Support 1.5 3 4 0 1 6 1 6 1 0 3 -90% 0 40 80 120 160 Yes 15% jam chance
Incendiary MG MG Support 0.5 1 1 1 0 2 1 3 1 0 3 -50% 0 30 60 90 120 Yes 15% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
LMG MG Support 0.5 1 1 0 0 3 1 1 0 +1 3 -90% 0 60 120 180 240 Yes 5% jam chance
LMG (C) MG Support 0.25 1 1 0 0 3 1 1 0 0 3 -90% 0 60 120 180 240 Yes 5% jam chance
MG MG Support 0.5 1 5 0 1 3 1 1 2 0 3 -90% 0 30 60 90 120 Yes 20% jam chance
MG (C) MG Support 0.25 1 5 0 1 3 1 2 2 0 3 -90% 0 30 60 90 120 Yes 20% jam chance
MG Array MG Support 1.5 3 4 0 1 9 1 6 2 0 3 -90% 0 40 80 120 160 Yes 30% jam chance
Incendiary MG MG Support 0.5 1 1 1 0 3 1 6 2 0 3 -75% 0 30 60 90 120 Yes 30% jam chance

TAG

Target Acquisition Gear applies a debuff on targets which lasts two turns and gives friendly mechs a +1 accuracy bonus to hit the target. Clan TAGs can stack this effect twice though the duration remains the same. C3M applies a similar debuff providing a +2 accuracy bonus. The two effects do not stack.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Light TAG N/A Support 0.5 1 0 0 0 1 1 0 0 +1 4 -100% 0 90 180 270 360 Yes Duration: 1 turn. Stack limit: 1
Light TAG (C) N/A Support 0.5 1 0 0 0 1 1 0 0 +1 4 -100% 0 90 180 270 360 Yes Duration: 1 turn. Stack limit: 2
TAG N/A Support 1 1 0 0 0 1 1 0 0 +1 4 -100% 0 150 300 450 510 Yes Duration: 1 turn. Stack limit: 1
TAG (C) N/A Support 1 1 0 0 0 1 1 0 4 +1 4 -100% 0 120 240 360 480 Yes Duration: 1 turn. Stack limit: 2
C3 Master N/A Support 3 4 0 0 0 1 1 0 0 0 3 -100% 0 210 360 510 570 Yes Increased Lance Resolve +2. Increases lance accuracy +1. Increases lance sensors/sight range +20%


Community Content Weapons


Note: These are custom Community Content weapons.

Binary PPC

Modeled after the rare and mostly forgotten Binary Laser Cannon, the Binary Particle Projector Cannon is a pair of PPC projectors fused together into a single weapon. Able to fire either in concert or in sequence, the Bleeper, as it is affectionately known to its creators, has proven effective if unusual.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Binary PPC N/A Energy 10 6 110 0 20 1 1 55 0 0 0 0 90 180 360 540 720 No -2 accuracy debuff on target
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Binary PPC N/A Energy 10 6 60 0 20 2 1 55 0 0 0 0 90 180 360 540 720 No -2 accuracy debuff on target. 40% damage falloff between 185m and 540m

Insanity PPC

The Clan Chemical Improved Heavy Bombast Extended Range Hypervelocity Multi-Binary-Pulse Streak Tight-Stream-Electro-Magnetic-Pulse Enhanced Light Reloading One Shot X-Pulse Assault Re-Engineered Hyper Variable-Speed-Pulse-Rotary Plasma LB-Snub-X PPC Array + Capacitor (cCiHBERHvM-B-PST-S-E-M-PELROSX-PARe-EHV-S-P-RPLB-S-XPAC for short) merges a number of different weapon effects into a single platform. It uses streak technology so it won't fire unless it is guaranteed to hit, it fires a cluster of shots which scramble sensors like a PPC shotgun and does AoE damage around the target. Luckily (or unluckily, depending on your point of view) it only has an internal ammunition supply of 6, meaning it can be fired just twice per mission. It is also highly volatile, so don't let it get crit or you're going to have a bad time.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Insanity PPC N/A Energy 12 12 50 20 20 3 1 80 0 0 0 0 0 210 450 660 900 Yes
  • Internal ammo: 6
  • -3 accuracy debuff on target
  • Volatile: explodes for 150 dmg + 60 stability
  • Only fires on a guaranteed hit
  • 25 AoE damage, 2 stability damage, 6 heat damage to all targets w/in 30m of original target

Lava Gun

The Lava Gun shoots rapid-fire gouts of super-heated engine plasma, somewhat resembling lava. The Lava Gun fires a burst of three shots, each dealing moderate armor and heat damage, though the weapon itself generates a large amount of heat upon firing. NOTE: unlike other plasma weapons, this does not consume ammo.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Lava Gun N/A Energy 9 8 35 15 0 3 1 50 3 0 0 -90% 0 100 250 400 550 Yes Increases target heat gen by 10%. 30% bonus damage against overheating targets

Magnetic Harpoon

The Magnetic Harpoon fires a single 'harpoon' projectile which heavily destabilizes the target. While extremely effective against BattleMechs, the Magnetic Harpoon has virtually no effect against tanks, buildings, or BA. The Magnetic Harpoons carry a finite internal ammunition capacity of 15 shots.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Magnetic Harpoon N/A Ballistic 7 4 10 0 75 1 1 1 0 +1 0 0 0 30 60 90 120 Yes Internal ammo: 15 shots. Volatile: explodes for 50 dmg + 75 stability

Rapid LRM

Combining the concept of the Rotary Autocannon with a Long-Range Missile system, the Rapid LRM system fires in bursts of 5 missiles and can fire between 1 and 6 bursts with a risk of feed jams, but has a higher chance of jamming when firing 4 or more times due to the complicated feed required for the weapon to work. The Improved RLRM increases the size and weight of the launcher in order to keep jam chances consistent even at higher firing rates.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 5 1 6 0 0 0 0 180 180 390 600 810 No 20% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 5 1 6 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 10 1 12 0 0 0 0 180 180 390 600 810 No 20% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 10 1 12 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 15 1 18 0 0 0 0 180 180 390 600 810 No 20% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 15 1 18 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 20 1 24 0 0 0 0 180 180 390 600 810 No 35% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 20 1 24 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 25 1 30 0 0 0 0 180 180 390 600 810 No 35% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 25 1 30 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RLRM LRM Missile 9 3 4 0 1 30 1 36 0 0 0 0 180 180 390 600 810 No 40% jam chance. Missile health: 1
IRLRM LRM Missile 10 5 4 0 1 30 1 36 0 0 0 0 180 180 390 600 810 No 30% jam chance. Missile health: 1

Rapid MRM

Mating the Rotary and the Missile, the Rapid MRM system is able to fire up to six times in bursts of 10 missiles, but has a higher chance of jamming when firing 4 or more times due to the complicated feed required for the weapon to work.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 10 1 6 0 0 0 0 0 180 270 420 510 Yes 20% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 10 1 6 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 20 1 12 0 0 0 0 0 180 270 420 510 Yes 20% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 20 1 12 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 30 1 18 0 0 0 0 0 180 270 420 510 Yes 20% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 30 1 18 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 40 1 24 0 0 0 0 0 180 270 420 510 Yes 35% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 40 1 24 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 50 1 30 0 0 0 0 0 180 270 420 510 Yes 35% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 50 1 30 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
RMRM MRM Missile 10 7 4 0 1 60 1 36 0 0 0 0 0 180 270 420 510 Yes 40% jam chance. Missile health: 1
IRMRM MRM Missile 8 9 4 0 1 60 1 36 0 0 0 0 0 180 270 420 510 Yes 30% jam chance. Missile health: 1

Snub-Nose Gauss Rifle

The SNGR functions similarly to the snub-nose PPC; the lighter, less powerful coils of the SNGR cause a significant loss of velocity at long range, but retain devastating killing power close up.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Snub-Nose Gauss Rifle Gauss Ballistic 11 4 80 0 15 1 1 7 2 +1 0 0 60 200 400 600 800 No 50% damage fall off between 200m and 600mVolatile: explodes for 80 dmg + 15 stability

Stormbreaker Mk-9

The Stormbreaker is a Magshot Rifle equivalent of the MG Array. It fires bursts in multiples of four, up to twelve shots with the x3 mode. However it is quite susceptible to jams and produces tremendous heat and recoil at higher firing rates.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Stormbreaker Mk-9 Magshot Ballistic 7 5 15 0 3 4 1 15 3 +1 1 0 0 100 200 300 400 Yes
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Stormbreaker Mk-9 Magshot Ballistic 7 5 15 0 3 8 1 30 5 +1 1 0 0 100 200 300 400 Yes 10% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Stormbreaker Mk-9 Magshot Ballistic 7 5 15 0 3 12 1 45 8 +1 1 0 0 100 200 300 400 Yes 30% jam chance

Support PPC Array

The SuPPC is several BA Support PPCs welded together to make an array that fires three smaller shots. If it sounds silly that's because it is, but you can't argue with the results. It ignores a little bit of evasion and has a slightly higher crit chance than standard PPCs.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
SuPPC N/A Energy 3 2 12 0 3 3 1 17 0 0 1 +25% 0 105 210 315 420 No -1 accuracy debuff on target

Ultra LB-X

Unique variants of the Clan LB-X weapon system, these guns add the double-tap functionality of Ultra-Autocannons while retaining the ability to use both slug and cluster munitions like LB-X Autocannons at the cost of a small drop in damage per shot. The Projectiles column shows info for Slug ammo on the left and Cluster ammo on the right. More information on how cluster ammunition works can be found here.

Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Ultra LBX AC/2 (C) LBX/2 Ballistic 7 3 20 0 3 1 1 / 2 4 2 0 0 0 120 240 460 720 920 No 0% jam chance
Ultra LBX AC/5 (C) LBX/2 Ballistic 9 4 40 0 6 1 1 / 5 5 3 0 0 0 90 180 360 540 720 No 0% jam chance
Tonnage/Size Damage Per salvo Modifiers Range
Name Ammo Hardpoint Tonnage Slots Normal Heat Stab Shots Projectiles Heat Recoil Accuracy Evasion Ignored Bonus Crit Chance Min Short Medium Long Max Fires In Melee Additional Info
Ultra LBX AC/2 (C) LBX/2 Ballistic 7 3 20 0 6 2 1 / 2 8 2 0 0 0 120 240 460 720 920 No 15% jam chance
Ultra LBX AC/5 (C) LBX/2 Ballistic 9 4 40 0 11 2 1 / 5 10 3 0 0 0 90 180 360 540 720 No 15% jam chance

Battle Armor Weapons

For info on Battle Armor weapons please see the Battle Armor Weapons page.