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.
Ultra Autocannons
Ultra autocannon are capable of firing twice in a row, doubling heat and potentially damage at the risk of jamming.
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.
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.
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
|
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.
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
|
6
|
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.
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.
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)
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.
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
|
75
|
0
|
10
|
1
|
1
|
35
|
3
|
0
|
0
|
0
|
210
|
410
|
700
|
1330
|
1550
|
No
|
+/- 35 damage. Scatter 60-120m. 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.
Improved MMLs
Improved MMLs have been upgraded to allow them to fire clan ATMs. They are otherwise the same as standard MMLs.
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.
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.
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.
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
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.
|
|
|
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
|
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
|
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
|
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
|
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%
|
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.
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.
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.
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.
Battle Armor Weapons
For info on Battle Armor weapons please see the Battle Armor Weapons page.