Battle Armor Weapons
Note: Accuracy bonuses/penalties are displayed as they're seen in tool-tips and orange text within the game; 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.
Generally speaking, BA weapons are weaker and shorter range than the mech equivalents. They make up for this by firing en masse as all members of a BA team contribute damage when firing.
Energy
Medium Laser
Medium 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. The BA Medium Laser is identical to the vehicle and 'mech mounted one.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
M Laser | N/A | Energy | 1 | 1 | 20 | 0 | 0 | 1 | 1 | 10 | 0 | +1 | 0 | 0 | 0 | 90 | 180 | 270 | 360 | Yes |
PPCs
Support PPCs are light PPC-class weapons, dating back to the Star League era, though they only saw use on battle armor in the 3060s, with the Draconis Combine's Void suit. The S-PPC has low damage but respectable range for a battle armor weapon and is a low muss, low fuss weapon. PPCs also degrade the accuracy of their target if they hit.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA Support PPC | N/A | Energy | 0.3 | 2 | 15 | 0 | 5 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 60 | 150 | 210 | 300 | Yes | -1 accuracy debuff on target |
Support
BA Flamer
Battle Armor Flamers are smaller and weaker than large-scale vehicle flamers but share their same use of a limited ammo supply.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA Flamer | N/A | Support | 0.2 | 1 | 5 | 5 | 0 | 1 | 1 | 0 | 0 | 0 | 3 | 0 | 0 | 30 | 60 | 90 | 90 | Yes | Internal Ammo: 5 |
BA Light TAG
This Target Acquisition Gear combines several active scanning systems to act like a BA-sized laser pointer and share targeting information with the Lance. Two turn duration, does not stack.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA Light TAG | N/A | Support | 0.1 | 1 | 5 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 4 | 0 | 0 | 90 | 180 | 270 | 360 | Yes |
BA Machine Guns
BA MG
Machine Guns deal little damage, have severely limited range, and depend upon volatile ammunition stores. Fire rate can be adjusted from x1 shot up to x3 shots - left click on Mode during battle to switch firing modes. Unlike larger MGs, BA MGs do not jam.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA MG | N/A | Support | 0.2 | 1 | 4 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 3 | -60% | 0 | 30 | 60 | 90 | 90 | Yes | Internal Ammo: 30 |
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA MG | N/A | Support | 0.2 | 1 | 4 | 0 | 1 | 2 | 1 | 2 | 1 | 0 | 3 | -60% | 0 | 30 | 60 | 90 | 90 | Yes | Internal Ammo: 30 |
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA MG | N/A | Support | 0.2 | 1 | 4 | 0 | 1 | 3 | 1 | 3 | 2 | 0 | 3 | -60% | 0 | 30 | 60 | 90 | 90 | Yes | Internal Ammo: 30 |
BA SMG
An infantry-scale SMG carried in the hand of a suit of Battle Armor, the BA SMG exists to deal with infantry. While capable of damaging heavier armor in theory, in practice the BA SMG has extremely short range and damage for large-scale combat and is difficult to use effectively against armor. The upside is it has unlimited ammunition.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA SMG | N/A | Support | 0 | 1 | 3 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 3 | +50% | 0 | 15 | 30 | 45 | 60 | Yes | Unlimited ammunition |
BA Magshot Gauss Rifle
The Magshot Gauss Rifle is a Battle Armor-scale Gauss Rifle, intended for use against targets at fairly long range. It does low damage but has better range than most other BA weapons and does respectable stability damage for its size. This Magshot Gauss Rifle would serve as the inspiration for the later mech-scale Magshot weapon.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA Magshot Gauss Rifle | N/A | Support | 0.175 | 1 | 10 | 0 | 2 | 1 | 1 | 5 | 1 | 0 | 4 | 0 | 0 | 100 | 200 | 300 | 400 | Yes | Internal ammo: 10. Volatile: explodes for 10 dmg + 5 stability |
BA Mine Dispenser
Built by the Capellan Confederation for their Fa Shih battle armor suit. Although it's only armed with only 2 shots, the Mine Dispenser allows the dispersal of four highly damaging landmines per shot per dispenser. Comes with one ton of ammo for a total of 8 shots (each trooper fires one shot so two volleys worth).
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA Mine Dispenser | N/A | Support | 0.05 | 1 | 0 | 0 | 0 | 1 | 1 | 3 | 1 | 0 | 3 | 0 | 0 | 60 | 120 | 180 | 240 | No |
BA S Laser
Made even smaller for use on BA suits, Small Lasers deal superb damage for their weight and heat generation but have extremely limited range. Like all Lasers, Small Lasers enjoy a baseline accuracy bonus over other weapons.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA S Laser | N/A | Support | 0.2 | 1 | 10 | 0 | 0 | 1 | 1 | 5 | 0 | +1 | 3 | 0 | 0 | 30 | 60 | 90 | 90 | Yes |
BA SRM
A tiny rack of Short-Range Missiles, SRMs deal little damage but also cost almost nothing in the way of weight, space, heat, or ammunition consumption. As for all SRMs, the shots deal above-average stability impact per hit compared to other weapons.
Tonnage/Size | Damage | Per salvo | Modifiers | Range | |||||||||||||||||
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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 |
BA SRM2 | N/A | Support | 0.1 | 1 | 8 | 0 | 4 | 2 | 1 | 6 | 0 | 0 | 3 | 0 | 0 | 90 | 180 | 270 | 360 | Yes | Internal ammo: 8. Missile Health: 2 |
BA SRM4 | N/A | Support | 0.4 | 1 | 8 | 0 | 4 | 4 | 1 | 6 | 0 | 0 | 3 | 0 | 0 | 90 | 180 | 270 | 360 | Yes | Internal ammo: 8. Missile Health: 2 |
'King David' Gauss Rifle
The 'King David' Gauss Rifle is a Battle Armor-scale Gauss Rifle, intended for use against targets at close range. It does low damage but has better range than most other BA weapons and does respectable stability damage for its size.
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 |
'King David' Gauss Rifle | N/A | Support | 0.2 | 2 | 15 | 0 | 3 | 1 | 1 | 5 | 1 | 0 | 4 | 0 | 0 | 90 | 180 | 270 | 360 | Yes | Internal ammo: 10. Volatile: explodes for 15 dmg + 5 stability |