Battle Armor Weapons

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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
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
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
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
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
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
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
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
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
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
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
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
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