Battle Armor Weapons

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Revision as of 01:03, 29 April 2022 by Turtrus (talk | contribs) (Added Tsunami structure damage note)
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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 their BattleMech equivalents. They make up for this by firing en masse as all members of a BA team contribute damage when firing.

Ballistic

BA Heavy Sniper AC

the Heavy Sniper AC has excellent range, letting a BA squad hang back and take potshots into the fray for as long as their ammo lasts.

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 Heavy Sniper AC N/A Ballistic 0.3 1 15 0 1 1 1 1 0 0 2 0 0 180 360 540 720 Yes Internal Ammo: 6. 5 structure damage. Volatile: explodes for 15 dmg.

BA Tube Artillery

Exceptionally long range compared to other BA weaponry, Tube Artillery is capable of doing large amounts of indirect AoE damage.

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 Tube Artillery N/A Ballistic 1 2 20 0 10 1 1 5 2 0 0 +50% 100 300 450 600 750 No Internal Ammo: 4. +/- 5 direct damage. 45 AoE damage. Scatter 5-15m

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

Missile

BA Heavy SRM4

Battle Armor SRM racks are notorious for having extremely poor ammunition reserves, however the Heavy SRM4 comes with 7 reloads giving it considerable endurance compared to other BA missile 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
BA Heavy SRM4 N/A Missile 1 2 8 0 4 4 1 6 0 0 3 0 0 90 180 270 360 Yes Internal ammo: 28. Missile Health: 2

Support

BA Avenger (C)

The Avenger Crowd-Control Weapon is a fully automatic shotgun. It does little to nothing against armored targets but if it can reach internal structure the pellets it fires are brutally effective.

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 Avenger (C) N/A Support 0 1 1 0 1 1 4 1 0 0 4 0 0 10 20 30 40 Yes Unlimited Ammo

BA Bearhunter SH AC (C)

Designed to fight other Clan BA, the Bearhunter is a short-ranged weapon that has a significant damage bonus against Battle Armor. While it can be used against other targets the low ammo capacity means you'll have to pick your 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
BA Bearhunter SH AC (C) N/A Support 0.3 2 20 0 8 1 1 1 0 0 3 0 0 45 90 135 180 Yes Internal Ammo: 4. Anti-BA bonus damage: +100%. Volatile: explodes for 20 dmg + 5 stability

BA Firedrake

The Firedrake uses a specialized incendiary flechette ammunition to apply heat as well as regular damage.

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 Firedrake N/A Support 0.1 1 2 3 0 1 1 1 0 +1 3 0 0 30 60 90 90 Yes Internal Ammo: 5. Anti-BA bonus damage: +25%

BA Flamers

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. Anti-BA bonus damage: +25%
BA Flamer (C) N/A Support 0.1 1 5 5 0 1 1 0 0 0 3 0 0 30 60 90 90 Yes Internal Ammo: 5. Anti-BA bonus damage: +25%

BA Gauss Rifles

BA Gauss rifles all fill slightly difference niches but at their heart are essentially just 'Mech Gauss weaponry scaled down to fit Battle Armor.

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 AP Gauss Rifle (C) N/A Support 0.2 1 9 0 3 1 1 5 1 +1 3 0 0 70 140 210 280 Yes Internal ammo: 12. Volatile: explodes for 18 dmg + 5 stability
BA Magshot Gauss Rifle N/A Support 0.2 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
'King David' Gauss Rifle N/A Support 0.2 1 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
Tsunami Heavy Gauss Rifle N/A Support 0.3 2 10 0 3 1 1 5 1 0 4 0 0 90 180 270 360 Yes Internal ammo: 5. 5 structure damage. Volatile: explodes for 10 dmg + 5 stability

BA LB-X AC

A Battle Armor-scale LB-X Autocannon, patterned after the LB-10X AC of BattleMech fame. The BA LB-X AC lacks a slug firing option, instead focusing on firing a cluster of 4 shots that shred 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
BA LB-X AC N/A Support 0.2 1 16 0 8 1 4 1 0 0 2 +25% 0 60 120 180 240 Yes Internal Ammo: 6. Volatile: explodes for 12 dmg + 8 stability

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 LRM4 (C)

A BA-scale LRM rack for long range fire support. Like all Clan LRMs these have no minimum range. Like most BA weaponry it has a very 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 LRM4 (C) N/A Support 0.3 1 4 0 1 4 1 6 0 0 3 0 0 150 300 450 600 Yes Internal ammo: 8. Missile Health: 2

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 Micro Grenade

The BA MGL is designed to target other Battle Armor, however it deals relatively little damage to larger 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
BA Micro Grenade N/A Support 0.1 1 5 3 0 1 1 1 0 +1 3 0 0 30 60 90 120 Yes Internal Ammo: 12. 5 AoE damage. Anti-BA bonus damage: +25%

BA Micro Pulse Laser (C)

Micro Pulses do relatively little damage and have very short range even by Battle Armor standards but it is incredibly accurate, being able to track high evasive 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
BA Micro Pulse Laser (C) N/A Support 0.1 1 10 0 0 1 1 5 0 +2 4 0 0 30 45 60 75 Yes

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 MRM4

MRM4s deal little damage but also cost almost nothing in the way of weight, space, heat, or ammunition consumption and have exceptional range compared to most other BA weapons though they suffer from the same innaccuracies as the full-size variants.

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 MRM4 N/A Support 0.2 1 4 0 2 4 1 6 0 -1 3 0 0 180 270 420 510 Yes Internal ammo: 8. Missile Health: 2

BA Plasma Rifle

Adapted from the original Man-Portable Plasma Rifle does high damage to infantry and other Battle Armor, and double damage against targets that are already overheated although it suffers from a quite small ammunition 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 Plasma Rifle N/A Support 0.3 1 10 10 0 1 1 1 0 +1 3 0 0 60 120 180 240 Yes Internal Ammo: 4. Anti-BA bonus damage: +50%. Increases target heat gen by 5%. 100% bonus damage against overheating targets

BA Pop-Up Mine

Designed for the Sloth BA, the Pop-Up Mine penetrates the target's armor from below dealing direct structure damage.

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 Pop-Up Mine N/A Support 0.05 1 20 0 10 1 1 1 0 0 2 0 0 10 10 10 10 Yes 20 structure damage. Volatile: explodes for 20 dmg + 10 stability

BA Recoilless Rifles

Recoilless rifles use principles dating back to the 20th century, firing an explosive fin-stabilized rocket while venting the rocket's backblast out the rear of the weapon in order to suffer no recoil from the shot. While it does not do incredible damage even by Battle Armor standards, it has reasonable range, good accuracy, and as appropriate, no recoil to speak of.

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 Recoilless Rifle N/A Support 0.2 1 10 0 5 1 1 1 0 0 2 0 0 60 120 180 240 Yes Internal Ammo: 12. Volatile: explodes for 10 dmg + 5 stability
BA Medium Recoilless Rifle N/A Support 0.3 1 15 0 7.5 1 1 1 0 0 2 0 0 60 120 180 240 Yes Internal Ammo: 8. Volatile: explodes for 15 dmg + 7.5 stability
BA Heavy Recoilless Rifle N/A Support 0.4 2 25 0 10 1 1 1 0 0 2 0 0 60 120 180 240 Yes Internal Ammo: 6. Volatile: explodes for 25 dmg + 10 stability

BA Rocket Launcher

BA Rocket Launchers fire unguided missiles. The removal of guidance systems allows for a larger payload, and thus does somewhat higher damage than normal BA-scale missiles. Unlike 'Mech scale rocket launchers these come with a limited supply of reloads.

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 RL1 N/A Support 0.2 1 10 0 5 1 1 6 0 0 2 0 0 75 150 225 300 Yes Internal ammo: 3. Missile Health: 1

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 ER S Laser (C)

Made even smaller for use on BA suits, ER Small Lasers deal superb damage for their weight and heat generation and have longer range than standard BA S Lasers. Like all Lasers, they 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 ER S Laser (C) N/A Support 0.2 1 15 0 0 1 1 5 0 +1 2 0 0 40 80 120 160 Yes

BA SRMs

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 SRM2 (C) N/A Support 0.1 1 9 0 4 2 1 6 0 0 3 0 0 70 140 210 280 Yes Internal ammo: 4. 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
BA Inferno SRM1 (C) N/A Support 0.1 1 4 4 4 1 1 6 0 0 3 0 0 90 180 270 360 Yes Internal ammo: 2. Missile Health: 2. Anti-BA bonus damage: +50%

BA Avanced SRMs

Advanced SRMs are BA Streak SRM launchers, functioning the same way normal Streaks do, in that they will not fire unless it can guarantee a hit on the target. Advanced SRMs do slightly more damage than standard SRMs.

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 Adv SRM2 (C) N/A Support 0.2 1 10 0 3 2 1 6 0 0 3 0 0 70 140 210 280 Yes Internal ammo: 4. Missile Health: 2
BA Adv SRM5 (C) N/A Support 0.4 2 10 0 3 5 1 6 0 0 3 0 0 70 140 210 280 Yes Internal ammo: 10. Missile Health: 2