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.
For info on Battle Armor weapons please see the Battle Armor Weapons page.
For info on Melee Weapons, please visit the associated page.
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
|
3
|
3
|
1
|
3
|
1
|
0
|
0
|
0
|
120
|
240
|
480
|
720
|
960
|
No
|
|
Improved AC/2
|
AC/2
|
Ballistic
|
5
|
1
|
6
|
0
|
3
|
3
|
1
|
1
|
1
|
0
|
0
|
0
|
120
|
240
|
480
|
720
|
960
|
No
|
|
AC/5
|
AC/5
|
Ballistic
|
8
|
4
|
23
|
0
|
15
|
2
|
1
|
6
|
1
|
0
|
0
|
0
|
90
|
180
|
360
|
540
|
720
|
No
|
|
Improved AC/5
|
AC/5
|
Ballistic
|
7
|
2
|
19
|
0
|
15
|
2
|
1
|
4
|
1
|
0
|
0
|
0
|
90
|
180
|
360
|
540
|
720
|
No
|
|
AC/5 Prototype
|
AC/5
|
Ballistic
|
9
|
4
|
18
|
0
|
10
|
2
|
1
|
9
|
1
|
0
|
0
|
0
|
90
|
180
|
360
|
540
|
720
|
No
|
|
AC/10
|
AC/10
|
Ballistic
|
12
|
7
|
60
|
0
|
30
|
1
|
1
|
9
|
2
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
Yes
|
|
Improved AC/10
|
AC/10
|
Ballistic
|
11
|
6
|
50
|
0
|
30
|
1
|
1
|
6
|
2
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
Yes
|
|
AC/10 Prototype
|
AC/10
|
Ballistic
|
13
|
7
|
50
|
0
|
20
|
1
|
1
|
12
|
3
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
510
|
Yes
|
|
AC/20
|
AC/20
|
Ballistic
|
14
|
10
|
100
|
0
|
60
|
1
|
1
|
21
|
2
|
0
|
0
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
|
Improved AC/20
|
AC/20
|
Ballistic
|
13
|
9
|
90
|
0
|
50
|
1
|
1
|
14
|
2
|
0
|
0
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
AC/2
Gear ID: Weapon_Autocannon_AC2_0-STOCK
Expand
Improved AC/2
Gear ID: Weapon_Autocannon_AC2_Improved
Not found on any 'Mechs
Expand
AC/5
Gear ID: Weapon_Autocannon_AC5_0-STOCK
Expand
Improved AC/5
Gear ID: Weapon_Autocannon_AC5_Improved
Expand
AC/5 Prototype
Gear ID: Weapon_Autocannon_AC5P_0-STOCK
Expand
AC/10
Gear ID: Weapon_Autocannon_AC10_0-STOCK
Expand
Improved AC/10
Gear ID: Weapon_Autocannon_AC10_Improved
Expand
AC/10 Prototype
Gear ID: Weapon_Autocannon_AC10P_0-STOCK
Expand
AC/20
Gear ID: Weapon_Autocannon_AC20_0-STOCK
Expand
Improved AC/20
Gear ID: Weapon_Autocannon_AC20_Improved
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
|
6
|
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
|
12
|
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
|
30
|
0
|
8
|
1
|
5
|
12
|
4
|
0
|
0
|
+25%
|
0
|
100
|
200
|
300
|
400
|
Yes
|
Single shot weapon
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Light Cannon
Gear ID: Weapon_Autocannon_Light_Cannon
Expand
Medium Cannon
Gear ID: Weapon_Autocannon_Medium_Cannon
Expand
Heavy Cannon
Gear ID: Weapon_Autocannon_Heavy_Cannon
Double-Barrel Autocannon (S)
Essentially a pair of ACs stapled together, the Double-Barrel Autocannon is the Sanctuary's version of an Ultra Autocannon. Unlike the Inner Sphere's Ultras, the DBAC cannot jam but also cannot change fire modes, it always shoots two shots at once. It is a simple and effective weapon, which is why the Sanctuary Worlders make heavy use of the system.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
DBAC/5 (S)
Gear ID: Weapon_Autocannon_Doublebarrel_5
Expand
DBAC/10 (S)
Gear ID: Weapon_Autocannon_Doublebarrel_10
Expand
DBAC/15 (S)
Gear ID: Weapon_Autocannon_Doublebarrel_15
Expand
DBAC/20 (S)
Gear ID: Weapon_Autocannon_Doublebarrel_20
Gatling Gun (S)
Essentially a dialed up version of the Sanctuary's MG design, the Gatling Gun was named for an ancient Terran design and is capable of spitting an absurd number of bullets at enemies. The damage is mostly negligable, but enough bullets will damage just about anything.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Gatling Gun (S)
Gear ID: Weapon_Gatling_Gatling
Howitzers
Designed by the ever budget-conscious Periphery, the Howitzer is a step between traditional autocannons and the full-scale artillery pieces such as the Thumper or Sniper. Developed as a long-range direct-fire AoE capable bombardment weapon, the Howitzer saw quick acceptance in the Periphery as an almost 1-to-1 replacement for heavier autocannons. Able to fire multiple types of munitions, the Howitzer proved a versatile and effective weapon, though not a particularly practical one for precision combat.
|
|
|
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
|
Howitzer/4
|
Howitzer
|
Ballistic
|
5
|
3
|
5
|
0
|
1
|
4
|
1
|
8
|
1
|
0
|
0
|
0
|
90
|
250
|
500
|
750
|
1000
|
No
|
|
Howitzer/8
|
Howitzer
|
Ballistic
|
10
|
5
|
5
|
0
|
1
|
8
|
1
|
16
|
1
|
0
|
0
|
0
|
90
|
250
|
500
|
750
|
1000
|
No
|
|
Howitzer/12
|
Howitzer
|
Ballistic
|
15
|
7
|
5
|
0
|
1
|
12
|
1
|
24
|
1
|
0
|
0
|
0
|
90
|
250
|
500
|
750
|
1000
|
No
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Howitzer/4
Gear ID: Weapon_Howitzer_4
Expand
Howitzer/8
Gear ID: Weapon_Howitzer_8
Expand
Howitzer/12
Gear ID: Weapon_Howitzer_12
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
HVAC/2
Gear ID: Weapon_Autocannon_HVAC2_0-STOCK
Expand
HVAC/5
Gear ID: Weapon_Autocannon_HVAC5_0-STOCK
Expand
HVAC/10
Gear ID: Weapon_Autocannon_HVAC10_0-STOCK
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.
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Found On These 'Mechs: (Click Expand For List)
Expand
LBX/2
Gear ID: Weapon_Autocannon_LB2XAC
Expand
LBX/5
Gear ID: Weapon_Autocannon_LB5XAC
Expand
LBX/10
Gear ID: Weapon_Autocannon_LB10XAC
Expand
LBX/20
Gear ID: Weapon_Autocannon_LB20XAC
Expand
LBX/2 (C)
Gear ID: 'Weapon_Autocannon_AC2_LBX_CLAN
Expand
LBX/5 (C)
Gear ID: Weapon_Autocannon_AC5_LBX_CLAN
Expand
LBX/10 (C)
Gear ID: Weapon_Autocannon_AC10_LBX_CLAN
Expand
LBX/20 (C)
Gear ID: Weapon_Autocannon_AC20_LBX_CLAN
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 specialized 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
|
20
|
0
|
10
|
2
|
1
|
9
|
1
|
0
|
0
|
0
|
0
|
250
|
300
|
450
|
600
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
LAC/2
Gear ID: Weapon_Autocannon_LAC2_0-STOCK
Expand
LAC/5
Gear ID: Weapon_Autocannon_LAC5_0-STOCK
ProtoMech Autocannons
ProtoMech Autocannons are incredibly rare prototype Clan weapons in the same vein as Light AutoCannons - with the goal of reducing ballistic weapon weights. Unlike LACs though, PACs manage to maintain the ranges of the original designs albeit with some reduction in damage dealt.
|
|
|
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
|
PAC/2
|
PAC/2
|
Ballistic
|
3.5
|
2
|
7
|
0
|
1
|
3
|
1
|
2
|
1
|
0
|
0
|
0
|
0
|
350
|
700
|
1000
|
1400
|
Yes
|
|
PAC/4
|
PAC/4
|
Ballistc
|
4.5
|
3
|
38
|
0
|
4
|
1
|
1
|
4
|
2
|
0
|
0
|
0
|
0
|
250
|
500
|
750
|
1000
|
Yes
|
|
PAC/8
|
PAC/8
|
Ballistc
|
5.5
|
4
|
50
|
0
|
8
|
1
|
1
|
8
|
3
|
0
|
0
|
0
|
0
|
150
|
350
|
500
|
700
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
PAC/2
Gear ID: Weapon_Autocannon_PAC2_CLAN
Not found on any 'Mechs
Expand
PAC/4
Gear ID: Weapon_Autocannon_PAC4_CLAN
Expand
PAC/8
Gear ID: Weapon_Autocannon_PAC8_CLAN
Rifles
The precursor to the modern Autocannon, the Rifle is based on the main guns used by tanks on pre-spaceflight Terra.
|
|
|
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
|
Light Rifle
|
Ballistic
|
3
|
1
|
25
|
0
|
15
|
1
|
1
|
3
|
1
|
0
|
0
|
0
|
90
|
120
|
240
|
360
|
480
|
No
|
|
Medium Rifle
|
Medium Rifle
|
Ballistic
|
5
|
2
|
45
|
0
|
27
|
1
|
1
|
6
|
2
|
0
|
0
|
0
|
60
|
150
|
300
|
450
|
600
|
No
|
|
Heavy Rifle
|
Heavy Rifle
|
Ballistic
|
8
|
3
|
60
|
0
|
40
|
1
|
1
|
12
|
3
|
0
|
0
|
0
|
30
|
180
|
360
|
540
|
720
|
No
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Light Rifle
Gear ID: Weapon_Autocannon_AC5_LRIFLE
Expand
Medium Rifle
Gear ID: Weapon_Autocannon_AC10_MRIFLE
Expand
Heavy Rifle
Gear ID: Weapon_Autocannon_AC20_HRIFLE
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.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
RAC/2
Gear ID: Weapon_Autocannon_RAC2_0-Mydron
Expand
RAC/5
Gear ID: Weapon_Autocannon_RAC5_0-Mydron
Scatterguns (S)
Taking a prototype of the LB-10X Autocannon with them, the Sanctuary Worlds could not fully reproduce the weapon. Instead they created this, the Scattergun, which is a simple shotgun that is locked into firing cluster ammo. The Scattergun shoots a spread of shells at the target but where the LBX does damage only to a single target, the Scattergun's spread is wide enough to strike nearby targets as well as the primary 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
|
Scattergun/5 (S)
|
Scattergun/5
|
Ballistic
|
8
|
2
|
8
|
0
|
1
|
1
|
5
|
5
|
1
|
0
|
1
|
+25%
|
0
|
200
|
400
|
600
|
800
|
No
|
2 AoE damage within 60 meters of impact.
|
Scattergun/10 (S)
|
Scattergun/10
|
Ballistic
|
10
|
4
|
6
|
0
|
1
|
1
|
10
|
10
|
2
|
0
|
1
|
+25%
|
0
|
150
|
300
|
450
|
600
|
No
|
2 AoE damage within 60 meters of impact.
|
Scattergun/15 (S)
|
Scattergun/15
|
Ballistic
|
12
|
6
|
5.333
|
0
|
2
|
1
|
15
|
15
|
3
|
0
|
1
|
+25%
|
0
|
150
|
250
|
350
|
450
|
No
|
2 AoE damage within 60 meters of impact.
|
Scattergun/20 (S)
|
Scattergun/20
|
Ballistic
|
14
|
8
|
5
|
0
|
2
|
1
|
20
|
20
|
4
|
0
|
1
|
+25%
|
0
|
90
|
180
|
270
|
360
|
No
|
2 AoE damage within 60 meters of impact.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Scattergun/5 (S)
Gear ID: Weapon_Autocannon_Scattergun_5
Expand
Scattergun/10 (S)
Gear ID: Weapon_Autocannon_Scattergun_10
Expand
Scattergun/15 (S)
Gear ID: Weapon_Autocannon_Scattergun_15
Expand
Scattergun/20 (S)
Gear ID: Weapon_Autocannon_Scattergun_20
Ultra Autocannons
Ultra autocannon are capable of firing twice in a row, doubling heat and potentially damage at the risk of jamming.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
UAC/2
Gear ID: Weapon_Autocannon_UAC2_0-STOCK
Expand
UAC/5
Gear ID: Weapon_Autocannon_UAC5_0-STOCK
Expand
UAC/10
Gear ID: Weapon_Autocannon_UAC10_0-STOCK
Expand
UAC/20
Gear ID: Weapon_Autocannon_UAC20_0-STOCK
Expand
UAC/2 (C)
Gear ID: Weapon_Autocannon_AC2_CLAN
Expand
UAC/5 (C)
Gear ID: Weapon_Autocannon_AC5_CLAN
Expand
UAC/10 (C)
Gear ID: Weapon_Autocannon_AC10_CLAN
Expand
UAC/20 (C)
Gear ID: Weapon_Autocannon_AC20_CLAN
Expand
UAC/10 (EC)
Gear ID: Weapon_Autocannon_UAC10_Prototype
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.
Note: The Heavy Gauss and Improved Heavy Gauss are restricted to being equipped in torso components, they cannot be fitted in a 'Mech's arm 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
|
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
|
65
|
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
|
11
|
110
|
0
|
60
|
1
|
1
|
10
|
5
|
+1
|
0
|
0
|
0
|
180
|
360
|
540
|
720
|
Yes
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Gauss Rifle
Gear ID: Weapon_Gauss_Gauss_0-STOCK
Expand
Gauss Rifle (C)
Gear ID: Weapon_Gauss_Gauss_CLAN
Expand
Improved Gauss Rifle
Gear ID: Weapon_Gauss_ImprovedGauss_0-STOCK
Expand
Heavy Gauss Rifle
Gear ID: Weapon_Gauss_Heavy_0-STOCK
Expand
Improved Heavy Gauss Rifle
Gear ID: Weapon_Gauss_ImprovedHeavy_0-STOCK
Expand
Light Gauss Rifle
Gear ID: Weapon_Gauss_Light_0-STOCK
Expand
Piercing Gauss Rifle
Gear ID: Weapon_Gauss_Gauss_1-M7
Expand
Magshot Rifle
Gear ID: Weapon_Gauss_Magshot_0-STOCK
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.
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Found On These 'Mechs: (Click Expand For List)
Expand
Rotary Gauss Rifle
Gear ID: Weapon_Gauss_Gauss_3-Blackwell
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
|
5
|
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
|
5
|
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
|
5
|
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
|
17
|
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.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Hyper-Assault Gauss 20 (C)
Gear ID: Weapon_Gauss_HAG20_CLAN
Expand
Hyper-Assault Gauss 30 (C)
Gear ID: Weapon_Gauss_HAG30_CLAN
Expand
Hyper-Assault Gauss 40 (C)
Gear ID: Weapon_Gauss_HAG40_CLAN
Expand
Silver Bullet Gauss
Gear ID: Weapon_Gauss_Gauss_Silverbullet
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. Clan mortars are exceedingly rare and only appear on one or two '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
|
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/4 (C)
|
Mortar
|
Ballistic
|
4
|
2
|
10
|
0
|
1
|
4
|
1
|
8
|
1
|
0
|
0
|
0
|
180
|
210
|
420
|
630
|
840
|
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
|
Mortar/8 (C)
|
Mortar
|
Ballistic
|
8
|
3
|
10
|
0
|
1
|
8
|
1
|
16
|
1
|
0
|
0
|
0
|
180
|
210
|
420
|
630
|
840
|
No
|
Scatter 5-15m
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Mech Grenade Launcher
Gear ID: Weapon_Mech_Grenade_Launcher
Expand
Mortar/1
Gear ID: Weapon_MECHMORTAR_1
Expand
Mortar/2
Gear ID: Weapon_MECHMORTAR_2
Expand
Mortar/4
Gear ID: Weapon_MECHMORTAR_4
Expand
Mortar/8
Gear ID: Weapon_MECHMORTAR_8
Expand
Mortar/4 (C)
Gear ID: Weapon_MECHMORTAR_4_CLAN
Expand
Mortar/8 (C)
Gear ID: Weapon_MECHMORTAR_8_CLAN
Bombard Cannons (S)
Essentially designed after infantry-carried mortars, the Bombard Cannon is designed to saturate enemies with a large number of small-scale munitions. The idea is to shell-shock the targets so that they cannot be effective while heavier forces actually destroy them with direct weapons fire. The Bombard Cannon has proven effective on the battlefield and the Sanctuary Alliance has ordered wide deployment of the system. The Bombard Cannon is capable of deploying several kinds of munitions and Sacellum units often vary their ammo loads accordingly.
|
|
|
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
|
Bombard/3 (S)
|
Bombard
|
Ballistic
|
1.5
|
2
|
2
|
0
|
2
|
3
|
1
|
6
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
750
|
No
|
Scatter 5-15m.
|
Bombard/6 (S)
|
Bombard
|
Ballistic
|
3
|
3
|
2
|
0
|
2
|
6
|
1
|
12
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
750
|
No
|
Scatter 5-15m.
|
Bombard/9 (S)
|
Bombard
|
Ballistic
|
4.5
|
4
|
2
|
0
|
2
|
9
|
1
|
18
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
750
|
No
|
Scatter 5-15m.
|
Bombard/12 (S)
|
Bombard
|
Ballistic
|
6
|
5
|
2
|
0
|
2
|
12
|
1
|
24
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
750
|
No
|
Scatter 5-15m.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Bombard/3 (S)
Gear ID: Weapon_BombardCannon_3
Expand
Bombard/6 (S)
Gear ID: Weapon_BombardCannon_6
Expand
Bombard/9 (S)
Gear ID: Weapon_BombardCannon_9
Expand
Bombard/12 (S)
Gear ID: Weapon_BombardCannon_12
Mass Drivers (S)
Developed from ancient civilian sector technology, the Mass Driver is essentially a gigantic magnetic cannon that hurls a heavy metallic slug at targets, dealing incredible damage. However, Mass Drivers are heavy and restrictive, limiting how many can be mounted at once.
Knockdown Chance is affected by the following modifiers:
- -1% per piloting skill level
- -1% per ton of the mech up to 100 tons
- -5% per ton of the mech over 100 tons
- -100% for a Braced Unit
|
|
|
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 Mass Driver (S)
|
Light Mass Driver
|
Ballistic
|
16
|
8
|
150
|
0
|
40
|
1
|
1
|
30
|
1
|
+2
|
0
|
0
|
90
|
210
|
450
|
660
|
900
|
No
|
1 per unit. 1 turn cooldown. 75% base knockdown chance. Volatile: explodes for 150 dmg + 20 stability
|
Medium Mass Driver (S)
|
Medium Mass Driver
|
Ballistic
|
18
|
10
|
200
|
0
|
80
|
1
|
1
|
40
|
2
|
+2
|
0
|
0
|
90
|
210
|
450
|
660
|
900
|
No
|
1 per unit. 1 turn cooldown. 95% base knockdown chance. Volatile: explodes for 200 dmg + 40 stability
|
Heavy Mass Driver (S)
|
Heavy Mass Driver
|
Ballistic
|
20
|
12
|
250
|
0
|
120
|
1
|
1
|
30
|
3
|
+2
|
0
|
0
|
90
|
210
|
450
|
660
|
900
|
No
|
1 per unit. 1 turn cooldown. 115% base knockdown chance. Volatile: explodes for 250 dmg + 60 stability
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Light Mass Driver (S)
Gear ID: Weapon_MassDriver_Light
Expand
Medium Mass Driver (S)
Gear ID: Weapon_MassDriver_Medium
Expand
Heavy Mass Driver (S)
Gear ID: Weapon_MassDriver_Heavy
Railgun Artillery
The Railgun Artillery is similar to standard mounted artillery such as the Sniper or Long Tom. However, the Railgun Artillery may not fire directly, operating as indirect fire only. Additionally, the Railgun Artillery is not area-of-effect but instead breaks into submunitions on each attack that saturate the area around the target, dealing damage to both the initial target and adjacent enemies.
|
|
|
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
|
Scattershot Railgun
|
Heavy Gauss
|
Ballistic
|
30
|
15
|
350
|
0
|
60
|
1
|
1
|
30
|
5
|
+1
|
0
|
0
|
120
|
360
|
780
|
1200
|
1560
|
No
|
+/- 50 damage. 1 turn cooldown. Breaks into 10 submunitions after 250 meters, dividing damage among them. Submunitions have 90 meter radius around target.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Scattershot Railgun
Gear ID: Weapon_Gauss_Scattershot_Railgun_0-STOCK
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 than a standard MG but weighs twice as much, and has a high chance to jam the ammo feeds if the user is careless.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
HMG
Gear ID: Weapon_MachineGun_HeavyMG_0-STOCK
Expand
HMG (C)
Gear ID: Weapon_MachineGun_HEAVY_CLAN
Mech Taser
The Mech Taser is large, does very little damage, produces significant heat, suffers from reduced accuracy, and has an incredibly short range, however its effects can be devastating: it has a 45% chance on hit to force a 'Mech to shut down (modified by the target pilot's Guts score) as well as slowing the target's movement and reducing their accuracy even if it doesn't shut it down.
|
|
|
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 Taser
|
Mech Taser
|
Ballistic
|
4
|
3
|
5
|
10
|
0
|
1
|
1
|
18
|
0
|
-1
|
0
|
0
|
0
|
30
|
60
|
180
|
240
|
Yes
|
45% base shutdown chance. -1 accuracy debuff on target. Target move speed reduced by 10%. Volatile: explodes for 30 dmg
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Mech Taser
Gear ID: Weapon_Mech_Taser
Energy
Directed X-Ray Cannon (S)
The Directed X-Ray Cannon, or DXR, fires an extremely intense blast of X-rays at the target, bathing them in destructive radiation. While this doesn't do that much direct damage, it does have the benefit of interfering with the unit's cooling mechanisms and causing an extreme surge of heat in 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
|
DXR (S)
|
N/A
|
Energy
|
6
|
2
|
20
|
30
|
0
|
1
|
1
|
20
|
0
|
0
|
0
|
+25%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Anti-BA bonus damage: +100%. Target gains 6 heat on next activation, effect stacks.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Fluid Guns
Fluid Guns are essentially a reinforced fuel tank and hose system. The Sprayer is an industrial tool repurposed for combat. In contrast the Fluid Gun is a militarized version of the Sprayer. Both are capable of using several different fluids as ammunition, and are most commonly found as ad-hoc weapons or in the arenas of Solaris VII where it makes a delightful show for the crowds.
|
|
|
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
|
Fluid Sprayer
|
Fluid
|
Energy
|
.5
|
1
|
0
|
0
|
0
|
1
|
1
|
0
|
0
|
0
|
-2
|
2
|
0
|
60
|
60
|
90
|
90
|
Yes
|
Uses a variety of Fluid ammo types.
|
Fluid Gun
|
Fluid
|
Energy
|
2
|
2
|
0
|
0
|
0
|
1
|
1
|
0
|
0
|
0
|
0
|
1
|
0
|
30
|
60
|
90
|
120
|
Yes
|
Uses a variety of Fluid ammo types.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Fluid Sprayer
Gear ID: Weapon_FluidGun_Sprayer_0-STOCK
Expand
Fluid Gun
Gear ID: Weapon_FluidGun_FluidGun_0-STOCK
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
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Laser
Gear ID: Weapon_Laser_SmallLaser_0-STOCK
Expand
M Laser
Gear ID: Weapon_Laser_MediumLaser_0-STOCK
Expand
M Laser -
Gear ID: Weapon_Laser_MediumLaser_-1-Agra
Expand
L Laser
Gear ID: Weapon_Laser_LargeLaser_0-STOCK
Expand
L Laser -
Gear ID: Weapon_Laser_LargeLaser_-1-Tronel
Expand
Improved L Laser
Gear ID: Weapon_Laser_LargeLaser_Improved
Extended Range Lasers
ER lasers increase the power of the beam to do a bit more damage at greater ranges than standard lasers at the cost of increased heat.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
ER Micro Laser (C)
|
N/A
|
Support
|
0.25
|
1
|
10
|
0
|
0
|
1
|
1
|
5
|
0
|
0
|
4
|
-25%
|
0
|
30
|
60
|
90
|
120
|
Yes
|
|
ER S Laser
|
N/A
|
Support
|
0.5
|
1
|
20
|
0
|
0
|
1
|
1
|
9
|
0
|
+1
|
3
|
+20%
|
0
|
60
|
120
|
150
|
240
|
Yes
|
|
ER S Laser (C)
|
N/A
|
Support
|
0.5
|
1
|
21
|
0
|
0
|
1
|
1
|
11
|
0
|
0
|
4
|
+30%
|
0
|
60
|
100
|
150
|
200
|
Yes
|
|
ER S Laser (EC)
|
N/A
|
Support
|
0.5
|
1
|
20
|
0
|
0
|
1
|
1
|
12
|
0
|
+1
|
3
|
0
|
0
|
60
|
120
|
150
|
240
|
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 M Laser (EC)
|
N/A
|
Energy
|
1
|
1
|
25
|
0
|
0
|
1
|
1
|
15
|
0
|
+1
|
0
|
+25%
|
0
|
120
|
240
|
360
|
480
|
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
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
ER S Laser
Gear ID: Weapon_Laser_SmallLaserER_0-STOCK
Expand
ER M Laser
Gear ID: Weapon_Laser_MediumLaserER_0-STOCK
Expand
ER L Laser
Gear ID: Weapon_Laser_LargeLaserER_0-STOCK
Expand
ER Micro Laser (C)
Gear ID: Weapon_Laser_MicroLaserER_CLAN
Expand
ER S Laser (C)
Gear ID: Weapon_Laser_SmallLaserER_CLAN
Expand
ER M Laser (C)
Gear ID: Weapon_Laser_MediumLaserER_CLAN
Expand
ER L Laser (C)
Gear ID: Weapon_Laser_LargeLaserER_CLAN
Expand
ER S Laser (EC)
Gear ID: Weapon_Laser_SmallLaserER_Prototype
Expand
ER M Laser (EC)
Gear ID: Weapon_Laser_MediumLaserER_Prototype
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
|
S Binary Laser
|
N/A
|
Energy
|
1
|
1
|
21
|
0
|
0
|
1
|
1
|
9
|
0
|
+2
|
3
|
+20%
|
0
|
30
|
60
|
90
|
120
|
Yes
|
|
M Binary Laser
|
N/A
|
Energy
|
2
|
1
|
35
|
0
|
0
|
1
|
1
|
17
|
0
|
+2
|
0
|
+20%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
|
L Binary Laser
|
N/A
|
Energy
|
9
|
2
|
70
|
0
|
0
|
1
|
1
|
31
|
0
|
+2
|
0
|
+20%
|
0
|
150
|
300
|
450
|
600
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Binary Laser
Gear ID: Weapon_Laser_BinaryLaserSmall_0-STOCK
Expand
M Binary Laser
Gear ID: Weapon_Laser_BinaryLaserMedium_0-STOCK
Expand
L Binary Laser
Gear ID: Weapon_Laser_BinaryLaserCannon_0-STOCK
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.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Improved S Binary Laser
Gear ID: Weapon_Laser_BinaryLaserSmall_1-Defiance
Expand
Improved M Binary Laser
Gear ID: Weapon_Laser_BinaryLaserMedium_1-Defiance
Expand
Improved L Binary Laser
Gear ID: Weapon_Laser_BinaryLaserCannon_1-Defiance
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.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Bombast Laser
Gear ID: Weapon_Laser_LargeLaser_Bombast
Chemical Lasers
Chemical Lasers are not a new invention but a rediscovering of pre-spaceflight Terran laser technology, wherein a fuel source was consumed in order to create the desired laser effect. That ammo is explosive and the chemical laser does less damage than a conventionally powered equivalent, but the chemical process generates very little heat and the laser mechanism itself can be smaller and lighter since it doesn't require heavy capacitors to work.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
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
|
12
|
0
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Chem Laser
Gear ID: Weapon_Laser_SmallLaser_Chemical_CLAN
Expand
M Chem Laser
Gear ID: Weapon_Laser_MediumLaser_Chemical_CLAN
Expand
L Chem Laser
Gear ID: Weapon_Laser_LargeLaser_Chemical_CLAN
Chemical Pulse Lasers
Pulsed versions the more standard Chemical Lasers. Uses the same volatile ammo as a standard continuous beam Chemical Lasers and does less damage than a conventionally powered equivalent, but the chemical process generates very little heat and the laser mechanism itself can be smaller and lighter since it doesn't require heavy capacitors to work.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
S Chem Pulse Laser
|
Chemical Laser
|
Support
|
0.75
|
1
|
17
|
0
|
0
|
1
|
1
|
4
|
0
|
+1
|
3
|
0
|
0
|
30
|
70
|
110
|
150
|
Yes
|
Anti-BA bonus damage: +50%
|
M Chem Pulse Laser
|
Chemical Laser
|
Energy
|
1.5
|
1
|
23
|
0
|
0
|
1
|
1
|
8
|
0
|
+1
|
1
|
0
|
0
|
60
|
120
|
180
|
240
|
Yes
|
|
L Chem Pulse Laser
|
Chemical Laser
|
Energy
|
6
|
2
|
44
|
0
|
0
|
1
|
1
|
16
|
0
|
+1
|
1
|
0
|
0
|
180
|
300
|
390
|
510
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Chem Pulse Laser
Gear ID: Weapon_Laser_SmallLaserPulse_Chemical_CLAN
Expand
M Chem Pulse Laser
Gear ID: Weapon_Laser_MediumLaserPulse_Chemical_CLAN
Expand
L Chem Pulse Laser
Gear ID: Weapon_Laser_LargeLaserPulse_Chemical_CLAN
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)
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
COIL
Gear ID: Weapon_COIL_COIL_0-STOCK
Electro-Lasers (S)
Electro-Lasers fire a thin targeting beam that acts as a conduit for a huge blast of electricity that fries the target alive and scrambles electronics. The electro-laser family has extreme heat and very short range but do more damage than their Inner-Sphere counterparts.
|
|
|
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 Elec-Laser (S)
|
N/A
|
Support
|
0.5
|
1
|
20
|
0
|
0
|
1
|
1
|
6
|
0
|
+1
|
4
|
0
|
0
|
60
|
90
|
90
|
90
|
Yes
|
Only fires on a guaranteed hit.
|
M Elec-Laser (S)
|
N/A
|
Energy
|
1
|
1
|
30
|
0
|
0
|
1
|
1
|
15
|
0
|
+1
|
1
|
0
|
0
|
60
|
150
|
240
|
300
|
Yes
|
Only fires on a guaranteed hit. Inflicts -1 accuracy debuff on target for 2 turns.
|
L Elec-Laser (S)
|
N/A
|
Energy
|
6
|
2
|
50
|
0
|
0
|
1
|
1
|
27
|
0
|
+1
|
1
|
0
|
0
|
120
|
240
|
360
|
360
|
Yes
|
Only fires on a guaranteed hit. Inflicts -2 accuracy debuff on target for 2 turns.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Elec-Laser (S)
Gear ID: Weapon_Laser_SmallLaserElectro
Expand
M Elec-Laser (S)
Gear ID: Weapon_Laser_MediumLaserElectro
Expand
L Elec-Laser (S)
Gear ID: Weapon_Laser_LargeLaserElectro
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Heavy S Laser (C)
Gear ID: Weapon_Laser_HeavySmallLaser_CLAN
Expand
Heavy M Laser (C)
Gear ID: Weapon_Laser_HeavyMediumLaser_CLAN
Expand
Heavy L Laser (C)
Gear ID: Weapon_Laser_HeavyLargeLaser_CLAN
Expand
Super M Laser (C)
Gear ID: Weapon_Laser_MediumLaserSuperior_0-STOCK
Lances (S)
The Sanctuary Worlds developed laser technology in a different direction than the Inner Sphere. Where the Clans and the Inner Sphere developed extended range lasers, the Sanctuary Worlders developed the lance system. Essentially a high-powered and very precise laser scalpel, lances provide high armor penetration at longer range but do less traditional damage to armor itself.
|
|
|
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 Lance (S)
|
N/A
|
Support
|
1
|
1
|
10
|
0
|
0
|
1
|
1
|
10
|
0
|
+1
|
3
|
-50%
|
0
|
30
|
60
|
90
|
120
|
Yes
|
5 structure dmg. Anti-BA bonus damage: 50%
|
M Lance (S)
|
N/A
|
Energy
|
2
|
1
|
15
|
0
|
0
|
1
|
1
|
15
|
0
|
+1
|
0
|
-50%
|
0
|
60
|
150
|
240
|
360
|
Yes
|
10 structure dmg.
|
L Lance (S)
|
N/A
|
Energy
|
6
|
2
|
30
|
0
|
0
|
1
|
1
|
30
|
0
|
+1
|
0
|
-50%
|
0
|
120
|
240
|
360
|
480
|
Yes
|
20 structure dmg.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Lance (S)
Gear ID: Weapon_Lance_SmallLance
Expand
M Lance (S)
Gear ID: Weapon_Lance_MediumLance
Expand
L Lance (S)
Gear ID: Weapon_Lance_LargeLance
Modal Lasers (S)
Modal Lasers are specially calibrated to provide four distinct firing modes for maximum combat effectiveness. Between an accuracy mode, a damage mode, a range-boosting mode, and the default balanced mode, the Modal Lasers are effective in all circumstances.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Modal Laser (S)
Gear ID: Weapon_Laser_SmallLaserModal
Expand
M Modal Laser (S)
Gear ID: Weapon_Laser_MediumLaserModal
Expand
L Modal Laser (S)
Gear ID: Weapon_Laser_LargeLaserModal
Pulse Lasers
Standard 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
|
Anti-BA bonus damage: +25%
|
S Pulse
|
N/A
|
Support
|
1
|
1
|
20
|
0
|
0
|
1
|
1
|
8
|
0
|
+2
|
4
|
0
|
0
|
30
|
60
|
90
|
120
|
Yes
|
Anti-BA bonus damage: 50%
|
S Pulse (C)
|
N/A
|
Support
|
1
|
1
|
25
|
0
|
0
|
1
|
1
|
6
|
0
|
0
|
6
|
0
|
0
|
40
|
60
|
80
|
110
|
Yes
|
Anti-BA bonus damage: +75%
|
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
|
180
|
300
|
390
|
510
|
Yes
|
|
L Pulse (C)
|
N/A
|
Energy
|
6
|
2
|
55
|
0
|
0
|
1
|
1
|
30
|
0
|
0
|
3
|
0
|
0
|
150
|
270
|
360
|
480
|
Yes
|
|
Improved L Pulse
|
N/A
|
Energy
|
6
|
2
|
50
|
0
|
0
|
1
|
1
|
27
|
0
|
+1
|
2
|
0
|
0
|
180
|
300
|
390
|
510
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S Pulse
Gear ID: Weapon_Laser_SmallLaserPulse_0-STOCK
Expand
M Pulse
Gear ID: Weapon_Laser_MediumLaserPulse_0-STOCK
Expand
L Pulse
Gear ID: Weapon_Laser_LargeLaserPulse_0-STOCK
Expand
Micro Pulse (C)
Gear ID: Weapon_Laser_MicroLaserPulse_CLAN
Expand
S Pulse (C)
Gear ID: Weapon_Laser_SmallLaserPulse_CLAN
Expand
M Pulse (C)
Gear ID: Weapon_Laser_MediumLaserPulse_CLAN
Expand
L Pulse (C)
Gear ID: Weapon_Laser_LargeLaserPulse_CLAN
Expand
Improved L Pulse
Gear ID: Weapon_Laser_LargeLaserPulse_Improved
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
|
Anti-BA bonus damage: +50%
|
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
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
ER S Pulse (C)
Gear ID: Weapon_Laser_SmallLaserERPulse_CLAN
Expand
ER M Pulse (C)
Gear ID: Weapon_Laser_MediumLaserERPulse_CLAN
Expand
ER L Pulse (C)
Gear ID: Weapon_Laser_LargeLaserERPulse_CLAN
Variable Speed Pulse Lasers
VSPLs inflict much higher damage and have much higher accuracy at close range in exchange for a linear drop off in damage and accuracy at longer ranges.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
S VSPL
Gear ID: Weapon_Laser_SmallLaserVSPL_0-STOCK
Expand
M VSPL
Gear ID: Weapon_Laser_MediumLaserVSPL_0-STOCK
Expand
L VSPL
Gear ID: Weapon_Laser_LargeLaserVSPL_0-STOCK
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
|
9
|
0
|
+2
|
4
|
0
|
0
|
60
|
110
|
160
|
220
|
Yes
|
Anti-BA bonus damage: 50%
|
Medium X-Pulse
|
N/A
|
Energy
|
2
|
1
|
10
|
0
|
0
|
3
|
1
|
14
|
0
|
+2
|
1
|
0
|
0
|
90
|
180
|
270
|
330
|
Yes
|
|
Hardened Medium X-Pulse
|
N/A
|
Energy
|
2
|
1
|
10
|
0
|
0
|
3
|
1
|
14
|
0
|
+2
|
1
|
0
|
0
|
90
|
180
|
270
|
330
|
Yes
|
Immune to Critical Hits
|
Large X-Pulse
|
N/A
|
Energy
|
7
|
2
|
21
|
0
|
0
|
3
|
1
|
27
|
0
|
+2
|
1
|
0
|
0
|
240
|
390
|
540
|
600
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Small X-Pulse
Gear ID: Weapon_Laser_SmallLaserPulse_X
Expand
Medium X-Pulse
Gear ID: Weapon_Laser_MediumLaserPulse_X
Expand
Hardened Medium X-Pulse
Gear ID: Weapon_Laser_MediumLaserPulse_X_Hardened
Expand
Large X-Pulse
Gear ID: Weapon_Laser_LargeLaserPulse_X
Twin-Linked Lasers (S)
An unusual weapon with no direct analogues in either Inner Sphere or Sanctuary Worlds technology, the Twin-Linked Laser is, essentially, two Small Lasers stapled together. The increased power output and weight class this weapon as an Energy weapon, though it retains some of the accuracy of its Small Laser brethren. The Twin-Linked Laser is commonly seen among Sanctuary units and is a frequent presence on the battlefield.
|
|
|
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
|
Twin-Linked S Laser (S)
|
N/A
|
Energy
|
1
|
1
|
11
|
0
|
0
|
2
|
1
|
11
|
0
|
+1
|
1
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Twin-Linked S Laser (S)
Gear ID: Weapon_Laser_TwinLinkedLaser
Gamma Cannon (S)
The longest ranged direct-fire weapon in the Sanctuary arsenal, the Gamma Cannon produces a tightly focused blast of gamma radiation and directs it to the targeted location, devastating anything it comes into contact with. The Gamma Cannon does devastating damage at immense range, but costs a lot of heat and is not a light or small weapon meaning it only is ever mounted on the most dangerous of Sanctuary 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
|
Gamma Cannon (S)
|
N/A
|
Energy
|
13
|
7
|
80
|
0
|
10
|
1
|
1
|
20
|
0
|
0
|
1
|
0
|
90
|
240
|
480
|
720
|
960
|
No
|
Inflicts 20% Move Speed Penalty, lasts 2 turns, stacks up to 2 times.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Gamma Cannon (S)
Gear ID: Weapon_Gamma_Gamma
Neutrino Projector Cannon (S)
The Neutrino Projector Cannon fires a series of quick neutrino bursts that scatter and blast through anything they encounter. The neutrinos also debilitate the target and interfere with delicate electronics used for targeting systems, forcing a small but increasing targeting impairment for energy weapons based on how many neutrinos hit the target. The NPC is known inside the Sanctuary Worlds for being a savage weapon, rarely unleashed on their battlefields, but all technology is required now that they have rediscovered the Inner Sphere and so the NPC has been put into service again.
|
|
|
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
|
NPC (S)
|
N/A
|
Energy
|
7
|
3
|
15
|
0
|
0
|
4
|
1
|
25
|
0
|
+1
|
1
|
+25%
|
0
|
180
|
360
|
540
|
720
|
No
|
Inflicts -1 accuracy debuff on target per hit, effect stacks up to 2 times.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
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. Anti-BA bonus damage: 50%
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Dissolving S Pulse
Gear ID: Weapon_Laser_SmallLaserPulse_1-Maxell
Expand
Dissolving M Pulse
Gear ID: Weapon_Laser_MediumLaserPulse_1-RakerIV
Expand
Dissolving L Pulse
Gear ID: Weapon_Laser_LargeLaserPulse_1-Thunderbolt12
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%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Haywire S Pulse
Gear ID: Weapon_Laser_SmallLaser_1-ExoStar
Expand
Haywire M Pulse
Gear ID: Weapon_Laser_MediumLaser_1-ExoStar
Expand
Haywire L Pulse
Gear ID: Weapon_Laser_LargeLaser_1-ExoStar
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
|
13
|
0
|
0
|
1
|
1
|
8
|
0
|
+2
|
4
|
-50%
|
0
|
30
|
60
|
90
|
120
|
Yes
|
8 structure damage. Anti-BA bonus damage: 25%
|
Pierce M Pulse
|
N/A
|
Energy
|
2
|
1
|
18
|
0
|
0
|
1
|
1
|
11
|
0
|
+2
|
1
|
-50%
|
0
|
60
|
120
|
180
|
240
|
Yes
|
19 structure damage
|
Pierce L Pulse
|
N/A
|
Energy
|
7
|
2
|
30
|
0
|
0
|
1
|
1
|
23
|
0
|
+2
|
1
|
-50%
|
0
|
90
|
210
|
300
|
420
|
Yes
|
15 structure damage
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Pierce S Pulse
Gear ID: Weapon_Laser_SmallLaserPulse_2-Magna200P
Expand
Pierce M Pulse
Gear ID: Weapon_Laser_MediumLaserPulse_2-Magna400P
Expand
Pierce L Pulse
Gear ID: Weapon_Laser_LargeLaserPulse_2-Exostar
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
|
70
|
130
|
160
|
260
|
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
|
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Rotary ER S Laser
Gear ID: Weapon_Laser_SmallLaserER_2-BlazeFire
Expand
Rotary ER M Laser
Gear ID: Weapon_Laser_MediumLaserER_2-BrightBloom
Expand
Rotary ER L Laser
Gear ID: Weapon_Laser_LargeLaserER_2-BlazeFire
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Static ER S Laser
Gear ID: Weapon_Laser_SmallLaserER_1-Diverse_Optics
Expand
Static ER M Laser
Gear ID: Weapon_Laser_MediumLaserER_1-MagnaVI
Expand
Static ER L Laser
Gear ID: Weapon_Laser_LargeLaserER_1-Blankenburg25
Streak Lasers
Taking circuitry from Streak SRM launchers, these lasers have been rebuilt so that they 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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Streak S Laser
Gear ID: Weapon_Laser_SmallLaser_1-Diverse_Optics
Not found on any 'Mechs
Expand
Streak M Laser
Gear ID: Weapon_Laser_MediumLaser_1-Intek
Expand
Streak L Laser
Gear ID: Weapon_Laser_LargeLaser_1-Diverse_Optics
Plasma Weapons
Plasma weapons consume non-volatile 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. Anti-BA bonus damage: 250%
|
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%. Anti-BA bonus damage: +300%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Plasma Rifle
Gear ID: Weapon_Plasma_Rifle
Expand
Plasma Cannon
Gear ID: Weapon_FLAMER_PLASMA_CLAN
PPCs
Particle Projector Cannons fire energized lightning at their target to deal substantial damage. However, this comes at the cost of intense heat generation. Of note, despite being an energy weapon some PPCs do produce 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
|
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
|
Chem PPC
|
Chemical PPC
|
Energy
|
6
|
4
|
20
|
5
|
5
|
1
|
1
|
15
|
1
|
0
|
0
|
0
|
90
|
150
|
300
|
450
|
600
|
No
|
60 AoE Damage in a 30m Radius
|
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
|
Improved PPC
|
N/A
|
Energy
|
6
|
2
|
50
|
0
|
20
|
1
|
1
|
20
|
0
|
0
|
0
|
0
|
90
|
180
|
360
|
540
|
720
|
No
|
-1 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
|
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
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
AoE PPC
Gear ID: Weapon_PPC_PPC_1-Ceres_Arms
Expand
Chem PPC
Gear ID: Weapon_PPC_Chemical_0-STOCK
Expand
Enhanced ER PPC
Gear ID: Weapon_PPC_PPCER_Enhanced
Expand
ER PPC
Gear ID: Weapon_PPC_PPCER_0-STOCK
Expand
ER PPC (C)
Gear ID: Weapon_PPC_PPCER_CLAN
Expand
ER PPC Shotgun
Gear ID: Weapon_PPC_PPCER_1-MagnaFirestar
Expand
Heavy PPC
Gear ID: Weapon_PPC_Heavy_0-STOCK
Expand
Improved PPC
Gear ID: Weapon_PPC_PPC_Improved
Expand
Light PPC
Gear ID: Weapon_PPC_Light_0-STOCK
Expand
PPC
Gear ID: Weapon_PPC_PPC_0-STOCK
Expand
PPC Prototype
Gear ID: Weapon_PPC_PPCp_0-STOCK
Expand
Snub-Nose PPC
Gear ID: Weapon_PPC_PPC_SNUBNOSE
Expand
Static PPC
Gear ID: Weapon_PPC_PPC_1-Donal
Missile
Advanced Tactical Missiles
The Advanced Tactical Missile system (ATM) was developed by Clan Coyote and allows its users to choose between three different types of ammunition. ATMs also include an integral Artemis IV Fire Control System. Direct-fire only.
|
|
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
ATM 3 (C)
Gear ID: Weapon_LRM_ATM3_CLAN
Expand
ATM 6 (C)
Gear ID: Weapon_LRM_ATM6_CLAN
Expand
ATM 9 (C)
Gear ID: Weapon_LRM_ATM9_CLAN
Expand
ATM 12 (C)
Gear ID: Weapon_LRM_ATM12_CLAN
Alternative Payload Missiles (S)
The Sanctuary Worlds developed these Alternative Payload Missiles to deliver various dangerous and debilitating payloads instead of explosive charges like Inner Sphere SRMs do. The APM system does virtually no damage and has a poor targeting system but the payloads it can deliver are varied and each devastating in their own way.
|
|
|
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
|
APM4 (S)
|
APM
|
Missile
|
1.5
|
2
|
1
|
0
|
1
|
4
|
1
|
4
|
0
|
0
|
0
|
25%
|
0
|
120
|
240
|
360
|
480
|
Yes
|
Missile health: 4
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Directed Radiation Missiles (S)
The DRM, or Directed Radiation Missile, is a small direct-fire projectile that releases a burst of destructive radiation upon impact (as well as a small explosive charge). This radiation tears through the target, ripping at its internal structure as well as releasing a concentrated burst of heat. Though the DRM does not deal heavy direct damage, the combination of all its various destructive effects adds up quickly in a pitched battle.
|
|
|
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
|
DRM2 (S)
|
DRM
|
Missile
|
1
|
1
|
3
|
2
|
1
|
2
|
1
|
6
|
0
|
0
|
0
|
-70%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
1 structure damage per missile. Missile health: 2
|
DRM4 (S)
|
DRM
|
Missile
|
2
|
1
|
3
|
2
|
1
|
4
|
1
|
12
|
0
|
0
|
0
|
-70%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
1 structure damage per missile. Missile health: 2
|
DRM6 (S)
|
DRM
|
Missile
|
3
|
1
|
3
|
2
|
1
|
6
|
1
|
18
|
0
|
0
|
0
|
-70%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
1 structure damage per missile. Missile health: 2
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Gyrojet
The Gyrojet is a recoilless weapon that fires self-propelled explosive-tipped projectiles called Microjets. The Gyrojet is quiet and highly effective, with long range, rapid projectile speed, and compounding damage. However, developing a feed system for the Gyrojet proved troublesome so Heston, Inc. instead developed their Gyrojet family of weapons as internal ammunition weapons, with a mere one shot per weapon system. Still, in the Periphery, the Gyrojet family proved popular and deadly for a long-range missile-based option.
|
|
|
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
|
Gyrojet-10
|
None
|
Missile
|
2
|
1
|
10
|
0
|
1
|
10
|
1
|
10
|
0
|
-1
|
0
|
0
|
180
|
210
|
420
|
630
|
840
|
Yes
|
Volatile: explodes for 100 damage + 10 stability. Missile health: 1
|
Gyrojet-15
|
None
|
Missile
|
3
|
2
|
15
|
0
|
1
|
15
|
1
|
15
|
0
|
-1
|
0
|
0
|
180
|
210
|
420
|
630
|
840
|
Yes
|
Volatile: explodes for 150 damage + 15 stability. Missile health: 1
|
Gyrojet-20
|
None
|
Missile
|
4
|
3
|
20
|
0
|
1
|
20
|
1
|
20
|
0
|
-1
|
0
|
0
|
180
|
210
|
420
|
630
|
840
|
Yes
|
Volatile: explodes for 200 damage + 20 stability. Missile health: 1
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Gyrojet-10
Gear ID: Weapon_Gyrojet_GJ10_0-STOCK
Expand
Gyrojet-15
Gear ID: Weapon_Gyrojet_GJ15_0-STOCK
Expand
Gyrojet-20
Gear ID: Weapon_Gyrojet_GJ20_0-STOCK
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
|
Improved LRM5
|
LRM
|
Missile
|
1
|
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
|
0
|
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
|
Improved LRM10
|
LRM
|
Missile
|
2.5
|
1
|
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
|
0
|
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
|
Improved LRM15
|
LRM
|
Missile
|
3.5
|
2
|
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
|
0
|
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
|
Improved LRM20
|
LRM
|
Missile
|
5
|
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
|
0
|
0
|
0
|
0
|
0
|
150
|
300
|
450
|
600
|
Yes
|
Missile health: 1
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
LRM5
Gear ID: Weapon_LRM_LRM5_0-STOCK
Expand
LRM10
Gear ID: Weapon_LRM_LRM10_0-STOCK
Expand
LRM15
Gear ID: Weapon_LRM_LRM15_0-STOCK
Expand
LRM20
Gear ID: Weapon_LRM_LRM20_0-STOCK
Expand
Improved LRM5
Gear ID: Weapon_LRM_LRM5_Improved
Expand
Improved LRM10
Gear ID: Weapon_LRM_LRM10_Improved
Expand
Improved LRM15
Gear ID: Weapon_LRM_LRM15_Improved
Expand
Improved LRM20
Gear ID: Weapon_LRM_LRM20_Improved
Expand
LRM5 (C)
Gear ID: Weapon_LRM_LRM5_CLAN
Expand
LRM10 (C)
Gear ID: Weapon_LRM_LRM10_CLAN
Expand
LRM15 (C)
Gear ID: Weapon_LRM_LRM15_CLAN
Expand
LRM20 (C)
Gear ID: Weapon_LRM_LRM20_CLAN
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Streak LRM5
Gear ID: Weapon_LRM_LRM5_1-Delta
Expand
Streak LRM10
Gear ID: Weapon_LRM_LRM10_1-Delta
Not found on any 'Mechs
Expand
Streak LRM15
Gear ID: Weapon_LRM_LRM15_1-Delta
Not found on any 'Mechs
Expand
Streak LRM20
Gear ID: Weapon_LRM_LRM20_1-Delta
Expand
Streak LRM5 (C)
Gear ID: Weapon_LRM_LRM5_STREAK
Not found on any 'Mechs
Expand
Streak LRM10 (C)
Gear ID: Weapon_LRM_LRM10_STREAK
Expand
Streak LRM15 (C)
Gear ID: Weapon_LRM_LRM15_STREAK
Expand
Streak LRM20 (C)
Gear ID: Weapon_LRM_LRM20_STREAK
Multi-Missile Launchers
MMLs
Capable of firing both SRM and LRM ammunition. Compatible with the Artemis IV fire control system and missile TTS.
Collapse
Found On These 'Mechs: (Click Expand For List)
Improved MMLs
Improved MMLs have been upgraded to allow them to fire clan ATMs. They are otherwise the same as standard MMLs.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Imp. MML3
Gear ID: Weapon_MML_3
Not found on any 'Mechs
Expand
Imp. MML5
Gear ID: Weapon_MML_5
Not found on any 'Mechs
Expand
Imp. MML7
Gear ID: Weapon_MML_7
Not found on any 'Mechs
Expand
Imp. MML9
Gear ID: Weapon_MML_9
Not found on any 'Mechs
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
MRM10
Gear ID: Weapon_MRM_MRM10_0-STOCK
Expand
MRM20
Gear ID: Weapon_MRM_MRM20_0-STOCK
Expand
MRM30
Gear ID: Weapon_MRM_MRM30_0-STOCK
Expand
MRM40
Gear ID: Weapon_MRM_MRM40_0-STOCK
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.
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
vMRM10
Gear ID: Weapon_MRM_vMRM10_0-STOCK
Not found on any 'Mechs
Expand
vMRM20
Gear ID: Weapon_MRM_vMRM20_0-STOCK
Not found on any 'Mechs
Expand
vMRM30
Gear ID: Weapon_MRM_vMRM30_0-STOCK
Not found on any 'Mechs
Expand
vMRM40
Gear ID: Weapon_MRM_vMRM40_0-STOCK
Not found on any 'Mechs
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
|
2
|
1
|
3
|
0
|
+1
|
1
|
-100%
|
0
|
120
|
240
|
360
|
480
|
Yes
|
AMS immune
|
Narc Launcher (C)
|
Narc
|
Missile
|
2
|
1
|
1
|
0
|
0
|
2
|
1
|
0
|
0
|
+1
|
2
|
-100%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
AMS immune
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Narc Launcher
Gear ID: Weapon_SRM_SRM_NARC
Expand
Narc Launcher (C)
Gear ID: Weapon_SRM_SRM_NARC_CLAN
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
RL10
Gear ID: Weapon_RocketLauncher_RL10_0_STOCK
Expand
RL15
Gear ID: Weapon_RocketLauncher_RL15_0_STOCK
Expand
RL20
Gear ID: Weapon_RocketLauncher_RL20_0_STOCK
Expand
RL40
Gear ID: Weapon_RocketLauncher_RL40_0_STOCK
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. Anti-BA bonus damage: 50%
|
Inferno RL15
|
N/A
|
Missile
|
1
|
1
|
2
|
2
|
2
|
15
|
1
|
12
|
0
|
0
|
0
|
0
|
0
|
120
|
270
|
450
|
540
|
Yes
|
Volatile: explodes for 30 damage + 30 stability per remaining ammo. Anti-BA bonus damage: 50%
|
Inferno RL20
|
N/A
|
Missile
|
1.5
|
2
|
2
|
2
|
2
|
20
|
1
|
15
|
0
|
0
|
0
|
0
|
0
|
90
|
210
|
360
|
420
|
Yes
|
Volatile: explodes for 40 damage + 40 stability per remaining ammo. Anti-BA bonus damage: 50%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Inferno RL10
Gear ID: Weapon_RocketLauncher_RL10_Inferno
Expand
Inferno RL15
Gear ID: Weapon_RocketLauncher_RL15_Inferno
Expand
Inferno RL20
Gear ID: Weapon_RocketLauncher_RL20_Inferno
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
|
4
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Reloading RL10
Gear ID: Weapon_RocketLauncher_RL10_Reload
Expand
Reloading RL15
Gear ID: Weapon_RocketLauncher_RL15_Reload
Expand
Reloading RL20
Gear ID: Weapon_RocketLauncher_RL20_Reload
Expand
Reloading RL40
Gear ID: Weapon_RocketLauncher_RL40_Reload
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
|
Improved SRM2
|
SRM
|
Missile
|
1
|
1
|
9
|
0
|
4
|
2
|
1
|
12
|
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
|
Improved SRM4
|
SRM
|
Missile
|
2
|
1
|
9
|
0
|
3
|
4
|
1
|
12
|
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
|
Improved SRM6
|
SRM
|
Missile
|
3
|
2
|
9
|
0
|
3
|
6
|
1
|
12
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
SRM2
Gear ID: Weapon_SRM_SRM2_0-STOCK
Expand
SRM4
Gear ID: Weapon_SRM_SRM4_0-STOCK
Expand
SRM6
Gear ID: Weapon_SRM_SRM6_0-STOCK
Expand
Improved SRM2
Gear ID: Weapon_SRM_SRM2_Improved
Expand
Improved SRM4
Gear ID: Weapon_SRM_SRM4_Improved
Expand
Improved SRM6
Gear ID: Weapon_SRM_SRM6_Improved
Expand
SRM2 (C)
Gear ID: Weapon_SRM_SRM2_CLAN
Expand
SRM4 (C)
Gear ID: Weapon_SRM_SRM4_CLAN
Expand
SRM6 (C)
Gear ID: Weapon_SRM_SRM6_CLAN
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 SRM4 (EC)
|
Streak SRM
|
Missile
|
3
|
2
|
10
|
0
|
4
|
4
|
1
|
15
|
0
|
+1
|
1
|
+50%
|
0
|
90
|
180
|
270
|
360
|
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
SRM2
Gear ID: Weapon_SRM_SSRM2_0-STOCK
Expand
SRM4
Gear ID: Weapon_SRM_SSRM4_0-STOCK
Expand
SRM6
Gear ID: Weapon_SRM_SSRM6_0-STOCK
Expand
SRM2 (C)
Gear ID: Weapon_SRM_SRM2_STREAK_CLAN
Expand
SRM4 (C)
Gear ID: Weapon_SRM_SRM4_STREAK_CLAN
Expand
SRM6 (C)
Gear ID: Weapon_SRM_SRM6_CLAN
Expand
SRM4 (EC)
Gear ID: Weapon_SRM_SRM6_STREAK_CLAN
Precision SRM
Precision SRMs have been reconfigured for maximum tactical precision, virtually guaranteeing that every missile strikes the same location on the target. However, to do this, they had their damage heavily reduced, making them a worse damaging option 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
|
Precision SRM2
|
SRM
|
Missile
|
1
|
1
|
4
|
0
|
2
|
2
|
1
|
4
|
0
|
0
|
3
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Missile health: 1
Clustering +50%
|
Precision SRM4
|
SRM
|
Missile
|
2
|
1
|
4
|
0
|
2
|
4
|
1
|
8
|
0
|
0
|
3
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Missile health: 1
Clustering +50%
|
Precision SRM6
|
SRM
|
Missile
|
3
|
2
|
4
|
0
|
2
|
6
|
1
|
12
|
0
|
0
|
3
|
0
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Missile health: 1
Clustering +50%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Support SRM2
Gear ID: Weapon_SRM_SRM2_1-Holly
Expand
Support SRM4
Gear ID: Weapon_SRM_SRM4_1-Holly
Expand
Support SRM6
Gear ID: Weapon_SRM_SRM6_1-Holly
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Piercing SRM1
Gear ID: Weapon_SRM_SRM2_1-Irian
Not found on any 'Mechs
Expand
Piercing SRM2
Gear ID: Weapon_SRM_SRM4_1-Irian
Expand
Piercing SRM3
Gear ID: Weapon_SRM_SRM6_1-Irian
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
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Thunderbolt 5
Gear ID: Weapon_LRM_Thunderbolt5
Expand
Thunderbolt 10
Gear ID: Weapon_LRM_Thunderbolt10
Expand
Thunderbolt 15
Gear ID: Weapon_LRM_Thunderbolt15
Expand
Thunderbolt 20
Gear ID: Weapon_LRM_Thunderbolt20
Variable Range Missiles (S)
The Variable-Range Missile Launcher, or VRM, is a weapon system designed to improve performance the further the missiles travel. Powered by a unique self-compounding rocket design, VRMs gain more and more velocity as they move, though they sputter out if they get too far away. Combined with a kinetic shaped charge for a payload and VRMs are capable of extreme damage at similarly extreme ranges.
VRM range brackets are:
Close: 150-300
Medium: 300-600
Long: 600-1000
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Found On These 'Mechs: (Click Expand For List)
Expand
VRM12 (S)
Gear ID: Weapon_VRM_VRM12
Expand
VRM18 (S)
Gear ID: Weapon_VRM_VRM18
Expand
VRM24 (S)
Gear ID: Weapon_VRM_VRM24
Artillery
Missile
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
|
Artillery
|
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
|
Artillery
|
12
|
8
|
35
|
0
|
10
|
1
|
1
|
35
|
3
|
0
|
0
|
0
|
210
|
410
|
700
|
1330
|
1550
|
No
|
+/- 15 damage. Scatter 49-92m. AMS immune
|
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Found On These 'Mechs: (Click Expand For List)
Expand
Arrow IV (C)
Gear ID: Weapon_ArrowIV_CLAN
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
|
Artillery
|
55
|
30
|
100
|
0
|
80
|
1
|
1
|
100
|
10
|
-1
|
0
|
0
|
450
|
1800
|
3600
|
5400
|
7200
|
No
|
+/- 50 damage. Scatter 150-275m. AMS immune
|
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Found On These 'Mechs: (Click Expand For List)
Expand
Cruise Missile/50
Gear ID: Weapon_CruiseMissile50
Not found on any 'Mechs
Sirocco (S)
The Sanctuary Worlds developed a need for mech-mounted artillery early in their development. However, they ran into severe issues when attempting to duplicate tube artillery for mechs (though these issues would eventually be conquered). Instead, Sanctuary engineers turned to missile-based systems and developed this, the Sirocco. The Sirocco fires a barrage of 4 explosive area of effect missiles at the target, saturating it in overlapping explosions. The Sirocco also is able to deploy a small variety of variant munitions.
|
|
|
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
|
Sirocco (S)
|
Sirocco
|
Artillery
|
14
|
7
|
15
|
0
|
5
|
4
|
1
|
30
|
2
|
0
|
0
|
0
|
180
|
400
|
800
|
1480
|
1750
|
No
|
Scatter 20-40m. AMS immune.
|
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Found On These 'Mechs: (Click Expand For List)
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.
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Found On These 'Mechs: (Click Expand For List)
Expand
Thumper Artillery
Gear ID: Weapon_Autocannon_THUMPER
Expand
Sniper Artillery
Gear ID: Weapon_Autocannon_SNIPER
Expand
Long Tom Artillery
Gear ID: Weapon_Autocannon_LONGTOM
Artillery Cannons
Artillery Cannons are smaller, snub-nosed versions of their larger artillery equivalents albeit with shorter range and being incapable of indirect fire. Although they're essentially just up-scaled Auto Cannons they do use artillery ammunition. Artillery pieces experience a variation in damage from shot to shot and shells are prone to scattering away from the target.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
Thumper Cannon
|
Thumper
|
Artillery
|
10
|
7
|
40
|
0
|
15
|
1
|
1
|
20
|
3
|
+1
|
0
|
0
|
0
|
120
|
270
|
350
|
540
|
Yes
|
+/- 15 damage. Scatter 15-40m
|
Sniper Cannon
|
Sniper
|
Artillery
|
15
|
10
|
70
|
0
|
30
|
1
|
1
|
35
|
4
|
0
|
0
|
0
|
0
|
120
|
240
|
360
|
480
|
No
|
+/- 35 damage. Scatter 25-65m
|
Long Tom Cannon
|
Longtom
|
Artillery
|
20
|
12
|
90
|
0
|
40
|
1
|
1
|
60
|
4
|
0
|
0
|
0
|
120
|
180
|
390
|
600
|
780
|
No
|
+/- 50 damage. Scatter 37-67m
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Thumper Cannon
Gear ID: Weapon_Autocannon_THUMPER_CANNON
Expand
Sniper Cannon
Gear ID: Weapon_Autocannon_SNIPER_CANNON
Expand
Long Tom Cannon
Gear ID: Weapon_Autocannon_LONGTOM_CANNON
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
|
Bomb
|
1
|
1
|
50
|
0
|
10
|
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 impact. AMS immune
|
FASCAM Bomb
|
N/A
|
Bomb
|
1
|
1
|
15
|
0
|
0
|
1
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
60
|
120
|
180
|
240
|
No
|
Mines Per Projectile: 1 Mine Damage: 14 Mine Explosion Radius: 30m AOE Damage: 4
|
Fuel-Air Bomb
|
N/A
|
Bomb
|
1
|
1
|
40
|
0
|
10
|
1
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
60
|
120
|
180
|
240
|
No
|
Single shot weapon. Volatile: explodes for 90 damage. AMS immune. 60 AoE damage to all targets w/in 90m of impact.
|
HiEx Bomb
|
N/A
|
Bomb
|
1
|
1
|
90
|
0
|
20
|
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
|
Bomb
|
1
|
1
|
35
|
35
|
10
|
1
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
60
|
120
|
180
|
240
|
No
|
Single shot weapon. Volatile: explodes for 25 damage. AMS immune. Anti-BA bonus damage: 200%
|
Rocket Pod
|
N/A
|
Bomb
|
1
|
1
|
11
|
0
|
2
|
10
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
90
|
180
|
270
|
360
|
No
|
Single shot weapon. Volatile: explodes for 110 damage. AMS immune.
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Cluster Bomb
Gear ID: Weapon_Bomb_Bay_Cluster
Expand
FASCAM Bomb
Gear ID: Weapon_Bomb_Bay_FASCAM
Expand
Fuel-Air Bomb
Gear ID: Weapon_Bomb_Bay_FuelAir
Expand
Inferno Bomb
Gear ID: Weapon_Bomb_Bay_Inferno
Expand
Rocket Pod
Gear ID: Weapon_Bomb_Bay_Rocket_Pod
Support
Anti-Missile Systems
AMS
Anti-missile systems employ short-ranged rapid firing weapons to shoot down incoming missiles.
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Found On These 'Mechs: (Click Expand For List)
Expand
AMS (S)
Gear ID: Weapon_AMS_Sanctuary
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.
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Found On These 'Mechs: (Click Expand For List)
Expand
Laser AMS
Gear ID: Weapon_Laser_AMS
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
|
35
|
0
|
5
|
1
|
1
|
0
|
0
|
+2
|
10
|
+50%
|
0
|
30
|
30
|
30
|
30
|
Yes
|
Volatile: explodes for 10 damage + 5 stability. 35 damage to all targets within 30m of original target. Cannot damage self
|
Collapse
Found On These 'Mechs: (Click Expand For List)
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
|
Anti-BA bonus damage: 75%
|
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. Anti-BA bonus damage: +75%
|
ER Flamer
|
N/A
|
Support
|
1
|
1
|
5
|
5
|
0
|
1
|
1
|
6
|
0
|
0
|
3
|
0
|
0
|
90
|
150
|
210
|
270
|
Yes
|
Anti-BA bonus damage: 50%
|
Heavy Flamer
|
Heavy Flamer
|
Support
|
1.5
|
1
|
10
|
30
|
0
|
1
|
1
|
8
|
0
|
0
|
3
|
0
|
0
|
60
|
90
|
120
|
150
|
Yes
|
+50% damage to overheating targets. Anti-BA bonus damage: 100%
|
Heavy Flamer (C)
|
Heavy Flamer
|
Support
|
1.5
|
1
|
10
|
20
|
0
|
1
|
1
|
4
|
0
|
0
|
3
|
0
|
0
|
30
|
60
|
90
|
120
|
Yes
|
+50% damage to overheating targets. Anti-BA bonus damage: 100%
|
AoE Flamer
|
N/A
|
Support
|
1
|
1
|
5
|
10
|
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. Anti-BA bonus damage: 75%
|
Heavy AoE Flamer
|
N/A
|
Support
|
1.5
|
1
|
10
|
20
|
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. Anti-BA bonus damage: 100%
|
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. Anti-BA bonus damage: 100%
|
Flamer (S)
|
N/A
|
Support
|
1
|
1
|
0
|
20
|
0
|
1
|
1
|
0
|
0
|
0
|
3
|
0
|
0
|
30
|
60
|
90
|
120
|
Yes
|
Anti-BA bonus damage: 100%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Flamer
Gear ID: Weapon_Flamer_Flamer_0-STOCK
Expand
Flamer (C)
Gear ID: Weapon_Flamer_Flamer_CLAN
Expand
ER Flamer
Gear ID: Weapon_FlamerER_Flamer_0-STOCK
Expand
Heavy Flamer
Gear ID: Weapon_FlamerHeavy_Flamer_0-STOCK
Expand
Heavy Flamer (C)
Gear ID: Weapon_Flamer_Heavy_CLAN
Expand
AoE Flamer
Gear ID: Weapon_Flamer_Flamer_1-Hotshot
Not found on any 'Mechs
Expand
Heavy AoE Flamer
Gear ID: Weapon_Flamer_AOEHeavyFlamer_0-STOCK
Expand
Vehicle Flamer
Gear ID: Weapon_Flamer_Heavy_Vehicle
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
|
Anti-BA bonus damage: 50%
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
Slug MG
Gear ID: Weapon_MachineGun_MachineGun_1-VMI
Multi Shot
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
LMG
Gear ID: Weapon_MachineGun_LightMG_0-STOCK
Expand
LMG (C)
Gear ID: Weapon_MachineGun_LIGHT_CLAN
Expand
MG
Gear ID: Weapon_MachineGun_MachineGun_0-STOCK
Expand
MG (C)
Gear ID: Weapon_MachineGun_MachineGun_CLAN
Expand
MG (S)
Gear ID: Weapon_MachineGun_Sanctuary
Expand
MG Array
Gear ID: Weapon_MachineGun_Array_0-STOCK
Not found on any 'Mechs
Expand
Incendiary MG
Gear ID: Weapon_MachineGun_MachineGun_1-Brigadier
Not found on any 'Mechs
TAG
Target Acquisition Gear applies a debuff on targets which lasts one turn and gives friendly mechs a +1 accuracy bonus to hit the target. Clan TAGs fire twice but the effect does not stack, this just gives an increased chance to hit (and an extra 1 damage). 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
|
0
|
4
|
-100%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Duration: 1 turn. Stack limit: 1. Acc +2 on Target.
|
Light TAG (C)
|
N/A
|
Support
|
0.5
|
1
|
0
|
0
|
0
|
2
|
1
|
0
|
0
|
0
|
4
|
-100%
|
0
|
60
|
120
|
180
|
240
|
Yes
|
Duration: 1 turn. Stack limit: 1. Acc +2 on Target.
|
Periphery TAG
|
N/A
|
Support
|
2
|
2
|
5
|
0
|
0
|
2
|
1
|
5
|
0
|
+1
|
3
|
-100%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Duration: 1 turn. Stack limit: 1. Acc +1 on Target.
|
TAG
|
N/A
|
Support
|
1
|
1
|
0
|
0
|
0
|
1
|
1
|
0
|
0
|
0
|
4
|
-100%
|
0
|
120
|
240
|
360
|
480
|
Yes
|
Duration: 1 turn. Stack limit: 1. Acc +2 on Target.
|
TAG (C)
|
N/A
|
Support
|
1
|
1
|
0
|
0
|
0
|
2
|
1
|
0
|
0
|
0
|
4
|
-100%
|
0
|
90
|
180
|
270
|
360
|
Yes
|
Duration: 1 turn. Stack limit: 1. Acc +2 on Target.
|
C3 Master
|
N/A
|
Support
|
3
|
4
|
0
|
0
|
0
|
1
|
1
|
0
|
0
|
0
|
3
|
-100%
|
0
|
210
|
360
|
510
|
570
|
Yes
|
Duration: 2 turns. Stack Limit: 1. Acc +2 on Target. (C3 Effects)
|
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Found On These 'Mechs: (Click Expand For List)
Expand
Light Tag
Gear ID: Weapon_Laser_TAGLight
Expand
Light TAG (C)
Gear ID: Weapon_Laser_Light_TAG_CLAN
Expand
Periphery TAG
Gear ID: Weapon_Laser_TAG_Periphery
Expand
TAG
Gear ID: Weapon_Laser_TAG
Expand
TAG (C)
Gear ID: Weapon_Laser_TAG_CLAN
Expand
C3 Master
Gear ID: Weapon_C3_Master
These are custom Community Content weapons.
3rd Generation Missile Launcher
3rd Generation Missiles mimic ATMs in their ability to use three different types of ammunition that excel at different ranges.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
3G Missile/5
|
3rd Gen. Missile
|
Missile
|
1
|
1
|
5
|
0
|
1
|
5
|
1
|
9
|
0
|
0
|
0
|
0
|
0
|
180
|
300
|
540
|
600
|
No
|
Missile health: 2
|
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Found On These 'Mechs: (Click Expand For List)
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3G Missile/5
Gear ID: Weapon_3G_Missile5_0-STOCK
Binary Heavy Laser
The Binary Heavy Laser is essentially two Heavy Large Lasers hotwired together. The BHL does absurd damage but is inaccurate and generates a truly staggering amount of waste heat. Can change fire mode between Split Cores and Linked Cores. Linked is the default mode, Split fires two shots at less damage per shot with damage falloff on each shot.
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Found On These 'Mechs: (Click Expand For List)
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Binary Heavy Laser
Gear ID: Weapon_Laser_BinaryHeavy_0-STOCK
Not found on any 'Mechs
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. Can change fire mode between Paired and Split.
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Found On These 'Mechs: (Click Expand For List)
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Binary PPC
Gear ID: Weapon_PPC_Binary_0-STOCK
Flammenwerfer
An ancient flamer design with integrated fuel tanks.
|
|
|
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
|
Flammenwerfer
|
N/A
|
Support
|
0.5
|
2
|
5
|
5
|
0
|
1
|
1
|
4
|
0
|
0
|
4
|
-90%
|
0
|
30
|
60
|
90
|
120
|
Yes
|
Internal ammo: 4 shots. Volatile: explodes for 30 dmg + 30 stability + 7 heat damage per remaining ammo
|
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Found On These 'Mechs: (Click Expand For List)
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Flammenwerfer
Gear ID: Weapon_Flamer_Flammenwerfer
Gauss Cannon/20
Developed by St. Ives the Gauss Cannon/20 is a cross-breed of a Clan Hyper Assault Gauss Rifle and an Ultra Autocannon/20: the GC/20 blasts the target with between 10 and 20 gauss shells per trigger pull.
Note: The Gauss Cannon requires special non-standard Gauss ammunition, they cannot use standard Gauss rifle ammo.
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Found On These 'Mechs: (Click Expand For List)
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GC/20
Gear ID: Weapon_Gauss_Cannon_20_0-STOCK
Grazers
Medium and Large Grazers are a blend of the standard Laser, the ER Laser, and the Pulse Laser and are capable of swapping between three fire modes to be as flexible as possible and remain useful no matter the situation.
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Found On These 'Mechs: (Click Expand For List)
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M Grazer
Gear ID: Weapon_Laser_MediumLaser_Grazer
Expand
L Grazer
Gear ID: Weapon_Laser_LargeLaser_Grazer
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
|
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Found On These 'Mechs: (Click Expand For List)
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Insanity PPC
Gear ID: Weapon_PPC_Insanity_0-STOCK
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
|
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Found On These 'Mechs: (Click Expand For List)
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Lava Gun
Gear ID: Weapon_Lava_Gun_0-STOCK
LBX-Rotary AC/5
The LBX Rotary Autocannon/5 is the result of an attempt to merge the LBX autocannon and the Rotary Autocannon. By all metrics, it's a success, with all the flexibility of both weapon systems. The LBX-RAC can use both cluster and solid ammunition, and has slightly more range and produces slightly less heat than it's rotary cousin. In return, the recoil is greatly increased, and it deals less stability damage.
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Found On These 'Mechs: (Click Expand For List)
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LBX-Rotary AC/5
Gear ID: Weapon_Autocannon_LBX-RAC5_0-STOCK
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 specialized 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/10
|
AC/10
|
Ballistc
|
9
|
6
|
48
|
0
|
20
|
1
|
1
|
11
|
2
|
0
|
0
|
0
|
0
|
120
|
240
|
360
|
450
|
Yes
|
|
LAC/20
|
AC/20
|
Ballistc
|
11
|
9
|
85
|
0
|
40
|
1
|
1
|
28
|
3
|
0
|
0
|
0
|
0
|
70
|
140
|
210
|
280
|
Yes
|
|
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Found On These 'Mechs: (Click Expand For List)
Expand
LAC/10
Gear ID: Weapon_Autocannon_LAC10_0-STOCK
Expand
LAC/20
Gear ID: Weapon_Autocannon_LAC20_0-STOCK
Light Hypervelocity Autocannons
The Light HVAC/5 is an attempt to reduce the weapon's tonnage and bulk in exchange for reduced damage and range. Ultimately, it brings the weapon closer in-line with the standard AC/5, leading to relatively low deployment of the Light HVAC/5.
|
|
|
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
|
L-HVAC/5
|
HVAC/5
|
Ballistc
|
8
|
3
|
40
|
0
|
10
|
1
|
1
|
3
|
2
|
0
|
0
|
0
|
0
|
210
|
420
|
690
|
840
|
No
|
10% jam chance. 15 AoE damage to all targets w/in 45m of original target
|
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Found On These 'Mechs: (Click Expand For List)
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L-HVAC/5
Gear ID: Weapon_Autocannon_HVAC5_Light_0-STOCK
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
|
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Found On These 'Mechs: (Click Expand For List)
Expand
Magnetic Harpoon
Gear ID: Weapon_Magnetic_Harpoon
Medium Range Missile (C)
Originally developed by the Draconis Combine as a cheap and cheerful weapon for inexperienced troops to make use of, the Medium-Range Missile system proved popular in the Inner Sphere. The Clans, meanwhile, largely disdained the system as the weapon of a weak warrior who relied on volume to make up for skill. However, not everyone ignored the weapon system and a rogue engineer for Clan Ghost Bear labored to make a Clan equivalent of the MRM. Eventually, he succeeded and the Ghost Bears put it into very limited trial production.
|
|
|
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 (C)
|
MRM
|
Missile
|
2
|
1
|
4
|
0
|
1
|
10
|
1
|
10
|
0
|
-2
|
0
|
0
|
0
|
115
|
230
|
345
|
460
|
Yes
|
Missile Health: 2
|
MRM20 (C)
|
MRM
|
Missile
|
4.5
|
2
|
4
|
0
|
1
|
20
|
1
|
20
|
0
|
-2
|
0
|
0
|
0
|
115
|
230
|
345
|
460
|
Yes
|
Missile Health: 2
|
MRM30 (C)
|
MRM
|
Missile
|
7.5
|
4
|
4
|
0
|
1
|
30
|
1
|
30
|
0
|
-2
|
0
|
0
|
0
|
115
|
230
|
345
|
460
|
Yes
|
Missile Health: 2
|
MRM40 (C)
|
MRM
|
Missile
|
8
|
6
|
4
|
0
|
1
|
40
|
1
|
40
|
0
|
-2
|
0
|
0
|
0
|
115
|
230
|
345
|
460
|
Yes
|
Missile Health: 2
|
Collapse
Found On These 'Mechs: (Click Expand For List)
Expand
MRM10 (C)
Gear ID: Weapon_MRM_MRM10_CLAN
Not found on any 'Mechs
Expand
MRM20 (C)
Gear ID: Weapon_MRM_MRM20_CLAN
Not found on any 'Mechs
Expand
MRM30 (C)
Gear ID: Weapon_MRM_MRM30_CLAN
Not found on any 'Mechs
Expand
MRM40 (C)
Gear ID: Weapon_MRM_MRM40_CLAN
Plasma PPC
The Plasma PPC is an energy weapon that deals a small amount of heat damage and fires two projectiles. Otherwise, it is very similar to standard PPCs.
|
|
|
Tonnage/Size
|
Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
|
Bonus Crit Chance
|
Min
|
Short
|
Medium
|
Long
|
Max
|
Fires In Melee
|
Additional Info
|
Plasma PPC
|
N/A
|
Energy
|
9
|
4
|
45
|
10
|
12
|
2
|
1
|
45
|
0
|
0
|
0
|
0
|
90
|
180
|
360
|
540
|
720
|
No
|
-2 accuracy debuff on target
|
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Found On These 'Mechs: (Click Expand For List)
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Plasma PPC
Gear ID: Weapon_PPC_Plasma_0-STOCK
Platinum T-bolt 15
The Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing groups of missiles, the Thunderbolt launcher fires a single missile. The Platinum Thunderbolt-15 is a bit of a step back towards traditional LRMs, where it fires a cluster of three missiles instead of a single missile like the traditional Thunderbolt-15 does.
|
|
|
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
|
Platinum T-bolt 15
|
Thunderbolt
|
Missile
|
13
|
4
|
33
|
0
|
20
|
3
|
1
|
15
|
0
|
0
|
1
|
+10%
|
60
|
165
|
420
|
570
|
780
|
No
|
Missile health: 6
|
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Found On These 'Mechs: (Click Expand For List)
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Platinum T-bolt 15
Gear ID: Weapon_LRM_Thunderbolt15_Platinum
Rail Gun
A scaled down Naval Gauss Rifle, the Rail Gun is the largest 'Mech-portable direct-fire weapon ever created. The Rail Gun does a huge amount of damage and instability per hit however it has equally immense recoil and very poor ammunition endurance. It also requires a large amount of free space, 8 slots in a side torso and 6 dynamic slots that are split over the same side torso and the CT.
|
|
|
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
|
Rail Gun
|
Railgun
|
Ballistic
|
30
|
14
|
400
|
0
|
75
|
1
|
1
|
30
|
30
|
+2
|
0
|
-75%
|
150
|
210
|
420
|
630
|
840
|
No
|
Volatile: explodes for 400 dmg + 75 stability. 2 turn cooldown.
|
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Found On These 'Mechs: (Click Expand For List)
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Railgun
Gear ID: Weapon_Rail_Gun_0-STOCK
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.
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Found On These 'Mechs: (Click Expand For List)
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RLRM
Gear ID: Weapon_LRM_Rapid_0-STOCK
Expand
IRLRM
Gear ID: Weapon_LRM_Rapid_1-IMPROVED
Rapid MRM
Mating the Rotary and the Missile, the Rapid MRM system is able to fire up to six times in bursts of 10 missiles, but has a higher chance of jamming when firing 4 or more times due to the complicated feed required for the weapon to work. The Improved RMRM uses Endo-Steel components which reduces the weight of the system but increases the bulk, with the benefit of keeping the jam chances consistent even at higher firing rates.
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RMRM
Gear ID: Weapon_MRM_Rapid_0-STOCK
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IRMRM
Gear ID: Weapon_MRM_Rapid_1-IMPROVED
Rotary Light Rifle
The Rotary Light Rifle is an update to the ancient Light Rifle that takes notes from the Rotary Autocannons of the 3060s. It fires between one and three shots per trigger pull depending on how heavy the operator wants to run the trigger. The Rotary Light Rifle has an internal ammo capacity of 36 rounds.
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Rotary L. Rifle
Gear ID: Weapon_Autocannon_AC5_LRIFLE_Rotary
Rotary PPC
This highly experimental PPC operates similarly to its rotary ballistics cousins, allowing it to fire up to three times the rate of fire of a standard Clan ER PPC. It does however produce a truly ridiculous amount of recoil and heat at those firing rates however, as well as dealing decreased amounts of damage per projectile. Use with caution!
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ER Rotary PPC (C)
Gear ID: Weapon_PPC_PPCERR_CLAN
Rotary Pulse Laser
Rotary Pulse Lasers are similar to standard Clan tech Pulse Lasers but have been calibrated to fire three quick shots instead of a single beam, which gives them a higher chance to hit at the cost of focused damage potential.
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Tonnage/Size
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Damage
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Per salvo
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Modifiers
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Range
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|
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Name
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Ammo
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Hardpoint
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Tonnage
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Slots
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Normal
|
Heat
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Stab
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Shots
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Projectiles
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Heat
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Recoil
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Accuracy
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Evasion Ignored
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Bonus Crit Chance
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Min
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Short
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Medium
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Long
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Max
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Fires In Melee
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Additional Info
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Rotary S Pulse (C)
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N/A
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Energy
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1
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1
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9
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0
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0
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3
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1
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6
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0
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+1
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6
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+20%
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0
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40
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60
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80
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110
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Yes
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Anti-BA bonus damage: 75%
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Rotary M Pulse (C)
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N/A
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Energy
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2
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1
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12
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0
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0
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3
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1
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17
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0
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+1
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3
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+20%
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0
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60
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120
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180
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240
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Yes
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-2 accuracy debuff on target
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Rotary L Pulse (C)
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N/A
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Energy
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6
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2
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19
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0
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0
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3
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1
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30
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0
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+1
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3
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+20%
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0
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150
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270
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360
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480
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Yes
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Rotary S Pulse (C)
Gear ID: Weapon_Laser_RotarySmallLaserPulse_CLAN
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Rotary M Pulse (C)
Gear ID: Weapon_Laser_RotaryMediumLaserPulse_CLAN
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Rotary L Pulse (C)
Gear ID: Weapon_Laser_RotaryLargeLaserPulse_CLAN
Rotary Ultra Autocannon
The Rotary Ultra AC/20 operates like a rotary autocannon, firing up to six bursts, but it is also similar to an ultra autocannon in that each burst is actually two shells. At max speed, the Rotary UAC/20 fires 12 shells at once.
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R-UAC/20
Gear ID: Weapon_Autocannon_Rotary_UAC20_0-STOCK
Shock Cannon
The Shock Cannon is an energy weapon that pushes back the target's initiative order by 1. It does relatively light damage for its size and generates a lot of heat but the effect is powerful.
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Tonnage/Size
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Damage
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Per salvo
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Modifiers
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Range
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Name
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Ammo
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Hardpoint
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Tonnage
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Slots
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Normal
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Heat
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Stab
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Shots
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Projectiles
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Heat
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Recoil
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Accuracy
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Evasion Ignored
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Bonus Crit Chance
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Min
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Short
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Medium
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Long
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Max
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Fires In Melee
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Additional Info
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Shock Cannon
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N/A
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Energy
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6
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3
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30
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0
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0
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1
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1
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30
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0
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0
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0
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0
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0
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125
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250
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375
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500
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Yes
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Pushes target back 1 initiative for 2 turns
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Shock Cannon
Gear ID: Weapon_Shock_Cannon
Silver Bullet Hyper-Assault Gauss 10
This weapon is a hybrid of the Inner Sphere Silver Bullet Gauss Rifle and the Clan Hyper-Assault Gauss Rifle.
Note: The SBHAG/10 uses Silver Bullet ammunition
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Tonnage/Size
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Damage
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Per salvo
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Modifiers
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Range
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Name
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Ammo
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Hardpoint
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Tonnage
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Slots
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Normal
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Heat
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Stab
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Shots
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Projectiles
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Heat
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Recoil
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Accuracy
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Evasion Ignored
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Bonus Crit Chance
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Min
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Short
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Medium
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Long
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Max
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Fires In Melee
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Additional Info
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Silver Bullet Hyper-Assault Gauss 10 (C)
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Silver Bullet Gauss
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Ballistic
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17
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10
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110
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0
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1
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2
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5
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32
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4
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+1
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0
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0
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0
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200
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400
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600
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800
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Yes
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Total Damage: 220. Volatile: explodes for 220 dmg + 40 stability
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Silver Bullet Hyper-Assault Gauss 10 (C)
Gear ID: Weapon_Gauss_SBHAG10_0-STOCK
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.
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Tonnage/Size
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Damage
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Per salvo
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Modifiers
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Range
|
|
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Name
|
Ammo
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Hardpoint
|
Tonnage
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Slots
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Normal
|
Heat
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Stab
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Shots
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Projectiles
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Heat
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Recoil
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Accuracy
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Evasion Ignored
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Bonus Crit Chance
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Min
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Short
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Medium
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Long
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Max
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Fires In Melee
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Additional Info
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Snub-Nose Gauss Rifle
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Gauss
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Ballistic
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11
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4
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80
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0
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15
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1
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1
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7
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2
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+1
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0
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0
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60
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200
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400
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600
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800
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No
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50% damage fall off between 200m and 600m. Volatile: explodes for 80 dmg + 15 stability
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Snub-Nose Gauss Rifle
Gear ID: Weapon_Gauss_Snubnose_0-STOCK
Snubgun PPC
The Snubgun PPC is an energy weapon that is essentially a Snub-Nose PPC and an ER PPC Shotgun stapled together. In its base mode, it is a Snub-Nose PPC, complete with damage falloff. In its alternate firemode, it is a shotgun-type weapon that splits into 10 projectiles..
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Snubgun PPC
Gear ID: Weapon_PPC_Snubgun_0-STOCK
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.
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Stormbreaker Mk-9
Gear ID: Weapon_Gauss_Stormbreaker_Array
Super MML
The Super MML is capable of firing LRM, SRM, SSRM, MRM, ATM, Thunderbolt, and Arrow IV munitions.
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Support PPC Array
The SuPPC is several BA Support PPCs welded together to make an array that fires three smaller shots. If it sounds silly that's because it is, but you can't argue with the results. It ignores a little bit of evasion and has a slightly higher crit chance than standard PPCs.
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Tonnage/Size
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Damage
|
Per salvo
|
Modifiers
|
Range
|
|
|
Name
|
Ammo
|
Hardpoint
|
Tonnage
|
Slots
|
Normal
|
Heat
|
Stab
|
Shots
|
Projectiles
|
Heat
|
Recoil
|
Accuracy
|
Evasion Ignored
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Bonus Crit Chance
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Min
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Short
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Medium
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Long
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Max
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Fires In Melee
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Additional Info
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SuPPC
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N/A
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Energy
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3
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2
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12
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0
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3
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3
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1
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17
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0
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0
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1
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+25%
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0
|
105
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210
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315
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420
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No
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-1 accuracy debuff on target
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SuPPC
Gear ID: Weapon_PPC_Support_Array_0-STOCK
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.
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Ultra LBX AC/2 (C)
Gear ID: Weapon_Autocannon_AC2_LBX_ULTRA_CLAN
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Ultra LBX AC/5 (C)
Gear ID: Weapon_Autocannon_AC5_LBX_ULTRA_CLAN
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Ultra LBX AC/20 (C)
Gear ID: Weapon_Autocannon_AC20_LBX_ULTRA_CLAN
Ultra Snub-Nose Gauss Rifle
The Ultra 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. Unlike the standard variant this can fire in bursts of two shots.
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Ultra Snub-Nose Gauss Rifle
Gear ID: Weapon_Gauss_Snubnose_Ultra_0-STOCK
Not found on any 'Mechs
Battle Armor Weapons
For info on Battle Armor weapons please see the Battle Armor Weapons page.