Weapons

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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.

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
Found On These 'Mechs: (Click Expand For List)
Improved AC/2

Gear ID: Weapon_Autocannon_AC2_Improved Not found on any 'Mechs

Improved AC/5
Improved AC/10

Gear ID: Weapon_Autocannon_AC10_Improved

AC/10 Prototype

Gear ID: Weapon_Autocannon_AC10P_0-STOCK

Improved AC/20

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

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.

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
DBAC/5 (S) DBAC/5 Ballistic 8 3 35 0 0 2 1 5 1 0 0 0 0 200 400 600 800 Yes Dmg or Stab fire modes.
DBAC/10 (S) DBAC/10 Ballistic 11 4 50 0 0 2 1 10 2 0 0 0 0 150 300 450 600 Yes Dmg or Stab fire modes.
DBAC/15 (S) DBAC/15 Ballistic 14 5 70 0 0 2 1 15 3 0 0 0 0 150 250 350 450 Yes Dmg or Stab fire modes.
DBAC/20 (S) DBAC/20 Ballistic 17 6 95 0 0 2 1 20 4 0 0 0 0 90 180 270 360 Yes Dmg or Stab fire modes.
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
DBAC/5 (S) DBAC/5 Ballistic 8 3 0 0 25 2 1 5 1 0 0 0 0 200 400 600 800 Yes Dmg or Stab fire modes.
DBAC/10 (S) DBAC/10 Ballistic 11 4 0 0 35 2 1 10 2 0 0 0 0 150 300 450 600 Yes Dmg or Stab fire modes.
DBAC/15 (S) DBAC/15 Ballistic 14 5 0 0 45 2 1 15 3 0 0 0 0 150 250 350 450 Yes Dmg or Stab fire modes.
DBAC/20 (S) DBAC/20 Ballistic 17 6 0 0 55 2 1 20 4 0 0 0 0 90 180 270 360 Yes Dmg or Stab fire modes.

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.

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
Gatling Gun (S) Gatling Ballistic 1.5 2 4 0 0 5 1 5 0 0 0 -90% 0 60 120 180 240 Yes Anti-BA bonus damage: +100%. 0% Jam Chance.
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
Gatling Gun (S) Gatling Ballistic 1.5 2 4 0 0 10 1 5 0 0 0 -90% 0 60 120 180 240 Yes Anti-BA bonus damage: +100%. 5% Jam Chance.
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
Gatling Gun (S) Gatling Ballistic 1.5 2 4 0 0 15 1 15 0 0 0 -90% 0 60 120 180 240 Yes Anti-BA bonus damage: +100%. 15% Jam Chance.

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
Found On These 'Mechs: (Click Expand For List)


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
Found On These 'Mechs: (Click Expand For List)

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.

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
LBX/2 LBX/2 Ballistic 6 3 25 0 6 1 1 2 1 0 0 0 120 270 520 810 1040 No
LBX/2 (C) LBX/2 Ballistic 5 3 25 0 6 1 1 4 2 0 0 0 120 240 460 720 920 No
LBX/5 LBX/5 Ballistic 8 4 45 0 11 1 1 5 2 0 0 0 90 210 420 630 840 No
LBX/5 (C) LBX/5 Ballistic 7 4 45 0 11 1 1 8 3 0 0 0 90 180 360 540 720 No
LBX/10 LBX/10 Ballistic 11 5 60 0 15 1 1 8 3 0 0 0 0 180 360 540 720 Yes
LBX/10 (C) LBX/10 Ballistic 10 5 60 0 15 1 1 12 4 0 0 0 0 160 320 480 640 Yes
LBX/20 LBX/20 Ballistic 14 8 100 0 25 1 1 11 4 0 0 0 0 120 240 360 480 Yes
LBX/20 (C) LBX/20 Ballistic 12 8 100 0 25 1 1 16 5 0 0 0 0 100 200 300 400 Yes
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
LBX/2 LBX/2 Ballistic 6 3 12.5 0 3 1 2 2 1 +1 1 +50% 120 270 520 810 1040 No
LBX/2 (C) LBX/2 Ballistic 5 3 12.5 0 3 1 2 4 2 +1 1 +50% 120 240 460 720 920 No
LBX/5 LBX/5 Ballistic 8 4 9 0 2 1 5 5 2 +1 1 +50% 90 210 420 630 840 No
LBX/5 (C) LBX/5 Ballistic 7 4 9 0 2 1 5 8 3 +1 1 +50% 90 180 360 540 720 No
LBX/10 LBX/10 Ballistic 11 5 6 0 3 1 10 8 3 +1 1 +50% 0 180 360 540 720 Yes
LBX/10 (C) LBX/10 Ballistic 10 5 6 0 3 1 10 12 4 +1 1 +50% 0 160 320 480 640 Yes
LBX/20 LBX/20 Ballistic 14 8 5 0 3 1 20 11 4 +1 1 +50% 0 120 240 360 480 Yes
LBX/20 (C) LBX/20 Ballistic 12 8 5 0 3 1 20 16 5 +1 1 +50% 0 100 200 300 400 Yes
Found On These 'Mechs: (Click Expand For List)
LBX/10

Gear ID: Weapon_Autocannon_LB10XAC

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

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
Found On These 'Mechs: (Click Expand For List)
PAC/2

Gear ID: Weapon_Autocannon_PAC2_CLAN Not found on any 'Mechs

PAC/4

Gear ID: Weapon_Autocannon_PAC4_CLAN

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

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.

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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 1 1 6 1 0 0 0 0 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 1 1 10 2 0 0 0 0 180 360 540 600 No 0% jam chance
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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 2 1 12 2 0 0 0 0 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 2 1 20 3 0 0 0 0 180 360 540 600 No 0% jam chance
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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 3 1 18 2 0 0 0 0 240 480 720 780 No 0% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 3 1 30 3 0 0 0 0 180 360 540 600 No 0% jam chance
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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 4 1 24 3 0 0 0 0 240 480 720 780 No 10% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 4 1 40 4 0 0 0 0 180 360 540 600 No 20% jam chance
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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 5 1 30 3 0 0 0 0 240 480 720 780 No 20% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 5 1 50 4 0 0 0 0 180 360 540 600 No 30% jam chance
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
RAC/2 RAC/2 Ballistic 8 3 20 0 6 6 1 36 4 0 0 0 0 240 480 720 780 No 30% jam chance
RAC/5 RAC/5 Ballistic 10 5 35 0 10 6 1 60 5 0 0 0 0 180 360 540 600 No 40% jam chance

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.

Ultra Autocannons

Ultra autocannon are capable of firing twice in a row, doubling heat and potentially damage at the risk of jamming.

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
UAC/2 UAC/2 Ballistic 7 3 20 0 5 1 1 3 1 0 0 0 90 240 510 750 1020 No 0% jam chance
UAC/2 (C) UAC/2 Ballistic 5 2 25 0 3 1 1 6 1 0 0 0 90 210 420 630 840 No 0% jam chance
UAC/5 UAC/5 Ballistic 9 5 40 0 10 1 1 8 2 0 0 0 60 180 390 600 780 No 0% jam chance
UAC/5 (C) UAC/5 Ballistic 7 3 45 0 8 1 1 10 2 0 0 0 60 160 320 480 640 No 0% jam chance
UAC/10 UAC/10 Ballistic 13 7 55 0 20 1 1 12 3 0 0 0 0 180 360 540 720 Yes 0% jam chance
UAC/10 (C) UAC/10 Ballistic 10 4 60 0 15 1 1 15 3 0 0 0 0 150 350 450 550 Yes 0% jam chance
UAC/10 (EC) UAC/10 Ballistic 13 8 55 0 20 1 1 11 4 0 0 0 0 180 360 540 720 Yes 0% jam chance
UAC/20 UAC/20 Ballistic 15 8 90 0 30 1 1 15 4 0 0 0 0 90 210 300 420 Yes 0% jam chance
UAC/20 (C) UAC/20 Ballistic 12 8 100 0 22 1 1 20 4 0 0 0 0 80 160 240 320 Yes 0% jam chance
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
UAC/2 UAC/2 Ballistic 7 3 20 0 5 2 1 6 1 0 0 0 90 240 510 750 1020 No 5% jam chance
UAC/2 (C) UAC/2 Ballistic 5 2 25 0 3 2 1 12 1 0 0 0 90 210 420 630 840 No 15% jam chance
UAC/5 UAC/5 Ballistic 9 5 40 0 10 2 1 16 2 0 0 0 60 180 390 600 780 No 5% jam chance
UAC/5 (C) UAC/5 Ballistic 7 3 45 0 8 2 1 20 2 0 0 0 60 160 320 480 640 No 15% jam chance
UAC/10 UAC/10 Ballistic 13 7 55 0 20 2 1 24 3 0 0 0 0 180 360 540 720 Yes 5% jam chance
UAC/10 (C) UAC/10 Ballistic 10 4 60 0 15 2 1 30 3 0 0 0 0 150 350 450 550 Yes 15% jam chance
UAC/10 (EC) UAC/10 Ballistic 13 8 55 0 20 2 1 22 4 0 0 0 0 180 360 540 720 Yes 10% jam chance
UAC/20 UAC/20 Ballistic 15 8 90 0 30 2 1 30 4 0 0 0 0 90 210 300 420 Yes 5% jam chance
UAC/20 (C) UAC/20 Ballistic 12 8 100 0 22 2 1 40 4 0 0 0 0 80 160 240 320 Yes 15% jam chance
Found On These 'Mechs: (Click Expand For List)
UAC/2

Gear ID: Weapon_Autocannon_UAC2_0-STOCK

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
Found On These 'Mechs: (Click Expand For List)
Gauss Rifle

Gear ID: Weapon_Gauss_Gauss_0-STOCK

Improved Gauss Rifle
Improved Heavy Gauss Rifle

Gear ID: Weapon_Gauss_ImprovedHeavy_0-STOCK

Piercing Gauss Rifle

Gear ID: Weapon_Gauss_Gauss_1-M7

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.

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 Gauss Rifle Gauss Ballistic 15 5 45 0 10 1 1 5 2 +1 0 0 60 210 450 660 900 No 0% jam chance. Volatile: explodes for 50 damage + 25 stability
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 Gauss Rifle Gauss Ballistic 15 5 45 0 10 2 1 10 3 +1 0 0 60 210 450 660 900 No 15% jam chance. Volatile: explodes for 50 damage + 25 stability
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 Gauss Rifle Gauss Ballistic 15 5 45 0 10 3 1 15 4 +1 0 0 60 210 450 660 900 No 20% jam chance. Volatile: explodes for 50 damage + 25 stability
Found On These 'Mechs: (Click Expand For List)
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.


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
Found On These 'Mechs: (Click Expand For List)
Mortar/1

Gear ID: Weapon_MECHMORTAR_1

Mortar/2

Gear ID: Weapon_MECHMORTAR_2

Mortar/8

Gear ID: Weapon_MECHMORTAR_8

Mortar/4 (C)

Gear ID: Weapon_MECHMORTAR_4_CLAN

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.
Found On These 'Mechs: (Click Expand For List)
Bombard/3 (S)
Bombard/6 (S)
Bombard/12 (S)

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
Found On These 'Mechs: (Click Expand For List)
Light Mass Driver (S)

Gear ID: Weapon_MassDriver_Light

Medium Mass Driver (S)

Gear ID: Weapon_MassDriver_Medium

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.
Found On These 'Mechs: (Click Expand For List)
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.

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
HMG MG Ballistic 1 1 9 0 2 1 1 4 1 0 0 -75% 0 30 60 60 60 Yes 0% jam chance. Anti-BA bonus damage: +100%
HMG (C) MG Ballistic 0.5 1 10 0 2 1 1 4 1 0 0 -75% 0 30 60 60 60 Yes 0% jam chance. Anti-BA bonus damage: +100%
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
HMG MG Ballistic 1 1 9 0 2 2 1 4 1 0 0 -85% 0 30 60 60 60 Yes 10% jam chance. Anti-BA bonus damage: +100%
HMG (C) MG Ballistic 0.5 1 10 0 2 2 1 4 1 0 0 -85% 0 30 60 60 60 Yes 10% jam chance. Anti-BA bonus damage: +100%
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
HMG MG Ballistic 1 1 9 0 2 3 1 4 1 0 0 -95% 0 30 60 60 60 Yes 20% jam chance. Anti-BA bonus damage: +100%
HMG (C) MG Ballistic 0.5 1 10 0 2 3 1 4 1 0 0 -95% 0 30 60 60 60 Yes 20% jam chance. Anti-BA bonus damage: +100%

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
Found On These 'Mechs: (Click Expand For List)


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.


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.
Found On These 'Mechs: (Click Expand For List)
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
Found On These 'Mechs: (Click Expand For List)
S Laser

Gear ID: Weapon_Laser_SmallLaser_0-STOCK

M Laser

Gear ID: Weapon_Laser_MediumLaser_0-STOCK

L Laser

Gear ID: Weapon_Laser_LargeLaser_0-STOCK

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
Found On These 'Mechs: (Click Expand For List)
ER S Laser

Gear ID: Weapon_Laser_SmallLaserER_0-STOCK

ER M Laser

Gear ID: Weapon_Laser_MediumLaserER_0-STOCK

ER L Laser

Gear ID: Weapon_Laser_LargeLaserER_0-STOCK

ER S Laser (C)

Gear ID: Weapon_Laser_SmallLaserER_CLAN

ER M Laser (C)

Gear ID: Weapon_Laser_MediumLaserER_CLAN

ER L Laser (C)

Gear ID: Weapon_Laser_LargeLaserER_CLAN

ER S Laser (EC)

Gear ID: Weapon_Laser_SmallLaserER_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

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.

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
Improved S Binary Laser N/A Energy 1 1 24 0 0 1 1 11 0 +1 3 +10% 0 30 60 90 120 Yes
Improved M Binary Laser N/A Energy 2 1 40 0 0 1 1 22 0 +1 0 +10% 0 90 180 270 360 Yes
Improved L Binary Laser N/A Energy 9 2 80 0 0 1 1 40 0 +1 0 +10% 0 150 300 450 600 Yes
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
Improved S Binary Laser N/A Energy 1 1 14 0 0 2 1 11 0 +1 3 +10% 0 30 60 90 120 Yes 30% dmg fall off between 31m and 91m
Improved M Binary Laser N/A Energy 2 1 23 0 0 2 1 22 0 +1 0 +10% 0 90 180 270 360 Yes 30% dmg fall off between 95m and 275m
Improved L Binary Laser N/A Energy 9 2 45 0 0 2 1 40 0 +1 0 +10% 0 150 300 450 600 Yes 30% dmg fall off between 155m and 450m
Found On These 'Mechs: (Click Expand For List)
Improved S Binary Laser

Gear ID: Weapon_Laser_BinaryLaserSmall_1-Defiance

Improved M Binary Laser

Gear ID: Weapon_Laser_BinaryLaserMedium_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.

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
Bombast Laser N/A Energy 7 3 50 0 0 1 1 20 0 +1 0 +50% 0 150 300 450 600 Yes
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
Bombast Laser N/A Energy 7 3 60 0 0 1 1 30 0 0 0 +50% 0 180 360 540 720 Yes
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
Bombast Laser N/A Energy 7 3 70 0 0 1 1 40 0 -1 0 +50% 0 200 400 600 800 Yes
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
Bombast Laser N/A Energy 7 3 80 0 0 1 1 50 0 -2 0 +50% 0 230 460 690 920 Yes

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
Found On These 'Mechs: (Click Expand For List)


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
Found On These 'Mechs: (Click Expand For List)

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)

Standard

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
COIL N/A Support 7 6 30 0 0 1 1 30 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 30 0 0 1 1 30 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 49 0 0 1 1 52 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 60 0 0 1 1 71 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 65 0 0 1 1 72 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 90 0 0 1 1 118 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 79 0 0 1 1 91 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 120 0 0 1 1 170 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 93 0 0 1 1 109 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 150 0 0 1 1 224 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 105 0 0 1 1 126 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 180 0 0 1 1 282 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 117 0 0 1 1 142 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 210 0 0 1 1 342 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 129 0 0 1 1 158 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 240 0 0 1 1 404 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 140 0 0 1 1 174 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 270 0 0 1 1 468 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 150 0 0 1 1 189 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 300 0 0 1 1 533 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 161 0 0 1 1 204 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 330 0 0 1 1 601 0 +1 3 0 0 150 150 150 150 Yes

Standard

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
COIL N/A Support 7 6 171 0 0 1 1 219 0 +1 3 0 0 150 150 150 150 Yes

Overcharge

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
COIL N/A Support 7 6 360 0 0 1 1 670 0 +1 3 0 0 150 150 150 150 Yes
Found On These 'Mechs: (Click Expand For List)

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.
Found On These 'Mechs: (Click Expand For List)

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
Found On These 'Mechs: (Click Expand For List)
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.

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.

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 Modal Laser (S) N/A Support 1 1 15 0 0 1 1 6 0 +1 3 0 0 30 60 90 120 Yes Modal Laser Mode Switching.
M Modal Laser (S) N/A Energy 2 1 30 0 0 1 1 15 0 +1 0 0 0 60 150 240 300 Yes Modal Laser Mode Switching.
L Modal Laser (S) N/A Energy 6 2 50 0 0 1 1 25 0 +1 0 0 0 120 240 360 480 Yes Modal Laser Mode Switching.
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 Modal Laser (S) N/A Support 1 1 22 0 0 1 1 13 0 0 3 0 0 30 60 90 120 Yes Modal Laser Mode Switching.
M Modal Laser (S) N/A Energy 2 1 38 0 0 1 1 23 0 0 0 0 0 60 150 240 300 Yes Modal Laser Mode Switching.
L Modal Laser (S) N/A Energy 6 2 65 0 0 1 1 35 0 0 0 0 0 120 240 360 480 Yes Modal Laser Mode Switching.
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 Modal Laser (S) N/A Support 1 1 11 0 0 1 1 10 0 +2 4 0 0 30 60 90 120 Yes Modal Laser Mode Switching.
M Modal Laser (S) N/A Energy 2 1 25 0 0 1 1 20 0 +2 0 0 0 60 150 240 300 Yes Modal Laser Mode Switching.
L Modal Laser (S) N/A Energy 6 2 40 0 0 1 1 35 0 +2 0 0 0 120 240 360 480 Yes Modal Laser Mode Switching.
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 Modal Laser (S) N/A Support 1 1 12 0 0 1 1 6 0 0 3 0 0 45 90 135 180 Yes Modal Laser Mode Switching.
M Modal Laser (S) N/A Energy 2 1 24 0 0 1 1 15 0 0 0 0 0 90 210 330 420 Yes Modal Laser Mode Switching.
L Modal Laser (S) N/A Energy 6 2 40 0 0 1 1 25 0 0 0 0 0 180 360 540 720 Yes Modal Laser Mode Switching.

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
Found On These 'Mechs: (Click Expand For List)
M Pulse

Gear ID: Weapon_Laser_MediumLaserPulse_0-STOCK

M Pulse (C)

Gear ID: Weapon_Laser_MediumLaserPulse_CLAN

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
Found On These 'Mechs: (Click Expand For List)
ER S Pulse (C)

Gear ID: Weapon_Laser_SmallLaserERPulse_CLAN

ER M Pulse (C)

Gear ID: Weapon_Laser_MediumLaserERPulse_CLAN

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.

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 VSPL N/A Support 2 1 25 0 0 1 1 9 0 +3 4 0 0 60 60 60 60 Yes Anti-BA bonus damage: 100%
M VSPL N/A Energy 4 2 45 0 0 1 1 21 0 +3 1 0 0 60 60 60 60 Yes
L VSPL N/A Energy 9 4 80 0 0 1 1 30 0 +3 1 0 0 120 120 120 120 Yes
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 VSPL N/A Support 2 1 20 0 0 1 1 9 0 +2 4 0 60 120 120 120 120 Yes Anti-BA bonus damage: 100%
M VSPL N/A Energy 4 2 35 0 0 1 1 21 0 +2 1 0 55 150 150 150 150 Yes
L VSPL N/A Energy 9 4 65 0 0 1 1 30 0 +2 1 0 115 240 240 240 240 Yes
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 VSPL N/A Support 2 1 15 0 0 1 1 9 0 +1 4 0 120 180 180 180 180 Yes Anti-BA bonus damage: 100%
M VSPL N/A Energy 4 2 25 0 0 1 1 21 0 +1 1 0 145 270 270 270 270 Yes
L VSPL N/A Energy 9 4 50 0 0 1 1 30 0 +1 1 0 235 450 450 450 450 Yes

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
Found On These 'Mechs: (Click Expand For List)
Hardened Medium X-Pulse

Gear ID: Weapon_Laser_MediumLaserPulse_X_Hardened

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

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.

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.

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
Found On These 'Mechs: (Click Expand For List)
Dissolving S Pulse

Gear ID: Weapon_Laser_SmallLaserPulse_1-Maxell

Dissolving M Pulse

Gear ID: Weapon_Laser_MediumLaserPulse_1-RakerIV

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%
Found On These 'Mechs: (Click Expand For List)
Haywire S Pulse

Gear ID: Weapon_Laser_SmallLaser_1-ExoStar Not found on any 'Mechs

Haywire L Pulse

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
Found On These 'Mechs: (Click Expand For List)
Pierce S Pulse

Gear ID: Weapon_Laser_SmallLaserPulse_2-Magna200P

Pierce M Pulse

Gear ID: Weapon_Laser_MediumLaserPulse_2-Magna400P

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
Found On These 'Mechs: (Click Expand For List)
Rotary ER S Laser

Gear ID: Weapon_Laser_SmallLaserER_2-BlazeFire

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
Found On These 'Mechs: (Click Expand For List)
Static ER S Laser

Gear ID: Weapon_Laser_SmallLaserER_1-Diverse_Optics

Static ER L Laser

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
Found On These 'Mechs: (Click Expand For List)
Streak S Laser

Gear ID: Weapon_Laser_SmallLaser_1-Diverse_Optics Not found on any 'Mechs

Streak M Laser

Gear ID: Weapon_Laser_MediumLaser_1-Intek

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%

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
Found On These 'Mechs: (Click Expand For List)
AoE PPC

Gear ID: Weapon_PPC_PPC_1-Ceres_Arms

ER PPC

Gear ID: Weapon_PPC_PPCER_0-STOCK

ER PPC (C)

Gear ID: Weapon_PPC_PPCER_CLAN

ER PPC Shotgun

Gear ID: Weapon_PPC_PPCER_1-MagnaFirestar

PPC

Gear ID: Weapon_PPC_PPC_0-STOCK

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

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



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


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

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
Found On These 'Mechs: (Click Expand For List)
LRM5

Gear ID: Weapon_LRM_LRM5_0-STOCK

LRM10

Gear ID: Weapon_LRM_LRM10_0-STOCK

LRM15

Gear ID: Weapon_LRM_LRM15_0-STOCK

LRM20

Gear ID: Weapon_LRM_LRM20_0-STOCK

Improved LRM5

Gear ID: Weapon_LRM_LRM5_Improved

Improved LRM10

Gear ID: Weapon_LRM_LRM10_Improved

Improved LRM15

Gear ID: Weapon_LRM_LRM15_Improved

Improved LRM20

Gear ID: Weapon_LRM_LRM20_Improved

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
Found On These 'Mechs: (Click Expand For List)
Streak LRM5

Gear ID: Weapon_LRM_LRM5_1-Delta

Streak LRM10

Gear ID: Weapon_LRM_LRM10_1-Delta Not found on any 'Mechs

Streak LRM15

Gear ID: Weapon_LRM_LRM15_1-Delta Not found on any 'Mechs

Streak LRM20

Gear ID: Weapon_LRM_LRM20_1-Delta

Streak LRM5 (C)

Gear ID: Weapon_LRM_LRM5_STREAK Not found on any 'Mechs

Streak LRM10 (C)
Streak LRM15 (C)

Gear ID: Weapon_LRM_LRM15_STREAK

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.

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
MML3 SRM Missile 1.5 1 8 0 4 3 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML5 SRM Missile 3 2 8 0 4 5 1 9 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML7 SRM Missile 4.5 3 8 0 4 7 1 12 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
MML9 SRM Missile 6 4 8 0 4 9 1 15 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
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
MML3 LRM Missile 1.5 1 4 0 1 3 1 6 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML5 LRM Missile 3 2 4 0 1 5 1 9 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML7 LRM Missile 4.5 3 4 0 1 7 1 12 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
MML9 LRM Missile 6 4 4 0 1 9 1 15 0 0 0 0 180 210 420 630 840 Yes Missile health: 1

Improved MMLs

Improved MMLs have been upgraded to allow them to fire clan ATMs. They are otherwise the same as standard MMLs.

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
Imp. MML3 SRM Missile 1.5 2 8 0 4 3 1 6 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML5 SRM Missile 3 2 8 0 4 5 1 9 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML7 SRM Missile 4.5 3 8 0 4 7 1 12 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
Imp. MML9 SRM Missile 6 4 8 0 4 9 1 15 0 0 0 0 0 90 180 270 360 Yes Missile health: 2
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
Imp. MML3 LRM Missile 1.5 2 4 0 1 3 1 6 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML5 LRM Missile 3 2 4 0 1 5 1 9 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML7 LRM Missile 4.5 3 4 0 1 7 1 12 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
Imp. MML9 LRM Missile 6 4 4 0 1 9 1 15 0 0 0 0 180 210 420 630 840 Yes Missile health: 1
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
Imp. MML3 ATM Missile 1.5 2 8 0 2 3 1 6 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML5 ATM Missile 3 2 8 0 2 5 1 9 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML7 ATM Missile 4.5 3 8 0 2 7 1 12 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Imp. MML9 ATM Missile 6 4 8 0 2 9 1 15 0 0 0 0 120 150 300 450 600 Yes Missile health: 2
Found On These 'Mechs: (Click Expand For List)
Imp. MML3

Gear ID: Weapon_MML_3 Not found on any 'Mechs

Imp. MML5

Gear ID: Weapon_MML_5 Not found on any 'Mechs

Imp. MML7

Gear ID: Weapon_MML_7 Not found on any 'Mechs

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

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.

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
vMRM10 MRM Missile 4 3 4 0 1 10 1 9 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 4 0 1 20 1 15 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 4 0 1 30 1 23 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 4 0 1 40 1 31 0 -1 0 0 0 180 270 420 510 Yes Missile health: 1
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
vMRM10 MRM Missile 4 3 6 0 1 10 1 18 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 6 0 1 20 1 30 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 6 0 1 30 1 46 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 6 0 1 40 1 62 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
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
vMRM10 MRM Missile 4 3 2 0 1 10 1 14 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 2 0 1 20 1 23 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 2 0 1 30 1 35 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 2 0 1 40 1 47 0 +1 0 0 0 180 270 420 510 Yes Missile health: 1
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
vMRM10 MRM Missile 4 3 2 0 1 10 1 4 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM20 MRM Missile 8 4 2 0 1 20 1 7 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM30 MRM Missile 12 6 2 0 1 30 1 11 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
vMRM40 MRM Missile 16 8 2 0 1 40 1 15 0 -2 0 0 0 180 270 420 510 Yes Missile health: 1
Found On These 'Mechs: (Click Expand For List)
vMRM10

Gear ID: Weapon_MRM_vMRM10_0-STOCK Not found on any 'Mechs

vMRM20

Gear ID: Weapon_MRM_vMRM20_0-STOCK Not found on any 'Mechs

vMRM30

Gear ID: Weapon_MRM_vMRM30_0-STOCK Not found on any 'Mechs

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

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
Found On These 'Mechs: (Click Expand For List)
RL10

Gear ID: Weapon_RocketLauncher_RL10_0_STOCK