Weapons/Ammunition

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Below is a list of the ammunition types used by the various weapons in RT. Each ammunition type has it's tonnage, mechbay slots, the number of rounds per bin; listed. Additionally ammo effects and item descriptions are listed where applicable. Below each table, is a small piece of information taken from Sarna.net or Wikipedia and a link back to that specific page for further reading.

Ballistic[edit | edit source]

Autocannons (AC)
Name Tonnage Slots Rounds Per Bin Effects Description
AC/2 1 1 25
AC/2 [AP] 1 1 25
  • Crits X 2
  • Armor Damage Mod: -50%
  • Structure Damage Mod +50%
Armour Piercing Ammo grants an increased chance for critical hits.
AC/2 [Caseless] 1 1 38
  • Bonus Ammo: 50%
  • Recoil AC: +2
Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile.
AC/2 [Double] 2 2 56 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
AC/2 [Half] 0.5 1 12
AC/2 [Incendiary] 1 1 13
  • Heat Damage: +10
  • AC Damage: -10
  • Inferno: 5
Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.
AC/2 [Precision] 1 1 25
  • AC Accuracy: +1
Precision AC Ammo carries self-guided gyrojet shells increasing accuracy.
AC/2 [Protected] 1 1 20
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
AC/5 1 1 15
AC/5 [AP] 1 1 15
  • Crits X 2
  • Armor Damage Mod: -50%
  • Structure Damage Mod +50%
Armour Piercing Ammo grants an increased chance for critical hits.
AC/5 [Caseless] 1 1 23
  • Bonus Ammo: 50%
  • Recoil AC: +2
Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile.
AC/5 [Double] 2 2 34 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
AC/5 [Half] 0.5 1 7
AC/5 [Incendiary] 1 1 8
  • Heat Damage: +18
  • AC Damage: -18
  • Inferno: 9
Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.
AC/5 [Precision] 1 1 15
  • AC Accuracy: +1
Precision AC Ammo carries self-guided gyrojet shells increasing accuracy.
AC/5 [Protected] 1 1 12
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
AC/10 1 1 8
AC/10 [AP] 1 1 8
  • Crits X 2
  • Armor Damage Mod: -50%
  • Structure Damage Mod +50%
Armour Piercing Ammo grants an increased chance for critical hits.
AC/10 [Caseless] 1 1 12
  • Bonus Ammo: 50%
  • Recoil AC: +2
Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.
AC/10 [Double] 2 2 18 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
AC/10 [Half] 0.5 1 4
AC/10 [Incendiary] 1 1 6
  • Heat Damage: +24
  • AC Damage: -24
  • Inferno: 12
Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.
AC/10 [Precision] 1 1 8
  • AC Accuracy: +1
Precision AC Ammo carries self-guided gyrojet shells increasing accuracy.
AC/10 [Protected] 1 1 6
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
AC/20 1 1 5
AC/20 [AP] 1 1 5
  • Crits X 2
  • Armor Damage Mod: -50%
  • Structure Damage Mod +50%
Armour Piercing Ammo grants an increased chance for critical hits.
AC/20 [Caseless] 1 1 8
  • Bonus Ammo: 50%
  • Recoil AC: +2
Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile.
AC/20 [Double] 2 2 12 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
AC/20 [Half] 0.5 1 2
AC/20 [Incendiary] 1 1 5
  • Heat Damage: +40
  • AC Damage: -40
  • Inferno: 20
Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.
AC/20 [Precision] 1 1 5
  • AC Accuracy: +1
Precision AC Ammo carries self-guided gyrojet shells increasing accuracy.
AC/20 [Protected] 1 1 4
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.

An Autocannon is a type of rapid-firing, auto-loading direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) or kinetic rounds at targets in bursts.

LBX Autocannon (LBX)
Name Tonnage Slots Rounds Per Bin Effects
LBX/2 [Cluster] 1 1 25
  • Weapon Crits: +50%
  • Weapon Accuracy: +1
  • Pips Ignored: +1
  • LBX Cluster Range: 270
  • LBX Cluster Penalty: 20%
LBX/2 [Slug] 1 1 25
LBX/5 [Cluster] 1 1 15
  • Weapon Crits: +50%
  • Weapon Accuracy: +1
  • Pips Ignored: +1
  • LBX Cluster Range: 130
  • LBX Cluster Penalty: 20%
LBX/5 [Slug] 1 1 15
LBX/10 [Cluster] 1 1 8
  • Weapon Crits: +50,
  • Weapon Accuracy: +1
  • Pips Ignored: +1
  • LBX Cluster Range: 130
  • LBX Cluster Penalty: 20%
LBX/10 [Slug] 1 1 8
LBX/20 [Cluster] 1 1 5
  • Weapon Crits: +50%
  • Weapon Accuracy: +1
  • Pips Ignored: +1
  • LBX Cluster Range: 120
  • LBX Cluster Penalty: 20%
LBX/20 [Slug] 1 1 5

The LB-X Autocannon is an advanced variation of the standard Autocannon. Its most notable feature is its ability to fire cluster munitions.

Rotary Autocannons (RAC)
Name Tonnage Slots Rounds Per BIn Effects Description
RAC/2 1 1 25
RAC/2 [Double] 2 2 56 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
RAC/2 [Half] 0.5 1 12
RAC/2 [Protected} 1 1 20
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
RAC/5 1 1 15
RAC/5 [Double] 2 2 34 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
RAC/5 [Half] 0.5 1 7
RAC/5 [Protected] 1 1 12
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
RAC/10 1 1 8
RAC/10 [Double] 2 2 18 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
RAC/10 [Half] 0.5 1 4
RAC/10 [Protected] 1 1 6
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
RAC/20 1 1 5
RAC/20 [Double] 2 2 12
RAC/20 [Half] 0.5 1 2
RAC/20 [Protected] 1 1 4
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.

Developed in the early 3060s by the Federated Commonwealth, the Rotary Autocannon is based only loosely on the Autocannon. While it has the same bore, it is capable of firing up to six times as many rounds as its standard cousin, allowing it to deal three times the damage of even an Ultra Autocannon

Gauss Rifle (Gauss)
Name Tonnage Slots Rounds Per Bin Description
Gauss 1 1 8
Gauss [Double] 2 2 18 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
Gauss [Half] 0.5 1 4

Introduced in 2590 by the Terran Hegemony, the Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities, making it a devastating and lethal long-range weapon.

Light Gauss Rifle
Name Tonnage Slots Rounds Per Bin Description
Light Gauss 1 1 16 Light Gauss have a better ballistic profile allowing a slug to travel further but have reduced damage and a longer minimum range.

The Light Gauss Rifle was introduced in 3056 by the Free Worlds League. It functions identically to a Gauss Rifle, electromagnetically accelerating a slug to high speeds to cause massive damage at long range.

Long Tom
Name Tonnage Slots Rounds Per Bin Effects
Long Tom 1 1 3
  • Area Of Effect: 250
  • Area Of Effect Damage: 80

The Long Tom Artillery Piece is the largest conventional artillery piece designed by Armstrong Industries.

Heavy Gauss Rifle
Name Tonnage Slots Rounds Per Bin Description
Heavy Gauss 1 1 4 Heavy Gauss ammo fires a heavier projectile drastically reducing range but increasing the damage profile.

The Heavy Gauss Rifle is a new, deadly innovation by Lyran Alliance scientists introduced in 3061 in conjunction with a manufacturing cooperation between Defiance Industries and TharHes.

Hyper Assault Gauss Rifle (HAG)
Name Tonnage Slots Rounds Per Bin Description
HAG 1 1 12 Hyper Assault Gauss Rifles fire a multitude of Small Caliber Gauss slugs akin to a Rotary AutoCannon, shreddings its target.

The Hyper-Assault Gauss Rifle is a variation on the Gauss Rifle developed by Clan Hell's Horses in 3068.

High Velocity Autocannon (HVAC)
Name Tonnage Slots Rounds Per Bin
HVAC/2 1 1 19
HVAC/5 1 1 11
HVAC/10 1 1 6
HVAc/20 1 1 4

The Hypervelocity Autocannon family of weapons is based on the Autocannon. While they have the same damage classes, they're capable of firing much further. However, in order to obtain the increased ballistic range, the hypervelocity ammo is larger and uses a unique type of propellant, reducing the number of shots per ton of ammo along with a couple other drawbacks, such as a chance of the weapon exploding, and a thick smoke trail every time the weapon is fired.

Light Machine Gun (LMG)
Name Tonnage Slots Rounds Per Bin Effects Description
LMG 1 1 200
LMG [Double] 2 2 450 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
LMG [Half] 0.5 1 100
Armour Piercing 1 1 200
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Armour Piercing LMG Ammo contains APFSDS, Amor-Piercing Fin-Stabilized discarding Sabot, shell's that can 'Punch through' the toughest hide and hit vital components.
High Explosive 1 1 200
  • Armor Damage Mod: -50%
  • Structure Damage Mod: +50%
High Explosive LMG Ammo contains shells that detonate on impact, shredding armor of the target but having little chance to directly destroy internal components.
Phosphor 1 1 200
  • Heat Damage: +1
  • MG Damage: -1
Incendiary LMG Ammo contain a primitive mixture commonly knows as 'White Peter', coating the target in a film of intense burning chemicals akin to a Inferno round.
Protected 1 1 160
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
Tracer 1 1 200
  • +1 Accuracy
Tracer ammunition are slug-firing rounds to aid in the targeting of rapid-firing weapons. Inserted at regular intervals with regular rounds, a small amount of pyrotechnical chemical at the base of the tracer produces a bright light as it moves through the air.

The creation of the Light Machine Gun was one of Clan Smoke Jaguar's last acts before they were all but destroyed by the Inner Sphere. It was originally intended as a weapon for ProtoMechs, but it soon made its way onto heavier units. The Capellan Confederation was able to effectively duplicate this design in time for Operation Sovereign Justice.

Heavy Machine Gun (HMG)
Name Tonnage Slots Rounds Per Bin Effects Description
HMG 1 1 100
HMG [Double] 2 2 220 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
HMG [Half] 0.5 1 50
Armour Piercing 1 1 100
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Armour Piercing HMG Ammo contains APFSDS, Amor-Piercing Fin-Stabilized discarding Sabot, shell's that can 'Punch through' the toughest hide and hit vital components.
High Explosive 1 1 100
  • Armor Damage Mod: -50%
  • Structure Damage Mod: +50%
High Explosive HMG Ammo contains shells that detonate on impact, shredding armor of the target but having little chance to directly destroy internal components.
Phosphor 1 1 100
  • Heat Damage: +1
  • MG Damage: -1
Incendiary HMG Ammo contain a primitive mixture commonly knows as 'White Peter', coating the target in a film of intense burning chemicals akin to a Inferno round.
Protected 1 1 80
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
Tracer 1 1 100
  • +1 Accuracy
Tracer ammunition are slug-firing rounds to aid in the targeting of rapid-firing weapons. Inserted at regular intervals with regular rounds, a small amount of pyrotechnical chemical at the base of the tracer produces a bright light as it moves through the air.

As its name implies, the Heavy Machine Gun is a larger version of the standard Machine Gun. First introduced by Clan Smoke Jaguar, their demise hastened its dissemination to the other Clans, while the Taurian Concordat was able to perfect the Inner Sphere version of the weapon. Twice as heavy as its more traditional cousin, the Heavy Machine Gun does half again as much damage, though at the cost of a third of the already short range.

Machine Gun (MG)
Name Tonnage Slots Rounds Per Bin Effects Description
MG 1 1 200
MG [Double] 2 2 450 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
MG [Half] 0.5 1 100
Armour Piercing 1 1 200
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Armour Piercing MG Ammo contains APFSDS, Amor-Piercing Fin-Stabilized discarding Sabot, shell's that can 'Punch through' the toughest hide and hit vital components.
High Explosive 1 1 200
  • Armor Damage Mod: -50%
  • Structure Damage Mod: +50%
High Explosive MG Ammo contains shells that detonate on impact, shredding armor of the target but having little chance to directly destroy internal components.
Phosphor 1 1 200
  • Heat Damage: +1
  • MG Damage: -1
Incendiary MG Ammo contain a primitive mixture commonly knows as 'White Peter', coating the target in a film of intense burning chemicals akin to a Inferno round.
Protected 1 1 160
  • Protected: 75%
C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.
Tracer 1 1 200
  • +1 Accuracy
Tracer ammunition are slug-firing rounds to aid in the targeting of rapid-firing weapons. Inserted at regular intervals with regular rounds, a small amount of pyrotechnical chemical at the base of the tracer produces a bright light as it moves through the air.

The Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging BattleMechs. Vehicular-scale machine guns mounted on BattleMechs can lay low entire platoons in just a few passes thanks to their high rate of fire, though they are more commonly found on Combat Vehicles and ProtoMechs.

Mortar
Name Tonnage Slots Rounds Per Bin Effects Description
Acid 1 1 40
  • Area Air burst: 90
  • Airburst Penalty: 40%
  • Acid: 20%
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Acid Mortar Shells carry an airburst charge that spreads small Acid Bomblets within an Area.
Acid [Half] 0.5 1 20
  • Area Air burst: 90
  • Airburst Penalty: 40%
  • Acid: 20%
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Acid Mortar Shells carry an airburst charge that spreads small Acid Bomblets within an Area.
Airburst 1 1 40
  • Mortar Damage: +4
  • Airburst
  • Airburst Penalty: 40%
Airburst Mortar Shells separate after a short duration into several bomblets scattering their payload onto a single target.
Airburst [Half] 0.5 1 20
  • Mortar Damage: +4
  • Airburst
  • Airburst Penalty: 40%
Airburst Mortar Shells separate after a short duration into several bomblets scattering their payload onto a single target.
FASCAM 1 1 40
  • Airburst
  • Airburst Penalty: 40%
  • Thunder Mines: 3
  • Thunder Radius: 5
  • Thunder Chance: 20%
  • Thunder Damage: 2
  • Thunder
Thunder Shells, also known as FASCAM Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621.
FASCAM [Half] 0.5 1 20
  • Airburst
  • Airburst Penalty: 40%
  • Thunder Mines: 3
  • Thunder Radius: 5
  • Thunder Chance: 20%
  • Thunder Damage: 2
  • Thunder
Thunder Shells, also known as FASCAM Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621.
Flare 1 1 40
  • Mortar Flare: 100%
  • Mortar Flare Sensor: 50%
  • Area Of Effect: 150
  • Area Of Effect Damage: 1
  • Mortar Damage: -7
Flare Mortal Shells combine a high Powered Flare with a remote Sensor to illuminate a target Area.
Flare [Half] 0.5 1 20
  • Mortar Flare: 100%
  • Mortar Flare Sensor: 50%
  • Area Of Effect: 150
  • Area Of Effect Damage: 1
  • Mortar Damage: -7
Flare Mortal Shells combine a high Powered Flare with a remote Sensor to illuminate a target Area.
Guided 1 1 40
  • Area Of Effect: 50
  • Area Of Effect Damage: 3
  • Mortar Damage: -1
  • Dead Fire Accuracy: +2
  • Weapon Accuracy: +1
Semi Guided Mortar Shells trade a bit of Damage potential for Superior Accuracy.
Guided [Half] 0.5 1 20
  • Area Of Effect: 50
  • Area Of Effect Damage: 3
  • Mortar Damage: -1
  • Dead Fire Accuracy: +2
  • Weapon Accuracy: +1
Semi Guided Mortar Shells trade a bit of Damage potential for Superior Accuracy.
Inferno 1 1 40
  • Area Of Effect: 90
  • Area Of Effect Damage: 2
  • Area Of Effect Heat Damage: +2
  • Heat Damage: +2
  • Always Starts Fire Anywhere
  • Fire Terrain Size: 1
  • Fire Terrain Duration: 2
  • Fire Terrain Strength: 2
  • Mortar Damage: -25%
Carrying a hefty payload of Inferno gel does this shell ingite an area around its impact.
Inferno [Half] 0.5 1 20
  • Area Of Effect: 90
  • Area Of Effect Damage: 2
  • Area Of Effect Heat Damage: +2
  • Heat Damage: +2
  • Always Starts Fire Anywhere
  • Fire Terrain Size: 1
  • Fire Terrain Duration: 2"
  • Fire Terrain Strength: 2
  • Mortar Damage: -25%
Carrying a hefty payload of Inferno gel does this shell ingite an area around its impact.
Mortar 1 1 40
  • Area Of Effect: 60
  • Area Of Effect Damage: 4
Mortar [Half] 0.5 1 20
  • Area Of Effect: 60
  • Area Of Effect Damage: 4
Smoke 1 1 40
  • Smoke
  • Impair Accuracy: 1
  • Impair Sight: -75%
  • Impair Sensors: -30%
  • Area Of Effect: 150
  • Area Of Effect Damage: 1
  • Mortar Damage: -7
Smoke Mortar Shells leave a thick cloud with chaff that is nearly impossible to see through.
Smoke [Half] 0.5 1 20
  • Smoke
  • Impair Accuracy: 1
  • Impair Sight: -75%
  • Impair Sensors: -30%
  • Area Of Effect: 150
  • Area Of Effect Damage: 1
  • Mortar Damage: -7
Smoke Mortar Shells leave a thick cloud with chaff that is nearly impossible to see through.

Based on the weapon used by infantry for centuries, the Mech Mortar fires a small shell in a high arc that falls onto the target. Though the Mech Mortar was created by the Terran Hegemony, by 2835 the Succession Wars had relegated it to history. Like Long Range Missile launchers, the Mech Mortar could fire on a target directly or indirectly, but LRMs proved to be more reliable, easier to aim, and could fire more projectiles at once.

Railgun
Name Tonnage Slots Rounds Per Bin
Railgun 1 1 4

A railgun is a device that uses electromagnetic force to launch high velocity projectiles, by means of a sliding armature that is accelerated along a pair of conductive rails.

Rifle
Name Tonnage Slots Rounds Per Bin Effects Description
Light 1 1 15
Light [APFSDS] 1 1 15
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
  • Damage Fall Off: 50%
  • Variable Damage: 10
  • Crits: +25%
  • Protected: 50%
Armor Piercing Fin Stabilized Discarding Sabot munitions have been used for centuries. Essentially a long heavy metal dart they punch through armor using kinetic energy alone; no explosive warhead is used. This means ammo explosions are less dangerous, but their damage decreases at long range. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type.
Medium 1 1 8
Medium [APFSDS] 1 1 8
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
  • Damage Fall Off: 50%
  • Variable Damage: 20
  • Crits: +25%
  • Protected: 50%
Armor Piercing Fin Stabilized Discarding Sabot munitions have been used for centuries. Essentially a long heavy metal dart they punch through armor using kinetic energy alone; no explosive warhead is used. This means ammo explosions are less dangerous, but their damage decreases at long range. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type.
Heavy 1 1 5
Heavy [APFSDS] 1 1 5
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
  • Damage Fall Off: 50%
  • Variable Damage: 25
  • Crits: +25%
  • Protected: 50%
Armor Piercing Fin Stabilized Discarding Sabot munitions have been used for centuries. Essentially a long heavy metal dart they punch through armor using kinetic energy alone; no explosive warhead is used. This means ammo explosions are less dangerous, but their damage decreases at long range. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type.
Potato 1 1 25

The precursor to the modern Autocannon, the Rifle was based on the main guns used by tanks on pre-spaceflight Terra.

Sniper
Name Tonnage Slots Rounds Per Bin Effects Description
Sniper 1 1 5
  • Area Of Effect: 150
  • Area Of Effect Damage: 60
Infenro 1 1 5
  • Sniper Damage: -50
  • Variable Damage: -10
  • Heat Damage: +10
  • Area Of Effect: 150
  • Area Of Effect Damage: 10
  • Area Of Effect Heat Damage: +40
  • Always Starts Fire Anywhere
  • Fire Terrain Size: 10
  • Fire Terrain Duration: 4
  • Fire Terrain Strength: 20
Shaped 1 1 5
  • Area Of Effect: 75
  • Area Of Effect Damage: 30
  • Sniper Damage: +50%
A concentrated Shaped Charge is used to penetrate the Armor on Hard Targets, but it has a reduced blast radius compared to other explosives.

The Sniper Artillery Piece is the smaller cousin to the Long Tom Artillery Piece designed by Armstrong Industries

Thumper
Name Tonnage Slots Rounds Per Bin Effects Description
Thumper 1 1 8
  • Area Of Effect: 100
  • Area Of Effect Damage: 40
Thumper [Half] 0.5 1 4
  • Area Of Effect: 100
  • Area Of Effect Damage: 40
FASCAM 1 1 8
  • Airburst Thumper
  • Airburst Penalty: 40%
  • Thunder Mines: 2
  • Thunder Radius: 7
  • Thunder Chance: 20%
  • Thunder Damage: 4
Thunder Shells, also known as FASCAM Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621.
FASCAM [Half] 0.5 1 4
  • Airburst Thumper
  • Airburst Penalty: 40%
  • Thunder Mines: 2
  • Thunder Radius: 7
  • Thunder Chance: 20%
  • Thunder Damage: 4
Thunder Shells, also known as FASCAM Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621.
Shaped 1 1 8
  • Area Of Effect: 30
  • Area Of Effect Damage: 50
  • Thumper Damage: +50%
A concentrated Shaped Charge is used to penetrate the Armor on Hard Targets, but it has a reduced blast radius compared to other explosives.
Shaped [Half] 0.5 1 4
  • Area Of Effect: 30
  • Area Of Effect Damage: 50
  • Thumper Damage: +50%
A concentrated Shaped Charge is used to penetrate the Armor on Hard Targets, but it has a reduced blast radius compared to other explosives.

The Thumper Artillery Piece is the smallest conventional artillery piece with an effective range of 10.5 kilometers.

Ultra Autocannon (UAC)
Name Tonnage Slots Rounds Per Bin Effects Description
UAC/2 1 1 25
UAC/2 [Double] 2 2 56 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
UAC/2 [Half] 0.5 1 12
UAC/2 [Protected] 1 1 20
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
UAC/5 1 1 15
UAC/5 [Double] 2 2 34 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
UAC/5 [Half] 0.5 1 7
UAC/5 [Protected] 1 1 12
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
UAC/10 1 1 8
UAC/10 [Double] 2 2 18 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
UAC/10 [Half] 0.5 1 4
UAC/10 [Protected] 1 1 6
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
UAC/20 1 1 5
UAC/20 [Double] 2 2 12 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
UAC/20 [Half] 0.5 1 2
UAC/20 [Protected] 1 1 4
  • Reduced Explosion Damage
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.

The Ultra Autocannon is an advanced variation of the standard Autocannon with the ability to fire at twice the normal rate.

Energy[edit | edit source]

Chemical Lasers
Name Tonnage Slots Rounds Per Bin
Chemical Small 1 1 60
Chemical Medium 1 1 30
Chemical Large 1 1 10

In the late 20th and early 21st century, humanity developed the first lasers for combat units. Based on chemical processes, these lasers were bulky and expensive. The chemicals used to create the laser beam were also toxic and dangerous to handle. For these reasons, when reliable fusion powerplants became available, chemical laser systems were retired, and became little more than a footnote in weapon development history.

Plasma
Name Tonnage Slots Rounds Per Bin
Plasma 1 1 10

Plasma weapons use the power of the fusion engine or power amplifiers to power an electromagnetic accelerator that fires a stream, pulse or toroid of plasma (i.e. very hot, energetic, and excited matter). The plasma is created by using a lasing process to flash cartridges of plastic foam into white-hot projectiles that cause thermal as well as physical damage. Because this foam ammo is inert, it cannot explode even if it is destroyed.

Missile[edit | edit source]

Advanced Tactical Missile (ATM)
Name Tonnage Slots Rounds Per Bin Effects Description
ATM 1 1 60
ATM [ER] 1 1 60
  • -4 Damage
  • -1 Stability Damage
  • + 90% Range
Extreme Range ATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range.
ATM [HE] 1 1 60
  • +4 Damage
  • + 1 Stability Damage
  • -50% Range
High Explosive ATM ammo carries a larger payload in exchange for fuel.

The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3054 to 3060 and allows its users to choose between three different types of ammunition.

Arrow IV
Name Tonnage Slots Rounds Per Bin Effects Description
Arrow IV 1 1 5
FASCAM 1 1 5
  • Airburst Penalty: 40%
  • Thunder Mines: 3
  • Thunder Radius: 6
  • Thunder Chance: 20%
  • Thunder Damage: 3
FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired.
FASCAM [Half] 0.5 1 3
  • Airburst Penalty: 40%
  • Thunder Mines: 3
  • Thunder Radius: 6
  • Thunder Chance: 20%
  • Thunder Damage: 3
FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired.
FASCAM Inferno 1 1 5
  • Airburst Penalty: 40%
  • Thunder Mines: 3
  • Thunder Radius: 6
  • Thunder Chance: 20%
  • Thunder Damage: 1
  • Thunder Heat Damage: 3
FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired.
Infeno 1 1 5
  • Arrow IV Damage: -50
  • Variable Damage: -15
  • Heat Damage: +10
  • Area Of Effect: 120
  • Area Of Effect Damage: 10
  • Area Of Effect Heat Damage: +20
  • Always Starts Fire Anywhere
  • Fire Terrain Size: 8
  • Fire Terrain Duration: 4
  • Fire Terrain Strength: 40
Nuke [Brutal mode only] 1 1 1
  • Area Of Effect: 600
  • Area Of Effect Damage: 6000
  • Arrow IV Damage: 3000
The Davy Crockett is a compact half-kiloton nuclear device configurable for a variety of delivery systems. Unfortunately many have a range only slightly longer than the blast radius, making them rather unpopular with troops. This configuration of the Davy Crockett-M can be launched via Arrow IV and operates in ground burst mode. While heavier than normal rounds at one ton each, they behave exactly as normal Arrow IV munitions do. Risk of propellant detonation can be mitigated with the use of C.A.S.E. the warhead itself will not detonate unless it is properly armed and primed.

The Arrow IV is a stand-alone, missile based, artillery system, designed to augment conventional systems such as the Long Tom and the Sniper.

Improved Advanced Tactical Missile (iATM)
Name Tonnage Slots Rounds Per Bin Effects
iATM 1 1 60
EMP 1 1 60
  • ATM Damage: -2 Damage
  • Haywire
  • Impair Accuracy: -1
  • Impair Move: 15%
  • Impair Heat Sink: -20%
Though they do inflict damage directly on a target, what makes these missiles so effective is their secondary effects. The warheads blanket the target in electromagnetic noise, causing the target to move more slowly, overheat, and interfere with targeting and communications systems.
ER 1 1 60
  • ATM Damage: -4
  • Stability Damage: -1
  • Range+ 90%
Extreme Range iATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range.
HE 1 1 60
  • ATM Damage: +4
  • Stability Damage: +1
  • Range: -50%
High Explosive iATM ammo carries a larger payload in exchange for fuel.
Inferno 1 1 60
  • Heat Damage: +2
  • ATM Damage: -4
  • Inferno: 3

The Improved Advanced Tactical Missile system (iATM) was developed by The Society from 3054 to 3070.

Long Range Missiles (LRM)
Name Tonnage Slots Rounds Per Bin Effects Description
LRM 1 1 120
LRM [Double] 2 2 270 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
LRM [Half] 0.5 1 60
Artemis IV 1 1 120
  • Pips Ignored: +1
  • LRM Accuracy: +1
  • DF Accuracy: +1
Artemis IV LRM's have a ''smart'' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy .
Augmented Thunder 1 1 120
  • Thunder Mines: 2
  • Thunder Radius: 5
  • Thunder Chance: 25%",
  • Thunder Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired. Augmented Thunder LRM's spread out in a Larger Area.
Augmented Thunder [Half] 1 1 60
  • Thunder Mines: 2
  • Thunder Radius: 5
  • Thunder Chance: 25%",
  • Thunder Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired. Augmented Thunder LRM's spread out in a Larger Area.
Chaff 0.5 1 60
  • Dueppel
  • Impair Accuracy: 1
  • Impair Sight: -20%
  • Impair Sensors: -30%",
  • LRMDamage: -3
Based on one of the most Ancient Electronic Countermeasures, these rockets carry a payload of Chaff and release a blinding strobe light on detonation to fool any and all kinds of Sensors.
Clearance 1 1 120
  • LRMDamage: -3
  • AreaOfEffect: 40
  • AreaOfEffectDmg: 1
  • Mine Clearance Boom: 4
When fired, the Mine Clearance Missiles generate a large amount of overpressure above the suspected minefield. This overpressure simulates the weight of a BattleMech or combat vehicle and causes the mines to detonate. This clears the minefield, allowing friendly forces to pour through the gap.
Deadfire 1 1 120
  • LRM Damage: +2
  • Stability Damage: +1
  • Range: -40%
  • Minimum Range: -180
  • Weapon Accuracy: -1
  • No Indirect
  • Deadfire: 25%
Deadfire LRM's trade any advanced guidance system, reducing range and accuracy, for a bigger payload and reduced minimum range.
Deadfire [Half] 0.5 1 60
  • LRM Damage: +2
  • Stability Damage: +1
  • Range: -40%
  • Minimum Range: -180
  • Weapon Accuracy: -1
  • No Indirect
  • Deadfire: 25%
Deadfire LRM's trade any advanced guidance system, reducing range and accuracy, for a bigger payload and reduced minimum range.
Extreme Range 1 1 120
  • LRM Damage: -1
  • Range: +30%
  • Minimum Range: +90
Extreme Range LRM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range.
Follow The Leader 1 1 120 The Follow The Leader Warhead (FTL) was developed during the Star League era, this alternate munition for LRM launchers functions like a standard LRM flight in every way except one: When a target is hit, every missile in the flight will hit.
Follow The Leader [Half] 0.5 1 60 The Follow The Leader Warhead (FTL) was developed during the Star League era, this alternate munition for LRM launchers functions like a standard LRM flight in every way except one: When a target is hit, every missile in the flight will hit.
Incendiary 1 1 120
  • Heat Damage: +1
  • LRM Damage: -2
  • Fire Terrain Strength: 1
  • Fire Terrain Duration: 1
Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phosphorous. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions.
Incendiary [Half] 1 60
  • Heat Damage: +1
  • LRM Damage: -2
  • Fire Terrain Strength: 1
  • Fire Terrain Duration: 1
Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phosphorous. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions.
Inferno Thunder 1 1 120
  • LRM Damage: -3
  • Heat Damage: +2
  • Thunder Mines: 1
  • Thunder Radius: 3
  • Thunder Chance: 15%
  • Thunder Damage: 1
  • Thunder Heat Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs.
Inferno Thunder [Half] 0.5 1 60
  • LRM Damage: -3
  • Heat Damage: +2
  • Thunder Mines: 1
  • Thunder Radius: 3
  • Thunder Chance: 15%
  • Thunder Damage: 1
  • Thunder Heat Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs.
Listen kill 1 1 120
  • LRM Accuracy: +1
  • ListenKill: 35%
Listen-Kill (aka L-K) missile technology is an upgrade to missiles to improve their accuracy. This is achieved through a small computer and homing device in the missile's head that allows it to home in on the electronic noise of a BattleMech or tank.
Listen Kill Half 0.5 1 60
  • LRM Accuracy: +1
  • ListenKill: 35%
Listen-Kill (aka L-K) missile technology is an upgrade to missiles to improve their accuracy. This is achieved through a small computer and homing device in the missile's head that allows it to home in on the electronic noise of a BattleMech or tank.
NARC 0.5 1 60
  • Narc: 3
  • LRM Damage: -3
  • Painter: +1
  • Painter Sensors: 5%
  • Painter Visibility: 5%
Some pirate got their hands on a couple tons of NARC ammo but not their Launchers and decided to rebuild this Missile Rack to fire Missile's that stick to the target and send a low energy targeting signal to all friendly's.
Protected 1 1 80
  • Protected: 75%
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
Streak 1 1 120
  • Used by Streak LRM launchers
Swarm 1 1 120
  • LRM Damage: +25%
  • Swarm: 120
The Swarm missile was developed as part of an attempt by the Terran Hegemony to replace fragile and sluggish standard artillery pieces with more sturdy and mobile BattleMechs with specialized LRMs. The Swarm missile was intended to recreate the splash damage ability of artillery shells.
Swarm [Half] 0.5 1 60
  • LRM Damage: +25%
  • Swarm: 120
The Swarm missile was developed as part of an attempt by the Terran Hegemony to replace fragile and sluggish standard artillery pieces with more sturdy and mobile BattleMechs with specialized LRMs. The Swarm missile was intended to recreate the splash damage ability of artillery shells.
Thunder 1 1 120
  • Thunder Mines: 1
  • Thunder Radius: 2
  • Thunder Chance: 15%
  • Thunder Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs.
Thunder [Half] 0.5 1 60
  • Thunder Mines: 1
  • Thunder Radius: 2
  • Thunder Chance: 15%
  • Thunder Damage: 2
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs.

First introduced in 2295 by the Terran Hegemony and refined in 2300, Long Range Missiles are designed to engage the enemy at great distances at the expense of damage dealt. Adapted towards the profusion of electronic jamming on the battlefield and the effectiveness of current armor designs, these self-guided missiles are unique for using a special armor-piercing explosive warhead.

Medium Ranged Missiles (MRM)
Name Tonnage Slots Rounds Per Bin Effects Description
MRM 1 1 200
MRM [Double] 2 1 450 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location.
MRM [Half] 0.5 1 100
Apollo 1 1 200
  • Pips Ignored: +1
  • MRM Accuracy: +1
  • MRM Crit: 100%
The Apollo Fire Control System was created by the Draconis Combine for the MRM specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy .
Improved 1 1 200
  • MRM Accuracy: +2
  • MRM: 50%
Improved Medium Range Missiles are a redesign of the MRM from the ground up. By exchanging the propellent for a newer blend and swapping out the explosive core for a shaped charge the missiles’ aerodynamic structure was able to be refined. This lead to an all around improvement in accuracy through improved aerodynamics and fin stabilization.
Incendiary 1 1 200
  • Heat Damage: +1
  • MRM Damage: -2
  • Fire Terrain Strength: 1
  • Fire Terrain Duration: 1
Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phoperus. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions.
Incendiary [Half] 0.5 1 100
  • Heat Damage: +1
  • MRM Damage: -2
  • Fire Terrain Strength: 1
  • Fire Terrain Duration: 1
Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phoperus. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions.
Protected 1 1 160
  • Protected: 75%
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.

Compared to other missile types, Medium Range Missiles are dead-fire missiles that are fired more like autocannons and lasers. The removal of guidance systems makes each missile more compact, reducing cost and allowing more missiles to be packed in comparison to SRM and LRM launchers of similar size and weight.

Heavy Medium Range Missiles (HMRM)
Name Tonnage Slots Rounds Per Bin Effects Description
HMRM 1 1 120
Apollo 1 1 120
  • Pips Ignored: +1
  • MRM Accuracy: +1
  • MRM Crit: 100%
The Apollo Fire Control System was created by the Draconis Combine for the MRM specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy .
Follow The Leader [FTL] 1 1 120 The Follow The Leader Warhead (FTL) was developed during the Star League era, this alternate munition for LRM launchers functions like a standard LRM flight in every way except one: When a target is hit, every missile in the flight will hit.
Incendiary 1 1 120
  • Heat Damage: 2
  • MRM Damage: -3
  • Fire Terrain Strength: 1
  • Fire Terrain Duration: 1
Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phoperus. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions.
Listen Kill 1 1 120
  • LRM Accuracy: +1
  • Listen Kill: 25%
Listen-Kill (aka L-K) missile technology is an upgrade to missiles to improve their accuracy. This is achieved through a small computer and homing device in the missile's head that allows it to home in on the electronic noise of a BattleMech or tank.
Swarm 1 1 120
  • MRM Damage: +25%
  • Swarm MRM: 90
The Swarm missile was developed as part of an attempt by the Terran Hegemony to replace fragile and sluggish standard artillery pieces with more sturdy and mobile BattleMechs with specialized LRMs. The Swarm missile was intended to recreate the splash damage ability of artillery shells.
Thunder 1 1 120
  • "Thunder Mines: 1
  • Thunder Radius: 4
  • Thunder Chance: 20%
  • Thunder Damage: 4
  • Thunder
Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs.

A product of the RISC, HMRM's are an attempt to increase the damage potential of the standard MRM. (Non canon)

Short Ranged Missile (SRM)
Name Tonnage Slots Rounds Per Bin Effects Description
SRM 1 1 100
SRM [Double] 2 1 225 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
SRM [Half] 0.5 1 50
Acid 1 1 100
  • Acid: 20%
  • SRM Accuracy: -1
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
This warhead replaces the normal explosive charge of the standard short-range missile with a small tank of a gelled Acid, weakening a Targets resistance.
Acid [Half] 0.5 1 50
  • Acid: 20%
  • SRM Accuracy: -1
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
This warhead replaces the normal explosive charge of the standard short-range missile with a small tank of a gelled Acid, weakening a Targets resistance.
Artemis IV 1 1 100
  • Pips Ignored: +1
  • SRM Accuracy: +2
Artemis IV SRM's have a ''smart'' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy.
Deadfire 1 1 100
  • SRM Damage: +4
  • Stability Damage: +2
  • Range: -30%
  • SRM Accuracy: -1
  • Deadfire: 25%
Deadfire Rockets are standard Short Range Missile bodies equipped with an upgraded high explosive payload. In order to make room for this additional payload, severe cuts were taken to the weapons on board guidance system, all but removing it.
Deadfire [Half] 0.5 1 50
  • SRM Damage: +4
  • Stability Damage: +2
  • Range: -30%
  • SRM Accuracy: -1
  • Deadfire: 25%
Deadfire Rockets are standard Short Range Missile bodies equipped with an upgraded high explosive payload. In order to make room for this additional payload, severe cuts were taken to the weapons on board guidance system, all but removing it.
Inferno 1 1 100
  • Heat Damage: +4
  • SRM Damage: -7
  • Always Starts Fire Anywhere
  • Fire Terrain Strength: 4
  • Fire Terrain Duration: 2
Infernos are special fuel-air missile munitions that are a development of the incendiary weapons of the mid-twentieth century. They combine flammable chemicals with an adhesive compound to shower their targets with a burning gel. This gel is designed to increase a 'Mech's heat levels to the point where the DI computer shuts down the 'Mech's Fusion Engine.
Inferno [Half] 0.5 1 50
  • Heat Damage: +4
  • SRM Damage: -7
  • Always Starts Fire Anywhere
  • Fire Terrain Strength: 4
  • Fire Terrain Duration: 2
Infernos are special fuel-air missile munitions that are a development of the incendiary weapons of the mid-twentieth century. They combine flammable chemicals with an adhesive compound to shower their targets with a burning gel. This gel is designed to increase a 'Mech's heat levels to the point where the DI computer shuts down the 'Mech's Fusion Engine.
Listen Kill 1 1 100
  • SRM Accuracy: +1
  • Listen Kill: 40%
Listen-Kill (aka L-K) missile technology is an upgrade to missiles to improve their accuracy. This is achieved through a small computer and homing device in the missile's head that allows it to home in on the electronic noise of a BattleMech or tank.
Listen Kill [Half] 0.5 1 50
  • SRM Accuracy: +1
  • Listen Kill: 40%
Listen-Kill (aka L-K) missile technology is an upgrade to missiles to improve their accuracy. This is achieved through a small computer and homing device in the missile's head that allows it to home in on the electronic noise of a BattleMech or tank.
Protected 1 1 80
  • Protected: 75%
C.A.S.E. ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion the plate nearest to the outside is jettisoned. Resulting in much of the explosive potential to expand towards the free space outside and away from the mech.
Streak 1 1 100
  • Used by Streak SRM launchers
Tandem 1 1 50
  • Crits: X2
  • Armor Damage Mod: -50%
  • Structure Damage Mod: +50%
Designed to replace standard SRMs with special warheads that penetrate armor and inflict damage to the internal structure of the target, the Tandem-Charge Missile uses a pair of explosives to inflict damage. The first explosive is a shaped charge that penetrates the unit's outer armor, while the second charge is propelled through the newly created breach to damage internal components.
Tandem [Half] 0.5 1 25
  • Crits: X2
  • Armor Damage Mod: -50%
  • Structure Damage Mod: +50%
Designed to replace standard SRMs with special warheads that penetrate armor and inflict damage to the internal structure of the target, the Tandem-Charge Missile uses a pair of explosives to inflict damage. The first explosive is a shaped charge that penetrates the unit's outer armor, while the second charge is propelled through the newly created breach to damage internal components.

First introduced in 2365, and mass produced in 2370 by the Terran Hegemony, Short Range Missiles are direct-fire missiles that sacrifice range for hitting power. Adapted towards the profusion of electronic jamming on the battlefield and the effectiveness of current armor designs, these self-guided missiles are unique for using a special armor-piercing explosive warhead.

Thunderbolt
Name Tonnage Slots Rounds Per Bin Effects Description
Thunderbolt 5 1 1 12
Thunderbolt 5 [High Explosive] 1 1 12
  • Area Of Effect: 70
  • Area Of Effect Damage: 25
  • Mine Clearance Boom: 1
  • Crits: +50%
  • Stability Damage: +4
This Thunderbolt Missile carries a high explosive warhead which deals damage to units near the hit location.
Thunderbolt 5 [Feint] 1 1 12
  • AMS Chance: -50%
  • Weapon Damage: -3
  • Weapon Accuracy: -1
Feint' missiles have internal chaff dispensers and go ''dumb'' and coast on inertia for a large percentage of their flight arc to fool AMS systems. They wake up and make final trajectory adjustments on final approach.
Thunderbolt 5 [Kinetic Kill] 1 1 6
  • Range: +10%
  • Weapon Damage: +5
  • Minimum Range Damage: 25%
  • Armor Damage Mod: +25%
  • Structure Damage Mod: -25%
  • Variable Damage: 5
  • Crits: -22%
Kinetic Kill missiles use huge rocket motors to accelrate a heavy metal dart to high velocity. They penetrate armor well, but require time to reach full velocity.
Thermobolt 5 1 1 12
  • Thunderbolt Damage: -20
  • Heat Damage: +10
  • Area Of Effect: 60
  • Area Of Effect Damage: 5
  • Area Of Effect Heat Damage: +5
  • Thermo Burn: 5
This Thunderbolt Missile was retooled to fire a specialized Thermobaric Warhead igniting everything around the impact and dealing massive amounts of heat.
Thunderbolt 10 1 1 6
Thunderbolt 10 [High Explosive] 1 1 6
  • Area Of Effect: 80
  • Area Of Effect Damage: 50
  • Mine Clearance Boom: 1
  • Crits: +50%
  • Stability Damage: +7
This Thunderbolt Missile carries a high explosive warhead which deals damage to units near the hit location.
Thunderbolt 10 [Feint] 1 1 6
  • AMS Chance: -50%
  • Weapon Damage: -5
  • Weapon Accuracy: -1
Feint' missiles have internal chaff dispensers and go ''dumb'' and coast on inertia for a large percentage of their flight arc to fool AMS systems. They wake up and make final trajectory adjustments on final approach.
Thunderbolt 10 [Kinetic Kill] 1 1 6
  • Range: +10%
  • Weapon Damage: +10
  • Minimum Range Damage: 25%
  • Armor Damage Mod: +25%
  • Structure Damage Mod: -25%
  • Variable Damage: 10
  • Crits: -25%
Kinetic Kill missiles use huge rocket motors to accelrate a heavy metal dart to high velocity. They penetrate armor well, but require time to reach full velocity.
Thermobolt 10 1 1 6
  • Thunderbolt Damage: -35
  • Heat Damage: +15
  • Area Of Effect: 70
  • Area Of Effect Damage: 10",
  • Area Of Effect Heat Damage: +10
  • Thermo Burn: 10
This Thunderbolt Missile was retooled to fire a specialized Thermobaric Warhead igniting everything around the impact and dealing massive amounts of heat.
Thunderbolt 15 1 1 4
Thunderbolt 15 [High Explosive] 1 1 4
  • Area Of Effect: 80
  • Area Of Effect Damage: 75
  • Mine Clearance Boom: 2
  • Crits: +50%
  • Stability Damage: +10
This Thunderbolt Missile carries a high explosive warhead which deals damage to units near the hit location.
Thunderbolt 15 [Feint] 1 1 4
  • AMS Chance: -50%
  • Weapon Damage: -10
  • Weapon Accuracy: -1
Feint' missiles have internal chaff dispensers and go ''dumb'' and coast on inertia for a large percentage of their flight arc to fool AMS systems. They wake up and make final trajectory adjustments on final approach.
Thunderbolt 15 [Kinetic Kill] 1 1 4
  • Range: +10%
  • Weapon Damage: +15
  • Minimum Range Damage: 25%
  • Armor Damage Mod: +25%
  • Structure Damage Mod: -25%
  • Variable Damage: 15
  • Crits: -25%
Kinetic Kill missiles use huge rocket motors to accelrate a heavy metal dart to high velocity. They penetrate armor well, but require time to reach full velocity.
Thermobolt 15 1 1 4
  • Thunderbolt Damage: -53
  • Heat Damage: +23
  • Area Of Effect: 80
  • Area Of Effect Damage: 15
  • Area Of Effect Heat Damage: +15
  • Thermo Burn: 15
This Thunderbolt Missile was retooled to fire a specialized Thermobaric Warhead igniting everything around the impact and dealing massive amounts of heat.
Thunderbolt 20 1 1 3
Thunderbolt 20 [High Explosive] 1 1 3
  • Area Of Effect: 90
  • Area Of Effect Damage: 100
  • Mine Clearance Boom: 2
  • Crits: +50%
  • Stability Damage: +14
This Thunderbolt Missile carries a high explosive warhead which deals damage to units near the hit location.
Thunderbolt 20 [Feint] 1 1 3
  • AMS Chance: -50%
  • Weapon Damage: -15
  • Weapon Accuracy: -1
Feint' missiles have internal chaff dispensers and go ''dumb'' and coast on inertia for a large percentage of their flight arc to fool AMS systems. They wake up and make final trajectory adjustments on final approach.
Thunderbolt 20 [Kinetic Kill] 1 1 3
  • Range: +10%
  • Weapon Damage: +20
  • Minimum Range Damage: 25%
  • Armor Damage Mod: +25%
  • Structure Damage Mod: -25%
  • Variable Damage: 20
  • Crits: -25%
Kinetic Kill missiles use huge rocket motors to accelrate a heavy metal dart to high velocity. They penetrate armor well, but require time to reach full velocity.
Thunderbolt 20 [MIRV] 1 1 3
  • Airburst
  • Airburs tPenalty: 10%
  • Swarm: 120
Thermobolt 20 1 1 3
  • Thunderbolt Damage: -70
  • Heat Damage: +30"
  • Area Of Effect: 90
  • Area Of Effect Damage: 20
  • Area Of Effect Heat Damage: +20
  • Thermo Burn: 20
This Thunderbolt Missile was retooled to fire a specialized Thermobaric Warhead igniting everything around the impact and dealing massive amounts of heat.

The Thunderbolt Missile was developed for the arenas of Solaris. Unlike most missile systems, the Thunderbolt was a single missile that smashed into its target.

Support[edit | edit source]

Anti-Missile System (AMS)
Name Tonnage Slots Rounds Per Bin Description
AMS 1 1 200
AMS [Double] 2 2 450 Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location.
AMS [Half] 0.5 1 100

Introduced in 2617 by the Terran Hegemony, the anti-missile system is used to destroy missiles before they strike their target.

Fluid
Name Tonnage Slots Rounds Per Bin Effects Description
Acid 1 1 8
  • Acid: 30%",
  • Weapon Damage: +6
  • Armor Damage Mod: +50%
  • Structure Damage Mod: -50%
Pressurized Cannister containing Acid for the Fluid gun, weaking a targets Armor Drastically.
Inferno 1 1 8
  • +15 Heat
Pressurized Cannister containing Inferno for the Fluid gun, coating the Target in burning Chemicals.
Oil 1 1 8
  • +8 Stability Damage
Pressurized Cannister containing Oil for the Fluid gun, impairing a Targets Stability and Movement.
Paint 1 1 10
  • Paint
Pressurized Cannister containing Magnetized Paint for the Fluid gun, impairing a Targets Vision and Accuracy.

The Fluid Gun is nothing more than a militarized Fluid Sprayer system.

Harpoon
Name Tonnage Slots Rounds Per Bin Description
Harpoon 1 1 8 A box of long metallic barbed Spikes, commonly known as a Harpoon.

A harpoon is a long spear-like instrument used in fishing, whaling, sealing, and other marine hunting to catch large fish or marine mammals such as whales.

NARC
Name Tonnage Slots Rounds Per bin Effects
Narc Beacon 1 1 10
  • Narc: 10
  • Painter: +1
  • Painter Sensors: 25%
  • Painter Visibility: 25%
Narc Beacon Improved 1 1 5
  • Narc: 15
  • Range: X 2
  • Painter: +1
  • Painter Sensors: 35%
  • Painter Visibility: 35%
Narc Haywire 1 1 10
  • Haywire
  • Impair Accuracy: -1
  • Impair Move: 15%
  • Impair Heat Sink: -20%

The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM missiles (even those that do not traditionally have homing capabilities) to lock on to them.

Taser
Name Tonnage Slots Rounds Per Bin
Taser 1 1 5

The BattleMech Taser system was developed by the Federated Suns in 3065 based on the Battle Armor Taser system.