Weapons/Missile

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If you find that your weapon is not in this list, or the values are inaccurate, please contact the wiki team on discord.

Unlike ballistic weapons, missile damage stays constant within the class of weapon as you go up in launcher size, but the total number of rounds fired increases.

Each missile in a volley is capable of hitting or missing independently. A volley from a launcher will target a primary section, and all missiles in the volley will hit either that section or one adjacent, spreading out damage. This makes missiles good for exploiting holes in armour, but not quite as effective at removing it in the first place, though in sufficiently large quantities (such as those the largest launchers bring) you can usually strip armour from any given area.

Protomech[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
Fusillade (ATM) N/A 1.5 1 154 8 0 2 3 3 7 0 +1 1 0.60 120 150 300 450 540
Fusillade (EMP) N/A 1.5 1 211 8 0 2 3 3 7 0 +1 2 0.60 120 150 300 450 540
Fusillade (ER IATM) N/A 1.5 1 211 8 0 2 3 3 7 0 +1 2 0.60 120 150 300 450 540
Fusillade (ER) N/A 1.5 1 154 8 0 2 3 3 7 0 +1 1 0.60 120 150 300 450 540
Fusillade (HE IATM) N/A 1.5 1 211 8 0 2 3 3 7 0 +1 2 0.60 120 150 300 450 540
Fusillade (HE) N/A 1.5 1 154 8 0 2 3 3 7 0 +1 1 0.60 120 150 300 450 540
Fusillade (IATM) N/A 1.5 1 211 8 0 2 3 3 7 0 +1 2 0.60 120 150 300 450 540
Fusillade (INF) N/A 1.5 1 211 8 0 2 3 3 7 0 +1 2 0.60 120 150 300 450 540
LRM1 (C) LRM 0.2 1 132 4 0 1 1 1 9 0 0 0 0.60 0 210 420 630 690
LRM2 (C) LRM 0.4 1 132 4 0 1 2 2 9 0 0 0 0.60 0 210 420 630 690
LRM3 (C) LRM 0.6 1 132 4 0 1 3 3 9 0 0 0 0.60 0 210 420 630 690
LRM4 (C) LRM 0.8 1 132 4 0 1 4 4 9 0 0 0 0.60 0 210 420 630 690
LRM6 (C) LRM 1.2 2 270 4 0 1 6 6 9 0 0 0 0.60 0 210 420 630 690
LRM7 (C) LRM 1.4 2 132 4 0 1 7 7 9 0 0 0 0.60 0 210 420 630 690
LRM8 (C) LRM 1.6 2 132 4 0 1 8 8 9 0 0 0 0.60 0 210 420 630 690
LRM9 (C) LRM 1.8 2 132 4 0 1 9 9 9 0 0 0 0.60 0 210 420 630 690
LRM11 (C) LRM 2.2 3 132 4 0 1 11 11 9 0 0 0 0.60 0 210 420 630 690
LRM12 (C) LRM 2.4 3 132 4 0 1 12 12 9 0 0 0 0.60 0 210 420 630 690
LRM13 (C) LRM 2.6 3 132 4 0 1 13 13 9 0 0 0 0.60 0 210 420 630 690
LRM14 (C) LRM 2.8 3 132 4 0 1 14 14 9 0 0 0 0.60 0 210 420 630 690
LRM16 (C) LRM 3.2 4 132 4 0 1 16 16 9 0 0 0 0.60 0 210 420 630 690
LRM17 (C) LRM 3.4 4 132 4 0 1 17 17 9 0 0 0 0.60 0 210 420 630 690
LRM18 (C) LRM 3.6 4 132 4 0 1 18 18 9 0 0 0 0.60 0 210 420 630 690
LRM19 (C) LRM 3.8 4 132 4 0 1 19 19 9 0 0 0 0.60 0 210 420 630 690
SRM1 (C) SRM 0.25 1 42 8 0 2 1 1 9 0 0 0 0.60 0 90 180 270 330
SRM3 (C) SRM 0.75 2 42 8 0 2 3 3 9 0 0 0 0.60 0 90 180 270 330
SRM5 (C) SRM 1.25 3 42 8 0 2 5 5 9 0 0 0 0.60 0 90 180 270 330

Rockets[edit | edit source]

Rocket launchers are weapons that come with their own internal ammo supply. While inaccurate and lacking in range, they provide a massive amount of firepower for their tonnage and cost.

Plain[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
AOE Rocket 5 N/A 0.5 1 8 2 0 1 5 5 9 0 -1 0 -50% 0.01 0 120 240 360 440
AOE Rocket 10 N/A 1 2 15 2 0 1 10 10 15 0 -1 0 -50% 0.01 0 120 240 360 440
AOE Rocket 15 N/A 1.5 3 22 2 0 1 15 15 21 0 -1 0 -50% 0.01 0 120 240 360 440
AOE Rocket 20 N/A 2 4 29 2 0 1 20 20 27 0 -1 0 -50% 0.01 0 120 240 360 440
Heavy RL5 N/A 0.5 1 8 12 0 1 5 5 9 0 -1 0 -50% 0.04 0 90 180 270 330
Heavy RL10 N/A 1 2 15 12 0 1 10 10 15 0 -1 0 -50% 0.04 0 90 180 270 330
Heavy RL15 N/A 1.5 3 22 12 0 1 15 15 21 0 -1 0 -50% 0.04 0 90 180 270 330
Heavy RL20 N/A 2 4 29 12 0 1 20 20 27 0 -1 0 -50% 0.04 0 90 180 270 330
Rocket 5 N/A 0.25 1 8 6 0 1 5 5 3 0 0 0 -50% 0.02 0 100 200 400 460
Rocket 10 N/A 0.5 1 15 6 0 1 10 10 5 0 0 0 -50% 0.02 0 100 200 400 460
Rocket 15 N/A 1 1 22 6 0 1 15 15 7 0 0 0 -50% 0.02 0 100 200 400 460
Rocket 20 N/A 1.5 2 29 6 0 1 20 20 9 0 0 0 -50% 0.02 0 100 200 400 460
Rocket Pack 5 N/A 1.25 5 8 6 0 1 5 5 3 0 0 0 -100% 0.02 0 100 200 400 460
Rocket Pack 10 N/A 2.5 5 15 6 0 1 10 10 5 0 0 0 -100% 0.02 0 100 200 400 460
Rocket Pack 15 N/A 5 5 22 6 0 1 15 15 7 0 0 0 -100% 0.02 0 100 200 400 460
Rocket Pack 20 N/A 7.5 10 29 6 0 1 20 20 9 0 0 0 -100% 0.02 0 100 200 400 460

Inferno[edit | edit source]

Inferno rocket launchers trade impact damage for heat, both instant and ongoing (+1 heat for two turns for every hit).

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
I-ROCKET 5 N/A 0.25 1 8 2 2 1 5 5 3 0 0 0 -70% 0.01 0 100 200 400 460
I-ROCKET 10 N/A 0.5 1 15 2 2 1 10 10 5 0 0 0 -70% 0.01 0 100 200 400 460
I-ROCKET 15 N/A 1 1 22 2 2 1 15 15 7 0 0 0 -70% 0.01 0 100 200 400 460
I-Rocket 20 N/A 1.5 2 29 2 2 1 20 20 9 0 0 0 -70% 0.01 0 100 200 400 460

SRM[edit | edit source]

Short Range Missiles are high damage, short range weapons, with low ammo consumption and low fitting requirements, allowing more manoeuvrable units to punch up against slower mechs.

Streak Launchers are heavier then standard SRM launchers and generate more heat, but have additional accuracy and evasion ignore.

SRM2[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
SRM2 SRM 1 1 20 10 0 2 2 2 6 0 0 0 0.04 0 90 180 270 330
SRM2 (C) SRM 0.5 1 42 8 0 2 2 2 9 0 0 0 0.03 0 90 180 270 330
SRM2 Holly SRM 1 1 30 10 0 2 2 2 6 0 +1 0 0.04 0 90 180 270 330
SRM2 Holly + SRM 1 1 40 10 0 2 2 2 6 0 +1 0 0.04 0 90 180 270 330
SRM2 Irian SRM 1 1 30 10 0 2 2 2 6 0 -1 0 0.04 0 90 180 270 330
SRM2 Irian + SRM 1 1 40 10 0 2 2 2 6 0 -1 0 0.04 0 90 180 270 330
SRM2 Streak STREAKSRM 1.5 1 450 10 0 2.25 2 2 9 0 +1 1 +100% 0.04 0 120 210 290 350
SRM2 Streak (C) STREAKSRM 1 1 945 8 0 2.25 2 2 7 0 +1 1 0.03 0 150 270 360 420
SRM2 Valiant SRM 1 1 30 10 0 2.25 2 2 9 0 0 0 +100% 0.04 0 90 180 270 330
SRM2 Valiant + SRM 1 1 40 10 0 2.25 2 2 8 0 0 0 +100% 0.04 0 90 180 270 330

SRM4[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
SRM4 SRM 2 1 60 10 0 2 4 4 8 0 0 0 0.04 0 90 180 270 330
SRM4 (C) SRM 1 1 126 8 0 2 4 4 12 0 0 0 0.03 0 90 180 270 330
SRM4 (PRT) SRM 2 2 99 10 +/- 5 0 3 4 4 13 0 -1 0 +50% 0.04 0 90 180 270 330
SRM4 Holly SRM 2 1 70 10 0 2 4 4 8 0 +1 0 0.04 0 90 180 270 330
SRM4 Holly + SRM 2 1 90 10 0 2 4 4 8 0 +1 0 0.04 0 90 180 270 330
SRM4 Irian SRM 2 1 60 10 0 2 4 4 8 0 +1 0 0.04 0 90 180 270 330
SRM4 Irian + SRM 2 1 70 10 0 2 4 4 8 0 -1 0 0.04 0 90 180 270 330
SRM4 Streak STREAKSRM 3 1 580 10 0 2.25 4 4 12 0 +1 1 +100% 0.04 0 120 210 290 350
SRM4 Streak (C) STREAKSRM 2 1 1218 8 0 2.25 4 4 10 0 +1 1 0.03 0 150 270 360 420
SRM4 Valiant SRM 2 1 80 10 0 2.25 4 4 11 0 0 0 +100% 0.04 0 90 180 270 330
SRM4 Valiant + SRM 2 1 90 10 0 2.25 4 4 10 0 0 0 +100% 0.04 0 90 180 270 330

SRM6[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
SRM6 SRM 3 2 90 10 0 2 6 6 14 0 0 0 0.04 0 90 180 270 330
SRM6 Streak (PRT) STREAKSRM 4.5 2 200 10 +/- 2 0 2.25 6 6 21 0 +1 0 0.04 0 120 210 290 350
SRM6 (C) SRM 1.5 1 216 8 0 2 6 6 21 0 0 0 0.03 0 90 180 270 330
SRM6 (PRT) SRM 4 4 219 11 +/- 4 0 3 7 7 14 1 0 0 0.04 0 90 180 270 330
SRM6 Holly SRM 3 2 140 10 0 2 6 6 14 0 +1 0 0.04 0 90 180 270 330
SRM6 Holly + SRM 3 2 160 10 0 2 6 6 14 0 +1 0 0.04 0 90 180 270 330
SRM6 Irian SRM 3 2 100 10 0 2 6 6 14 0 -1 0 0.04 0 90 180 270 330
SRM6 Irian + SRM 3 2 100 10 0 2 6 6 14 0 -1 0 0.04 0 90 180 270 330
SRM6 Streak STREAKSRM 4.5 2 620 10 0 2.25 6 6 21 0 +1 1 +100% 0.04 0 120 210 290 350
SRM6 Streak (C) STREAKSRM 3 2 1116 8 0 2.25 6 6 17 0 +1 1 0.03 0 150 270 360 420
SRM6 Valiant SRM 3 2 120 10 0 2.25 6 6 18 0 0 0 +100% 0.04 0 90 180 270 330
SRM6 Valiant + SRM 3 2 140 10 0 2.25 6 6 17 0 0 0 +100% 0.04 0 90 180 270 330

LRM[edit | edit source]

Long Range Missiles do good damage over extreme distances, and can be fired at targets out of line of sight (but still spotted) at the cost of some accuracy.

LRM5[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ELRM5 LRM 4 2 128 4 0 1 5 5 7 0 0 0 0.02 230 340 670 1010 1300
ENH. LRM5 LRM 3.5 2 120 5 0 1 5 5 7 0 0 0 0.03 0 210 420 630 690
LRM5 LRM 2 1 80 5 0 1 5 5 6 0 0 0 0.03 180 210 420 630 690
LRM5 (C) LRM 1 1 132 4 0 1 5 5 9 0 0 0 0.02 0 210 420 630 690
LRM5 (PRT) LRM 2 1 212 5 1 2 5 5 10 0 0 0 +100% 0.03 90 200 300 500 560
LRM5 Delta LRM 2 1 80 5 0 1 5 5 6 2 0 0 0.03 180 210 420 630 690
LRM5 Delta + LRM 2 1 100 5 0 1 5 5 6 1 0 0 0.03 180 210 420 630 690
LRM5 LongFire LRM 2 1 90 5 0 1 5 5 8 0 0 0 0.03 180 260 470 680 750
LRM5 LongFire + LRM 2 1 100 5 0 1 5 5 9 0 0 0 0.03 180 280 490 700 770
LRM5 Telos LRM 2 1 90 5 0 1 5 5 6 0 +1 0 0.03 180 210 420 630 690
LRM5 Telos + LRM 2 1 110 5 0 1 5 5 6 0 +1 0 0.03 180 210 420 630 690
LRM5 Zeus LRM 2 1 100 6 0 1.25 5 5 6 0 0 0 0.03 180 210 420 630 690
LRM5 Zeus + LRM 2 1 120 6 0 1.25 5 5 6 0 0 0 0.03 180 210 420 630 690
STREAK LRM5 (C) STREAKLRM 2 1 120 4 0 1 5 5 6 0 +1 1 0.02 0 210 420 630 690

LRM10[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ELRM10 LRM 7 3 240 4 0 1 10 10 14 0 0 0 0.02 230 340 670 1010 1300
ENH. LRM10 LRM 6.5 3 225 5 0 1 10 10 14 0 0 0 0.03 0 210 420 630 690
LRM10 LRM 5 2 150 5 0 1 10 10 12 0 0 0 0.03 180 210 420 630 690
LRM10 (C) LRM 2.5 2 270 4 0 1 10 10 18 0 0 0 0.02 0 210 420 630 690
LRM10 (PRT) LRM 5 2 291 5 +/- 2 0 1 10 10 12 1 -1 1 0.03 0 100 180 460 540
LRM10 Delta LRM 5 2 160 5 0 1 10 10 12 2 0 0 0.03 180 210 420 630 690
LRM10 Delta + LRM 5 2 200 5 0 1 10 10 12 1 0 0 0.03 180 210 420 630 690
LRM10 LongFire LRM 5 2 160 5 0 1 10 10 15 0 0 0 0.03 180 260 470 680 750
LRM10 LongFire + LRM 5 2 170 5 0 1 10 10 16 0 0 0 0.03 180 280 490 700 770
LRM10 Telos LRM 5 2 180 5 0 1 10 10 12 0 +1 0 0.03 180 210 420 630 690
LRM10 Telos + LRM 5 2 200 5 0 1 10 10 12 0 +1 0 0.03 180 210 420 630 690
LRM10 Zeus LRM 5 2 170 6 0 1.25 10 10 12 0 0 0 0.03 180 210 420 630 690
LRM10 Zeus + LRM 5 2 200 6 0 1.25 10 10 12 0 0 0 0.03 180 210 420 630 690
STREAK LRM10 (C) STREAKLRM 5 2 225 4 0 1 10 10 12 0 +1 1 0.02 0 210 420 630 690

LRM15[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ELRM15 LRM 10 5 352 4 0 1 15 15 18 0 0 0 0.02 230 340 670 1010 1300
ENH. LRM15 LRM 9 4 330 5 0 1 15 15 18 0 0 0 0.03 0 210 420 630 690
LRM15 LRM 7 3 220 5 0 1 15 15 15 0 0 0 0.03 180 210 420 630 690
LRM15 (C) LRM 3.5 2 396 4 0 1 15 15 23 0 0 0 0.02 0 210 420 630 690
LRM15 Delta LRM 7 3 250 5 0 1 15 15 15 2 0 0 0.03 180 210 420 630 690
LRM15 Delta + LRM 7 3 300 5 0 1 15 15 15 1 0 0 0.03 180 210 420 630 690
LRM15 LongFire LRM 7 3 230 5 0 1 15 15 20 0 0 0 0.03 180 260 470 680 750
LRM15 LongFire + LRM 7 3 240 5 0 1 15 15 22 0 0 0 0.03 180 280 490 700 770
LRM15 Telos LRM 7 3 260 5 0 1 15 15 15 0 +1 0 0.03 180 210 420 630 690
LRM15 Telos + LRM 7 3 310 5 0 1 15 15 15 0 +1 0 0.03 180 210 420 630 690
LRM15 Zeus LRM 7 3 260 6 0 1.25 15 15 15 0 0 0 0.03 180 210 420 630 690
LRM15 Zeus + LRM 7 3 290 6 0 1.25 15 15 15 0 0 0 0.03 180 210 420 630 690
LRM17 (PRT) LRM 6 2 432 6 0 1.2 17 17 17 1 -1 0 35% 0.03 90 180 390 510 580
STREAK LRM15 (C) STREAKLRM 7 3 330 4 0 1 15 15 15 0 +1 1 0.02 0 210 420 630 690

LRM20[edit | edit source]

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ELRM20 LRM 14 6 464 4 0 1 20 20 22 0 0 0 0.02 230 340 670 1010 1300
ENH. LRM20 LRM 13 5 435 5 0 1 20 20 22 0 0 0 0.03 0 210 420 630 690
LRM20 LRM 10 4 290 5 0 1 20 20 18 0 0 0 0.03 180 210 420 630 690
LRM20 (C) LRM 5 3 522 4 0 1 20 20 27 0 0 0 0.02 0 210 420 630 690
LRM20 Delta LRM 10 4 320 5 0 1 20 20 18 2 0 0 0.03 180 210 420 630 690
LRM20 Delta + LRM 10 4 350 5 0 1 20 20 18 1 0 0 0.03 180 210 420 630 690
LRM20 LongFire LRM 10 4 300 5 0 1 20 20 22 0 0 0 0.03 180 260 470 680 750
LRM20 LongFire + LRM 10 4 310 5 0 1 20 20 24 0 0 0 0.03 180 280 490 700 770
LRM20 Telos LRM 10 4 340 5 0 1 20 20 18 0 +1 0 0.03 180 210 420 630 690
LRM20 Telos + LRM 10 4 400 5 0 1 20 20 18 0 +1 0 0.03 180 210 420 630 690
LRM20 Zeus LRM 10 4 330 6 0 1.25 20 20 18 0 0 0 0.03 180 210 420 630 690
LRM20 Zeus + LRM 10 4 370 6 0 1.25 20 20 18 0 0 0 0.03 180 210 420 630 690
LRM30 (PRT) LRM 12 5 834 5 +/- 2 0 1 30 30 25 1 0 0 0.03 66 210 390 500 666
STREAK LRM20 (C) STREAKLRM 10 4 435 4 0 1 20 20 18 0 +1 1 0.02 0 210 420 630 690

MRM[edit | edit source]

Medium Range Missiles are direct fire weapons. With range inbetween SRM's and LRM's and opting for more damage at a cost of less accuracy. The launchers are capable of firing more missiles in a volley than other categories. Uses MRM ammunition. MRMs do not benefit from Artemis IV modules, and can not use Artemis or Deadfire ammunition (the launcher already has deadfire ammo baked in effectively).

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ATM 9 (P) MRM 5 4 760 5 +/- 2 0 1 3 to 15 3 to 15 9 0 0 0 0.04 0 180 270 420 510
ATM 9 (P) SM MRM 5 6 760 5 +/- 2 0 1 3 to 15 3 to 15 9 0 0 0 0.04 0 180 270 420 510
Heavy MRM10 HMRM 3 2 144 10 0 1.5 10 10 8 0 0 0 0.05 0 180 270 420 510
Heavy MRM20 HMRM 7 3 270 10 0 1.5 20 20 16 0 0 0 0.05 0 180 270 420 510
Heavy MRM30 HMRM 10 5 396 10 0 1.5 30 30 20 0 0 0 0.05 0 180 270 420 510
Heavy MRM40 HMRM 12 7 522 10 0 1.5 40 40 24 0 0 0 0.05 0 180 270 420 510
MRM10 MRM 3 2 120 5 0 1 10 10 6 0 -1 0 0.03 0 180 270 420 510
MRM20 MRM 7 3 225 5 0 1 20 20 12 0 -1 0 0.03 0 180 270 420 510
MRM30 MRM 10 5 330 5 0 1 30 30 15 0 -1 0 0.03 0 180 270 420 510
MRM40 MRM 12 7 435 5 0 1 40 40 18 0 -1 0 0.03 0 180 270 420 510
MRM40 (PRT) MRM 17 9 435 5 0 1 40 to 120 40 to 120 18 0 -1 0 0.03 0 180 270 420 510

ATM[edit | edit source]

Advanced Tactical Missiles are ammo efficient, accurate weapons able to apply high damage up close and reach far, but at the cost of extreme damage fall off. Can be fired indirectly. Uses LRM ammunition. ATMs can not use special ammo or TTS, IATMs can use special ammo, but not TTS.

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
ATM 3 (C) ATM 1.5 2 154 8 0 2 3 3 7 0 +1 1 0.04 120 150 300 450 540
ATM 6 (C) ATM 3.5 3 270 8 0 2 6 6 14 0 +1 1 0.04 120 150 300 450 540
ATM 9 (C) ATM 5 4 363 8 0 2 9 9 20 0 +1 1 0.04 120 150 300 450 540
ATM 12 (C) ATM 7 5 522 8 0 2 12 12 26 0 +1 1 0.04 120 150 300 450 540
iATM 3 (C) iATM 1.5 2 211 8 0 2 3 3 7 0 +1 2 0.04 120 150 300 450 540
iATM 6 (C) iATM 3.5 3 378 8 0 2 6 6 14 0 +1 2 0.04 120 150 300 450 540
iATM 9 (C) iATM 5 4 554 8 0 2 9 9 20 0 +1 2 0.04 120 150 300 450 540
iATM 12 (C) iATM 7 5 730 8 0 2 12 12 26 0 +1 2 0.04 120 150 300 450 540

MML[edit | edit source]

Capable of firing both short range and long range missiles, the Multi-Missile Launcher provides flexibility on a budget. Range and damage are changed by the ammo type used. When toggling fire modes the weapon automatically switches to the appropriate ammo type.

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
MML 5 RISC LRM / SRM 1.5 2 220 4 0 1 5 5 8 0 0 0 0.03 180 210 420 630 690
MML 10 RISC LRM / SRM 3 4 412 4 0 1 10 10 13 0 0 0 0.03 180 210 420 630 690
MML 15 RISC LRM / SRM 4.5 5 605 4 0 1 15 15 33 0 0 0 0.03 180 210 420 630 690
MML 20 RISC LRM / SRM 6 6 797 4 0 1 20 20 43 0 0 0 0.03 180 210 420 630 690
MML20 (PRT) LRM / SRM 14 8 1725 5 0 1 20 20 34 0 0 0 0.04 180 210 420 630 690
MML3 LRM / SRM 1.5 1 200 5 0 1 3 3 6 0 0 0 0.04 180 210 420 630 690
MML5 LRM / SRM 3 2 375 5 0 1 5 5 9 0 0 0 0.04 180 210 420 630 690
MML7 LRM / SRM 4.5 3 550 5 0 1 7 7 12 0 0 0 0.04 180 210 420 630 690
MML9 LRM / SRM 6 4 725 5 0 1 9 9 15 0 0 0 0.04 180 210 420 630 690
Streak MML3 STREAKLRM /STREAKSRM 2 2 200 5 0 1 3 3 6 0 0 0 0.04 180 210 420 630 690
Streak MML5 STREAKLRM /STREAKSRM 4 3 375 5 0 1 5 5 9 0 0 0 0.04 180 210 420 630 690
Streak MML7 STREAKLRM /STREAKSRM 6 4 550 5 0 1 7 7 12 0 0 0 0.04 180 210 420 630 690
Streak MML9 STREAKLRM /STREAKSRM 8 5 725 5 0 1 9 9 15 0 0 0 0.04 180 210 420 630 690

Thunderbolt[edit | edit source]

Thunderbolt Missiles use modified autocannon ammunition to apply high damage to a single location. Can be fired indirectly. Thunderbolts ignore the effects of ammo bins (to be confirmed)

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
TBM 30 (PRT) TBOLT10 17 8 950 50 +/- 5 5 14 1 to 6 1 to 6 42 3 0 0 0.23 90 165 330 570 630
Thunderbolt 5 TBOLT5 3 2 200 25 0 6.25 1 1 6 0 0 0 0.13 90 165 330 570 630
Thunderbolt 10 TBOLT10 6 3 300 55 0 14 1 1 13 0 0 0 0.25 90 165 330 570 630
Thunderbolt 15 TBOLT15 9 4 460 75 0 18 1 1 17 0 0 0 0.38 90 165 330 570 630
Thunderbolt 20 TBOLT20 12 5 560 100 0 20 1 1 33 0 0 0 0.50 90 165 330 570 630
Thunderbolt Missile N/A 1 1 20 55 0 14 1 1 10 0 0 0 0.25 90 165 330 570 630
Thunderbolt Pack N/A 4 2 20 55 0 14 1 1 10 0 0 0 0.25 90 165 330 570 630

Arrow IV[edit | edit source]

The Arrow IV Launcher is more of an artillery piece then a traditional mech weapon, and requires an equally massive frame to bring it into battle. Extreme damage and range, but also extreme cost and fitting requirements.

Fitting Damage Per salvo Modifiers Range
Name Ammo Tonnage Slots Value (K) Norm Heat Stab Rounds Projectiles Heat Recoil Accuracy Evasion Ignored Crit Chance Falloff TAC Min Short Medium Long Max
Arrow IV ArrowIV 15 8 1152 60 +/- 20 0 10 1 1 30 3 0 0 1.00 180 460 800 1480 1750
Arrow IV (C) ArrowIV 12 6 1536 60 +/- 20 0 10 1 1 35 3 0 0 1.00 180 460 800 1480 1750
Arrow IV OS N/A 1 4 1152 60 +/- 20 0 10 1 1 30 3 0 0 1.00 180 460 800 1480 1750