Inner Sphere Classified Files: Brief Weapons Overview

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The 31st Century saw many new weapons invented. From a simple improvement of the machine gun to cutting edge laser technology (no pun intended there). Modern weaponry in Mechwarrior can be divided into two main categories - Inner Sphere and Clan - and three sub-categories - Beam, Missile and Ballistic. The following is a list of weapons from the games Mechwarrior, Mechwarrior 2, Mechwarrior 3, Mechwarrior 4 and the most recent stats from Mechwarrior 4: Black Knight (also from Battletech, although I am not basing my knowledge on that). Note: Weapons from older games, which are no longer used in Mechwarrior 4: Black Knight, are marked with an *O.


  • Inner Sphere - They may have inferior technology, however, Inner Sphere weapons do create less heat than Clan weapons. For the warrior concerned with heat difficulties, it may be a good choice to opt for the Inner Sphere variants.

    • Beam Weapons - Beam weapons have the major advantage of never running out of ammo! They do, however, create more heat than any of the other weapons, and don't do as much damage either.

      • Small Laser - Most basic beam weapon. It is small, light weight, easy to come by and easy to repair. Thus, it is useful as a backup weapon, however does not do enough damage to be of much use as a stand-alone weapon.
        Tons: 0.50 Range: 150m Damage: 0.30 Heat: 0.10 Recycle Time: 1.00 secs Ammo Per Ton: N/A
      • Medium Laser - Bigger brother of the Small Laser. Increased weight, increased damage.
        Tons: 1.00 Range: 300m Damage: 1.20 Heat: 0.60 Recycle Time: 3.00 secs Ammo Per Ton: N/A
      • Large Laser - Weighs more and does more damage yet again.
        Tons: 5.00 Range: 600m Damage: 7.50 Heat: 5.00 Recycle Time: 5.00 secs Ammo Per Ton: N/A
      • Small Pulse Laser - Using a different laser system, the pulse laser works on generating a smaller beam at a faster rate. It sacrifices damage and weight for reduced heat and incredibly fast recycle times. The pulse laser system is bulkier and as such weighs more than standard laser systems.
        Tons: 1.00 Range: 150m Damage: 0.15 Heat: 0.05 Recycle Time: 0.25 secs Ammo Per Ton: N/A
      • Medium Pulse Laser - Heavier and does more damage than the small pulse laser, but not much more.
        Tons: 2.00 Range: 300m Damage: 0.60 Heat: 0.30 Recycle Time: 0.75 secs Ammo Per Ton: N/A
      • Large Pulse Laser - Of the heaviest beam weapons, this is hardly worth its weight. Despite its low recycle times, it does little more damage than a standard Medium Laser, making this one of the worst weapons for damage/ton ratios.
        Tons: 7.00 Range: 600m Damage: 2.62 Heat: 1.75 Recycle Time: 1.25 secs Ammo Per Ton: N/A
      • Small X Pulse Laser - Cutting edge Inner Sphere technology, developed in very recent times. The X Pulse Laser system works to create a fast delivery system, like the original pulse lasers, without degrading damage. In fact, the X Pulse Lasers do greater damage than their standard laser cousins, and also have greater range. This comes at a high cost however, as the system both weighs more and generates a great deal more heat than their standard and normal Pulse counterparts.
        Tons: 1.50 Range: 200m Damage: 0.80 Heat: 0.25 Recycle Time: 0.60 secs Ammo Per Ton: N/A
      • Medium X Pulse Laser - Heavier and does more damage than its smaller brother.
        Tons: 3.00 Range: 400m Damage: 2.75 Heat: 2.00 Recycle Time: 1.25 secs Ammo Per Ton: N/A
      • Large X Pulse Laser - An excellently balanced weapon, one that even rivals Clan engineering. This laser has the greatest damage/ton ratio of all beam weapons, and its low recycle times mean that it keeps on striking. It does, however, generate immense amounts of heat, and as such, sustained fire will lead to overheating.
        Tons: 5.00 Range: 700m Damage: 7.00 Heat: 7.00 Recycle Time: 2.25 secs Ammo Per Ton: N/A
      • Flamer - The Flamer is a rather unconventional beam weapon. It taps into the hot plasma core of the Mech, and showers the plasma out of a heavily modified Medium Laser. This does little damage, but causes immense heat to build up in the target Mech. Sustained fire also causes heat to build up in the Mech using the weapon, however if used wisely, a MechWarrior can use this weapon to prevent their enemy from firing.
        Tons: 1.00 Range: 150m Damage: 1.00 Heat: 4.00 Recycle Time: 4.00 secs Ammo Per Ton: N/A
      • Bombast Laser - A new Inner Sphere weapon. It is modelled after the PPC, however it sacrifices range in order to lower heat and recycle time, while maintaining the same damage. It is basiacally a Large Laser crossed with a PPC, although does not have the "shock" effect of the PPC.
        Tons: 7.00 Range: 500m Damage: 10.00 Heat: 8.00 Recycle Time: 4.00 secs Ammo Per Ton: N/A
      • PPC - Particle Projection Cannon. This beam weapon works by supercharging negative and positive ions and then projecting them at great speeds towards its target. Upon impact the ions discharge themselves, causing a great deal of electrical damage to the hapless Mech and making it difficult to move while under the effects of the PPC. This is the deadliest beam weapon, doing the most damage but also weighing the most, generating the most heat and having the longest recycle time.
        Tons: 7.00 Range: 750m Damage: 10.00 Heat: 10.00 Recycle Time: 6.00 secs Ammo Per Ton: N/A

    • Missile Weapons - Prone to ammunition shortages, especially with the larger racks, however missiles have distinct advantages. Firstly, they have the longest range of all weapons, secondly they explode in bright flashes and create smoke, blinding your opponent, and finally, they knock your opponent about. A carefully timed missile strike can actually divert a strike from an enemy by knocking his Mech about and moving his line of fire away from you. All ranged missiles (except SRM's) do 0.80 damage per missile (SRM's do 1.00 damage per missile).

      • LRM 5 - Long Range Missile 5. The number at the end of these missiles designates the amount of missiles per rack, and hence, how many missiles are fired at once. LRM 5's are the most basic missile, with the longest range of all weapons (shared by all LRM's) and hosting an attractive lock-on system for MechWarriors with bad aim, these missiles are found on most non-missile intensive Mechs as an extra weapon.
        Tons: 3.00 Range: 1000m Damage: 4.00 Heat: 1.20 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • LRM 10 - Long Range Missile 10. Although the LRM 10's weigh the same as simply using two LRM 5's, they generate less heat than two LRM5's, so for the MechWarrior wishing to use missiles more extensively, the LRM 10 is a sound choice.
        Tons: 6.00 Range: 1000m Damage: 8.00 Heat: 2.40 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • LRM 15 - Long Range Missile 15. This rack has a major advantage for MechWarriors wanting more missiles. This is because it actually weighs less than three LRM 5's and generates significantly less heat.
        Tons: 8.00 Range: 1000m Damage: 12.00 Heat: 3.00 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • LRM 20 - Long Range Missile 20. The largest LRM rack. This rack is, again, much lighter than four LRM 5's and generates even less heat. These racks are generally only used by missile intensive Mechs, such as the catapult, and work best in pairs to deliver hits of 40 missiles.
      • MRM 10 - Medium Range Missile 10. MRM's are a higher calibre of missile than the LRM, and increase in increments of ten missiles per rack. They are, however, dumb fire missiles and although they have a range of 400 metres, they are incredibly difficult to aim at this range. They also generate more heat than LRM's. Their major advantage is weighing less and having a lower recycle time than LRM's.
        Tons: 5.00 Range: 400m Damage: 8.00 Heat: 3.60 Recycle Time: 5.00 secs Ammo Per Ton: 240
      • MRM 20 - Medium Range Missile 20. MRM 20's are almost identical to LRM 20's, but have the disadvantage of dumb fire and greater heat. As such, this calibre of MRM is best left for the LRM.
        Tons: 8.00 Range: 400m Damage: 16.00 Heat: 4.80 Recycle Time: 5.00 secs Ammo Per Ton: 240
      • MRM 30 - Medium Range Missile 30. MRM 30's are the first calibre to exceed the LRMs, and as such have an advantage. This can be a deadly weapon for skirmishers, especially in pairs.
        Tons: 11.00 Range: 400m Damage: 24.00 Heat: 6.00 Recycle Time: 5.00 secs Ammo Per Ton: 240
      • MRM 40 - The highest calibre of missile. It does extensive damage, although is very large and very heavy. Skirmishers wishing to take advantage of a twin MRM 40 attack are not going to have much room for any other weapons, although dealing 32 damage per MRM 40 strike makes this one of the heaviest weapons available.
        Tons: 13.00 Range: 400m Damage: 32.00 Heat: 7.20 Recycle Time: 5.00 secs Ammo Per Ton: 240
      • SRM 2 - Short Range Missile 2. A dumb fire, low calibre missile rack, useful for in-fighting an urban battles. The SRM 2 has a very low recycle time and carries heavier short range missiles, allowing the MechWarrior to carry a lower payload for close battles.
        Tons: 2.00 Range: 250m Damage: 2.00 Heat: 0.40 Recycle Time: 2.00 secs Ammo Per Ton: 120
      • SRM 4 - Short Range Missil 4. Weighs less than twin SRM 2's and generates less heat.
        Tons: 3.00 Range: 250m Damage: 4.00 Heat: 0.60 Recycle Time: 2.00 secs Ammo Per Ton: 120
      • SRM 6 - Short Range Missile 6. Useful in pairs for in-fighting, allows an in-fighter to make use of the missile advantages while using a low weight, short range weapon.
        Tons: 4.00 Range: 250m Damage: 6.00 Heat: 0.80 Recycle Time: 2.00 secs Ammo Per Ton: 120
      • Thunderbolt - A single shot missile launcher modelled after the Clan's Arrow IV Artillery Missile. Rather than carrying large payloads and delivering mass damage from numerous missiles, the Thunderbolt packs it all into one missile. With a lock-on system, it is an alluring weapon, however, as only one missile is shot, Mechs with AMS and LAMS have a high chance of knocking the slow moving missile down before it even hits its target. It also weighs a great deal, generates more heat than any other missile (other than the MRM 40) and has the longest recycle time. Its only advantages are a splash damage radius and the ability to carry a light payload (hence, less chance of an internal ammo explosion).
        Tons: 14.00 Range: 1000m Damage: 28.00 Heat: 7.00 Recycle Time: 8.00 secs Ammo Per Ton: 15
      • NARC Beacon - An excellent weapon for in-fighters or MechWarriors using MRMs. This uses a heavily modified MRM tube and launches NARC pods. Once a NARC pod attaches itself to an enemy Mech it transmits a signal which attract all friendly dumb fire missiles towards its target. Once attached, a NARC Beacon cannot be destroyed and will not stop transmitting until the Mech it is attached to is destroyed.
        Tons: 4.00 Range: 450m Damage: N/A Heat: 1.00 Recycle Time: 3.00 secs Ammo Per Ton: 6
      • Flare Launcher - Uses a heavily modified MRM tube to launch a flare which lights up the surrounding area in a 50 metre radius.
        Tons: 1.00 Range: 360m Damage: N/A Heat: 2.00 Recycle Time: 2.00 secs Ammo Per Ton: 10
      • High Explosives - The most cowardly weapon available. This is an extreme example of Inner Sphere dishonour. This packs twenty tons of Thunderbolt grade ammunition into an enclosed area, when it is triggered this ammo is set off, causing the Mech to explode violently, massive damage is done in a 30m radius. The obvious downside is that you die, and not much room is left for anything else with it costing 20 tons.
        Tons: 20.00 Range: 30m Damage: 100.00 Heat: N/A Recycle Time: N/A Ammo Per Ton: N/A
      • Artillery Beacon - Like the NARC Beacon, except it launches an Artillery Beacon instead. Three seconds after the Beacon is launched the area is saturated with Artillery fire.
        Tons: 5.00 Range: 360m Damage: 40.00 (from Artillery) Heat: 5.00 Recycle Time: 6.00 secs Ammo Per Ton: 2

    • Ballistic Weapons - Ballistic Weapons are also prone to ammo shortages, and do not have the blinding or knocking advantage of missiles, however they do exceptionally well at breaching damaged armor and causing critical hits, and they also do the most damage and create the least heat of the three weapons classes.

      • AC 5 - Auto Cannon 5. This is basically a slug thrower, the AC 5 is the lowest calibre available. The AC 5 launches a 5 inch slug which does moderate damage and is capable of breaching ligh armor.
        Tons: 8.00 Range: 600m Damage: 2.00 Heat: 0.20 Recycle Time: 1.50 secs Ammo Per Ton: 120
      • AC 10 - Auto Cannon 10. This weapon launches a formidable 10 inch slug which deals significantly more damage than its lighter counterpart and is exceptional at breaching up to heavy armor. As it is a heavier slug, range is reduced.
        Tons: 13.00 Range: 400m Damage: 9.00 Heat: 0.60 Recycle Time: 4.00 secs Ammo Per Ton: 36
      • AC 20 - Auto Cannon 20. Sporting an immense 20 inch slug, the AC 20 slices through any armor and even provides trouble for assault armor. This comes at the cost of a low range and heavy weight.
        Tons: 16.00 Range: 250m Damage: 18.00 Heat: 1.80 Recycle Time: 6.00 secs Ammo Per Ton: 20
      • LBXAC 10 - A variation of the AC 10. It fires a 10 inch slug, however breaks the slug up as it releases it, sending shards out at a high speed. This means that the trajectory of the shards is spreading, and at greater ranges less shards will hit the target. Therefore, this weapon is most effective at close range.
        Tons: 12.00 Range: 450m Damage: 14.00 Heat: 1.00 Recycle Time: 4.00 secs Ammo Per Ton: 36
      • LBXAC 20 - A variation of the AC 20, works in the same way as the LBXAC 10.
        Tons: 15.00 Range: 300m Damage: 24.00 Heat: 2.00 Recycle Time: 6.00 secs Ammo Per Ton: 20
      • Ultra AC 2 - An improved version of the Auto Cannon. The AC 2 launches two 2 inch slugs at incredibly high speeds, causing increased damage and a greater chance of breaching armor. This, of course, means the Ultra Auto Cannon weighs more and takes longer to recycle than its standard counterpart.
        Tons: 8.00 Range: 900m Damage: 2.00 Heat: 0.10 Recycle Time: 1.00 secs Ammo Per Ton: 240
      • Ultra AC 5 - An improved version of the AC 5. Instead of launching one, it launches two 5 inch slugs and at much greater speeds.
        Tons: 10.00 Range: 600m Damage: 4.00 Heat: 0.15 Recycle Time: 1.50 secs Ammo Per Ton: 120
      • Ultra AC 10 - An improved version of the AC 10. Instead of launching one, it launches two 10 inch slugs and at much greater speeds.
        Tons: 16.00 Range: 400m Damage: 18.00 Heat: 0.75 Recycle Time: 4.00 secs Ammo Per Ton: 36
      • Ultra AC 20 - An improved version of the AC 20. Instead of launching one, it launches two 20 inch slugs and at much greater speeds. This is the ultimate weapon, unmatched at 36 damage, and unparalleled at its low heat generation makes this a deadly weapon. Ammo is very heavy, however, as is the weapon itself, meaning that this will be reserved for Assault class Mechs, and even then Ammo shortages will be a problem.
        Tons: 20.00 Range: 250m Damage: 36.00 Heat: 1.50 Recycle Time: 6.00 secs Ammo Per Ton: 20
      • Rotary AC 2 - A new Inner Sphere technology combining the concept of a machine gun with the heavier Auto Cannons. Damage is slightly increased, and while the rounds per minute comes no where near a machine gun, the recycle time is incredibly high for an Auto Cannon, taking less than 1/3 of their standard counterparts. This is offset by the weight, which is heavier than said counterparts. This is still a relatively new technology, however, and as such are problematic, often jamming with prolonged fire. Ammunition shortages are also amplified by the quicker rate of fire.
        Tons: 8.00 Range: 900 Damage: 1.85 Heat: 0.15 Recycle Time: 0.25 Ammo per ton: 120
      • Rotary AC 5 - Slightly more damage than the Rotary AC 2 is offset by a significant reduction in range. Heat, recycle time and weight have slight increases, but the Rotary AC 5's advantages are not as good as the Rotary AC 2's.
        Tons: 10.00 Range: 550 Damage: 2.35 Heat: 0.2 Recycle Time: 0.3 Ammo per Ton: 120
      • Gauss Rifle - The Gauss Rifle works similar to the Ultra AC's, in that it launches slugs at very high speeds. The Gauss Rifle, however, launches very thin, long slugs at supersonic speeds, making this the ultimate armor-breaching weapon. A carefully aimed shot with a Gauss Rifle can cause unwanted damage to criticals. The Gauss Rifle also has exceptional range, and the damage it inflicts does not decrease with range.
        Tons: 16.00 Range: 800m Damage: 17.00 Heat: 1.00 Recycle Time: 8.00 secs Ammo Per Ton: 24
      • Light Gauss Rifle - Inner Sphere variant of the Gauss Rifle. It is lighter and does less damage, although it has the greatest range of any weapon with an unbelieavable range of 1200m. This means that an expert marksman can get to Mechs with LRMs before they can get a lock.
        Tons: 13.00 Range: 1200m Damage: 12.00 Heat: 0.80 Recycle Time: 6.00 secs Ammo Per Ton: 30
      • Heavy Gauss Rifle - The Heavy Gauss Rifle is a new Inner Sphere invention that works on the same precept as the Gauss Rifle, but fires much heavier slugs. Thus it is far better at breaching armour and causing massive damage to pinpoint areas. Range is decreased significantly, making it more of an infighters weapon, but other than a slight increase in heat and weight it remains the same.
        Tons: 18.00 Range: 600m Damage: 27.00 Heat: 2.00 Recycle Time: 8.00 secs Ammo Per Ton: 24
      • Long Tom Artillery - Launches a high-explosive 40 inch slug. It has a very slow trajectory, however does massive damage and also has a splash radius. Also generates the most heat of all weapons.
        Tons: 20.00 Range: 700m Damage: 25.00 Heat: 25.00 Recycle Time: 7.00 secs Ammo Per Ton: 18
      • Cluster Bomb - Launches several bombs in a cluster, causing significant damage of a widespread area. Useful for damaging groups of Mechs or against ligh vehicles.
        Tons: 10.00 Range: 1200m Damage: 28.00 Heat: 10.00 Recycle Time: 3.00 secs Ammo Per Ton: 40
      • Machine Gun - Standard machine gun in a triangular cluster of three. Can be useful for breaching heavily damaged light armor and doing damage to criticals, also useful against light vehicles and humans. Even though it comes with 450 ammo per ton, ammo will run down very quickly.
        Tons: 2.00 Range: 150m Damage: 0.20 Heat: N/A Recycle Time: 0.30 secs Ammo Per Ton: 450

  • Clan - The Clans have vastly superior technology, and if the choice is present, most MechWarriors will opt for the Clan version, for obvious reasons. The only downside to a Clan weapon is that it usually generates more heat than its Inner Sphere variant, but otherwise Clan weapons are superior in every way. Also, the Clans created OmniWeapons - weapons which could fit in any slot (see OmniMech). After the Clan's demise, however, the Inner Sphere did not retain the OmniWeapon, as they found it difficult to reproduce and any old Inner Sphere Mechs could not use OmniWeapons. As such, the Inner Sphere adopted the Clan's improved technology, but neglected the OmniWeapon (thus, Mechwarrior 3 and Mechwarrior 4 are devoid of OmniWeapons).

    • Beam Weapons - The Clans made major improvements on Inner Sphere Beam weapons by making them OmniWeapons (see OmniMech) and also by increasing the damage, while lowering the weight (in most cases).

      • ER Small Laser - Extended Range Small Laser. Same weight, but greater range and damage than the Inner Sphere version.
        Tons: 0.50 Range: 200m Damage: 0.35 Heat: 0.20 Recycle Time: 1.00 secs Ammo Per Ton: N/A
      • ER Medium Laser - Extended Range Medium Laser. Increased range, damage and subsequently heat.
        Tons: 1.00 Range: 400m Damage: 1.50 Heat: 1.20 Recycle Time: 3.00 secs Ammo Per Ton: N/A
      • ER Large Laser - Extended Range Large Laser. A major improvement over the Inner Sphere Large Laser. It does superb damage, greater range and weighs one ton less, although it generates severe heat and must be kept in check.
        Tons: 4.00 Range: 800m Damage: 8.00 Heat: 8.00 Recycle Time: 5.00 secs Ammo Per Ton: N/A
      • ER Small Pulse Laser - Extended Range Small Pulse Laser. Little improvement here, still hardly worth the bother.
        Tons: 1.50 Range: 200m Damage: 0.27 Heat: 0.12 Recycle Time: 0.25 secs Ammo Per Ton: N/A
      • ER Medium Pulse Laser - Extended Range Medium Pulse Laser. Still little improvement over the Inner Sphere variant. In fact, the Clan variant generates twice the heat with little improvement to damage.
        Tons: 2.00 Range: 400m Damage: 0.75 Heat: 0.60 Recycle Time: 0.75 secs Ammo Per Ton: N/A
      • ER Large Pulse Laser - Extended Range Large Pulse Laser. An almost superfluous 0.15 increase in damage for a huge 1.00 increase in heat. This weapon simply generates too much heat for the amount of damage it inflicts.
        Tons: 6.00 Range: 800m Damage: 3.00 Heat: 3.00 Recycle Time: 1.25 secs Ammo Per Ton: N/A
      • Clan Flamer - Identical to the Inner Sphere variant, although half the weight.
        Tons: 0.50 Range: 150m Damage: 1.00 Heat: 4.00 Recycle Time: 4.00 secs Ammo Per Ton: N/A

    • Missile Weapons - The Clan variants of LRM's are identical other than the huge weight reduction. The Clan SSRM's are a major improvement over Inner Sphere SRM's, adding a lock on to the traditional dumb fire mode missile, and of course, they are all OmniWeapons.

      • Clan LRM 5 - Improved version of the Inner Sphere LRM 5, with significantly reduced weight.
        Tons: 2.00 Range: 1000m Damage: 4.00 Heat: 1.20 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • Clan LRM 10 - Improved version of the Inner Sphere LRM 10, with significantly reduced weight.
        Tons: 3.50 Range: 1000m Damage: 8.00 Heat: 2.40 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • Clan LRM 15 - Improved version of the Inner Sphere LRM 15, with significantly reduced weight.
        Tons: 4.50 Range: 1000m Damage: 12.00 Heat: 3.00 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • Clan LRM 20 - Improved version of the Inner Sphere LRM 20, with significantly reduced weight.
        Tons: 6.00 Range: 1000m Damage: 16.00 Heat: 3.60 Recycle Time: 6.00 secs Ammo Per Ton: 240
      • CSMRM 10 - Clan Streak Medium Range Missile 10. This is essentially an Inner Sphere MRM 10 with a lock, but this comes at a large reduction to damage and an increase in recycle time, making the CSMRM only worthwhile for those with poor aiming skills or those wishing to take advantage of the slight heat reduction.
        Tons: 5.00 Range: 400m Damage: 7.00 Heat: 2.40 Recycle Time: 7.00 secs Ammo Per Ton: 120
      • CSMRM 20 - Clan Streak Medium Rand Missle 20. More damage than the CSMRM 10, but the damage reduction from the Inner Sphere counterpart is greater.
        Tons: 8.00 Range: 400m Damage: 14.00 Heat: 4.80 Recycle Time: 7.00 secs Ammo Per Ton: 120
      • CSMRM 30 - Clan Streak Medium Range 30. More damage than the CSMRM 20, but the damage reduction from the Inner Sphere counterpart is even greater.
        Tons: 11.00 Range: 400m Damage: 21.00 Heat: 6.00 Recycle Time: 7.00 secs Ammo Per Ton: 120
      • CSMRM 40 - Clan Streak Medium Range 40. More damage than the CSMRM 30, but the damage reduction from the Inner Sphere counterpart is the greatest.
      • SSRM 2 - Streak Short Range Missile 2. This is a major improvement of standard SRM's. Weight is maintained, and not only is a lock on system added, but Streak missiles do an extra 0.2 damage, meaning each Streak Missile does 1.20 damage. This makes the SSRM's a formidable close quarters weapon.
        Tons: 2.00 Range: 250m Damage: 2.40 Heat: 0.60 Recycle Time: 3.00 secs Ammo Per Ton: 120
      • SSRM 4 - Streak Short Range Missile 4. Weighs less and generates less heat than twin SSRM 2.
        Tons: 3.00 Range: 250m Damage: 4.80 Heat: 0.90 Recycle Time: 3.00 secs Ammo Per Ton: 120
      • SSRM 6 - Streak Short Range Missile 6. Weighs less and generates less heat than triple SSRM 2.
        Tons: 4.00 Range: 250m Damage: 7.20 Heat: 1.20 Recycle Time: 3.00 secs Ammo Per Ton: 120
      • ISRM 2 *O - Inferno Short Range Missile 2. This is a modified version of the SRM 2. Rather than launching conventional missiles, the ISRM 2 launches Inferno missiles which spray super hot plasma over the enemy Mech on impact, causing both damage and heat to rise in the target.
        Tons: 0.50 Range: 497m Damage: 4.00 Heat: 2.00 Recycle Time: 4.00 secs Ammo Per Ton: 50
      • ISSRM 2 *0 - Inferno Streak Short Range Missile 2. Works in the same way as an ISRM 2, however like other SSRM's it has a lock on device.
        Tons: 1.00 Range: 497m Damage: 4.00 Heat: 2.00 Recycle Time: 4.00 secs Ammo Per Ton: 50
      • Arrow IV Artillery System *O - This is an outdated Clan weapon similar to the Thunderbolt. Its major advantage is less weight and faster recycle time, however it does significantly less damage than its more modern Inner Sphere counterpart.
        Tons: 12.00 Range: 1000m Damage: 20/10 Heat: 10.00 Recycle Time: 6.00 secs Ammo Per Ton: 5
      • Clan NARC Beacon - Identical to the Inner Sphere version, although greater range.
        Tons: 2.00 Range: 600m Damage: N/A Heat: 1.00 Recycle Time: 3.00 secs Ammo Per Ton: 6

    • Ballistic Weapons - Clan Ballistic weapons have significant weight improvements, though little else has changed from the original Inner Sphere variants.

      • Clan LBXAC 10 - Weighs less and does greater damage than the Inner Sphere variant.
        Tons: 10.00 Range: 450m Damage: 14.00 Heat: 1.00 Recycle Time: 4.00 secs Ammo Per Ton: 36
      • Clan LBXAC 20 - Weighs less and does greater damage than the Inner Sphere variant.
        Tons: 12.00 Range: 300m Damage: 24.00 Heat: 2.00 Recycle Time: 6.00 secs Ammo Per Ton: 20
      • Clan Ultra AC 2 - Clan Ultra Autcannon 2. The Clan versions of Ultra AC's launch lower calibre slugs, and are as such lighter, however they also launch the slugs at much greater velocity than Inner Sphere versions, meaning the Clan versions are lighter while maintaining the same damage.
        Tons: 6.00 Range: 900m Damage: 2.00 Heat: 0.11 Recycle Time: 1.00 secs Ammo Per Ton: 240
      • Clan Ultra AC 5 - Clan Ultra Autocannon 5. Less weight than the Inner Sphere AC 5.
        Tons: 8.00 Range: 600m Damage: 4.00 Heat: 0.15 Recycle Time: 1.50 secs Ammo Per Ton: 120
      • Clan Ultra AC 10 - Clan Ultra Autocannon 10. Less weight than the Inner Sphere AC 10.
        Tons: 13.00 Range: 400m Damage: 18.00 Heat: 0.15 Recycle Time: 4.00 secs Ammo Per Ton: 36
      • Clan Ultra AC 20 - Clan Ultra Autocannon 20. The ultimate weapon, it combines a reduced weight with the greatest damage of all weapons available.
        Tons: 18.00 Range: 250m Damage: 36.00 Heat: 1.50 Recycle Time: 6.00 secs Ammo Per Ton: 20
      • Clan Gauss Rifle - The Clan Gauss works in the same way as the Ultra AC's in that it launches lighter slugs, but at even greater speeds so that weight is reduced by damage is not.
        Tons: 13.00 Range: 800m Damage: 17.00 Heat: 1.00 Recycle Time: 4.00 secs Ammo Per Ton: 24
      • Clan Machine Gun - A cluster of four standard machine guns. Damage is slightly improved, although the Clan Machine Gun is still little better than its Inner Sphere counterpart. It comes with more ammo per ton, although it also chews through it at a greater rate, meaning ammunition shortage problems will be great.
        Tons: 2.00 Range: 200m Damage: 0.30 Heat: N/A Recycle Time: 0.30 secs Ammo Per Ton: 600

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