Ballistic weapons

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Ballistic weapons are familiar; they’re similar to modern guns. There are four different classes of autocannon: the AC/2​, the AC/5​, the AC/10​ and the AC/20​. The numbers indicate how powerful the weapon is; the AC/2 does comparatively light damage, but has enormous range, while the AC/20 does absolutely crushing damage (it’s the most damaging weapon in the game!) but has very short range.

  • Ballistic weapons generate less heat, but use ammunition.
  • That ammo can run out or even be damaged by enemy fire and explode, causing additional internal damage to that location on your ‘Mech.
  • All ballistic weapons deal some stability damage relative to their class as well.
  • Ballistic weapons incur a small “Refire Penalty” to their to-hit % when fired multiple turns in a row.
  • Each AutoCannon type has a specific range, corresponding to its tactical role.
Ranges Ammo

Per 1 Ton

Type Minimal Optimal Max
Gauss 180m 360m 660m 8
AC/2, UAC/2, LB 2-X 120m 480m 720m 25
AC/5, UAC/5, LB 5-X 90m 360m 540m 15
AC/10, UAC/10, LB 10-X 0m 300m 450m 8
AC/20, UAC/20, LB 20-X 0m 180m 270m 5

List[edit | edit source]

AC/2[edit | edit source]

An AC/2 combined with a medium laser and an LRM rack on a JagerMech

Intended for use as supporting fire at very long range, AC/2s deal moderate damage with low heat and a large ammunition count per ton. Like all Autocannon weaponry, AC/2s suffer from recoil effects from continuous fire.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
AC/2 GM 6 1 25 5 4 50,000 0
AC/2 + Defiance 6 1 25 5 4 +2 90,000 2
AC/2 + Federated 6 1 25 5 4 +25% 60,000 1
AC/2 + Kali Yama 6 1 30 5 4 70,000 2
AC/2 + Mydron 6 1 25 15 4 70,000 2
AC/2 + + Defiance 6 1 25 5 4 +4 130,000 4
AC/2 + + Federated 6 1 25 5 4 +50% 80,000 2
AC/2 + + Imperator 6 1 25 5 4 +2 +25% 100,000 3
AC/2 + + Kali Yama 6 1 35 5 4 80,000 4
AC/2 + + Mydron 6 1 25 25 4 90,000 4
AC/2 + + + Imperator 6 1 25 5 4 +4 +50% 150,000 5

AC/5[edit | edit source]

A stock AC/5 on a Blackjack.

A flexible weapon, AC/5s strike a balance between long range, power, and performance. These weapons are commonly found on medium 'Mechs as their primary source of reliable damage. Like all Autocannon weaponry, AC/5s suffer from recoil effects from continuous fire.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
AC/5 GM 8 2 45 10 8 100,000 0
AC/5 + Defiance 8 2 45 10 8 +2 170,000 2
AC/5 + Federated 8 2 45 10 8 +25% 110,000 1
AC/5 + Imperator 8 2 45 20 8 120,000 2
AC/5 + Kali Yama 8 2 50 10 8 120,000 2
AC/5 + + Defiance 8 2 45 10 8 +4 240,000 4
AC/5 + + Federated 8 2 45 10 8 +50% 120,000 2
AC/5 + + Imperator 8 2 45 30 8 140,000 4
AC/5 + + Kali Yama 8 2 55 10 8 130,000 4
AC/5 + + Mydron 8 2 45 20 8 +2 190,000 2
AC/5 + + + Mydron 8 2 45 30 8 +4 270,000 4

AC/10[edit | edit source]

One of the most powerful and efficient weapons mounted in combat, AC/10s are known for their heavy damage and ability to stagger opponents. Like all Autocannon weaponry, AC/10s suffer from recoil effects from continuous fire.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
AC/10 Western 12 3 60 20 12 140,000 0
AC/10 + Defiance 12 3 60 20 12 +2 230,000 2
AC/10 + Imperator 12 3 60 20 12 +25% 150,000 1
AC/10 + Kali Yama 12 3 65 20 12 160,000 2
AC/10 + Mydron 12 3 60 30 12 160,000 2
AC/10 + + Defiance 12 3 60 20 12 +4 310,000 4
AC/10 + + Federated 12 3 60 30 12 +25% 170,000 3
AC/10 + + Imperator 12 3 60 20 12 +50% 160,000 2
AC/10 + + Kali Yama 12 3 70 20 12 170,000 4
AC/10 + + Mydron 12 3 60 40 12 180,000 4
AC/10 + + + Federated 12 3 60 40 12 +50% 190,000 5

AC/20[edit | edit source]

The king of the battlefield in terms of raw damage, AC/20s hit harder than any other weapon. However, this comes at the expense of weight, range, and severely limited ammunition. Like all Autocannon weaponry, AC/20s suffer from recoil effects from continuous fire.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
AC/20 Kali Yama 14 4 100 40 24 180,000 0
AC/20 + Defiance 14 4 100 40 24 +2 270,000 2
AC/20 + Federated 14 4 100 40 24 +25% 180,000 1
AC/20 + Imperator 14 4 110 40 24 190,000 2
AC/20 + Mydron 14 4 100 50 24 190,000 2
AC/20 + + Defiance 14 4 100 40 24 +4 370,000 4
AC/20 + + Federated 14 4 100 40 24 +50% 190,000 2
AC/20 + + Imperator 14 4 120 40 24 210,000 4
AC/20 + + Kali Yama 14 4 110 50 24 200,000 3
AC/20 + + Mydron 14 4 100 60 24 200,000 4
AC/20 + + + Kali Yama 14 4 120 60 24 230,000 5

UAC/2[edit | edit source]

The Ultra AC/2 is the smallest bore autocannon of the Ultra series. Ultra autocannons are capable of firing twice in a turn, doubling heat and--potentially--damage.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
UAC/2 Imperator 7 1 25x2 5x2 8 200,000 ?
UAC/2+ Imperator 6 1 30x2 5x2 8 310,000
UAC/2++ Imperator 5 1 35x2 5x2 8 390,000

UAC/5[edit | edit source]

The Ultra AC/5 is an upgraded version of the standard AC/5. Utilizing a different loading mechanism, the Ultra autocannons are capable of maintaining a substantially increased rate of fire over traditional or LB-X autocannons at the cost of higher heat and the risk of jamming.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
UAC/5 ??? 9 2 45x2 10x2 16 220,000 ?

UAC/10[edit | edit source]

The Ultra AC/10 is the second largest of the Ultra Autocannons. The weapon itself is capable of firing two shots per turn, like all Ultra autocannons, resulting in doubled heat and, potentially, damage. .

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
UAC/10 ??? 13 3 60x2 20x2 24 320,000 ?

UAC/20[edit | edit source]

The Ultra AC/20 is the largest bore Ultra autocannons. Like all Ultra autocannons, it is capable of twice the rate of fire of a standard autocannon, doubling its heat output and, potentially, its damage.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
UAC/20 Imperator 15 4 100x2 40x2 48 370,000 ?

LB 2-X[edit | edit source]

The LB 2-X AC fires a shotgun-like ammunition that usually spreads out its shot to find weakened points in an enemy's armor, however, the 12 projectiles that an LB 2-X fires are hardly destructive.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
LB 2-X ??? 5 1 4x12 1x12 2 150,000 ?

LB 5-X[edit | edit source]

The LB 5-X AC fires a cluster shot with 10 projectiles that fragments like a shotgun round and spreads its damage around. This effect creates flak that is useful against VTOLs.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
LB 5-X ??? 8 2 6x10 2x10 6 170,000 ?

LB 10-X[edit | edit source]

The LB 10-X AC is essentially a 'Mech-mounted shotgun, capable of firing 8 special "cluster rounds" that split apart after being fired, allowing the weapon to either spread damage out or focus damage on a small area, depending on the range.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
LB 10-X ??? 11 4 10x8 5x8 10 230,000 ?

LB 20-X[edit | edit source]

The LB 20-X AC is the autocannon with the largest bore that is capable of firing LB-X cluster rounds. Its cluster rounds can deal a devastating 20 points of damage to its target with each of its 6 projectiles.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
LB 20-X ??? 14 6 20x6 10x6 20 240,000 ?

Gauss rifle[edit | edit source]

A Gauss Rifle uses electromagnetic charges to accelerate metallic rounds at extremely high speed, dealing massive damage by kinetic force alone. Unlike Autocannons, Gauss Rifles do not suffer recoil effects from firing, and their ammunition will not explode upon a Critical Hit.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
Gauss Rifle SCI 15 5 75 40 5 5 +1 1,480,000 20
Gauss Rifle+ SCI 13 5 75 40 5 5 +1 ? ?
Gauss Rifle++ SCI 13 4 75 40 5 5 +1 ? ?

Behind the scenes[edit | edit source]

  • The beta featured model names as well as manufacturer identifiers. However, this was swapped for more intuitive (if gamey) + signs to denote advanced variants.