Support weapons

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The final category of weapons comprises anti-personnel or small weapons. This includes, the machine gun​, the small laser​, and the flamer​. They have extremely short range and low damage, but they also have a special feature: unlike larger weapons, they can be fired when you melee attack an enemy. If you’re close enough, they can also be fired as normal ranged weaponry.

  • Machine guns are excellent at dealing critical hits to exposed structure.
  • Small lasers deal good raw damage relative to their heat generation.
  • Flamers can decrease the performance of opponents by raising their heat levels.
  • All support weapons have a range of 90m (with the exception of extended range small laser, which has a range of 150m).

List[edit | edit source]

Small laser[edit | edit source]

Small Lasers deal superb damage for their weight and heat generation but have extremely limited range. Like all Lasers, Small Lasers enjoy a baseline accuracy bonus over other weapons.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
S Laser Martell 0.5 1 20 0 0 6 +1 20,000 0
S Laser + Diverse Optics 0.5 1 20 0 0 6 +2 30,000 2
S Laser + ExoStar 0.5 1 20 0 0 6 +1 +25% 30,000 1
S Laser + Magna 0.5 1 25 0 0 6 +1 30,000 2
S Laser + + Diverse Optics 0.5 1 20 0 0 6 +4 40,000 4
S Laser + + ExoStar 0.5 1 20 0 0 6 +1 +50% 30,000 2
S Laser + + Intek 0.5 1 25 0 0 6 +1 +25% 30,000 3
S Laser + + Magna 0.5 1 30 0 0 6 +1 40,000 4
S Laser + + + Intek 0.5 1 30 0 0 6 +1 +50% 40,000 5

Small pulse laser[edit | edit source]

An improvement upon standard Small Lasers, Small Pulse Lasers use pulses of light instead of a single beam. This results in better accuracy and damage output but with greatly increased heat and weight. Like all Lasers, Small Pulse Lasers enjoy a baseline accuracy bonus over other weapons.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
S Pulse SCI 1 1 25 0 0 10 +2 140,000 20

Small laser extended range[edit | edit source]

An improvement upon standard Small Lasers, Extended-Range Small Lasers extend their effective range at the cost of more heat generation. Like all Lasers, ER Small Lasers enjoy a baseline accuracy bonus over other weapons.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
ER S Laser SCI 0.5 1 20 0 0 15 +1 +25% 210,000 20

Machine gun[edit | edit source]

Machine Guns deal very little damage, have severely limited range, and depend upon volatile ammunition stores. However, they have a greatly increased chance to cause Criticals when they impact a target that has been stripped of its armor. As each of the MG's 5 shots are assigned individually they can potentially cause 5 separate criticals per use. It also appears that like missiles each MG shot hit location is individually determined raising the likelihood of a head shot [confirmation needed]

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
MG Sperry Browning 0.5 1 15 (3x5) 0 0 0 +50% 10,000 0

Flamer[edit | edit source]

Flamer weapons are unique in that they deal little physical damage but instead expel super-heated plasma, applying substantial heat to their target. When done properly, this can hamper enemy return fire or even cause the targeted unit to shut down from overheating.

Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
Flamer Skylight 1 1 5 10 20,000 0
Flamer + Hotshot 1 1 10 10 30,000 2
Flamer ++ Olympus 1 1 5 15 30,000 4