Weapons

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Weapons are the bread-and-butter of the war-torn world of Battletech. There are four basic categories, each with its own, distinct traits and features. Range is one of the most important factors in choosing the weapons to outfit your mech with.

Range[edit | edit source]

The following table shows the effective and max ranges of each of the weapon types (Measured in 30 meter tile increments). Gray shows sub-optimal range, while white refers to optimal ranges. No color means the weapon cannot be fired at these ranges. Be aware that all mechs have a 300 Meter visual range by default, however weapons with longer range can be fired at any target with has a direct path to its target that is seen by ANY allied mech or sensor lock. The sole exception is Long Range Missiles (LRMs) which can also shoot targets indirectly allowing the attaching mech to hide behind cover.

Class Type Range (meters)
30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 480 510 540 570 600 630 660 690 720
Support Support
Small Laser ER
Ballistic Gauss
AC/2
AC/5
AC/10
AC/20
Energy Medium
Medium ER
Large
Large ER
PPC
PPC ER
Missile SRM
LRM

Energy weapons[edit | edit source]

A bank of three medium lasers on an Enforcer.

The simplest weapons are the energy weapons. Energy weapons don’t require any ammunition, but generate a lot of heat and (with the exception of PPCs) inflict very little stability damage. The basic energy weapons are the medium lasers ​and large lasers​, but the real king of this type is the Particle Projector Cannon (PPC)​: huge damage and long range, but also massive heat.

  • Medium and large lasers get a bonus to accuracy over other weapons.
  • The PPC is able to deal a moderate amount of stability damage upon impact.

Ballistic weapons[edit | edit source]

A regular AC/5 on a Blackjack.

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.
Ammo per 1 ton
AC/2 25
AC/5 15
AC/10 8
AC/20 5
Gauss 8

Missile weapons[edit | edit source]

A double rack of LRM5 and LRM15 on a Griffin.

Missile weapons come in two flavors, long-range missiles (LRM​) and short-range missiles (SRM​). Missile batteries have a number next to them; this tells you how many missiles will fire when you use that weapon. The LRM-10 weapon fires ten long-range missiles; the SRM-2 fires just two short-range missiles. It’s best to think of SRMs as shotguns: a lot of damage delivered up close. LRMs do less damage per-missile, but come in bigger launchers and can fire extremely far.

  • LRMs also can fire at targets that you don’t have a direct line-of-sight (LOS) to, which you’ll recognize by the curved arc shape of the red line of fire.
  • Missiles deal more Stability Damage than the other weapon types do.
  • The larger the size number of a launcher, the faster it chews through ammo.
  • Each missile rolls a separate to-hit chance, so you're more likely to hit with some of the missiles, but not all of them.
    • Hit location is also rolled for each missile separately, so missile damage tends to be spread over the entire target, rather than concentrated on a single location.
    • The odds of getting a head hit is rolled once for each missile rack, only allowing one hit per rack. This makes large salvos of lower count missile racks better at inflicting pilot injuries than fewer large count racks.
Ammo Per 1 Ton
SRM 100
LRM 120

Support weapons[edit | edit source]

The final category of weapons comprises support 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.

Full table[edit | edit source]

Weapon Manufacturer Category Cost (k) Tonnage Slots Damage Stability
damage
Heat Range (m)
min/opt/max
Other
AC/2 GM Ballistic 50 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
AC/2 + Defiance Ballistic 90 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+2 accuracy
AC/2 + Federated Ballistic 60 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+25% critical
AC/2 + Kali Yama Ballistic 70 6 1 30 (+5) 5 4 120 / 480 / 720 -1 refire accuracy
AC/2 + Mydron Ballistic 70 6 1 25 15 (+10) 4 120 / 480 / 720 -1 refire accuracy
AC/2 ++ Defiance Ballistic 130 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+4 accuracy
AC/2 ++ Federated Ballistic 80 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+50% critical
AC/2 ++ Imperator Ballistic 100 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+2 accuracy
+25% critical
AC/2 ++ Kali Yama Ballistic 80 6 1 35 (+10) 5 4 120 / 480 / 720 -1 refire accuracy
AC/2 ++ Mydron Ballistic 90 6 1 25 25 (+20) 4 120 / 480 / 720 -1 refire accuracy
AC/2 +++ Imperator Ballistic 150 6 1 25 5 4 120 / 480 / 720 -1 refire accuracy
+4 accuracy
+50% critical
AC/5 GM Ballistic 100 8 2 45 10 8 90 / 360 / 540 -1 refire accuracy
AC/5 + Defiance Ballistic 170 8 2 45 10 8 90 / 360 / 540 -1 refire accuracy
+2 accuracy
AC/5 + Federated Ballistic 110 8 2 45 10 8 90 / 360 / 540 -1 refire accuracy
+25% critical
AC/5 + Imperator Ballistic 120 8 2 45 20 (+10) 8 90 / 360 / 540 -1 refire accuracy
AC/5 + Kali Yama Ballistic 120 8 2 50 (+5) 10 8 90 / 360 / 540 -1 refire accuracy
AC/5 ++ Defiance Ballistic 240 8 2 45 10 8 90 / 360 / 540 -1 refire accuracy
+4 accuracy
AC/5 ++ Federated Ballistic 120 8 2 45 10 8 90 / 360 / 540 -1 refire accuracy
+50% critical
AC/5 ++ Imperator Ballistic 140 8 2 45 30 (+20) 8 90 / 360 / 540 -1 refire accuracy
AC/5 ++ Kali Yama Ballistic 130 8 2 55 (+10) 10 8 90 / 360 / 540 -1 refire accuracy
AC/5 ++ Mydron Ballistic 190 8 2 45 20 (+10) 8 90 / 360 / 540 -1 refire accuracy
+2 accuracy
AC/5 +++ Mydron Ballistic 270 8 2 45 30 (+20) 8 90 / 360 / 540 -1 refire accuracy
+4 accuracy
AC/10 Western Ballistic 140 12 3 60 20 12 0 / 300 / 450 -2 refire accuracy
AC/10 + Defiance Ballistic 230 12 3 60 20 12 0 / 300 / 450 -2 refire accuracy
+2 accuracy
AC/10 + Imperator Ballistic 150 12 3 60 20 12 0 / 300 / 450 -2 refire accuracy
+25% critical
AC/10 + Kali Yama Ballistic 160 12 3 65 (+5) 20 12 0 / 300 / 450 -2 refire accuracy
AC/10 + Mydron Ballistic 160 12 3 60 30 (+10) 12 0 / 300 / 450 -2 refire accuracy
AC/10 ++ Defiance Ballistic 310 12 3 60 20 12 0 / 300 / 450 -2 refire accuracy
+4 accuracy
AC/10 ++ Federated Ballistic 170 12 3 60 30 (+10) 12 0 / 300 / 450 -2 refire accuracy
+25% critical
AC/10 ++ Imperator Ballistic 160 12 3 60 20 12 0 / 300 / 450 -2 refire accuracy
+50% critical
AC/10 ++ Kali Yama Ballistic 170 12 3 70 (+10) 20 12 0 / 300 / 450 -2 refire accuracy
AC/10 ++ Mydron Ballistic 180 12 3 60 40 (+20) 12 0 / 300 / 450 -2 refire accuracy
AC/10 +++ Federated Ballistic 190 12 3 60 40 (+20) 12 0 / 300 / 450 -2 refire accuracy
+50% critical
AC/20 Kali Yama Ballistic 180 14 4 100 40 24 0 / 180 / 270 -2 refire accuracy
AC/20 + Defiance Ballistic 270 14 4 100 40 24 0 / 180 / 270 -2 refire accuracy
+2 accuracy
AC/20 + Federated Ballistic 180 14 4 100 40 24 0 / 180 / 270 -2 refire accuracy
+25% critical
AC/20 + Imperator Ballistic 190 14 4 110 (+10) 40 24 0 / 180 / 270 -2 refire accuracy
AC/20 + Mydron Ballistic 190 14 4 100 50 (+10) 24 0 / 180 / 270 -2 refire accuracy
AC/20 ++ Defiance Ballistic 370 14 4 100 40 24 0 / 180 / 270 -2 refire accuracy
+4 accuracy
AC/20 ++ Federated Ballistic 190 14 4 100 40 24 0 / 180 / 270 -2 refire accuracy
+50% critical
AC/20 ++ Imperator Ballistic 210 14 4 120 (+20) 40 24 0 / 180 / 270 -2 refire accuracy
AC/20 ++ Kali Yama Ballistic 200 14 4 110 (+10) 50 (+10) 24 0 / 180 / 270 -2 refire accuracy
AC/20 ++ Mydron Ballistic 200 14 4 100 60 (+20) 24 0 / 180 / 270 -2 refire accuracy
AC/20 +++ Kali Yama Ballistic 230 14 4 120 (+20) 60 (+20) 24 0 / 180 / 270 -2 refire accuracy
Gauss Rifle SCI Ballistic 1480 15 5 75 40 5 180 / 360 / 660 +1 accuracy
M Laser Hellion Energy 60 1 1 25 0 12 0 / 180 / 270 +1 accuracy
M Laser + ExoStar Energy 70 1 1 25 0 12 0 / 180 / 270 +1 accuracy
+25% critical
M Laser + Intek Energy 80 1 1 25 0 12 0 / 180 / 270 +2 accuracy (+1)
M Laser + Magna Energy 70 1 1 30 (+5) 0 12 0 / 180 / 270 +1 accuracy
M Laser ++ Diverse Optics Energy 80 1 1 25 0 12 0 / 180 / 270 +2 accuracy (+1)
+25% critical
M Laser ++ ExoStar Energy 70 1 1 25 0 12 0 / 180 / 270 +1 accuracy
+50% critical
M Laser ++ Intek Energy 110 1 1 25 0 12 0 / 180 / 270 +4 accuracy (+3)
M Laser ++ Magna Energy 90 1 1 35 (+10) 0 12 0 / 180 / 270 +1 accuracy
M Laser +++ Diverse Optics Energy 120 1 1 25 0 12 0 / 180 / 270 +4 accuracy (+3)
+50% critical
L Laser Krupp Energy 140 5 2 40 0 18 0 / 300 / 450 +1 accuracy
L Laser + Diverse Optics Energy 180 5 2 40 0 18 0 / 300 / 450 +2 accuracy (+1)
L Laser + ExoStar Energy 150 5 2 40 0 18 0 / 300 / 450 +1 accuracy
+25% critical
L Laser + Intek Energy 160 5 2 45 (+5) 0 18 0 / 300 / 450 +1 accuracy
L Laser ++ Diverse Optics Energy 250 5 2 40 0 18 0 / 300 / 450 +4 accuracy (+3)
L Laser ++ ExoStar Energy 160 5 2 40 0 18 0 / 300 / 450 +1 accuracy
+50% critical
L Laser ++ Intek Energy 180 5 2 50 (+10) 0 18 0 / 300 / 450 +1 accuracy
L Laser ++ Magna Energy 200 5 2 45 (+5) 0 18 0 / 300 / 450 +2 accuracy (+1)
L Laser +++ Magna Energy 320 5 2 50 (+10) 0 18 0 / 300 / 450 +4 accuracy (+3)
PPC Magna Energy 180 7 3 50 20 35 90 / 360 / 540 Inflicts -1 accuracy debuff
PPC + Ceres Arms Energy 200 7 3 50 35 (+15) 35 90 / 360 / 540 Inflicts -1 accuracy debuff
PPC + Donal Energy 190 7 3 55 (+5) 20 35 90 / 360 / 540 Inflicts -1 accuracy debuff
PPC + Tiegart Energy 270 7 3 50 20 35 90 / 360 / 540 Inflicts -1 accuracy debuff
+2 accuracy
PPC ++ Ceres Arms Energy 230 7 3 50 50 (+30) 35 90 / 360 / 540 Inflicts -1 accuracy debuff
PPC ++ Donal Energy 210 7 3 60 (+10) 20 35 90 / 360 / 540 Inflicts -1 accuracy debuff
PPC ++ Tiegart Energy 360 7 3 50 20 35 90 / 360 / 540 Inflicts -1 accuracy debuff
+4 accuracy
ER M Laser SCI Energy 410 1 1 25 0 20 0 / 270 / 360 +1 accuracy
+25% critical
M Pulse SCI Energy 360 2 1 30 0 16 0 / 180 / 270 +2 accuracy
ER L Laser SCI Energy 610 5 2 40 0 25 0 / 330 / 570 +1 accuracy
+25% critical
L Pulse SCI Energy 810 7 2 45 0 23 0 / 300 / 450 +2 accuracy
ER PPC Kong Interstellar Energy 930 7 3 50 20 45 0 / 510 / 690
LRM5 Irian Missile 80 2 1 20 (4 × 5) 10 (2 × 5) 5 180 / 420 / 630 Indirect fire
LRM5 + Delta Missile 80 2 1 20 (4 × 5) 15 (2+1 × 5) 5 180 / 420 / 630 Indirect fire
LRM5 + LongFire Missile 90 2 1 20 (4 × 5) 10 (2 × 5) 5 180 / 420 / 630 Indirect fire
+25% critical
LRM5 + Telos Missile 90 2 1 25 (4+1 × 5) 10 (2 × 5) 5 180 / 420 / 630 Indirect fire
LRM5 ++ Delta Missile 100 2 1 20 (4 × 5) 25 (2+3 × 5) 5 180 / 420 / 630 Indirect fire
LRM5 ++ LongFire Missile 100 2 1 20 (4 × 5) 10 (2 × 5) 5 180 / 420 / 630 Indirect fire
+50% critical
LRM5 ++ Telos Missile 110 2 1 30 (4+2 × 5) 10 (2 × 5) 5 180 / 420 / 630 Indirect fire
LRM5 ++ Zeus Missile 100 2 1 20 (4 × 5) 15 (2+1 × 5) 5 180 / 420 / 630 Indirect fire
+25% critical
LRM5 +++ Zeus Missile 120 2 1 20 (4 × 5) 20 (2+2 × 5) 5 180 / 420 / 630 Indirect fire
+50% critical
LRM10 Jackson Missile 150 5 2 40 (4 × 10) 20 (2 × 10) 12 180 / 420 / 630 Indirect fire
LRM10 + Delta Missile 160 5 2 40 (4 × 10) 30 (2+1 × 10) 12 180 / 420 / 630 Indirect fire
LRM10 + LongFire Missile 160 5 2 40 (4 × 10) 20 (2 × 10) 12 180 / 420 / 630 Indirect fire
+25% critical
LRM10 + Telos Missile 180 5 2 50 (4+1 × 10) 20 (2 × 10) 12 180 / 420 / 630 Indirect fire
LRM10 ++ Delta Missile 200 5 2 40 (4 × 10) 50 (2+3 × 10) 12 180 / 420 / 630 Indirect fire
LRM10 ++ LongFire Missile 170 5 2 40 (4 × 10) 20 (2 × 10) 12 180 / 420 / 630 Indirect fire
+50% critical
LRM10 ++ Telos Missile 200 5 2 60 (4+2 × 10) 20 (2 × 10) 12 180 / 420 / 630 Indirect fire
LRM10 ++ Zeus Missile 170 5 2 40 (4 × 10) 30 (2+1 × 10) 12 180 / 420 / 630 Indirect fire
+25% critical
LRM10 +++ Zeus Missile 200 5 2 40 (4 × 10) 40 (2+2 × 10) 12 180 / 420 / 630 Indirect fire
+50% critical
LRM15 Irian Missile 220 7 3 60 (4 × 15) 30 (2 × 15) 14 180 / 420 / 630 Indirect fire
LRM15 + Delta Missile 250 7 3 60 (4 × 15) 45 (2+1 × 15) 14 180 / 420 / 630 Indirect fire
LRM15 + LongFire Missile 230 7 3 60 (4 × 15) 30 (2 × 15) 14 180 / 420 / 630 Indirect fire
+25% critical
LRM15 + Telos Missile 260 7 3 75 (4+1 × 15) 30 (2 × 15) 14 180 / 420 / 630 Indirect fire
LRM15 ++ Delta Missile 300 7 3 60 (4 × 15) 75 (2+3 × 15) 14 180 / 420 / 630 Indirect fire
LRM15 ++ LongFire Missile 240 7 3 60 (4 × 15) 30 (2 × 15) 14 180 / 420 / 630 Indirect fire
+50% critical
LRM15 ++ Telos Missile 310 7 3 90 (4+2 × 15) 30 (2 × 15) 14 180 / 420 / 630 Indirect fire
LRM15 ++ Zeus Missile 260 7 3 60 (4 × 15) 45 (2+1 × 15) 14 180 / 420 / 630 Indirect fire
+25% critical
LRM15 +++ Zeus Missile 290 7 3 60 (4 × 15) 60 (2+2 × 15) 14 180 / 420 / 630 Indirect fire
+50% critical
LRM20 Jackson Missile 290 10 4 80 (4 × 20) 40 (2 × 20) 18 180 / 420 / 630 Indirect fire
LRM20 + Delta Missile 320 10 4 80 (4 × 20) 60 (2+1 × 20) 18 180 / 420 / 630 Indirect fire
LRM20 + LongFire Missile 300 10 4 80 (4 × 20) 40 (2 × 20) 18 180 / 420 / 630 Indirect fire
+25% critical
LRM20 + Telos Missile 340 10 4 100 (4+1 × 20) 40 (2 × 20) 18 180 / 420 / 630 Indirect fire
LRM20 ++ Delta Missile 350 10 4 80 (4 × 20) 80 (2+2 × 20) 18 180 / 420 / 630 Indirect fire
LRM20 ++ LongFire Missile 310 10 4 80 (4 × 20) 40 (2 × 20) 18 180 / 420 / 630 Indirect fire
+50% critical
LRM20 ++ Telos Missile 400 10 4 120 (4+2 × 20) 40 (2 × 20) 18 180 / 420 / 630 Indirect fire
LRM20 ++ Zeus Missile 330 10 4 80 (4 × 20) 60 (2+1 × 20) 18 180 / 420 / 630 Indirect fire
+25% critical
LRM20 +++ Zeus Missile 370 10 4 80 (4 × 20) 80 (2+2 × 20) 18 180 / 420 / 630 Indirect fire
+50% critical
SRM2 Holly Missile 20 1 1 16 (8 × 2) 6 (3 × 2) 4 0 / 180 / 270
SRM2 + Holly Missile 30 1 1 20 (8+2 × 2) 6 (3 × 2) 4 0 / 180 / 270
SRM2 + Irian Missile 30 1 1 16 (8 × 2) 6 (3 × 2) 4 0 / 180 / 270 +25% critical
SRM2 ++ Holly Missile 40 1 1 24 (8+4 × 2) 6 (3 × 2) 4 0 / 180 / 270
SRM2 ++ Irian Missile 40 1 1 16 (8 × 2) 6 (3 × 2) 4 0 / 180 / 270 +50% critical
SRM2 ++ Valiant Missile 30 1 1 20 (8+2 × 2) 8 (3+1 × 2) 4 0 / 180 / 270
SRM2 +++ Valiant Missile 40 1 1 24 (8+4 × 2) 10 (3+2 × 2) 4 0 / 180 / 270
SRM4 TharHes Missile 60 2 1 32 (8 × 4) 12 (3 × 4) 8 0 / 180 / 270
SRM4 + Holly Missile 70 2 1 40 (8+2 × 4) 12 (3 × 4) 8 0 / 180 / 270
SRM4 + Irian Missile 60 2 1 32 (8 × 4) 12 (3 × 4) 8 0 / 180 / 270 +25% critical
SRM4 ++ Holly Missile 90 2 1 48 (8+4 × 4) 12 (3 × 4) 8 0 / 180 / 270
SRM4 ++ Irian Missile 70 2 1 32 (8 × 4) 12 (3 × 4) 8 0 / 180 / 270 +50% critical
SRM4 ++ Valiant Missile 80 2 1 40 (8+2 × 4) 16 (3+1 × 4) 8 0 / 180 / 270
SRM4 +++ Valiant Missile 90 2 1 48 (8+4 × 4) 20 (3+2 × 4) 8 0 / 180 / 270
SRM6 TharHes Missile 90 3 2 48 (8 × 6) 18 (3 × 6) 12 0 / 180 / 270
SRM6 + Holly Missile 140 3 2 60 (8+2 × 6) 18 (3 × 6) 12 0 / 180 / 270 +1 accuracy
SRM6 + Irian Missile 100 3 2 48 (8 × 6) 18 (3 × 6) 12 0 / 180 / 270 +25% critical
SRM6 ++ Holly Missile 330 3 2 72 (8+4 × 6) 18 (3 × 6) 12 0 / 180 / 270 +5 accuracy
SRM6 ++ Irian Missile 100 3 2 48 (8 × 6) 18 (3 × 6) 12 0 / 180 / 270 +50% critical
SRM6 ++ Valiant Missile 120 3 2 60 (8+2 × 6) 24 (3+1 × 6) 12 0 / 180 / 270
SRM6 +++ Valiant Missile 140 3 2 72 (8+4 × 6) 30 (3+2 × 6) 12 0 / 180 / 270
Flamer Skylight Support 20 1 1 5 0 0 0 / 90 / 90 10 heat damage
Flamer + Hotshot Support 30 1 1 10 (+5) 0 0 0 / 90 / 90 10 heat damage
Flamer ++ Olympus Support 30 1 1 5 0 0 0 / 90 / 90 15 heat damage (+5)
S Laser Martell Support 20 0.5 1 20 0 6 0 / 90 / 90 +1 accuracy
S Laser + Diverse Optics Support 30 0.5 1 20 0 6 0 / 90 / 90 +2 accuracy (+1)
S Laser + ExoStar Support 20 0.5 1 20 0 6 0 / 90 / 90 +1 accuracy
+25% critical
S Laser + Magna Support 30 0.5 1 25 (+5) 0 6 0 / 90 / 90 +1 accuracy
S Laser ++ Diverse Optics Support 40 0.5 1 20 0 6 0 / 90 / 90 +4 accuracy (+3)
S Laser ++ ExoStar Support 30 0.5 1 20 0 6 0 / 90 / 90 +1 accuracy
+50% critical
S Laser ++ Intek Support 30 0.5 1 25 (+5) 0 6 0 / 90 / 90 +1 accuracy
+25% critical
S Laser ++ Magna Support 40 0.5 1 30 (+10) 0 6 0 / 90 / 90 +1 accuracy
S Laser +++ Intek Support 40 0.5 1 30 (+10) 0 6 0 / 90 / 90 +1 accuracy
+50% critical
MG Sperry Browning Support 10 0.5 1 15 (3 × 5) 0 0 0 / 90 / 90 +50% critical
ER S Laser SCI Support 220 0.5 1 20 0 10 0 / 150 / 150 +1 accuracy
+25% critical
S Pulse SCI Support 140 1 1 25 0 10 0 / 90 / 90 +2 accuracy