Difference between revisions of "Ballistic weapons"

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(Updated heat values.)
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Revision as of 19:57, 23 June 2018

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
Type Minimal Optimal Max
Gauss 180m 360m 660m
AC/2 120m 480m 720m
AC/5 90m 360m 540m
AC/10 0m 300m 450m
AC/20 0m 180m 270m

List

AC/2

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 0 4 50,000 0
AC/2 + Defiance 6 1 25 5 0 4 +2 90,000 2
AC/2 + Federated 6 1 25 5 0 4 +25% 60,000 1
AC/2 + Kali Yama 6 1 30 5 0 4 70,000 2
AC/2 + Mydron 6 1 25 15 0 4 70,000 2
AC/2 + + Defiance 6 1 25 5 0 4 +4 130,000 4
AC/2 + + Federated 6 1 25 5 0 4 +50% 80,000 2
AC/2 + + Imperator 6 1 25 5 0 4 +2 +25% 100,000 3
AC/2 + + Kali Yama 6 1 35 5 0 4 80,000 4
AC/2 + + Mydron 6 1 25 25 0 4 90,000 4
AC/2 + + + Imperator 6 1 25 5 0 4 +4 +50% 150,000 5

AC/5

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 0 8 100,000 0
AC/5 + Defiance 8 2 45 10 0 8 +2 170,000 2
AC/5 + Federated 8 2 45 10 0 8 +25% 110,000 1
AC/5 + Imperator 8 2 45 20 0 8 120,000 2
AC/5 + Kali Yama 8 2 50 10 0 8 120,000 2
AC/5 + + Defiance 8 2 45 10 0 8 +4 240,000 4
AC/5 + + Federated 8 2 45 10 0 8 +50% 120,000 2
AC/5 + + Imperator 8 2 45 30 0 8 140,000 4
AC/5 + + Kali Yama 8 2 55 10 0 8 130,000 4
AC/5 + + Mydron 8 2 45 20 0 8 +2 190,000 2
AC/5 + + + Mydron 8 2 45 30 0 8 +4 270,000 4

AC/10

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 0 12 140,000 0
AC/10 + Defiance 12 3 60 20 0 12 +2 230,000 2
AC/10 + Imperator 12 3 60 20 0 12 +25% 150,000 1
AC/10 + Kali Yama 12 3 65 20 0 12 160,000 2
AC/10 + Mydron 12 3 60 30 0 12 160,000 2
AC/10 + + Defiance 12 3 60 20 0 12 +4 310,000 4
AC/10 + + Federated 12 3 60 30 0 12 +25% 170,000 3
AC/10 + + Imperator 12 3 60 20 0 12 +50% 160,000 2
AC/10 + + Kali Yama 12 3 70 20 0 12 170,000 4
AC/10 + + Mydron 12 3 60 40 0 12 180,000 4
AC/10 + + + Federated 12 3 60 40 0 12 +50% 190,000 5

AC/20

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 0 24 180,000 0
AC/20 + Defiance 14 4 100 40 0 24 +2 270,000 2
AC/20 + Federated 14 4 100 40 0 24 +25% 180,000 1
AC/20 + Imperator 14 4 110 40 0 24 190,000 2
AC/20 + Mydron 14 4 100 50 0 24 190,000 2
AC/20 + + Defiance 14 4 100 40 0 24 +4 370,000 4
AC/20 + + Federated 14 4 100 40 0 24 +50% 190,000 2
AC/20 + + Imperator 14 4 120 40 0 24 210,000 4
AC/20 + + Kali Yama 14 4 110 50 0 24 200,000 3
AC/20 + + Mydron 14 4 100 60 0 24 200,000 4
AC/20 + + + Kali Yama 14 4 120 60 0 24 230,000 5

Gauss rifle

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 0 5 +1 1,480,000 20

Behind the scenes

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