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* Missiles deal more Stability Damage than the other weapon types do.
 
* 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.
 
*The larger the size number of a launcher, the faster it chews through ammo.
  +
* {| class="wikitable" ! colspan="4" |Ranges |- !Type !Minimal !Optimal !Max |- !SRM |0m |180m |270m |- !LRM |180m |420m |630m |}
 
==List==
 
==List==
 
===Short Range Missiles===
 
===Short Range Missiles===

Revision as of 11:56, 28 April 2018

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.
  • {| class="wikitable" ! colspan="4" |Ranges |- !Type !Minimal !Optimal !Max |- !SRM |0m |180m |270m |- !LRM |180m |420m |630m |}

List

Short Range Missiles

There are three basic types of SRMs:

  • SRM2: A tiny rack of Short-Range Missiles that deal little damage but also cost almost nothing in the way of weight, space, heat, or ammunition consumption. As for all SRMs, SRM2 shots deal above-average stability impact per hit compared to other weapons.
  • SRM4: The midtier rack of Short-Range Missiles which deal good damage for comparatively few negatives other than their inherently short range and need for ammunition. As for all SRMs, SRM4 shots deal above-average stability impact per hit compared to other weapons.
  • SRM6: Targest available rack of Short-Range Missiles and pack considerable punch while also being lightweight. As for all SRMs, SRM6 shots deal above-average stability impact per hit compared to other weapons.
Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
SRM2 Holly 1 1 8x2 3x2 6 20,000 0
SRM2 + Holly 1 1 10x2 3x2 6 30,000 2
SRM2 + Irian 1 1 8x2 3x2 6 +25% 30,000 1
SRM2 + + Holly 1 1 12x2 3x2 6 40,000 4
SRM2 + + Irian 1 1 8x2 3x2 6 +50% 40,000 2
SRM2 + + Valiant 1 1 10x2 4x2 6 30,000 3
SRM2 + + + Valiant 1 1 12x2 5x2 6 40,000 5
SRM4 TharHes 2 1 8x4 3x4 8 60,000 0
SRM4 + Holly 2 1 10x4 3x4 8 70,000 2
SRM4 + Irian 2 1 8x4 3x4 8 +25% 60,000 1
SRM4 + + Holly 2 1 12x4 3x4 8 90,000 4
SRM4 + + Irian 2 1 8x4 3x4 8 +50% 70,000 2
SRM4 + + Valiant 2 1 10x4 4x4 8 80,000 3
SRM4 + + + Valiant 2 1 12x4 5x4 8 90,000 5
SRM6 TharHes 3 2 8x6 3x6 14 90,000 0
SRM6 + Holly 3 2 10x6 3x6 14 +1 140,000 2
SRM6 + Irian 3 2 8x6 3x6 14 +25% 100,000 1
SRM6 + + Holly 3 2 12x6 3x6 14 +5 330,000 4
SRM6 + + Irian 3 2 8x6 3x6 14 +25% 100,000 2
SRM6 + + Valiant 3 2 10x6 4x6 14 120,000 3
SRM6 + + + Valiant 3 2 12x6 5x6 14 140,000 5

Long-Range Missiles

There are four kinds of missile racks, all of which are capable of indirect fire.

  • LRM5: The smallest rack of Long-Range Missiles, efficient and tend to serve as harassment weapons.
  • LRM10: The LRM10 rack of Long-Range Missiles occupies a supporting fire role when mounted on most units, with fairly low damage balanced by low heat and ammunition consumption.
  • LRM15: Long-Range Missile 15 racks deal substantial damage and stability impact over distance, often found in pairs on indirect-fire support units.
  • LRM20: Often found as the secondary weapon on heavier units, 20 racks of Long-Range Missiles can deal decent damage while a unit closes range, but they chew through ammunition.
Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier
LRM5 Irian 2 1 4x5 2x5 6 80,000 0
LRM5 + Delta 2 1 4x5 3x5 6 80,000 2
LRM5 + LongFire 2 1 4x5 2x5 6 +25% 90,000 1
LRM5 + Telos 2 1 5x5 2x5 6 90,000 2
LRM5 + + Delta 2 1 4x5 5x5 6 100,000 4
LRM5 + + LongFire 2 1 4x5 2x5 6 +50% 100,000 2
LRM5 + + Telos 2 1 6x5 2x5 6 110,000 4
LRM5 + + Zeus 2 1 4x5 3x5 6 +25% 100,000 3
LRM5 + + + Zeus 2 1 4x5 4x5 6 +50% 120,000 5
LRM10 Jackson 5 2 4x10 2x10 12 150,000 0
LRM10 + Delta 5 2 4x10 3x10 12 160,000 2
LRM10 + LongFire 5 2 4x10 2x10 12 160,000 1
LRM10 + Telos 5 2 5x10 2x10 12 180,000 2
LRM10 + + Delta 5 2 4x10 5x10 12 200,000 4
LRM10 + + LongFire 5 2 4x10 2x10 12 +50% 170,000 2
LRM10 + + Telos 5 2 6x10 2x10 12 200,000 4
LRM10 + + Zeus 5 2 4x10 3x10 12 +25% 170,000 3
LRM10 + + + Zeus 5 2 4x10 4x10 12 +50% 200,000 5
LRM15 Irian 7 3 4x15 2x15 15 220,000 0
LRM15 + Delta 7 3 4x15 3x15 15 250,000 2
LRM15 + LongFire 7 3 4x15 2x15 15 +25% 230,000 1
LRM15 + Telos 7 3 5x15 2x15 15 260,000 2
LRM15 + + Delta 7 3 4x15 5x15 15 300,000 4
LRM15 + + LongFire 7 3 4x15 2x15 15 +50% 240,000 2
LRM15 + + Telos 7 3 6x15 2x15 15 310,000 4
LRM15 + + Zeus 7 3 4x15 3x15 15 +25% 260,000 3
LRM15 + + + Zeus 7 3 4x15 4x15 15 +50% 290,000 5
LRM20 Jackson 10 4 4x20 2x20 18 290,000 0
LRM20 + Delta 10 4 4x20 3x20 18 320,000 2
LRM20 + LongFire 10 4 4x20 2x20 18 +25% 300,000 1
LRM20 + Telos 10 4 5x20 2x20 18 340,000 2
LRM20 + + Delta 10 4 4x20 4x20 18 350,000 4
LRM20 + + LongFire 10 4 4x20 2x20 18 +50% 310,000 2
LRM20 + + Telos 10 4 6x20 2x20 18 400,000 4
LRM20 + + Zeus 10 4 4x20 3x20 18 +25% 330,000 3
LRM20 + + + Zeus 10 4 4x20 4x20 18 +50% 370,000 5