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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== === Small laser === 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. {| class="wikitable" ! rowspan="2" width="10%" |Name ! rowspan="2" width="10%" |Manufacturer ! colspan="2" |Mounting ! colspan="3" width="15%" |Damage ! colspan="3" width="10%" |Combat performance ! rowspan="2" width="10%" |Value ! rowspan="2" |Rarity |- !Tonnage !Slots !Direct !Stability ![[Heat]] !Heat generated !Accuracy Modifier !Critical Multiplier |- |S Laser |Martell |0.5 |1 |20 | rowspan="9" | | rowspan="9" | |6 | +1 | |20,000 |0 |- |S Laser + |Diverse Optics |0.5 |1 |20 |6 |'''<u>+2</u>''' | |30,000 |2 |- |S Laser + |ExoStar |0.5 |1 |20 |6 | +1 |'''<u>+25%</u>''' |30,000 |1 |- |S Laser + |Magna |0.5 |1 |'''<u>25</u>''' |6 | +1 | |30,000 |2 |- |S Laser + + |Diverse Optics |0.5 |1 |20 |6 |'''<u>+4</u>''' | |40,000 |4 |- |S Laser + + |ExoStar |0.5 |1 |20 |6 | +1 |'''<u>+50%</u>''' |30,000 |2 |- |S Laser + + |Intek |0.5 |1 |'''<u>25</u>''' |6 | +1 |'''<u>+25%</u>''' |30,000 |3 |- |S Laser + + |Magna |0.5 |1 |'''<u>30</u>''' |6 | +1 | |40,000 |4 |- |S Laser + + + |Intek |0.5 |1 |'''<u>30</u>''' |6 | +1 |'''<u>+50%</u>''' |40,000 |5 |} === Small pulse laser === 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. {| class="wikitable" ! rowspan="2" width="10%" |Name ! rowspan="2" width="10%" |Manufacturer ! colspan="2" |Mounting ! colspan="3" width="15%" |Damage ! colspan="3" width="10%" |Combat performance ! rowspan="2" width="10%" |Value ! rowspan="2" |Rarity |- !Tonnage !Slots !Direct !Stability ![[Heat]] !Heat generated !Accuracy Modifier !Critical Multiplier |- |S Pulse |SCI |1 |1 |35 |0 |0 |12 | +2 | |140,000 |20 |- |S Pulse + |? |1 |1 |'''<u>40</u>''' |0 |0 |'''<u>11</u>''' |<nowiki>+2</nowiki> | | | |- |S Pulse + + |Firmir |1 |1 |'''<u>45</u>''' |0 |0 |'''<u>10</u>''' |<nowiki>+2</nowiki> | |800,000 |? |} === Small laser extended range === 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. {| class="wikitable" ! rowspan="2" width="10%" |Name ! rowspan="2" width="10%" |Manufacturer ! colspan="2" |Mounting ! colspan="3" width="15%" |Damage ! colspan="3" width="10%" |Combat performance ! rowspan="2" width="10%" |Value ! rowspan="2" |Rarity |- !Tonnage !Slots !Direct !Stability ![[Heat]] !Heat generated !Accuracy Modifier !Critical Multiplier |- |ER S Laser |SCI |0.5 |1 |30 |0 |0 |10 | +1 | +25% |210,000 |20 |- |ER S Laser + |Diverse Optics |0.5 |1 |'''<u>35</u>''' |0 |0 |10 |<nowiki>+1</nowiki> | +25% |440,000 |? |- |ER S Laser + + |Blazefire |0.5 |1 |'''<u>40</u>''' |0 |0 |10 | +1 | +25% |660,000 |? |} === Machine gun === 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] {| class="wikitable" ! rowspan="2" width="10%" |Name ! rowspan="2" width="10%" |Manufacturer ! colspan="2" |Mounting ! colspan="3" width="15%" |Damage ! colspan="3" width="10%" |Combat performance ! rowspan="2" width="10%" |Value ! rowspan="2" |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 |- |MG + |Brigadier |0.5 |1 |'''<u>30 (3x10)</u>''' |0 |0 |0 | | +50% |20,000 | |- |MG + |VMI |0.5 |1 |15 (3x5) |0 |0 |0 | |'''<u>+75%</u>''' |15,000 | |- |MG + + |Brigadier |0.0 |1 |'''<u>30 (3x10)</u>''' |0 |0 |0 | | +50% |40,000 | |- |MG + + |VMI |'''<u>0</u>''' |1 |15 (3x5) |0 |0 |0 | |'''<u>+100%</u>''' |30,000 | |} === Flamer === 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. {| class="wikitable" ! rowspan="2" width="10%" |Name ! rowspan="2" width="10%" |Manufacturer ! colspan="2" |Mounting ! colspan="3" width="15%" |Damage ! colspan="3" width="10%" |Combat performance ! rowspan="2" width="10%" |Value ! rowspan="2" |Rarity |- !Tonnage !Slots !Direct !Stability ![[Heat]] !Heat generated !Accuracy Modifier !Critical Multiplier |- |Flamer |Skylight |1 |1 |5 | rowspan="3" | |10 | rowspan="3" | | rowspan="3" | | rowspan="3" | |20,000 |0 |- |Flamer + |Hotshot |1 |1 |'''<u>10</u>''' |10 |30,000 |2 |- |Flamer ++ |Olympus |1 |1 |5 |'''<u>15</u>''' |30,000 |4 |} [[Category:Antipersonnel weapons| ]]
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