Difference between revisions of "Support weapons"

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(→‎Machine gun: fixed Brigadier++ stats)
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The final category of weapons comprises '''anti-personnel or small weapons'''. This includes, the machine gun​, the
+
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
 
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
 
have a special feature: unlike larger weapons, they can be fired when you melee attack an
Line 7: Line 7:
 
* Flamers can decrease the performance of opponents by raising their heat levels.
 
* 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).
 
* All support weapons have a range of 90m (with the exception of extended range small laser, which has a range of 150m).
  +
 
==List==
 
==List==
   
Line 34: Line 35:
 
|1
 
|1
 
|20
 
|20
  +
| rowspan="9" |
|0
 
  +
| rowspan="9" |
|0
 
|5
+
|6
 
| +1
 
| +1
 
|
 
|
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|1
 
|1
 
|20
 
|20
|0
+
|6
  +
|'''<u>+2</u>'''
|0
 
|5
 
| +2
 
 
|
 
|
 
|30,000
 
|30,000
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|1
 
|1
 
|20
 
|20
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
| +25%
+
|'''<u>+25%</u>'''
 
|30,000
 
|30,000
 
|1
 
|1
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|0.5
 
|0.5
 
|1
 
|1
  +
|'''<u>25</u>'''
|25
 
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
 
|
 
|
Line 86: Line 81:
 
|1
 
|1
 
|20
 
|20
|0
+
|6
  +
|'''<u>+4</u>'''
|0
 
|5
 
| +4
 
 
|
 
|
 
|40,000
 
|40,000
Line 99: Line 92:
 
|1
 
|1
 
|20
 
|20
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
| +50%
+
|'''<u>+50%</u>'''
 
|30,000
 
|30,000
 
|2
 
|2
Line 111: Line 102:
 
|0.5
 
|0.5
 
|1
 
|1
  +
|'''<u>25</u>'''
|25
 
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
| +25%
+
|'''<u>+25%</u>'''
 
|30,000
 
|30,000
 
|3
 
|3
Line 124: Line 113:
 
|0.5
 
|0.5
 
|1
 
|1
  +
|'''<u>30</u>'''
|30
 
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
 
|
 
|
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|0.5
 
|0.5
 
|1
 
|1
  +
|'''<u>30</u>'''
|30
 
|0
+
|6
|0
 
|5
 
 
| +1
 
| +1
  +
|'''<u>+50%</u>'''
|
 
 
|40,000
 
|40,000
 
|5
 
|5
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|1
 
|1
 
|1
 
|1
|25
+
|35
 
|0
 
|0
 
|0
 
|0
|10
+
|12
 
| +2
 
| +2
 
|
 
|
 
|140,000
 
|140,000
 
|20
 
|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
  +
|?
 
|}
 
|}
   
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|0.5
 
|0.5
 
|1
 
|1
|20
+
|30
 
|0
 
|0
 
|0
 
|0
|15
+
|10
 
| +1
 
| +1
 
| +25%
 
| +25%
 
|210,000
 
|210,000
 
|20
 
|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 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.
+
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"
 
{| class="wikitable"
 
! rowspan="2" width="10%" |Name
 
! rowspan="2" width="10%" |Name
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|0.5
 
|0.5
 
|1
 
|1
  +
|15 (3x5)
|3
 
 
|0
 
|0
 
|0
 
|0
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|10,000
 
|10,000
 
|0
 
|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 ===
Flamer weapons are unique in that they deal little physical damage but instead expel superheated 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.
+
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"
 
{| class="wikitable"
 
! rowspan="2" width="10%" |Name
 
! rowspan="2" width="10%" |Name
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|-
 
|-
 
|Flamer
 
|Flamer
  +
|Skylight
|Western
 
|12
+
|1
|3
+
|1
|60
+
|5
  +
| rowspan="3" |
|20
 
|0
+
|10
  +
| rowspan="3" |
|15
 
  +
| rowspan="3" |
|
 
  +
| rowspan="3" |
|
 
|140,000
+
|20,000
 
|0
 
|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| ]]
 
[[Category:Antipersonnel weapons| ]]

Latest revision as of 23:30, 22 January 2021

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 6 +1 20,000 0
S Laser + Diverse Optics 0.5 1 20 6 +2 30,000 2
S Laser + ExoStar 0.5 1 20 6 +1 +25% 30,000 1
S Laser + Magna 0.5 1 25 6 +1 30,000 2
S Laser + + Diverse Optics 0.5 1 20 6 +4 40,000 4
S Laser + + ExoStar 0.5 1 20 6 +1 +50% 30,000 2
S Laser + + Intek 0.5 1 25 6 +1 +25% 30,000 3
S Laser + + Magna 0.5 1 30 6 +1 40,000 4
S Laser + + + Intek 0.5 1 30 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 35 0 0 12 +2 140,000 20
S Pulse + ? 1 1 40 0 0 11 +2
S Pulse + + Firmir 1 1 45 0 0 10 +2 800,000 ?

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 30 0 0 10 +1 +25% 210,000 20
ER S Laser + Diverse Optics 0.5 1 35 0 0 10 +1 +25% 440,000 ?
ER S Laser + + Blazefire 0.5 1 40 0 0 10 +1 +25% 660,000 ?

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
MG + Brigadier 0.5 1 30 (3x10) 0 0 0 +50% 20,000
MG + VMI 0.5 1 15 (3x5) 0 0 0 +75% 15,000
MG + + Brigadier 0.0 1 30 (3x10) 0 0 0 +50% 40,000
MG + + VMI 0 1 15 (3x5) 0 0 0 +100% 30,000

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