Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  MML 3
Type (Category):  Weapon (Missile)
Technology:  Inner Sphere
Available To:  BattleMechs
Reference:  TechManual (p. 229)

Description:
Description not provided

Game Rules:
Game rules not provided

Construction Rules:
May be mounted on any available unit type in accordance with the unitís standard construction rules.
Inner Sphere Data
Prototype Date:  ~3067
Production Date:  3068
Extinction Date:  —
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
2 (2)
1-2/Sht (2/4)
* (*)
E
45,000
1.500
2
29.000
* See rules for this equipment

Additional Construction Rules
The following construction rules extend the ones previously listed and are applicable for this technology base:
 May be mounted with an Artemis Fire Control System

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3067
3067
Experimental
3068
Tournament Legal

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
LRM
40
C
30,000
1
4.000
2295
2300
TM (p. 229)
LRM / Anti-Radiation
40
E
90,000
1
5.200
3066
TO (p. 368)
LRM / Anti-TSM
40
E
60,000
1
4.000
3026
IO (p. 104)
LRM / Artemis IV
40
E
60,000
1
4.000
2592
2598
TM (p. 207)
LRM / Dead-Fire
40
C
18,000
1
3.000
3052
IO (p. 131)
LRM / Empty
0
C
0
1
0.000
2295
TM (p. 229)
LRM / Flare
40
C
30,000
1
4.000
~2376
2377
2790
3054
TM (p. 230)
LRM / Follow-the-Leader
20
E
60,000
1
6.000
3053
TO (p. 368)
LRM / Fragmentation
40
D
60,000
1
4.000
~2375
2377
2790
3054
TM (p. 230)
LRM / Heat-Seeking
20
C
60,000
1
6.000
~2390
2430
TO (p. 369)
LRM / Incendiary
40
D
45,000
1
4.000
2341
2342
TO (p. 370)
LRM / Listen-Kill
40
D
33,000
1
9.000
~3037
3040
IO (p. 105)
LRM / Magnetic Pulse
40
E
150,000
1
8.000
3055
3065
TO (p. 370)
LRM / Mine Clearance
40
C
120,000
1
4.000
~3065
3069
TO (p. 370)
LRM / Narc
40
E
60,000
1
4.000
~2520
2587
(p. 142)
LRM / Semi-Guided
40
E
90,000
1
4.000
3053
3057
TM (p. 231)
LRM / Smoke
40
C
45,000
1
4.000
2341
2342
TO (p. 371)
LRM / Swarm
40
E
60,000
1
4.000
~2615
2621
2833
3053
TO (p. 371)
LRM / Swarm-I
40
E
90,000
1
4.800
~3052
3057
TO (p. 371)
LRM / Thunder
40
E
60,000
1
4.000
~2618
2620
2840
3052
TO (p. 373)
LRM / Thunder-Active
20
E
90,000
1
4.000
~3054
3058
TO (p. 373)
LRM / Thunder-Augmented
20
E
120,000
1
4.000
~3054
3057
TO (p. 373)
LRM / Thunder-Inferno
20
E
30,000
1
4.000
~3054
3056
TO (p. 373)
LRM / Thunder-Vibrabomb
20
E
75,000
1
4.000
~3054
3056
TO (p. 373)
SRM
33
C
27,000
1
4.000
2365
2370
TM (p. 229)
SRM / Acid
16
E
54,000
1
8.000
3053
TO (p. 368)
SRM / Anti-Radiation
33
E
81,000
1
5.200
3066
TO (p. 368)
SRM / Anti-TSM
33
E
54,000
1
4.000
3026
IO (p. 104)
SRM / Artemis IV
33
E
54,000
1
4.000
2592
2598
TM (p. 207)
SRM / Dead-Fire
33
C
16,200
1
4.000
3052
IO (p. 131)
SRM / Empty
0
C
0
1
0.000
2365
TM (p. 229)
SRM / Fragmentation
33
D
54,000
1
4.000
~2375
2377
2790
3054
TM (p. 230)
SRM / Heat-Seeking
16
C
54,000
1
6.000
~2365
2370
TO (p. 369)
SRM / Inferno
33
B
13,500
1
4.000
~2370
2380
TM (p. 231)
SRM / Listen-Kill
33
D
29,700
1
4.000
~3037
3040
IO (p. 105)
SRM / Magnetic Pulse
33
E
135,000
1
8.000
3055
3065
TO (p. 370)
SRM / Mine Clearance
33
C
108,000
1
4.000
~3065
3069
TO (p. 370)
SRM / Narc
33
E
54,000
1
4.000
~2520
2587
(p. 142)
SRM / Smoke
33
C
40,500
1
4.000
2333
2370
TO (p. 371)
SRM / Tandem Charge
16
E
135,000
1
8.000
2757
TO (p. 372)
SRM / Tear Gas
33
C
40,500
1
4.000
~2370
2375
TO (p. 372)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
2
0.4/0.4 *
0.3/0.3 *
0.2/0.2 *
Indirect Fire, Long-Range Missiles, Short-Range Missiles
* The value left of the slash indicates the weaponís damage when employed without any Artemis FCS; the value right of the slash indicates the weaponís damage when employed with an Artemis IV FCS

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Indirect Fire (IF)
The Indirect Fire special ability allows a unit to attack a target without having a valid LOS to it via arcing missiles over the intervening obstacles, similar to how mortars and artillery work. This attack requires a friendly unit with a valid LOS to act as a spotter. The numerical rating for this ability indicates the amount of damage a successful indirect attack will deliver. Because they attack when other weapons cannot, damage from an indirect attack applies in place of the unitís normal weapon attack.

Units with the IF and LRM specials may make use of all alternate munitions and Special Pilot Abilities available to the LRM special when making indirect fire attacks, but are limited to using the LRM special abilityís long range value if it is lower than the IF special ability value.

 Long-Range Missiles (LRM)
This unit mounts a significant number of long-range missile launchers and may fire them together as an alternative weapon attack instead of a standard weapon attack. This ability enables the unit to use alternate LRM ammo for modified effects.

 Short-Range Missiles (SRM)
This unit mounts a significant number of short-range missile launchers and may fire them together as an alternative weapon attack instead of a standard weapon attack. This ability enables the unit to use alternate SRM ammo for modified effects

MTF Output → Weapon List:  MML 3
MTF Output → Critical Slot:  ISMML3
PDF Output → Critical Slot:  MML 3