Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  ATM 12
Type (Category):  Weapon (Missile)
Reference:  TechManual (p. 229)

Description:
A semi-flexible weapon system presently available only to the Clans, the ATM (Advanced Tactical Missile) launcher features three selectable ammunition types specialized for specific battlefield needs, and an integrated Artemis IV-style fire control system that enhances the accuracy of each cluster fired. Because of the enhanced electronics package and specialized feed mechanisms, the ATM system cannot make use of other munitions beyond its own three types, which include standard armor-defeating missiles (balancing range over warhead yield), high-explosive warheads (sacrificing propellants for larger and more powerful warheads), and extended-range munitions (which place proportionately more propellant in each missile, for a reduced explosive yield but greater reach). ATMs are typically mounted in rack multiples of three tubes each.

Rather than attempt to match the sophistication of the ATM system itself, Inner Sphere engineers have instead focused more on the specialized munitions, preferring to mate the abilities of the warheads with the far more populous and logistically supported LRM and SRM designs already available.

Game Rules:
Missile launchers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially loaded missile ammo bins are always live and will explode per standard rules if critically hit during game play.

Resolve an attack with an ATM system in the same way as a standard LRM attack, with the following exceptions.

The ATM includes an integral Artemis IV targeting system at no cost in space or tonnage; add +2 to the Cluster Hits Table die roll for the weapon. The integral system functions exactly like standard Artemis IV, and may be jammed by enemy ECM. In addition, ATM launchers cannot use any special missile munitions, aside from the two variants specifically designed for them.

An ATM can use two custom-made ammunition loads: extended-range (ER) and high-explosive (HE). These are unique to the ATM; other launchers cannot use them. Like other special munitions, they must be carried in full-ton lots, and the controlling player must announce the missile type to be used during weapon attack declaration.

Damage from ATM hits is divided into 5-point Damage Value groupings, regardless of missile type used. Multiply the Cluster Hits Table result by the damage per missile, then divide the total damage into 5-point groupings for hit location.

The ATM may not fire indirectly using the LRM Indirect Fire rules.
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Clan Data (BattleMechs)
Prototype Date:  ~3052
Production Date:  ~3053
Extinction Date:  
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
8
2/Msl (20)
4/5/10/15 (Medium)
F
X-X-D-D
350,000
7
5
212.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3052
~3052
Experimental
~3053
Standard

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
5
F
X-X-D-D
75,000
1
52.000
~3052
~3053
TM (p. 229)
ER
5
F
X-X-D-D
75,000
1
52.000
~3052
3053
TM (p. 229)
HE
5
F
X-X-D-D
75,000
1
52.000
~3052
3054
TM (p. 229)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Special Abilities
8

MegaMek Output → Weapon List:  ATM 12
MegaMek Output → Critical Slot:  CLATM12
Record Sheet Output → Critical Slot:  ATM 12