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Weapon & Equipment Information |
General Details
Name: LRM 5
Type (Category): Weapon (Missile)
Reference: TechManual (p. 229)
Description: Description not provided
Game Rules: Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsProtoMechsCombat Vehicles
Primitive/Inner Sphere Data (BattleMechs)
Prototype Date: | — |
Production Date: | 2300 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Primitive/Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System 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/Msl (3)
6/7/14/21 (Long)
C
—
30,000
2.000
1
45.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
6.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
7.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
24
E
—
60,000
1
6.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
24
E
—
60,000
1
6.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
24
C
—
18,000
1
9.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
24
C
—
30,000
1
6.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
9.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
6.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
9.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
24
D
—
33,000
1
7.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
24
E
—
150,000
1
12.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
24
C
—
120,000
1
6.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
24
E
—
60,000
1
6.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
24
E
—
90,000
1
6.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
24
C
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
6.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
24
E
—
90,000
1
7.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
6.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
12
E
—
90,000
1
6.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
12
E
—
120,000
1
6.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
12
E
—
30,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
12
E
—
75,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
2
0.15/0.2 * 0.3/0.4 * 0.3/0.4 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon’s damage when employed without any Artemis FCS; the value right of the slash indicates the weapon’s 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: LRM 5
Record Sheet Output → Critical Slot: LRM 5
Clan Data (BattleMechs)
Prototype Date: | ~2820 |
Production Date: | 2824 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System 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/Msl (3)
–/7/14/21 (Long)
F
—
30,000
1.000
1
55.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
7.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
9.100
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
24
E
—
60,000
1
7.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
24
F
—
150,000
1
7.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
24
C
—
30,000
1
7.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
10.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
7.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
10.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
24
E
—
60,000
1
7.000
✔
—
2828
—
—
TW (p. 142)
Smoke
24
C
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
7.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
7.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
2
0.3/0.4/0.42 * 0.3/0.4/0.42 * 0.3/0.4/0.42 * — Indirect Fire, Long-Range Missiles
* The first value indicates the weapon’s damage when employed without any Artemis FCS; the second value indicates the weapon’s damage when employed with an Artemis IV FCS; the third value indicates the weapon’s damage when used with the Artemis V 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: CLLRM5
Record Sheet Output → Critical Slot: LRM 5
Primitive/Inner Sphere Data (IndustrialMechs)
Prototype Date: | — |
Production Date: | 2300 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Primitive/Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System 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/Msl (3)
6/7/14/21 (Long)
C
—
30,000
2.000
1
45.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
6.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
7.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
24
E
—
60,000
1
6.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
24
E
—
60,000
1
6.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
24
C
—
18,000
1
9.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
24
C
—
30,000
1
6.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
9.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
6.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
9.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
24
D
—
33,000
1
7.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
24
E
—
150,000
1
12.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
24
C
—
120,000
1
6.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
24
E
—
60,000
1
6.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
24
E
—
90,000
1
6.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
24
C
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
6.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
24
E
—
90,000
1
7.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
6.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
12
E
—
90,000
1
6.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
12
E
—
120,000
1
6.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
12
E
—
30,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
12
E
—
75,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
2
0.15/0.2 * 0.3/0.4 * 0.3/0.4 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon’s damage when employed without any Artemis FCS; the value right of the slash indicates the weapon’s 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: LRM 5
Record Sheet Output → Critical Slot: LRM 5
Clan Data (IndustrialMechs)
Prototype Date: | ~2820 |
Production Date: | 2824 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System 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/Msl (3)
–/7/14/21 (Long)
F
—
30,000
1.000
1
55.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
7.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
9.100
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
24
E
—
60,000
1
7.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
24
F
—
150,000
1
7.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
24
C
—
30,000
1
7.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
10.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
7.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
10.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
24
E
—
60,000
1
7.000
✔
—
2828
—
—
TW (p. 142)
Smoke
24
C
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
7.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
7.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
2
0.3/0.4/0.42 * 0.3/0.4/0.42 * 0.3/0.4/0.42 * — Indirect Fire, Long-Range Missiles
* The first value indicates the weapon’s damage when employed without any Artemis FCS; the second value indicates the weapon’s damage when employed with an Artemis IV FCS; the third value indicates the weapon’s damage when used with the Artemis V 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: CLLRM5
Record Sheet Output → Critical Slot: LRM 5
Clan Data (ProtoMechs)
Prototype Date: | ~2820 |
Production Date: | 2824 |
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
– (–)
1/Msl (–)
–/7/14/21 (–)
F
X-X-E-E
50,000
1
1
55.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
1
C
—
1,250
0.04165
2.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
1
E
—
2,250
0.04165
2.600
✔
3057
—
—
—
TO:AUE (p. 180)
Flare
1
C
—
1,250
0.04165
2.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
1
E
—
2,500
0.0833
3.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
1
D
—
2,500
0.04165
9.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
1
C
—
2,500
0.0833
3.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
1
D
—
1,875
0.04165
2.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
1
E
—
2,500
0.04165
2.000
✔
—
2828
—
—
TW (p. 142)
Smoke
1
C
—
1,875
0.04165
2.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
1
E
—
2,500
0.04165
2.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
1
E
—
2,500
0.04165
2.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.3 0.3 0.3 — Indirect Fire, Long-Range Missiles
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 unit’s 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 ability’s 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.
MegaMek Output → Critical Slot: CLLRM5
Record Sheet Output → Critical Slot: LRM 5
Inner Sphere Data (Combat Vehicles)
Prototype Date: | — |
Production Date: | 2300 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System May not be mounted in the Body 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
0 (–)
1/Msl (3)
6/7/14/21 (Long)
C
—
30,000
2.000
1
45.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
6.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
7.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
24
E
—
60,000
1
6.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
24
E
—
60,000
1
6.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
24
C
—
18,000
1
9.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
24
C
—
30,000
1
6.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
9.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
6.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
9.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
24
D
—
33,000
1
7.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
24
E
—
150,000
1
12.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
24
C
—
120,000
1
6.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
24
E
—
60,000
1
6.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
24
E
—
90,000
1
6.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
24
C
—
45,000
1
6.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
6.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
24
E
—
90,000
1
7.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
6.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
12
E
—
90,000
1
6.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
12
E
—
120,000
1
6.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
12
E
—
30,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
12
E
—
75,000
1
6.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.15/0.2 * 0.3/0.4 * 0.3/0.4 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon’s damage when employed without any Artemis FCS; the value right of the slash indicates the weapon’s 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: LRM 5
Record Sheet Output → Critical Slot: LRM 5
Clan Data (Combat Vehicles)
Prototype Date: | ~2820 |
Production Date: | 2824 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System May not be mounted in the Body 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
0 (–)
1/Msl (3)
–/7/14/21 (Long)
F
—
30,000
1.000
1
55.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
24
C
—
30,000
1
7.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
24
E
—
90,000
1
9.100
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
24
E
—
60,000
1
7.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
24
F
—
150,000
1
7.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
24
C
—
30,000
1
7.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
12
E
—
60,000
1
10.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
24
D
—
60,000
1
7.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
12
C
—
60,000
1
10.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
24
D
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
24
E
—
60,000
1
7.000
✔
—
2828
—
—
TW (p. 142)
Smoke
24
C
—
45,000
1
7.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
24
E
—
60,000
1
7.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
24
E
—
60,000
1
7.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.3/0.4/0.42 * 0.3/0.4/0.42 * 0.3/0.4/0.42 * — Indirect Fire, Long-Range Missiles
* The first value indicates the weapon’s damage when employed without any Artemis FCS; the second value indicates the weapon’s damage when employed with an Artemis IV FCS; the third value indicates the weapon’s damage when used with the Artemis V 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 unit’s 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 ability’s 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.
MegaMek Output → Weapon List: LRM 5 MegaMek Output → Critical Slot: CLLRM5
Record Sheet Output → Critical Slot: LRM 5
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