Viewing Weapons & Equipment
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
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
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
2300
Introductory

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
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
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
~2820
2823
Experimental
2824
Standard

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