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Weapon & Equipment Information |
General Details
Name: LRM 10
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
4
1/Msl (6)
6/7/14/21 (Long)
C
—
100,000
5.000
2
90.000
—
—
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
12
C
—
30,000
1
11.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
12
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
12
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
12
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
12
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
12
D
—
33,000
1
14.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
12
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
12
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
12
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
12
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
12
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
12
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
0.3/0.4 * 0.6/0.8 * 0.6/0.8 * — 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 10 MegaMek Output → Critical Slot: LRM 10
Record Sheet Output → Critical Slot: LRM 10
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
4
1/Msl (6)
–/7/14/21 (Long)
F
—
100,000
2.500
1
109.000
—
—
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
12
C
—
30,000
1
14.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
18.200
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
12
E
—
60,000
1
14.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
12
F
—
150,000
1
14.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
12
C
—
30,000
1
14.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
21.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
14.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
21.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
12
E
—
60,000
1
14.000
✔
—
2828
—
—
TW (p. 142)
Smoke
12
C
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
14.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
14.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
0.6/0.8/0.84 * 0.6/0.8/0.84 * 0.6/0.8/0.84 * — 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 10 MegaMek Output → Critical Slot: CLLRM10
Record Sheet Output → Critical Slot: LRM 10
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
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
4
1/Msl
6/7/14/21
C
—
100,000
5.000
2
90.000
—
—
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
12
C
—
30,000
1
11.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
12
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
12
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
12
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
12
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
12
D
—
33,000
1
14.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
12
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
12
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
12
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
12
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
12
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
12
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
0.3/0.4 * 0.6/0.8 * 0.6/0.8 * — 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 10 MegaMek Output → Critical Slot: LRM 10
Record Sheet Output → Critical Slot: LRM 10
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
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
4
1/Msl
–/7/14/21
F
—
100,000
2.500
1
109.000
—
—
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
12
C
—
30,000
1
14.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
18.200
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
12
E
—
60,000
1
14.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
12
F
—
150,000
1
14.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
12
C
—
30,000
1
14.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
21.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
14.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
21.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
12
E
—
60,000
1
14.000
✔
—
2828
—
—
TW (p. 142)
Smoke
12
C
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
14.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
14.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
4
0.6/0.8/0.84 * 0.6/0.8/0.84 * 0.6/0.8/0.84 * — 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 10 MegaMek Output → Critical Slot: CLLRM10
Record Sheet Output → Critical Slot: LRM 10
Clan Data (ProtoMechs)
Prototype Date: | ~2820 |
Production Date: | 2824 |
Extinction Date: | — |
Recovery Date: | — |
WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
–
1/Msl
–/7/14/21
F
X-X-E-E
100,000
2
1
109.000
—
—
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
—
2,500
0.0833
14.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
1
E
—
7,500
0.0833
18.200
✔
3057
—
—
—
TO:AUE (p. 180)
Flare
1
C
—
2,500
0.0833
14.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
1
E
—
5,000
0.1666
21.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
1
D
—
5,000
0.0833
17.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
1
C
—
5,000
0.1666
21.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
1
D
—
3,750
0.0833
14.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
1
E
—
5,000
0.0833
14.000
✔
—
2828
—
—
TW (p. 142)
Smoke
1
C
—
3,750
0.0833
14.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
1
E
—
5,000
0.0833
14.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
1
E
—
5,000
0.0833
14.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.6 0.6 0.6 — 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: CLLRM10
Record Sheet Output → Critical Slot: LRM 10
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
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
1/Msl
6/7/14/21
C
—
100,000
5.000
1
90.000
—
—
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
12
C
—
30,000
1
11.000
✔
—
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
12
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
12
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
12
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
12
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
12
D
—
33,000
1
14.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
12
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
12
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
12
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
12
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
12
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
12
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.3/0.4 * 0.6/0.8 * 0.6/0.8 * — 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 10 MegaMek Output → Critical Slot: LRM 10
Record Sheet Output → Critical Slot: LRM 10
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
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
1/Msl
–/7/14/21
F
—
100,000
2.500
1
109.000
—
—
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
12
C
—
30,000
1
14.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
12
E
—
90,000
1
18.200
✔
3057
—
—
—
TO:AUE (p. 180)
Artemis IV
12
E
—
60,000
1
14.000
✔
—
2818
—
—
TM (p. 207)
Artemis V
12
F
—
150,000
1
14.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Flare
12
C
—
30,000
1
14.000
✔
~2376
2377
—
—
TM (p. 230)
Follow-the-Leader
6
E
—
60,000
1
21.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
12
D
—
60,000
1
14.000
✔
~2375
2377
—
—
TM (p. 230)
Heat-Seeking
6
C
—
60,000
1
21.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
12
D
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Narc
12
E
—
60,000
1
14.000
✔
—
2828
—
—
TW (p. 142)
Smoke
12
C
—
45,000
1
14.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
12
E
—
60,000
1
14.000
✔
~2615
2621
—
—
TO:AUE (p. 183)
Thunder
12
E
—
60,000
1
14.000
✔
~2618
2620
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.6/0.8/0.84 * 0.6/0.8/0.84 * 0.6/0.8/0.84 * — 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 10 MegaMek Output → Critical Slot: CLLRM10
Record Sheet Output → Critical Slot: LRM 10
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