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Weapon & Equipment Information |
General Details
Name: MML 9
Type (Category): Weapon (Missile)
Reference: TechManual (p. 229)
Description: Description not provided
Game Rules: Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date: | ~3067 |
Production Date: | 3068 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech 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 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
5
1-2/Sht (5/10)
* (*)
E
—
125,000
6.000
5
86.000
—
—
* See rules for this equipment 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
LRM
13
C
—
30,000
1
11.000
✔
2295
2300
—
—
TM (p. 229)
LRM / Anti-Radiation
13
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
LRM / Anti-TSM
13
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
LRM / Artemis IV
13
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
LRM / Dead-Fire
13
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
LRM / Empty
0
C
—
0
1
0.000
—
—
2295
—
—
TM (p. 229)
LRM / Flare
13
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
LRM / Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
LRM / Fragmentation
13
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
LRM / Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
LRM / Incendiary
13
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
LRM / Listen-Kill
13
D
—
33,000
1
27.000
✔
~3037
—
3040
—
IO:AE (p. 99)
LRM / Magnetic Pulse
13
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
LRM / Mine Clearance
13
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
LRM / Narc
13
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
LRM / Semi-Guided
13
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
LRM / Smoke
13
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
LRM / Swarm
13
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
LRM / Swarm-I
13
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
LRM / Thunder
13
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
LRM / Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
LRM / Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
LRM / Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
LRM / Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
SRM
11
C
—
27,000
1
11.000
✔
2365
2370
—
—
TM (p. 229)
SRM / Acid
5
E
—
54,000
1
22.000
✔
3053
—
—
—
TO:AUE (p. 179)
SRM / Anti-Radiation
11
E
—
81,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
SRM / Anti-TSM
11
E
—
54,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
SRM / Artemis IV
11
E
—
54,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
SRM / Dead-Fire
11
C
—
16,200
1
15.000
✔
3052
—
—
—
IO:AE (p. 125)
SRM / Empty
0
C
—
0
1
0.000
—
—
2365
—
—
TM (p. 229)
SRM / Fragmentation
11
D
—
54,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
SRM / Heat-Seeking
5
C
—
54,000
1
16.500
✔
~2365
2370
—
—
TO:AUE (p. 181)
SRM / Inferno
11
B
—
13,500
1
11.000
✔
~2370
2380
—
—
TM (p. 231)
SRM / Listen-Kill
11
D
—
29,700
1
13.000
✔
~3037
—
3040
—
IO:AE (p. 99)
SRM / Magnetic Pulse
11
E
—
135,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
SRM / Mine Clearance
11
C
—
108,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
SRM / Narc
11
E
—
54,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
SRM / Smoke
11
C
—
40,500
1
11.000
✔
2333
2370
—
—
TO:AUE (p. 183)
SRM / Tandem Charge
5
E
—
135,000
1
22.000
✔
2757
—
—
—
TO:AUE (p. 184)
SRM / Tear Gas
11
C
—
40,500
1
11.000
✔
~2370
2375
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
5
1.0/1.4 * 0.75/1.05 * 0.5/0.7 * — Indirect Fire, Long-Range Missiles, Short-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. 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
MegaMek Output → Weapon List: MML 9 MegaMek Output → Critical Slot: ISMML9
Record Sheet Output → Critical Slot: MML 9
Inner Sphere Data (IndustrialMechs)
Prototype Date: | ~3067 |
Production Date: | 3068 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech 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 WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
5
1-2/Sht
*
E
—
125,000
6.000
5
86.000
—
—
* See rules for this equipment 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
LRM
13
C
—
30,000
1
11.000
✔
2295
2300
—
—
TM (p. 229)
LRM / Anti-Radiation
13
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
LRM / Anti-TSM
13
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
LRM / Artemis IV
13
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
LRM / Dead-Fire
13
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
LRM / Empty
0
C
—
0
1
0.000
—
—
2295
—
—
TM (p. 229)
LRM / Flare
13
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
LRM / Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
LRM / Fragmentation
13
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
LRM / Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
LRM / Incendiary
13
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
LRM / Listen-Kill
13
D
—
33,000
1
27.000
✔
~3037
—
3040
—
IO:AE (p. 99)
LRM / Magnetic Pulse
13
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
LRM / Mine Clearance
13
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
LRM / Narc
13
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
LRM / Semi-Guided
13
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
LRM / Smoke
13
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
LRM / Swarm
13
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
LRM / Swarm-I
13
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
LRM / Thunder
13
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
LRM / Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
LRM / Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
LRM / Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
LRM / Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
SRM
11
C
—
27,000
1
11.000
✔
2365
2370
—
—
TM (p. 229)
SRM / Acid
5
E
—
54,000
1
22.000
✔
3053
—
—
—
TO:AUE (p. 179)
SRM / Anti-Radiation
11
E
—
81,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
SRM / Anti-TSM
11
E
—
54,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
SRM / Artemis IV
11
E
—
54,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
SRM / Dead-Fire
11
C
—
16,200
1
15.000
✔
3052
—
—
—
IO:AE (p. 125)
SRM / Empty
0
C
—
0
1
0.000
—
—
2365
—
—
TM (p. 229)
SRM / Fragmentation
11
D
—
54,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
SRM / Heat-Seeking
5
C
—
54,000
1
16.500
✔
~2365
2370
—
—
TO:AUE (p. 181)
SRM / Inferno
11
B
—
13,500
1
11.000
✔
~2370
2380
—
—
TM (p. 231)
SRM / Listen-Kill
11
D
—
29,700
1
13.000
✔
~3037
—
3040
—
IO:AE (p. 99)
SRM / Magnetic Pulse
11
E
—
135,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
SRM / Mine Clearance
11
C
—
108,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
SRM / Narc
11
E
—
54,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
SRM / Smoke
11
C
—
40,500
1
11.000
✔
2333
2370
—
—
TO:AUE (p. 183)
SRM / Tandem Charge
5
E
—
135,000
1
22.000
✔
2757
—
—
—
TO:AUE (p. 184)
SRM / Tear Gas
11
C
—
40,500
1
11.000
✔
~2370
2375
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
5
1.0/1.4 * 0.75/1.05 * 0.5/0.7 * — Indirect Fire, Long-Range Missiles, Short-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. 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
MegaMek Output → Weapon List: MML 9 MegaMek Output → Critical Slot: ISMML9
Record Sheet Output → Critical Slot: MML 9
Inner Sphere Data (Combat Vehicles)
Prototype Date: | ~3067 |
Production Date: | 3068 |
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
1-2/Sht
*
E
—
125,000
6.000
1
86.000
—
—
* See rules for this equipment 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
LRM
13
C
—
30,000
1
11.000
✔
2295
2300
—
—
TM (p. 229)
LRM / Anti-Radiation
13
E
—
90,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
LRM / Anti-TSM
13
E
—
60,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
LRM / Artemis IV
13
E
—
60,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
LRM / Dead-Fire
13
C
—
18,000
1
17.000
✔
3052
—
—
—
IO:AE (p. 125)
LRM / Empty
0
C
—
0
1
0.000
—
—
2295
—
—
TM (p. 229)
LRM / Flare
13
C
—
30,000
1
11.000
✔
~2376
2377
2790
3054
TM (p. 230)
LRM / Follow-the-Leader
6
E
—
60,000
1
16.500
✔
3053
—
—
—
TO:AUE (p. 180)
LRM / Fragmentation
13
D
—
60,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
LRM / Heat-Seeking
6
C
—
60,000
1
16.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
LRM / Incendiary
13
D
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 181)
LRM / Listen-Kill
13
D
—
33,000
1
27.000
✔
~3037
—
3040
—
IO:AE (p. 99)
LRM / Magnetic Pulse
13
E
—
150,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
LRM / Mine Clearance
13
C
—
120,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
LRM / Narc
13
E
—
60,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
LRM / Semi-Guided
13
E
—
90,000
1
11.000
✔
3053
3057
—
—
TM (p. 231)
LRM / Smoke
13
C
—
45,000
1
11.000
✔
2341
2342
—
—
TO:AUE (p. 183)
LRM / Swarm
13
E
—
60,000
1
11.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
LRM / Swarm-I
13
E
—
90,000
1
13.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
LRM / Thunder
13
E
—
60,000
1
11.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
LRM / Thunder-Active
6
E
—
90,000
1
11.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
LRM / Thunder-Augmented
6
E
—
120,000
1
11.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
LRM / Thunder-Inferno
6
E
—
30,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
LRM / Thunder-Vibrabomb
6
E
—
75,000
1
11.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
SRM
11
C
—
27,000
1
11.000
✔
2365
2370
—
—
TM (p. 229)
SRM / Acid
5
E
—
54,000
1
22.000
✔
3053
—
—
—
TO:AUE (p. 179)
SRM / Anti-Radiation
11
E
—
81,000
1
14.300
✔
3066
—
—
—
TO:AUE (p. 180)
SRM / Anti-TSM
11
E
—
54,000
1
11.000
✔
3026
—
—
—
IO:AE (p. 98)
SRM / Artemis IV
11
E
—
54,000
1
11.000
✔
2592
2598
—
—
TM (p. 207)
SRM / Dead-Fire
11
C
—
16,200
1
15.000
✔
3052
—
—
—
IO:AE (p. 125)
SRM / Empty
0
C
—
0
1
0.000
—
—
2365
—
—
TM (p. 229)
SRM / Fragmentation
11
D
—
54,000
1
11.000
✔
~2375
2377
2790
3054
TM (p. 230)
SRM / Heat-Seeking
5
C
—
54,000
1
16.500
✔
~2365
2370
—
—
TO:AUE (p. 181)
SRM / Inferno
11
B
—
13,500
1
11.000
✔
~2370
2380
—
—
TM (p. 231)
SRM / Listen-Kill
11
D
—
29,700
1
13.000
✔
~3037
—
3040
—
IO:AE (p. 99)
SRM / Magnetic Pulse
11
E
—
135,000
1
22.000
✔
3055
—
3065
—
TO:AUE (p. 182)
SRM / Mine Clearance
11
C
—
108,000
1
11.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
SRM / Narc
11
E
—
54,000
1
11.000
✔
~2520
2587
—
—
TW (p. 142)
SRM / Smoke
11
C
—
40,500
1
11.000
✔
2333
2370
—
—
TO:AUE (p. 183)
SRM / Tandem Charge
5
E
—
135,000
1
22.000
✔
2757
—
—
—
TO:AUE (p. 184)
SRM / Tear Gas
11
C
—
40,500
1
11.000
✔
~2370
2375
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
1.0/1.4 * 0.75/1.05 * 0.5/0.7 * — Indirect Fire, Long-Range Missiles, Short-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. 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
MegaMek Output → Weapon List: MML 9 MegaMek Output → Critical Slot: ISMML9
Record Sheet Output → Critical Slot: MML 9
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