Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Improved LRM 10
Type (Category):  Weapon (Missile)
Reference:  Interstellar Operations: Alternate Eras (p. 90)

Description:
A marvel of miniaturization, the Clans reduced the weight of their LRM launchers by half and somewhat reduced their bulk. Further improvements would create the familiar Clan LRM, which even eliminated the weapon’s minimum range deficiencies.

Going a different direction, however, were the improved SRMs that appeared a full year before the new LRMs. Utilizing more powerful launch mechanisms, the early Clan weapons-makers increased the SRMs’ effective range by one-third, even though launchers themselves remained about the same weight and size as their original counterparts. Combining this advancement with the more accurate Streak targeting system would eventually consign the improved SRM to obscurity, but not before other manufacturing upgrades enabled the Clans to shrink their standard SRM launchers to half their original weight.

Game Rules:
Improved LRM launchers come in all the same rack sizes as their Inner Sphere equivalents, and maintain the same heat, ranges, per-missile damage, cluster tables, and volley-per-ton values as well. Improved SRM launchers, meanwhile, use the same heat, permissile damage, cluster hits tables, and magazine sizes as their Inner Sphere counterparts—but boast the range brackets of the modern Clan Streak SRM instead.
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Clan Data (BattleMechs)
Prototype Date:  2815
Production Date:  
Extinction Date:  2831
Recovery Date:  3080

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)
6/7/14/21 (Long)
F
X-D-X-X
100,000
2.5
1
90.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2815
2830
Experimental
3080
Experimental

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
2295
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)
Artemis V
12
F
150,000
1
11.000
~3061
3085
TO:AUE (p. 95)
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
0.3/0.4/0.42 *
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:  Improved LRM 10
MegaMek Output → Critical Slot:  Improved LRM 10
Record Sheet Output → Critical Slot:  Improved LRM 10