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Weapons & Equipment » Search » Improved LRM 20
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Weapon & Equipment Information |
General Details
Name: Improved LRM 20
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
6
1/Msl (12)
6/7/14/21 (Long)
F
X-D-X-X
250,000
5
4
181.000
—
—
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
6
C
—
30,000
1
23.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
6
E
—
90,000
1
29.900
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
60,000
1
23.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
60,000
1
23.000
✔
2592
2598
—
—
TM (p. 207)
Artemis V
8
F
—
150,000
1
23.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Dead-Fire
6
C
—
18,000
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
30,000
1
23.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
60,000
1
34.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
60,000
1
23.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
60,000
1
34.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
6
D
—
33,000
1
28.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
6
E
—
150,000
1
46.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
120,000
1
23.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
60,000
1
23.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
90,000
1
23.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
60,000
1
23.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
90,000
1
27.600
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
60,000
1
23.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
90,000
1
23.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
120,000
1
23.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
30,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
75,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
6
0.6/0.8/0.84 * 1.2/1.6/1.68 * 1.2/1.6/1.68 * — 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 20 MegaMek Output → Critical Slot: Improved LRM 20
Record Sheet Output → Critical Slot: Improved LRM 20
Clan Data (IndustrialMechs)
Prototype Date: | 2815 |
Production Date: | — |
Extinction Date: | 2831 |
Recovery Date: | 3080 |
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
6
1/Msl
6/7/14/21
F
X-D-X-X
250,000
5
4
181.000
—
—
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
6
C
—
30,000
1
23.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
6
E
—
90,000
1
29.900
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
60,000
1
23.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
60,000
1
23.000
✔
2592
2598
—
—
TM (p. 207)
Artemis V
8
F
—
150,000
1
23.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Dead-Fire
6
C
—
18,000
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
30,000
1
23.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
60,000
1
34.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
60,000
1
23.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
60,000
1
34.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
6
D
—
33,000
1
28.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
6
E
—
150,000
1
46.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
120,000
1
23.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
60,000
1
23.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
90,000
1
23.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
60,000
1
23.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
90,000
1
27.600
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
60,000
1
23.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
90,000
1
23.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
120,000
1
23.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
30,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
75,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
6
0.6/0.8/0.84 * 1.2/1.6/1.68 * 1.2/1.6/1.68 * — 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 20 MegaMek Output → Critical Slot: Improved LRM 20
Record Sheet Output → Critical Slot: Improved LRM 20
Clan Data (Combat Vehicles)
Prototype Date: | 2815 |
Production Date: | — |
Extinction Date: | 2831 |
Recovery Date: | 3080 |
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
6/7/14/21
F
X-D-X-X
250,000
5
1
181.000
—
—
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
6
C
—
30,000
1
23.000
✔
2295
2300
—
—
TM (p. 229)
Anti-Radiation
6
E
—
90,000
1
29.900
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
60,000
1
23.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
60,000
1
23.000
✔
2592
2598
—
—
TM (p. 207)
Artemis V
8
F
—
150,000
1
23.000
✔
~3061
3085
—
—
TO:AUE (p. 95)
Dead-Fire
6
C
—
18,000
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
30,000
1
23.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
60,000
1
34.500
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
60,000
1
23.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
60,000
1
34.500
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Listen-Kill
6
D
—
33,000
1
28.000
✔
~3037
—
3040
—
IO:AE (p. 99)
Magnetic Pulse
6
E
—
150,000
1
46.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
120,000
1
23.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
60,000
1
23.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
90,000
1
23.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
45,000
1
23.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
60,000
1
23.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
90,000
1
27.600
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
60,000
1
23.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
90,000
1
23.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
120,000
1
23.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
30,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
75,000
1
23.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.6/0.8/0.84 * 1.2/1.6/1.68 * 1.2/1.6/1.68 * — 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 20 MegaMek Output → Critical Slot: Improved LRM 20
Record Sheet Output → Critical Slot: Improved LRM 20
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