Post by Overkill on Aug 20, 2009 13:07:42 GMT -5
List of mech weapons and systems.
All weapons have a short, medium and long range number as well as a damage and heat rating. A lower heat number is better, but not always a deciding factor. While not listed the more powerful a weapon is the heavier it is and more space it takes up in a machine. Also for ammo using weapons (AC's and Missiles), the more damage a weapon does the less ammo it tends to come with.
NOTE: All items in blue are considered advanced Technology. These items have only recently been redeveloped after centuries of being lost to mankind. They are expensive and rare and difficult to replace, but give a huge edge to any machine equiped with them. More advanced technology will become available as the years roll by.
Abreviations of note.
S=small
M=medium
L=Large
ER=Extended Range
AC=AutoCannon
PPC=Particle Projection Cannon
SRM=Short Range Missiles
LRM=Long Range Missiles
Energy Weapons:
PPC: High energy pulse shot. Often refered to as man made lightning. Good damage (10) and good range (6-12-18), but overheats. (10)
ER PPC- High energy pulse shot. Often refered to as man made lightning. Good damage (10) and great range (7-14-23), but overheats easily. (15)
S Laser, fires a sustained beam of energy for a short period of time. Used as a last resort weapon. Range (1-2-3), Damage (3), heat (1)
M Laser, fires a sustained beam of energy for a short period of time. Most common weapon on any machine. All other weapons are compared to this standard. Range (3-6-9), Damage (5), Heat (3)
L Laser, fires a sustained beam of energy for a short period of time. Range (5-10-15), Damage (8), heat (8)
ER L Laser, fires a sustained beam of energy for a short period of time. Range (7-14-19), damage (8), heat (12)
M Pulse Laser, Rapidly fires small bolts of energy allowing the pilot to 'track' his shots for better accuracy. Range; a dismal (2-4-6), Damage (6), heat (4), BUT gives a -2 bonus to hit.
Flamer: Gouts of ignited fuel used to deter infantry, burn down trees and buildings or even to heat up a mech. Range: (1-2-3), Damage (2 or 2 heat), Heat (3)
TAG: Target Acquisition Gear, A low level laser used to mark a target for Arrow IV artillery strikes. Range (5-9-15), Damage (0), Heat (0)
Ballistic Weapons:
Machine gun- Fires a spray of small bullets. Very weak against mechs and short ranges, but deadly to infantry. Range (1-2-3), Damage (2 or 2d6 vs. Infantry), Heat (0)
Autocannons- Fires high caliber bullets in a confined spread. There are many sizes;
AC 2: Best range in game 'right now' except artillery (8-16-24), lowest damage (2), heat (1), Inaccurate at point blank range
AC 5: Most common, Moderate damage (5), and range (6-12-18), heat (1), Inaccurate at point blank range
Ultra AC 5: Range (6-13-20), Damage (5 or 10), Heat (1 or 2). Weapon may fire TWICE if pilot chooses. Inaccurate at point blank range
AC 10: Good damage (10), but range is fair (5-10-15), Heat (3).
LB-10X Autocannon: A true shotgun, this AC may be loaded with regular as well as scattershot ammo. Range (6-12-18), Damage (10 or 1-10), Heat 2, Scatter shot gives a -1 to hit bonus, but does variable damage. *Note a machine may carry both types of ammo.
AC 20: Heavy damage (20), but only effective at short ranges (3-6-9) and may overheat (7).
Gauss Rifle- Fires a large, solid slug at hyper-sonic speeds. Excellent range (7-15-22) and damage (15), Heat (1), Inaccurate at point blank range, gasses within weapon may explode if hit, but ammo is innert. (my personal fav. bur really, really heavy!)
Missile Weapons:
NARC Missile Beacon- Small adhesive missile that stick to target's armor. It constantly sends out a signal allowing enemy mechs to know its location at all times and future missile strikes home in on the signal increasing accuracy. Range (3-6-9), Damage (0), Heat (0)
SRM 2: Also known as a 2 'rack', this missile launcher fires 2 heavy warheads. Range (3-6-9), Damage (2/missile), heat (1)
Streak SRM 2: Unlike the standard SRM's the 'Streak' version has better guidance systems. The system only fires if it accuires a 'lock', meaning either both missiles hit or they never leave the rack. This conserves ammo and reduces heat build up. (3-6-9), Damage (2/missile), heat (2)
SRM 4: Also known as a 4 'rack', this missile launcher fires 4 heavy warheads. Range (3-6-9), Damage (2/missile), heat (2)
SRM 6: Also known as a 6 'rack', this missile launcher fires 6 heavy warheads. Range (3-6-9), Damage (2/missile), heat (3)
LRM 5: Also known as a 5 'rack', this missile launcher fires 5 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (2), Inaccurate at point blank range
LRM 10: Also known as a 10 'rack', this missile launcher fires 10 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (4), Inaccurate at point blank range
LRM 15: Also known as a 15 'rack', this missile launcher fires 15 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (5), Inaccurate at point blank range
LRM 20: Also known as a 20 'rack', this missile launcher fires 20 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (6), Inaccurate at point blank range
Arrow IV A light weight Artillery System used in conjunction with a TAG to deliver highly accurate artillery fire. Range (1 mile), Damage (20/10), heat (10), causes collateral damage.
Hand to Hand Weapons:
Hatchet: Used more like a club this weapon doubles the damage of a regular punch attack. Range (1), Damage (depends on Mechs tonnage), Heat (0)
Defensive Systems-
AMS- Anti-Missile-System that fires, detonating missiles before they can reach their target. Range (1), Damage (1d6 missiles destroyed) heat (1). Uses a lot of ammo very quickly.
Guardian ECM- Electronic Counter Measures. Used to break target locks or jam systems such as Artemis IV, Beagle Active Probes, C3, NARC, and Communications. Range (6)
CASE- Cellular Ammunition Storage Equipment is a damage control device that shunts the energy of an ammuntion explosion, safley out and away from the mech. Without this a catastrophic explossion may occure resulting in machine destruction and maybe pilot death.
Ferro-fibrous armor Improved armor made of woven fibers of ferro-steel and ferro-titanium increasing it's tensile strength. Bulky, but gives the machine 'bunus' armor points per ton. (My least favorite advancement)
Miscillainious Equipment:
Beagle Active Probe: An active sensor suite that helps detect and identify hidden and even shut down units and allows the machine to 'scan' close by enemy mechs and vehicles and gain information about them. While ECM may jam the Beagle, the pilot knows he's being jammed. Range (4)
Double Heat Sinks: A wonder in technology that literally doubles the heat efficiency of a regular Heat sink. (Best overall technology for most mechs). Takes a lot of time and money to upgrade do to most heat sinks being buit within the Fusion Engine requiring a complete overhaul.
Jump Jets- Rockets attached to a mech to give them the ability to lift up off the ground and hover in the air for a short time. Great for leaping over rivers, pits and even mountains.
Artemis IV fire Control System This system links with any standard SRM or LRM rack greatly increasing the number of missiles in a cluster that hit a target. Note, must have one per missile system.
C3 Network RARE computer system that links from 4-12 mechs or vehicles into a network. This allows for better coordinated fire and accuracy as teammates relay information to eachothers targeting systems. The system works on a master/slave concept. For every 3 slaves there must be a Master computer to connect them. The Master PC is five times heavier then the slaves.
MASC Myomer Accelerator Signal Circuitry allows a mech to put on a burst of speed by increasing signals to the mechs Leg myomer bundles (muscles). Prolonged use causes great heat build up and can on occasion freeze up the bundles rendering the mech immobile.
Triple Strength Myomer Simular to the MASC system the Myomer bundles in the mechs limbs are three times as strong as normal myomer cables. This allows the mech to cause significantly more damage from physical attacks. Note the system may NOT be installed in conjunction with MASC. It's one or the other. (really fun with Hatchets)
Endosteel Structure The standard skelletal chasis of a mech is upgraded to this light weight durable alloy that can only be manufactured in zero gravity. Expensive and hard to come by and repair this technology frees up valuable tonnage that can be used for weapons, armor or equipment. This is a major overhaul and will need approval from command.
XL Engine: Engines are always the heaviest piece of equipment in any mech. eXtraLight Engines free up massive amounts of tonnage that can be used to upgrade or install new weapons, armor, equipment or just a stronger engine for raw speed increase. The XL ironicly also stands for eXtraLarge Engine as it takes up more room within the mech making it easier to damage during combat. (Best used on heavier mechs that can boast better protection) Note this is one of those technologies that just as many people hate as love. It's not for everyone and these engines are expensive requiring a major overhaul and approval from Command.
All weapons have a short, medium and long range number as well as a damage and heat rating. A lower heat number is better, but not always a deciding factor. While not listed the more powerful a weapon is the heavier it is and more space it takes up in a machine. Also for ammo using weapons (AC's and Missiles), the more damage a weapon does the less ammo it tends to come with.
NOTE: All items in blue are considered advanced Technology. These items have only recently been redeveloped after centuries of being lost to mankind. They are expensive and rare and difficult to replace, but give a huge edge to any machine equiped with them. More advanced technology will become available as the years roll by.
Abreviations of note.
S=small
M=medium
L=Large
ER=Extended Range
AC=AutoCannon
PPC=Particle Projection Cannon
SRM=Short Range Missiles
LRM=Long Range Missiles
Energy Weapons:
PPC: High energy pulse shot. Often refered to as man made lightning. Good damage (10) and good range (6-12-18), but overheats. (10)
ER PPC- High energy pulse shot. Often refered to as man made lightning. Good damage (10) and great range (7-14-23), but overheats easily. (15)
S Laser, fires a sustained beam of energy for a short period of time. Used as a last resort weapon. Range (1-2-3), Damage (3), heat (1)
M Laser, fires a sustained beam of energy for a short period of time. Most common weapon on any machine. All other weapons are compared to this standard. Range (3-6-9), Damage (5), Heat (3)
L Laser, fires a sustained beam of energy for a short period of time. Range (5-10-15), Damage (8), heat (8)
ER L Laser, fires a sustained beam of energy for a short period of time. Range (7-14-19), damage (8), heat (12)
M Pulse Laser, Rapidly fires small bolts of energy allowing the pilot to 'track' his shots for better accuracy. Range; a dismal (2-4-6), Damage (6), heat (4), BUT gives a -2 bonus to hit.
Flamer: Gouts of ignited fuel used to deter infantry, burn down trees and buildings or even to heat up a mech. Range: (1-2-3), Damage (2 or 2 heat), Heat (3)
TAG: Target Acquisition Gear, A low level laser used to mark a target for Arrow IV artillery strikes. Range (5-9-15), Damage (0), Heat (0)
Ballistic Weapons:
Machine gun- Fires a spray of small bullets. Very weak against mechs and short ranges, but deadly to infantry. Range (1-2-3), Damage (2 or 2d6 vs. Infantry), Heat (0)
Autocannons- Fires high caliber bullets in a confined spread. There are many sizes;
AC 2: Best range in game 'right now' except artillery (8-16-24), lowest damage (2), heat (1), Inaccurate at point blank range
AC 5: Most common, Moderate damage (5), and range (6-12-18), heat (1), Inaccurate at point blank range
Ultra AC 5: Range (6-13-20), Damage (5 or 10), Heat (1 or 2). Weapon may fire TWICE if pilot chooses. Inaccurate at point blank range
AC 10: Good damage (10), but range is fair (5-10-15), Heat (3).
LB-10X Autocannon: A true shotgun, this AC may be loaded with regular as well as scattershot ammo. Range (6-12-18), Damage (10 or 1-10), Heat 2, Scatter shot gives a -1 to hit bonus, but does variable damage. *Note a machine may carry both types of ammo.
AC 20: Heavy damage (20), but only effective at short ranges (3-6-9) and may overheat (7).
Gauss Rifle- Fires a large, solid slug at hyper-sonic speeds. Excellent range (7-15-22) and damage (15), Heat (1), Inaccurate at point blank range, gasses within weapon may explode if hit, but ammo is innert. (my personal fav. bur really, really heavy!)
Missile Weapons:
NARC Missile Beacon- Small adhesive missile that stick to target's armor. It constantly sends out a signal allowing enemy mechs to know its location at all times and future missile strikes home in on the signal increasing accuracy. Range (3-6-9), Damage (0), Heat (0)
SRM 2: Also known as a 2 'rack', this missile launcher fires 2 heavy warheads. Range (3-6-9), Damage (2/missile), heat (1)
Streak SRM 2: Unlike the standard SRM's the 'Streak' version has better guidance systems. The system only fires if it accuires a 'lock', meaning either both missiles hit or they never leave the rack. This conserves ammo and reduces heat build up. (3-6-9), Damage (2/missile), heat (2)
SRM 4: Also known as a 4 'rack', this missile launcher fires 4 heavy warheads. Range (3-6-9), Damage (2/missile), heat (2)
SRM 6: Also known as a 6 'rack', this missile launcher fires 6 heavy warheads. Range (3-6-9), Damage (2/missile), heat (3)
LRM 5: Also known as a 5 'rack', this missile launcher fires 5 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (2), Inaccurate at point blank range
LRM 10: Also known as a 10 'rack', this missile launcher fires 10 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (4), Inaccurate at point blank range
LRM 15: Also known as a 15 'rack', this missile launcher fires 15 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (5), Inaccurate at point blank range
LRM 20: Also known as a 20 'rack', this missile launcher fires 20 light warheads at excellent ranges. Range (7-14-21), Damage (1/missile), heat (6), Inaccurate at point blank range
Arrow IV A light weight Artillery System used in conjunction with a TAG to deliver highly accurate artillery fire. Range (1 mile), Damage (20/10), heat (10), causes collateral damage.
Hand to Hand Weapons:
Hatchet: Used more like a club this weapon doubles the damage of a regular punch attack. Range (1), Damage (depends on Mechs tonnage), Heat (0)
Defensive Systems-
AMS- Anti-Missile-System that fires, detonating missiles before they can reach their target. Range (1), Damage (1d6 missiles destroyed) heat (1). Uses a lot of ammo very quickly.
Guardian ECM- Electronic Counter Measures. Used to break target locks or jam systems such as Artemis IV, Beagle Active Probes, C3, NARC, and Communications. Range (6)
CASE- Cellular Ammunition Storage Equipment is a damage control device that shunts the energy of an ammuntion explosion, safley out and away from the mech. Without this a catastrophic explossion may occure resulting in machine destruction and maybe pilot death.
Ferro-fibrous armor Improved armor made of woven fibers of ferro-steel and ferro-titanium increasing it's tensile strength. Bulky, but gives the machine 'bunus' armor points per ton. (My least favorite advancement)
Miscillainious Equipment:
Beagle Active Probe: An active sensor suite that helps detect and identify hidden and even shut down units and allows the machine to 'scan' close by enemy mechs and vehicles and gain information about them. While ECM may jam the Beagle, the pilot knows he's being jammed. Range (4)
Double Heat Sinks: A wonder in technology that literally doubles the heat efficiency of a regular Heat sink. (Best overall technology for most mechs). Takes a lot of time and money to upgrade do to most heat sinks being buit within the Fusion Engine requiring a complete overhaul.
Jump Jets- Rockets attached to a mech to give them the ability to lift up off the ground and hover in the air for a short time. Great for leaping over rivers, pits and even mountains.
Artemis IV fire Control System This system links with any standard SRM or LRM rack greatly increasing the number of missiles in a cluster that hit a target. Note, must have one per missile system.
C3 Network RARE computer system that links from 4-12 mechs or vehicles into a network. This allows for better coordinated fire and accuracy as teammates relay information to eachothers targeting systems. The system works on a master/slave concept. For every 3 slaves there must be a Master computer to connect them. The Master PC is five times heavier then the slaves.
MASC Myomer Accelerator Signal Circuitry allows a mech to put on a burst of speed by increasing signals to the mechs Leg myomer bundles (muscles). Prolonged use causes great heat build up and can on occasion freeze up the bundles rendering the mech immobile.
Triple Strength Myomer Simular to the MASC system the Myomer bundles in the mechs limbs are three times as strong as normal myomer cables. This allows the mech to cause significantly more damage from physical attacks. Note the system may NOT be installed in conjunction with MASC. It's one or the other. (really fun with Hatchets)
Endosteel Structure The standard skelletal chasis of a mech is upgraded to this light weight durable alloy that can only be manufactured in zero gravity. Expensive and hard to come by and repair this technology frees up valuable tonnage that can be used for weapons, armor or equipment. This is a major overhaul and will need approval from command.
XL Engine: Engines are always the heaviest piece of equipment in any mech. eXtraLight Engines free up massive amounts of tonnage that can be used to upgrade or install new weapons, armor, equipment or just a stronger engine for raw speed increase. The XL ironicly also stands for eXtraLarge Engine as it takes up more room within the mech making it easier to damage during combat. (Best used on heavier mechs that can boast better protection) Note this is one of those technologies that just as many people hate as love. It's not for everyone and these engines are expensive requiring a major overhaul and approval from Command.