Weapons Descriptions
EXTENDED-RANGE LASERS
The extended-range laser is an upgraded version of the basic Clan laser with improvements that are obvious in its superior beam focusing and targeting equipment. The small extended-range laser is the lightest of all. It causes less damage than the large version and generates less heat. The medium version is heavier than the small version, but with more of the same advantages and drawbacks of the larger model. The large version of the ER laser has a significant increase in range and a damage potential that is slightly higher than the basic model, at a cost of substantially more heat than the other versions.
PULSE LASERS
The pulse laser uses a rapid-cycling, high-energy pulse to generate multiple laser beams, creating an effect comparable to machine-gun fire. This characteristic improves each laser attacks hit probability with more damage per hit at the cost of increased heat and a somewhat shorter effective range. They too are available in Small, Medium and Large versions.
EXTENDED-RANGE PPC
The Particle Projection Cannon fires high energy ion bolts which cause damage through both the impact and high temperature. Extended-range PPC is a significantly improved version of the particle projection cannon. This PPC is smaller, lighter and more powerful than the basic version with its longer range and harder punch. Heat buildup is also much higher and could be a critical disadvantage of employing this weapon.
GAUSS RIFLE
The Gauss rifle uses a series of magnets to propel a projectile through its barrel and towards a target. While requiring a great deal of power to operate, it generates very little heat and can achieve a muzzle velocity twice that of any conventional weapon. Gauss rifle ammunition consists of nickel-ferrous metal slugs. If Gauss ammunition takes a critical hit, there is no explosion, but the hit destroys the ammo-feed mechanism rendering the rest of the ammunition in that location useless. A critical hit on the Gauss rifle itself destroys the capacitors that power this weapon. Such destruction causes a catastrophic discharge of the capacitor's stored energy with results similar to an ammunition explosion. If a Gauss rifle takes a critical hit, it causes an ammunition explosion in the location containing the rifle.
MACHINE GUN
The Clan machine gun is a rapid-fire weapon. It is one of the lightest, yet powerful weapons a BattleMech can carry. The sheer volume of machine gun bullets which can be shot at close range increases the probability of scoring a hit, but does not cause severe damage to its target.
LB-X AUTOCANNON
The LB-X autocannon makes use of
light, heat-dissipating alloys to reduce weight and heat buildup.
The reduced space and weight requirement of the LB-X autocannon
allows this weapon to mount more sophisticated fire-control
systems.
In addition to these advantages, the LB-X autocannon can use
special cluster munitions that act much like an anti-BattleMech
shotgun in combat. When fired, the ammunition fragments into
several smaller submunitions. This improves the chances of
scoring a hit and striking a critical location, but reduces
overall damage by spreading hits all over the target area rather
than concentrating on one location. The 5X autocannon causes five
times as much damage as the common model, and the 20X causes 20
times more damage than the common model.
ULTRA AUTOCANNON
The ultra autocannon features a short, smooth-bore barrel, a modified breech mechanism, a rapid-feed reloader and specially designed ammunition. The AC/5 version, a multiple configuration possessed by the Clans, causes five times more damage than the common model. The ultra AC/10 causes ten times the damage and more heat build-up, while the largest version causes 20 times the damage.
SHORT-RANGE MISSILES
Short-range missiles are specially designed to fire at close range. Although the SRM-2 missile fires only two missiles at once, it can cause more the damage of a missile in the long range missile group. The SRM-4 fires four missiles at once and the SRM-6 version delivers six missiles in one powerful shot.
STREAK SHORT-RANGE MISSLES
These short-range missile launchers are linked to a computerized fire-control system which handles target acquisition. Once the computer obtains a target lock, the streak missile will automatically home in on its target. The sure-hit SRM-2 fires two missiles at once while the SRM-4 blasts four missiles worth of firepower. The SRM-6 tops the streak missile family with a six-pack blast of guided bliss.
LONG-RANGE MISSLES
The long-range missile is a specialized weapon designed to make contact with its target at long range through the use of its guidance system. The LRM-5 sends off a five-pack of missiles at once. The LRM-10 fires off ten missiles with one blast. The LRM-15 fires off a 15-pack of missiles and the LRM-20 leads this family of missiles with a 20-pack of pure missile power. Its indirect hits have been known to be as effective as its direct hits due to area-effect explosions known as "splash damage". LRMs wont "lock" at distances under 75M.