WEAPONS TECHNOLOGY
Before the description of every single weapon and equipment, here is a brief
description of the categories.
MW4 introduces the concept of weapon bays: a certain weapon bay can accept only
determinated types of weapons (energy bays=energy weapons only and so on),
though Omni bays can accept every kind of weapon. Note that these bays are also
limited by dimensions, so not all weapons will fit in a given type of
hardpoint. This makes the configuration of "official" 'Mechs somewhat different
from how are knew by BT player.
+ Energy weapons (red): energy weapons uses massive amounts of electricty
produced by the 'Mech's reactor, and they can be fired without ammunition
problems. This advantage is balanced by the large amounts of waste heat that
they produce: the only way to dissipate this heat is to mount extra heat sinks,
which compensates for their relatively light mass and compactness. Range and
firepower increases in proportion.
+ Ballistic weapons (yellow): these weapons must be fed by ammunition: this
limits the times the weapon can be fired, and ammunitions explode when struck
by weapon fire. They do not produce large amounts of heat, but are bulky and
weight a lot. Lighter models have a longer range but less firepower; heavier
models have more firepower than range, and carries less ammo.
+ Missile weapons (green): like ballistic weapons they use ammunitions, and
each launcher fire a specified number of missiles in a single salvo.
Missiles are explosive, and they produce moderate amounts of heat. Damage is
spread among the whole target, and not concentrated like other weapons.
+ Equipment: this category contains the larger variety of accessories a 'Mech
can mount. They include alternative type of armors, heat sinks and EW
(Electronic Warfare) suites.
Note: MW4: Mercs added new weapons (also counting the ones in Black Knight and
the 'Mech Packs): X-Pulse Lasers (3 versions), Streak MRMs (4 versions), Rotary
AutoCannons (2 versions), Heavy Gauss Rifles, full range of standard and Ultra
AutoCannons; Thunderbolt missiles have been renamed Arrow IV Thunderbolt.
Bombast Lasers and High Explosive and have also been removed.
Also, damage, range and heat stats may ahve changed: Pulse Lasers are a good
example of that.
-------------------------------------------
--------------ENERGY WEAPONS---------------
-------------------------------------------
STANDARD/ER LASER: Lasers fire a beam of coherent light, producing damage
through the extreme temperatures that the beam reaches; standard lasers have a
medium/short range but the ER version has longer ranges, especially in their
Clan versions; in fact, the Clan ER Medium Lasers have a range value roughly
equivalent to the Inner Sphere standard Large Laser; ER versions have a greater
heat value but maintain the same damage values; Medium and ER Medium are good
back up weapons for every kind of 'Mech.
Name: LARGE LASER
Technology: Inner Sphere
Range: 600 meters
Damage: 7,5
Heat: 6
Recycle rate: 6
Size: 2
Weight: 5 tons
Cost: 482'109 C-Bills
Name: MEDIUM LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 2
Heat: 1,5
Recycle rate: 3
Size: 1
Weight: 1 tons
Cost: 127'111 C-Bills
(if someone's wondering why I didn't wrote the Medium
Laser cost for so long, I say that it is *incredible* that you get only an
handful of them at the Free Market and salvage *tons* of them...that's why
after two or three missions the Free Market runs out of Medium Lasers)
Name: SMALL LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 1,25
Heat: 0,85
Recycle rate: 2
Size: 1
Weight: 0,5 tons
Cost: 84'876 C-Bills
Name: ER LARGE LASER
Technology: Clan
Range: 800 meters
Damage: 7,50
Heat: 9
Recycle rate: 5
Size: 2
Weight: 4 tons
Cost: 541'406 C-Bills
Name: ER MEDIUM LASER
Technology: Clan
Range: 400 meters
Damage: 2,45
Heat: 2,5
Recycle rate: 3
Size: 1
Weight: 1 tons
Cost: 164'912 C-Bills
Name: ER SMALL LASER
Technology: Clan
Range: 200 meters
Damage: 1,60
Heat: 1,15
Recycle rate: 2
Size: 1
Weight: 0,5 tons
Cost: 111'232 C-Bills
PULSE LASER: Pulse Lasers fire a stream of four laser beams instead of the
single one of standard and ER lasers; they produce more heat than standard
lasers but the amount generated is equivalent to ER lasers (both versions); it
is possible to "walk" this prolonged beam, making hitting a single target
easier, and have a very low recharge time, making them efficient at close
range. Clan versions have a longer range, roughly the 50% more of Inner Sphere
versions.
X-Pulse Lasers are an Inner Sphere innovation that works as an "update" to
normal Pulse Lasers: by amplifying the emitters, the dmage value has been
greatly increased, in exchange of much more heat generated. Rage values are the
same of Inner Sphere Pulse Lasers.
Name: LARGE PULSE LASER
Technology: Inner Sphere
Range: 650 meters
Damage: 4
Heat: 5
Recycle rate: 0,75
Size: 2
Weight: 7 tons
Cost: 692'120 C-Bills
Name: MEDIUM PULSE LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 1,10
Heat: 1,25
Recycle rate: 0,50
Size: 1
Weight: 2 tons
Cost: 205'276 C-Bills
Name: SMALL PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,45
Heat: 0,40
Recycle rate: 0,25
Size: 1
Weight: 1 tons
Cost: 135'285 C-Bills
Name: LARGE X-PULSE LASER
Technology: Inner Sphere
Range: 700 meters
Damage: 5,75
Heat: 7
Recycle rate: 1,75
Size: 2
Weight: 5 tons
Cost: 599'684 C-Bills
Name: MEDIUM X-PULSE LASER
Technology: Inner Sphere
Range: 400 meters
Damage: 2,25
Heat: 2,60
Recycle rate: 0,75
Size: 1
Weight: 3 tons
Cost: 343'203 C-Bills
Name: SMALL X-PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,80
Heat: 0,85
Recycle rate: 0,30
Size: 1
Weight: 1,5 tons
Cost: 220'754 C-Bills
Name: ER LARGE PULSE LASER
Technology: Clan
Range: 800 meters
Damage: 4,50
Heat: 5,60
Recycle rate: 0,75
Size: 2
Weight: 6 tons
Cost: 849'566 C-Bills
Name: ER MEDIUM PULSE LASER
Technology: Clan
Range: 400 meters
Damage: 1,20
Heat: 1,35
Recycle rate: 0,50
Size: 1
Weight: 2 tons
Cost: 241'266 C-Bills
Name: ER SMALL PULSE LASER
Technology: Clan
Range: 200 meters
Damage: 0,55
Heat: 0,60
Recycle rate: 0,25
Size: 1
Weight: 1,5 tons
Cost: 170'836 C-Bills
STANDARD/ER PPC: the PPC fires particles. Both versions produces high amounts
of heat, and and among the most powerful weapons (in fact, the Clan version is
the most powerful weapon in this game) in this game; the "projectiles" are
fast, but slower the laser ones; they pass AC shells and missiles and matches
Gauss' ones, however. They are extremely bulky though the Clan version is
lighter. The standard version (available only to Inner Sphere units) has a
shorter range but produces less heat. Recharge times are long, but it is highly
recomended. When hit by PPC fire, a 'Mech will suffer a limited short-circuit.
Name: PPC
Technology: Inner Sphere
Range: 850 meters
Damage: 12
Heat: 11
Recycle rate: 6
Size: 3
Weight: 7 tons
Cost: 392'411 C-Bills
Name: ER PPC
Technology: Clan
Range: 1,000 meters
Damage: 16
Heat: 16
Recycle rate: 8
Size: 3
Weight: 6 tons
Cost: 718'666 C-Bills
FLAMER: the flamer taps hot gases directly from the reactor, creating an hot
stream of flames; the flamer do not produce too much heat and when the stream
hits the target, its heat level will increase, plus creating light damage. If
hit, the target will catch fire for about 5 seconds, and it will be illuminated
for this period of time; a basically useless weapon, but good if you want to do
picnics.
Name: FLAMER
Technology: Inner Sphere
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 1 tons
Cost: 16'010 C-Bills
Name: FLAMER
Technology: Clan
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 0,5 tons
Cost: 32'019 C-Bills
-------------------------------------------
-------------BALLISTIC WEAPONS-------------
-------------------------------------------
MACHINE GUNS ARRAY (MG ARRAY): a series of machine guns packed together. The
Inner Sphere variant packs three guns while the Clan one four, with the same
weight of its Inner Sphere counterpart. They do not do much damage, but have a
fast rate of fire and I take a perverse pleasure in firing groups of them. Not
worth the weight, however.
Name: MACHINE GUN ARRAY
Technology: Inner Sphere
Range: 150 meters
Damage: 0,35
Heat: 0
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 450
Cost: 65'084 C-Bills
Name: MACHINE GUN ARRAY
Technology: Clan
Range: 200 meters
Damage: 0,4
Heat: 0
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 600
Cost: 85,008 C-Bills
STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward
a single target. In MW4 standard ACs come only in 2, 5 and 10 types: the 5
model has a good range sacrificing firepower, while the 10 model has twice the
punch of its smaller brother but keeps a decent range. The 5 model holds 120
rounds in a single ton and the 10 model only 36. The Clans use Ultra and LB-X
ACs, they do not have standard ACs.
Name: AC/2
Technology: Inner Sphere
Range: 900 meters
Damage: 2
Heat: 0,1
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 240
Cost: C-Bills
Name: AC/5
Technology: Inner Sphere
Range: 750 meters
Damage: 5
Heat: 0,2
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 120
Cost: 101'062 C-Bills
Name: AC/10
Technology: Inner Sphere
Range: 600 meters
Damage: 9
Heat: 0,60
Recycle rate: 3
Size: 2
Weight: 13 tons
Ammo per ton: 36
Cost: 319'845 C-Bills
Name: AC/20
Technology: Inner Sphere
Range: 400 meters
Damage: 18
Heat: 1,80
Recycle rate: 5
Size: 3
Weight: 16 tons
Ammo per ton: 20
Cost: 480'249 C-Bills
LB-X SCATTERSHOT: shotgun-like ACs: rather than directing a single stream of
projectile toward a single area of the target, an LB-X rounds will reproduce a
cluster effect on the whole enemy, maximizing the possibility to score head or
critical hits.
Name: LBX AC 10
Technology: Inner Sphere
Range: 450 meters
Damage: 14
Heat: 1
Recycle rate: 4
Size: 2
Weight: 12 tons
Ammo per ton: 36
Cost: 467'694 C-Bills
Name: LBX AC 20
Technology: Inner Sphere
Range: 350 meters
Damage: 28
Heat: 2
Recycle rate: 6
Size: 3
Weight: 15 tons
Ammo per ton: 20
Cost: 999'106 C-Bills
Name: LBX AC 10
Technology: Clan
Range: 450 meters
Damage: 14
Heat: 1
Recycle rate: 4
Size: 2
Weight: 10 tons
Ammo per ton: 36
Cost: 561'234 C-Bills
Name: LBX AC 20
Technology: Clan
Range: 350 meters
Damage: 28
Heat: 2
Recycle rate: 6
Size: 3
Weight: 12 tons
Ammo per ton: 20
Cost: 1'248'882 C-Bills
ULTRA AUTOCANNON: the Ultra ACs do not fire special rounds like the LB-X ACs,
but can fire a stream of projectiles roughly comparable to two standard ACs'
ones. This doubles the damage of the stream, but also eats ammunition in a
faster rate.
Name: Ultra AC/2
Technology: Inner Sphere
Range: 1000 meters
Damage: 2,5
Heat: 0,1
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 240
Cost: 104'271 C-Bills
Name: Ultra AC/5
Technology: Inner Sphere
Range: 600 meters
Damage: 4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 10 tons
Ammo per ton: 120
Cost: 156'444 C-Bills
Name: Ultra AC/10
Technology: Inner Sphere
Range: 500 meters
Damage: 18
Heat: 0,75
Recycle rate: 4
Size: 2
Weight: 16 tons
Ammo per ton: 36
Cost: 519'750 C-Bills
Name: Ultra AC/20
Technology: Inner Sphere
Range: 350 meters
Damage: 36
Heat: 1,5
Recycle rate: 6
Size: 3
Weight: 20 tons
Ammo per ton: 20
Cost: 1'026'432 C-Bills
Name: Ultra AC/2
Technology: Clan
Range: 1000 meters
Damage: 2,5
Heat: 0,11
Recycle rate: 1
Size: 1
Weight: 6 tons
Ammo per ton: 240
Cost: 139'027 C-Bills
Name: Ultra AC/5
Technology: Clan
Range: 600 meters
Damage: 4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 8 tons
Ammo per ton: 120
Cost: 213'888 C-Bills
Name: Ultra AC/10
Technology: Clan
Range: 500 meters
Damage: 18
Heat: 0,75
Recycle rate: 4
Size: 2
Weight: 13 tons
Ammo per ton: 36
Cost: 639'691 C-Bills
Name: Ultra AC/20
Technology: Clan
Range: 350 meters
Damage: 36
Heat: 1,5
Recycle rate: 6
Size: 3
Weight: 18 tons
Ammo per ton: 20
Cost: 1,140,480 C-Bills
ROTARY AUTOCANNON: Rotary ACs are an upgrade to normal AutoCannons which
sacrifices firepower range and, above all, affidability for very high rates of
fire. RACs were designed for short, controlled bursts, not for continuos use in
combat: this can lead to jams, which make the weapon useless.
Name: Rotary AC2
Technology: Inner Sphere
Range: 900 meters
Damage: 1,85
Heat: 0,15
Recycle rate: 0,25
Size: 2
Weight: 8 tons
Ammo per ton: 120
Cost: 367'701 C-Bills
Name: Rotary AC5
Technology: Inner Sphere
Range: 550 meters
Damage: 2,35
Heat: 0,20
Recycle rate: 0,30
Size: 2
Weight: 10 tons
Ammo per ton: 60
Cost: 565'297 C-Bills
LIGHT/STANDARD/HEAVY GAUSS RIFLE: can be considered as a ballistic version of
the PPC; with this translation the Gauss got lower temperatures and limited
ammo supplies, but kept its high damage value. The Inner Sphere version of the
Rifle is heavier but has the same damage and range values of the Clan version.
Heavy Gauss Rifles have very high damge values but generates lots of heat point
(for Gauss Rifles), and their projectiles are more powerful as the target is
closer to the firing unit.
The projectile is fast and reliable, and has average reciclying capabilities. A
good choice as ballistic for Omni 'Mech's main weapon.
Name: GAUSS RIFLE
Technology: Inner Sphere
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 16 tons
Ammo per ton: 24
Cost: 482'438 C-Bills
Name: GAUSS RIFLE
Technology: Clan
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 13 tons
Ammo per ton: 24
Cost: 593'770 C-Bills
Name: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Range: 1200 meters
Damage: 12
Heat: 0,80
Recycle rate: 6
Size: 2
Weight: 13 tons
Ammo per ton: 30
Cost: 416'984 C-Bills
Name: HEAVY GAUSS RIFLE
Technology: Inner Sphere
Range: 600 meters
Damage: 27
Heat: 2
Recycle rate: 8
Size: 4
Weight: 18 tons
Ammo per ton: 16
Cost: 724'102 C-Bills
LONG TOM: this Long Tom is not the famous artillery cannon, but a smaller
version, uselful at shorter ranges; I do not like this weapon as it weights too
much and its effects are what you expect from a (small) artillery weapon. The
projectile is relatively slow, and describes an arched trajectory and when hits
the ground, it explodes with a relatively large strike; the projectile's
slowness make difficult to target fast-moving enemies and if fired too close,
the shell explosion can damage the firing 'Mech too. Better use Gauss Rifles or
PPCs.
To answer Jams Kong, there will be no availability of Long Toms in the free
market. Howevr, you should be able to salvage one during the campaign, and it
will be the only Long Tom you'll get.
Name: LONG TOM
Technology: Inner Sphere
Range: 1000 meters
Damage: 35
Heat: 20
Recycle rate: 7
Size: 3
Weight: 20 tons
Ammo per ton: 18
Cost: 538'312 C-Bills
-------------------------------------------
--------------MISSILE WEAPONS--------------
-------------------------------------------
LONG RANGE MISSILE (LRM): Long Range Missiles are the only missile type
requiring a lock-on onto the target. Well, they do not stricktly require it,
but it is better to wait for the lock or the salvo will likely be wasted. When
combined to an active NARC beacon, the LRMs will follow the selected target,
eventually increasing their maneuverability. LRM racks come in 4 types: 5, 10,
15 or 20 missiles per salvo. All missiles (except Thunderbolts) tend to spread
damage along the whole target rather than inflicting a single, devastating
blow; also, missiles tend to hit in salvos, so most times not all missiles from
a salvo will hit the target. Each ton of ammunition holds 240 missiles.
Name: LRM 5
Technology: Inner Sphere
Range: 1000 meters
Damage: 4
Heat: 0,80
Recycle rate: 4
Size: 1
Weight: 3 tons
Ammo per ton: 240 (48 salvos)
Cost: 81'481 C-Bills
Name: LRM 10
Technology: Inner Sphere
Range: 1000 meters
Damage: 8
Heat: 1,60
Recycle rate: 4
Size: 1
Weight: 6 tons
Ammo per ton: 240 (24 salvos)
Cost: 162'962 C-Bills
Name: LRM 15
Technology: Inner Sphere
Range: 1000 meters
Damage: 12
Heat: 2
Recycle rate: 4
Size: 2
Weight: 8 tons
Ammo per ton: 240 (16 salvos)
Cost: 286'000 C-Bills (whoa, a normal price!)
Name: LRM 20
Technology: Inner Sphere
Range: 1000 meters
Damage: 16
Heat: 2,40
Recycle rate: 4
Size: 2
Weight: 11 tons
Ammo per ton: 240 (12 salvos)
Cost: 379'259 C-Bills
Name: LRM 5
Technology: Clan
Range: 1000 meters
Damage: 4
Heat: 1,2
Recycle rate: 6
Size: 1
Weight: 2 tons
Ammo per ton: 240 (48 salvos)
Cost: 114'074 C-Bills
Name: LRM 10
Technology: Clan
Range: 1000 meters
Damage: 8
Heat: 2,4
Recycle rate: 6
Size: 1
Weight: 3,5 tons
Ammo per ton: 240 (24 salvos)
Cost: 260'740 C-Bills
Name: LRM 15
Technology: Clan
Range: 1000 meters
Damage: 12
Heat: 3
Recycle rate: 6
Size: 2
Weight: 4,5 tons
Ammo per ton: 240 (16 salvos)
Cost: 469'333 C-Bills
Name: LRM 20
Technology: Clan
Range: 1000 meters
Damage: 16
Heat: 3,6
Recycle rate: 6
Size: 2
Weight: 6 tons
Ammo per ton: 240 (12 salvos)
Cost: C-Bills
SHORT RANGE MISSILE (SRM): these missiles are totally unguided and should be
used in WVR (Within Visual Range) combat; they are pretty useless against
fast-moving targets if you are not good in anticipating its movements. SRMs
come in 3 type: 2, 4 and 6 missiles per salvo. Each ton of ammunition holds 120
missiles. When compared to LRMs, SRMs have twice their firepower but half the
range. They are also lighter than LRM launchers.
Name: SRM 2
Technology: Inner Sphere
Range: 250 meters
Damage: 3
Heat: 0,4
Recycle rate: 2
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Cost: 58'987 C-Bills
Name: SRM 4
Technology: Inner Sphere
Range: 250 meters
Damage: 6
Heat: 0,6
Recycle rate: 2
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Cost: 171'600 C-Bills
Name: SRM 6
Technology: Inner Sphere
Range: 250 meters
Damage: 9
Heat: 0,8
Recycle rate: 2
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
Cost: 301'640 C-Bills
STREAK SRM: Streak SRMs are used by Clans only. The Streak SRMs are guided,
like LRMs, but do not require a target: when fired the Streak SRMs will search
the nearest target and will follow it until they score an hit; note that if you
have a terget under your targeting reticule, the missiles will home on it, as
well as if you have a locked target; when used with active NARC beacons, the
Streak SRMs will go toward the nearest active beacon. As standard SRMs, this
advanced version comes in 2, 4 or 6 missiles pack. Each ton of ammunition holds
120 missiles.
Name: STREAK SRM 2
Technology: Clan
Range: 250 meters
Damage: 3
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Cost: 96'680 C-Bills
Name: STREAK SRM 4
Technology: Clan
Range: 250 meters
Damage: 6
Heat: 0,9
Recycle rate: 3
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Cost: 275'000 C-Bills
Name: STREAK SRM 6
Technology: Clan
Range: 250 meters
Damage: 9
Heat: 1,2
Recycle rate: 3
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
Cost: 478'561 C-Bills
MEDIUM RANGE MISSILE (MRM): MRMs are fired like standard SRMs, but are a
retrofitted version of LRMs: by removing steering thrusters and guidance
systems engineers were able to increase the missile/salvo ratio and the
ammunition load for single launchers; when compared to LRMs, a MRM bin contains
twice as much the missiles. MRMs are fired in 10, 20, 30 or 40 missiles per
salvo: the sheer number of missiles is balanced by a relatively slowness of the
missiles and the relative difficulty in hitting a mobile target with such
weapons. MRMs are not NARC-compatible. Each ton of ammunition holds 240
missiles.
Name: MRM 10
Technology: Inner Sphere
Range: 400 meters
Damage: 9
Heat: 2,4
Recycle rate: 5
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Cost: 76'039 C-Bills
Name: MRM 20
Technology: Inner Sohere
Range: 400 meters
Damage: 18
Heat: 4,8
Recycle rate: 5
Size: 2
Weight: 8 tons
Ammo per ton: 240 (12 salvos)
Cost: 190'098 C-Bills
Name: MRM 30
Technology: Inner Sphere
Range: 400 meters
Damage: 27
Heat: 6
Recycle rate: 5
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Cost: 320'894 C-Bills
Name: MRM 40
Technology: Inner Sphere
Range: 400 meters
Damage: 36
Heat: 7,2
Recycle rate: 5
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
Cost: 492'563 C-Bills
STREAK MRMs: A Clan invention, the Streak MRMs uses the searching warhead of
Streak SRMs but the missiles and racks are those of the MRMs. They work exactly
as Streak SRMs, with all drawbacks and benefis, but have a longer range in
exchange of firepower.
Name: STREAK MRM 10
Technology: Clan
Range: 400 meters
Damage: 7
Heat: 2,40
Recycle rate: 7
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Cost: 137'280 C-Bills
Name: STREAK MRM 20
Technology: Clan
Range: 400 meters
Damage: 14
Heat: 4,80
Recycle rate: 7
Size: 2
Weight: 8 tons
Ammo per ton: 240 (12 salvos)
Cost: 343'200 C-Bills
Name: STREAK MRM 30
Technology: Clan
Range: 400 meters
Damage: 21
Heat: 6
Recycle rate: 7
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Cost: 577'645 C-Bills
Name: STREAK MRM 40
Technology: Clan
Range: 400 meters
Damage: 28
Heat: 7,20
Recycle rate: 7
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
Cost: 885'028 C-Bills
NARC MISSILE BEACON: The Narc fires an heavily modified missile that delivers
special emitters that helps firendly missiles in locking target for a short
period of time. Each time that the "Narced" enemy is damaged, the Narc can
expire before its time runs out. When locked, it will allows faster lock-on
capabilities and improved to-hit chances for LRMs and Streak SRMs. Note that
ALL friendly units with Narc-capable missiles will benefit from a "Narced"
enemy.
Name: NARC
Technology: Inner Sphere
Range: 450 meters
Damage: 0
Heat: 1
Recycle rate: 3
Size: 1
Weight: 4 tons
Ammo per ton: 6
Cost: 17'421 C-Bills
Name: NARC
Technology: Clan
Range: 600 meters
Damage: 0
Heat: 1
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 6
Cost: 23'597 C-Bills
ARROW IV: scaled-down version of the massive Arrow IV artillery missile. This
version has less range and firepower than the original system, but can be
easily identified as the most powerful weapon on the battlefield, with higher
damage values of a Thunderbolt missile. Like the Thunderbolt, the Arrow IV
system fires a single missile and has a low ammo per ton ratio. Standard Arrow
IV missiles concentrate all their firepower in a single location, while Cluster
munitions have a larger payload, but spread them among submunitions to maximize
splash damage. as Thunderbolts, Arrow IV missiles cannot be destroyed by LAMS.
Name: ARROW IV THUNDERBOLT
Technology: Inner Sphere
Range: 1'200 meters
Damage: 28
Heat: 7
Recycle rate: 6.5
Size: 3
Weight: 14 tons
Ammo per ton: 15
Cost: 1'111'687 C-Bills
Name: ARROW IV CLUSTER
Technology: Inner Sphere
Range: 1'200 meters
Damage: 32
Heat: 7
Recycle rate: 10
Size: 3
Weight: 18 tons
Ammo per ton: 15
Cost: 1'156'222 C-Bills
FLARE (FLARE): I don't know why the flare is under the missile section...as its
name suggests, the flare is used to enlight places with a small white light; if
you hit a moving target with a flare, the flare will continue burning even if
this enemy moves in water, but will expire in about 15 seconds; also, if you
try to launch a Flare when someone (even you) has the Light Amplification off,
a single Flare will produce so much light that the Amplification will white-out
due to the excessive light in the area; pretty useless, however.
Name: FLARE
Technology: Inner Sphere
Range: 800 meters
Damage: 0
Heat: 2
Recycle rate: 2
Size: 1
Weight: 1 tons
Ammo per ton: 300
Cost: 13,322 C-Bills
ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far
away from where you are) have to fire. Useless.
Name: ARTILLERY BEACON
Technology: Inner Sphere
Range: 360 meters
Damage: 40
Heat: 5
Recycle rate: 6
Size: 1
Weight: 5 tons
Ammo per ton: 2
Cost: C-Bills
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FERRO FIBROUS ARMOR: Ferro Fibrous armor is the standard armor compound in MW4.
When compared to standard or other compounds, the Ferro Fibrous offer more
points per ton (30) and weight less. Ferro Fibrous armor absorbs all kind of
damages normally, without bonuses on any kind of weapon.
REFLECTIVE ARMOR: Reflective armor is designed to mitigate effects of energy
weapons, roughly halving the damage of lasers and PPCs. It provides 20 points
per ton; it sufferes a small malus when countering balistic and missile
weapons.
REACTIVE ARMOR: designed to halve damage of missile weapons, the Reactive armor
provides 20 points per tons; it counters balistic weapons in the same way as
Ferro-Fibrous and has a small malus against energy weapons.
STANDARD INTERNAL STRUCTURE: types of internal structure cannot be changed and
are automatically assigned with a specific 'Mech. The standard compound for
Internal Structures absorbs damage in the same way of Ferro-Fibrous armor,
without any malus but also without any bonus on weight or whatsoever.
ENDO STEEL INTERNAL STRUCTURE: Endo Steel compound weights half than a standard
compound, but is more prone to recieve damage.
ECM and GUARDIAN ECM SUITES: this electronic package is designed to reduce
ranges of enemies' sensors. A unit affected by enemy ECM suites (Guardian is
the Inner Sphere codename, while the Clans use no particular codenames) will be
able to detect units only within 500 meters. One of its side effects is to
decrease slightly missiles' lock time. 'Mechs with heat above the 50% will be
always detected, even if within friendly ECM radius.
Both Suites wieght 1 ton and do not occupy any critical.
Note: in MW4:Mercs, there is no longer Guardian ECM Suite. All systems are now
listed as ECM Suite, with no appreciable differencies between technology bases.
ACTIVE and BEAGLE ACTIVE PROBES: the Active Probe (Beagle for the Inner Sphere
and without codenames for the Clans) is designed to enhace the standard 'Mech
sensors. It is capable to greatly decrease missiles' lock time, and capable of
partially breaking ECM "bubble". If ECMs and Active Probes are combined
togheter, the missiles' lock is about 4 seconds. It also increases radar's
maximum range by 200 meters (for a total of 1200 meters).
BAPs are capable of detecting shutdown 'Mechs within 100 meters (or at least
Matthew Shane says this; he also wrote that he tried with one of his
lancemates; I'll have some tests ASAP).
Both Probes weight 1 ton and do not occupy any critical.
Note: in MW4:Mercs, there is no longer Active Probe. All systems are now listed
as Beagle Active Probes (BAP), with no appreciable differencies between
technology bases.
LIGHT AMPLIFICATION: as you might know, night greatly limits visibility. 'Mechs
carry external lights to illuminate the sorrounding environment, but the light
also makes them visible and illuminates only a small area in front of the
'Mech. If a 'Mech mounts Light Amplification equipment it can use it to see
night-shrouded environments without turning on external lights. Useless in any
other kind of condition.
There's no difference between Clan and Inner Sphere Amplification equipment.
Light Amplification is now part of a 'Mech standard equipment.
AMS and LASER AMS: AMS stands for Anti Missile System; this sytem will try to
shoot down any incoming missile (Thunderbolt excluded). Standard AMS is in use
in Inner Sphere units and carries a limited supply of rounds, limiting its
effectivness in prolonged battles. Clans developed Laser AMS, a modified Small
Pulse Laser with the tracking equipment of the AMS. Though it doesn't expend
ammo, it generates large amounts of heat; this system is slightly superior to
its Inner Sphere counterpart in shooting down missiles.
Note that the AMSes will shoot down only missiles that have a solid lock on
you, ignoring all other missiles.
Both Systems weight 1.5 tons.
Note: in MW4:Mercs, there is no longer AMS. All systems have been upgraded to
Laser AMS (LAMS), with no appreciable differencies between technology bases.
JUMP JETS: though 'Mechs have a relatively humanoid shape and are capable of
entering terrains otherwise impossible for standard vehicles, environments like
cities or mountains can limit their agility. Jump Jets were created to provide
this extra mobility the 'Mechs needed: jump jets can be used to pass buildings,
climb over high, otherwise impossible to reach, surface and to make a more
difficult target during battle. Nearly any light and medium 'Mech has the
possibility to mount jump jets, though only the Mad Cat MkII can mount them in
the assault class.
Jump Jets weight varies from chassis to chassis.
ADVANCED GYRO: in MW4:Mercs it is relatively easier to knock down 'Mechs: the
Advanced Gyro solves the problem, making the 'Mech more stable in every aspect,
also in limiting the recoil of weapons and rock-back of enemy weapons smashing
on the equipped 'Mech.
Advanced Gyro weight varies from chassis to chassis. Inner Sphere 'Mechs only.
IFF JAMMER: this particular piece of equipment can wreak havoc in multiplayer
games: all hostile units have their IFF (Identify Friend or Foe, as device
dedicated to assign the neutrality, hostility or alliance with other vehicles)
jammed, making hostile units look like neutral on all HUD informations.
When an enemy is 200 meters or closer, however, will recognize the Jammer 'Mech
as an enemy.
No appreciable effects have been observed in single-player mode.
IFF Jammer weights 1 ton and do not occupy critical slots.
ENHACED OPTICS: a Clan-tech only, the Enhaced Optics allows a 'Mech to have a
wider field of vision when using the zoom window, roughly 80% of the whole
screen. Though it might appear a bit useless, this equipment is great for
long-range sniping.
Enhaced Optics weight 1 ton and do not occupy critical slots.