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Mechwarrior Weapon identifcation & descriptions


Zathrus~SPARTA~
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Found this at the Living Legends site

 

 

**PREFIX**

 

C= CLAN

ER=Extended Range (usually used interchangeably with clan, because clans used ERs a lot)

U=Ultra

 

S=Small

M=medium

L=Large (NOTE- Denotes "light" in the case of a Gauss Rifle)

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**Weapon Names**

ES**

 

BALLISTIC WEAPONS

 

AC = Autocannon

A rapid-firing, auto loading weapon that fires high-explosive anti armor rounds,

Ammunition ranges from 30-90mm for Light AC's to 80-120mm for Heavy AC's (HAC)

Think of this as a auto-firing, rapid fire howitzer and you wouldn't be far off (120mm is a common howitzer size)

 

AC's(of all variants) are given a size value of 5,10 and 20 (smallest to largest)and are donated by "AC-#" For example AC-5.

In battletech ACs have a variety of ammunition available to them. In MWLL each type use one basic ammunition type. Further ammo

types may be made available in the future.

 

 

UAC = Ultra Auto Cannon

Clan only Advanced auto cannon capable of firing a higher sustained rate of fire (RoF) then a average AC.

 

 

RAC= Rotary Auto Cannon

Rotary Barrel style of the ACs allowing for extreme rapid fire of over 2000 Rounds per Minute

 

 

LB-X =

A lighter version of the basic AC. Capable of using cluster munitions, which act essentially as a shotgun. In MWLL the LB-X only uses cluster munitions. New munition types for all AC types might be introduced into MWLL at a later date.

 

 

Gauss = Gauss Rifle

'Mech "Rifle" that propels a solid projectile using a series of high powered magnets. Generates very little heat but fires at a exceptional velocity and range. Its large round size however limits the amount of ammunition a mech can carry to a relatively small amount. While the ammunition itself is non-explosive, the firing mechanism is volatile due to the large amount of power it has to use to charge, and cool, its superconducting magnets. Comes in a Clan, Heavy (Inner Sphere only) variants

 

 

MG= Machine Gun

Everyone's favorite low caliber, rapid fire, nitrogen cooled anti infantry weapon. MG is a basic classification for a large number of similar weapons manufactured by every house of the Inner Sphere and every Clan. Including "Vulcan" rotary MG's and single barrel squad support weapons. For simplicities sake all 'mech and vehicle class MGs have identical characteristics (dead is dead in any case)

 

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ENERGY WEAPONS

 

BL= Beam Laser

Weapon that fires a relatively long, powerful laser. Inflicts damage through high energy transference directly resulting in the heating up of armor and subsequently internal components.

Note that unlike every other mechwarrior game, simply hitting a enemy with a beam laser does not guarantee maximum damage. Enemies in MWLL take damage continually as long as the laser is on the target (instead of a Miss or Hit situation where it does max or no damage as in other mechwarrior games.)

 

 

PL=Pulse Laser

Laser weapon that fires short, quick pulses of energy. Similar to a beam laser but fires in short bursts resulting higher accuracy but reduced damage and range.

 

 

PPC = Particle Projection Cannon

Weapon System that uses a magnetic accelerator to fire a high powered stream of proton or ion bolts. Damages from energy transferal on impact and heat.

Variants include the Clans ERPPC (Extended Range PPC)

 

 

 

Flamer=

Weapon that taps into the heat generated by a 'mechs and vehicles power plant and shoots it out of a barrel in a high powered, short ranged burst of energy. Similar to a modern flamethrower in most respects. Good anti-infantry weapon for its damage potential and moral busting effects. Its main use however is to raise the internal temperature of enemy 'mechs and vehicles by bathing them in a burst of super heated plasma. In vehicles that use a Internal Combustion Engine (ICE) the flamer uses a mixture supplied from the vehicles fuel tank instead of from a fusion power plant.

 

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MISSILE/BOMB WEAPONS

 

SRM= Short Range Missile

High explosive short ranged missile system. Comes in 2, 4, and 6 variants (SRM-6 rack fires 6 missiles per salvo)

Less range then a LRM but twice the damage

 

LRM= Long Range Missile

Long Range Missile system, half the damage of a SRM but more then double the Range. Comes in larger rack sizes then a SRM to make up for its poor damage per missile ratio. Comes in racks of 5,10,15 and 20. LRM5's have 5 missiles while LRM20's fire 20 missiles per salvo.

 

ELRM= Extended Long Range Missile

Advanced Inner Sphere version of the Clans Extended Range LRM (ERLRM) Sports extended range over the basic LRM system

 

 

 

 

ARROW IV= "Arrow IV Missile Artillery System"

Extremely long-range missile artillery system. Fires one missile per salvo but has a high damage potential. Also not the most accurate weapon system available. Best when paired with a NARC beacon to help the missile home in on targets. NARCS can be deployed by the system carrying the ArrowIV or friendly combatants.

 

Fire Bombs =

VERY high damage non guided bomb package available on some aerospace

 

TBolt = Thunderbolt missile

unguided, very high damage single missile system. However it may be paired with NARC to create a semiguided missile system. TBolts where invented in the solaris arena by inventive pilots

 

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ADVANCED TARGET AQUISITION EQUIPMENT

 

TAG = Target Acquisition Gear

Gear used by a spotter unit to designate targets for missiles. Useful for LRMS and Arrow IV systems. Missiles will home in on designated target. In MWLL the designating unit will receive a portion of CBills for every hit on the designated unit as long as a enemy is "Tagged." TAG lasers can only be seen by enemy units with night vision optics engaged ("I" key)

 

Elemental s may purchase a smaller version of the TAG.

 

See NARC entry below for note on MWLL advanced target acquisition priority system

 

 

NARC = Narc Missile Beacon

Heavily modified missile launcher that fires special missiles called pods. When fired a pod deploy magnetic legs that stick to a mech or vehicle. NARCS act as a homing beacon for missiles and ARROW IV systems. Additional, deployed NARC beacons give out a identification signal when stuck to a enemy unit. In game this is portrayed by a small triangle with a unit identification text next to it. NARCs give bonus cbills to the deploying unit similar to TAGs.

NOTE- Tags still work when not attached to enemy units! For example they work when shot into the ground. However advanced missile guidance systems in MWLL follow a priority system, where missiles will first home in on legitimate TAG targets, then NARCS attached to enemy units, then non attached NARCS.

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Will NARC Beacons attract enemy missiles? If so, it may be possible to plant a beacon on the ground (which would also hinder friendly missiles, be warned) to keep an enemy's missile payload out of the game.

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