Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  LRM 7
Type (Category):  Weapon (Missile)
Reference:  TechManual (p. 229)

Description:
Developed for reach, rather than punch, long-range missile racks are capable of indirect fire and a more concentrated dispersal of warheads. LRMs are typically mounted and launched in five-tube groups, with up to 20 tubes in a single rack, though Clan ProtoMechs may pack smaller sets. Standard LRM launchers are quite versatile, and can be easily upgraded with Artemis IV systems and even make use of a variety of special munitions. Inner Sphere launchers, which derive their impressive range from a ballistic launch angle, are notoriously less accurate close-in, especially when compared to their smaller and more compact Clan rivals. Nevertheless, their flexibility and solid reliability at long distances has kept LRM models like Delta Dart, Holly, Shigunga and Valiant in production for centuries.

Game Rules:
Missile launchers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially loaded missile ammo bins are always live and will explode per standard rules if critically hit during game play.
Unit Type Availability
ProtoMechs
Clan Data (ProtoMechs)
Prototype Date:  ~2820
Production Date:  2824
Extinction Date:  
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
1/Msl
–/7/14/21
F
X-X-E-E
70,000
1.4
1
76.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~2820
2823
Experimental
2824
Standard

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
1
C
1,750
0.05831
10.000
2295
2300
TM (p. 229)
Anti-Radiation
1
E
5,250
0.05831
13.000
3057
TO:AUE (p. 180)
Flare
1
C
1,750
0.05831
10.000
~2376
2377
TM (p. 230)
Follow-the-Leader
1
E
3,500
0.11662
15.000
3053
TO:AUE (p. 180)
Fragmentation
1
D
3,500
0.05831
10.000
~2375
2377
TM (p. 230)
Heat-Seeking
1
C
3,500
0.11662
15.000
~2390
2430
TO:AUE (p. 181)
Incendiary
1
D
2,625
0.05831
10.000
2341
2342
TO:AUE (p. 181)
Narc
1
E
3,500
0.05831
10.000
2828
TW (p. 142)
Smoke
1
C
2,625
0.05831
10.000
2341
2342
TO:AUE (p. 183)
Swarm
1
E
3,500
0.05831
10.000
~2615
2621
TO:AUE (p. 183)
Thunder
1
E
3,500
0.05831
10.000
~2618
2620
TO:AUE (p. 184)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
0.4
0.4
0.4
Indirect Fire, Long-Range Missiles

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 → Critical Slot:  CLLRM7
Record Sheet Output → Critical Slot:  LRM 7