|
|
Viewing Weapons & Equipment |
|
Weapons & Equipment » Search » Enhanced LRM 20
|
Weapon & Equipment Information |
General Details
Name: Enhanced LRM 20
Type (Category): Weapon (Missile)
Reference: Tactical Operations: Advanced Units & Equipment (p. 138)
Description: Description not provided
Game Rules: Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date: | 3058 |
Production Date: | 3082 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System May be split across multiple locations WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
6
1/Msl (12)
3/7/14/21 (Long)
E
—
312,500
12.000
9
210.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
6
E
—
31,000
1
26.000
✔
3058
3082
—
—
TM (p. 229)
Anti-Radiation
6
E
—
93,000
1
33.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
62,000
1
26.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
62,000
1
26.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
6
C
—
18,600
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
31,000
1
26.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
62,000
1
39.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
62,000
1
26.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
62,000
1
39.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Magnetic Pulse
6
E
—
155,000
1
52.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
124,000
1
26.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
62,000
1
26.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
93,000
1
26.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
62,000
1
26.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
93,000
1
31.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
62,000
1
26.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
93,000
1
26.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
124,000
1
26.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
31,000
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
77,500
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
6
0.9/1.2 * 1.2/1.6 * 1.2/1.6 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon's damage when employed without any Artemis FCS; the value right of the slash indicates the weapon's damage when employed with an Artemis IV FCS 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 → Weapon List: Enhanced LRM 20 MegaMek Output → Critical Slot: Enhanced LRM 20
Record Sheet Output → Critical Slot: Enhanced LRM 20
Inner Sphere Data (IndustrialMechs)
Prototype Date: | 3058 |
Production Date: | 3082 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System May be split across multiple locations WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
6
1/Msl
3/7/14/21
E
—
312,500
12.000
9
210.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
6
E
—
31,000
1
26.000
✔
3058
3082
—
—
TM (p. 229)
Anti-Radiation
6
E
—
93,000
1
33.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
62,000
1
26.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
62,000
1
26.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
6
C
—
18,600
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
31,000
1
26.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
62,000
1
39.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
62,000
1
26.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
62,000
1
39.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Magnetic Pulse
6
E
—
155,000
1
52.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
124,000
1
26.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
62,000
1
26.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
93,000
1
26.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
62,000
1
26.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
93,000
1
31.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
62,000
1
26.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
93,000
1
26.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
124,000
1
26.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
31,000
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
77,500
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
6
0.9/1.2 * 1.2/1.6 * 1.2/1.6 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon's damage when employed without any Artemis FCS; the value right of the slash indicates the weapon's damage when employed with an Artemis IV FCS 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 → Weapon List: Enhanced LRM 20 MegaMek Output → Critical Slot: Enhanced LRM 20
Record Sheet Output → Critical Slot: Enhanced LRM 20
Inner Sphere Data (Combat Vehicles)
Prototype Date: | 3058 |
Production Date: | 3082 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be mounted with an Artemis Fire Control System May be split across multiple locations May not be mounted in the Body WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
1/Msl
3/7/14/21
E
—
312,500
12.000
1
210.000
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
6
E
—
31,000
1
26.000
✔
3058
3082
—
—
TM (p. 229)
Anti-Radiation
6
E
—
93,000
1
33.800
✔
3066
—
—
—
TO:AUE (p. 180)
Anti-TSM
6
E
—
62,000
1
26.000
✔
3026
—
—
—
IO:AE (p. 98)
Artemis IV
6
E
—
62,000
1
26.000
✔
2592
2598
—
—
TM (p. 207)
Dead-Fire
6
C
—
18,600
1
35.000
✔
3052
—
—
—
IO:AE (p. 125)
Flare
6
C
—
31,000
1
26.000
✔
~2376
2377
2790
3054
TM (p. 230)
Follow-the-Leader
3
E
—
62,000
1
39.000
✔
3053
—
—
—
TO:AUE (p. 180)
Fragmentation
6
D
—
62,000
1
26.000
✔
~2375
2377
2790
3054
TM (p. 230)
Heat-Seeking
3
C
—
62,000
1
39.000
✔
~2390
2430
—
—
TO:AUE (p. 181)
Incendiary
6
D
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 181)
Magnetic Pulse
6
E
—
155,000
1
52.000
✔
3055
—
3065
—
TO:AUE (p. 182)
Mine Clearance
6
C
—
124,000
1
26.000
✔
~3065
3069
—
—
TO:AUE (p. 182)
Narc
6
E
—
62,000
1
26.000
✔
~2520
2587
—
—
TW (p. 142)
Semi-Guided
6
E
—
93,000
1
26.000
✔
3053
3057
—
—
TM (p. 231)
Smoke
6
C
—
46,500
1
26.000
✔
2341
2342
—
—
TO:AUE (p. 183)
Swarm
6
E
—
62,000
1
26.000
✔
~2615
2621
2833
3053
TO:AUE (p. 183)
Swarm-I
6
E
—
93,000
1
31.200
✔
~3052
3057
—
—
TO:AUE (p. 183)
Thunder
6
E
—
62,000
1
26.000
✔
~2618
2620
2840
3052
TO:AUE (p. 184)
Thunder-Active
3
E
—
93,000
1
26.000
✔
~3054
3058
—
—
TO:AUE (p. 184)
Thunder-Augmented
3
E
—
124,000
1
26.000
✔
~3054
3057
—
—
TO:AUE (p. 184)
Thunder-Inferno
3
E
—
31,000
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
Thunder-Vibrabomb
3
E
—
77,500
1
26.000
✔
~3054
3056
—
—
TO:AUE (p. 184)
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
0.9/1.2 * 1.2/1.6 * 1.2/1.6 * — Indirect Fire, Long-Range Missiles
* The value left of the slash indicates the weapon's damage when employed without any Artemis FCS; the value right of the slash indicates the weapon's damage when employed with an Artemis IV FCS 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 → Weapon List: Enhanced LRM 20 MegaMek Output → Critical Slot: Enhanced LRM 20
Record Sheet Output → Critical Slot: Enhanced LRM 20
|
|
|
|
|
|