Weapons and Equipment

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Weapons

BattleMech weapons come in 4 distinct types: Ballistic, Energy, Missile and Antipersonnel. 'Mechs are equipped with hardpoints, areas able to mount one type of weapon, so an Energy hardpoint can mount any Energy weapon. The Antipersonnel hardpoint can only mount the smallest 'Mech weaponry, but they can be used in a melee attack unlike larger guns.

INCOMPLETE STATS -

This page is undergoing updates to reflect the weapon stats from the recent streams. Some values may change before launch.

Antipersonnel Weapons

Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
Flamer 5 - - - 90 - - 10 Heat Damage 1 1 20,000 -
Machine Gun 3/Burst [x5] - - - 90 - 200 1.75 Crit Chance* 0.5 1 10,000 20,000
Small Laser 20 - 5 - 90 - - - 0.5 1 20,000 -

* Beta 2 value

Ballistic Weapons

Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
AC/2 25 5 5 720 480 120 25 Refire Penalty +1 6 1 50,000 20,000
AC/5 45 10 10 540 360 90 15 Refire Penalty +1 8 2 100,000 20,000
AC/10 60 20 15 450 300 - 8 Refire Penalty +2 12 3 140,000 20,000
AC/20 100 40 25 270 180 - 5 Refire Penalty +2 14 4 180,000 40,000

Energy Weapons

Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
Medium Laser 25 - 10 270 180 - - - 1 1 60,000 -
Large Laser 40 - 30 450 300 - - - 5 2 140,000 -
PPC 50 20 40 540 360 90 - Sensors Impaired +1 7 3 180,000 -

Missile Weapons

SRMs

Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
SRM-2 8/Missile [x2] 3/Missile [x2] 6 270 180 - 50 - 1 1 20,000 20,000
SRM-4 8/Missile [x4] 3/Missile [x4] 8 270 180 - 25 - 2 1 60,000 20,000
SRM-6 8/Missile [x6] 3/Missile [x6] 14 270 180 - 16 - 3 2 90,000 20,000

LRMs

Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
LRM-5 4/Missile [5x] 2/Missile [5x] 6 630 420 180 24 - 2 1 80,000 20,000
LRM-10 4/Missile [10x] 2/Missile [10x] 12 630 420 180 12 - 5 2 150,000 20,000
LRM-15 4/Missile [15x] 2/Missile [15x] 15 630 420 180 8 - 7 3 220,000 20,000
LRM-20 4/Missile [20x] 2/Missile [20x] 18 630 420 180 6 - 10 4 290,000 20,000

Master Weapons Table

Type Name Damage Instability Heat Long Range Short Range Minimum Range Ammo/Ton Special Tons Crits Cost Ammo Cost/Ton
Antipersonnel Flamer 5 - - - 90 - - 10 Heat Damage 1 1 20,000 -
Antipersonnel Machine Gun 3/Burst [x5] - - - 90 - 200 1.75 Crit Chance* 0.5 1 10,000 20,000
Antipersonnel Small Laser 20 - 5 - 90 - - - 0.5 1 20,000 -
Ballistic AC/2 25 5 5 720 480 120 25 Refire Penalty +1 6 1 50,000 20,000
Ballistic AC/5 45 10 10 540 360 90 15 Refire Penalty +1 8 2 100,000 20,000
Ballistic AC/10 60 20 15 450 300 - 8 Refire Penalty +2 12 3 140,000 20,000
Ballistic AC/20 100 40 25 270 180 - 5 Refire Penalty +2 14 4 180,000 40,000
Energy Medium Laser 25 - 10 270 180 - - - 1 1 60,000 -
Energy Large Laser 40 - 30 450 300 - - - 5 2 140,000 -
Energy PPC 50 20 40 540 360 90 - Sensors Impaired +1 7 3 180,000 -
Missile LRM-5 4/Missile [5x] 2/Missile [5x] 6 630 420 180 24 - 2 1 80,000 20,000
Missile LRM-10 4/Missile [10x] 2/Missile [10x] 12 630 420 180 12 - 5 2 150,000 20,000
Missile LRM-15 4/Missile [15x] 2/Missile [15x] 15 630 420 180 8 - 7 3 220,000 20,000
Missile LRM-20 4/Missile [20x] 2/Missile [20x] 18 630 420 180 6 - 10 4 290,000 20,000
Missile SRM-2 8/Missile [x2] 3/Missile [x2] 6 270 180 - 50 - 1 1 20,000 20,000
Missile SRM-4 8/Missile [x4] 3/Missile [x4] 8 270 180 - 25 - 2 1 60,000 20,000
Missile SRM-6 8/Missile [x6] 3/Missile [x6] 14 270 180 - 16 - 3 2 90,000 20,000

*Beta Value

** Missile weapons total Damage and Instability based off of 80% hit rounded to closest whole missile.

Add/Edit Weapons and Ammunition

All the weapon definitions can be found in SteamLibrary\SteamApps\common\BattleTech - Private Beta\BattleTech_Data\StreamingAssets\data\weapon\. The different manufacturers and tiers are presumably for the campaign, but should be usable in modified mechs, as long as they do not use effects/models that are currently not in game. The existing files can just be modified, after a backup, and should work. It should is possible to add new weapons in the same way as mechs, pilot etc. So by first creating a new weapon file or copy and changing that. The last step is again adding it to the manifest, just copying an exiting weapon line and changing the ID and patch should be enough.

Blank templates for adding new types of weapons and associated ammunition.

Equipment

BattleMech equipment such as Armor, Heat Sinks and Jump Jets, add or expand 'Mech functions to allow greater survivability, mobility and combat capability.

Armor

BattleMech armor protects fragile internal structure and weaponry from the rigors of combat. Added in whole or half-Ton increments, increasing armor is a good idea for almost every chassis.

Heat Sinks

Heat Sinks transfer dangerous levels of heat away from vital components. The more a 'Mech has, the longer it can sustain fire without pause.

Jump Jets

Jump Jets allow even the heaviest 'Mech to leap in to the sky to clear obstacles or preform a devastating melee attack, the "Death From Above" (DFA), on unlucky enemies.

Add/Edit Equipment

Blank templates for adding new types of equipment.


Weapons and Equipment | Antipersonnel Weapons | Ballistic Weapons | Energy Weapons | Missile Weapons | Equipment