Weapons and Equipment Table: Difference between revisions

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Revision as of 18:13, 12 July 2026

inner sphere weapons and equipment table
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Energy Weapons
Small Laser 1 3 — 1 2 3 — 0.5 1 — 1 —
Medium Laser 3 5 — 1–3 4–6 7–9 — 1 1 — 1 —
Large Laser 8 8 — 1–5 6–10 11–15 — 5 2 — 1 —
PPC 10 10 3 1–6 7–12 13–18 — 7 3 — 1 —
Flamer 3 2 — 1 2 3 — 1 1 — 1 —
ER Small Laser 2 3 — 1–2 3–4 5 — 0.5 1 — 2 —
ER Medium Laser 5 5 — 1–4 5–8 9–12 — 1 1 — 2 —
ER Large Laser 12 8 — 1–7 8–14 15–19 — 5 2 — 2 —
Small Pulse Laser 2 3 — 1 2 3 — 1 1 — 2 —
Medium Pulse Laser 4 6 — 1–2 3–4 5–6 — 2 1 — 2 —
Large Pulse Laser 10 9 — 1–3 4–7 8–10 — 7 2 — 2 —
Snub-Nose PPC 10 10/8/5 — 1–9 10–13 14–15 — 6 2 — 2 —
ER PPC 15 10 — 1–7 8–14 15–23 — 7 3 — 2 —
Laser AMS 5 * — — — — — 1.5 1 — 2 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Ballistic Weapons
Autocannon/2 1 2 4 1–8 9–16 17–24 — 6 1 45 1 —
Autocannon/5 1 5 3 1–6 7–12 13–18 — 8 4 20 1 —
Autocannon/10 3 10 — 1–5 6–10 11–15 — 12 7 10 1 —
Autocannon/20 7 20 — 1–3 4–6 7–9 — 14 10 5 1 —
Machine Gun 0 2 — 1 2 3 — 0.5 1 200 1 —
Flamer (Vehicle) 3 2 — 1 2 3 — 0.5 1 20 1 —
Light Gauss Rifle 1 8 3 1–8 9–17 18–25 — 12 5 16 2 —
Gauss Rifle 1 15 2 1–7 8–15 16–22 — 15 7 8 2 —
Heavy Gauss Rifle 2 25/20/10 4 1–6 7–13 14–20 — 18 11 4 2 —
Magshot Gauss Rifle 1 2 — 1–3 4–6 7–9 — 0.5 1 50 2 —
LB 2-X AC 1 2 4 1–9 10–18 19–27 — 6 4 45 2 —
LB 5-X AC 1 5 3 1–8 9–16 17–24 — 8 5 20 2 —
LB 10-X AC 2 10 — 1–6 7–12 13–18 — 11 6 10 2 —
LB 20-X AC 6 20 — 1–4 5–8 9–12 — 14 11 5 2 —
Ultra AC/2 1 2 3 1–8 9–17 18–25 — 7 3 45 2 —
Ultra AC/5 1 5 2 1–6 7–13 14–20 — 9 5 20 2 —
Ultra AC/10 4 10 — 1–6 7–12 13–18 — 13 7 10 2 —
Ultra AC/20 8 20 — 1–3 4–7 8–10 — 15 10 5 2 —
Light AC/2 1 2 — 1–6 7–12 13–18 — 4 1 45 2 —
Light AC/5 1 5 — 1–5 6–10 11–15 — 5 2 20 2 —
Rotary AC/2 1/volley 2/volley — 6 12 18 — 8 3 45 2 —
Rotary AC/5 1/volley 5/volley — 5 10 15 — 10 6 20 2 —
Anti-Missile System 1 * — — — — — 0.5 1 12 2 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Missile Weapons
LRM 5 2 1/missile 6 1–7 8–14 15–21 — 2 1 24 1 —
LRM 10 4 1/missile 6 1–7 8–14 15–21 — 5 2 12 1 —
LRM 15 5 1/missile 6 1–7 8–14 15–21 — 7 3 8 1 —
LRM 20 6 1/missile 6 1–7 8–14 15–21 — 10 5 6 1 —
SRM 2 2 2/missile — 1–3 4–6 7–9 — 1 1 50 1 —
SRM 4 3 2/missile — 1–3 4–6 7–9 — 2 1 25 1 —
SRM 6 4 2/missile — 1–3 4–6 7–9 — 3 2 15 1 —
MRM 10 4 1/missile — 1–3 4–8 9–15 — 3 1 24 2 —
MRM 20 6 1/missile — 1–3 4–8 9–15 — 7 3 12 2 —
MRM 30 10 1/missile — 1–3 4–8 9–15 — 10 5 8 2 —
MRM 40 12 1/missile — 1–3 4–8 9–15 — 12 7 6 2 —
MML 3 (LRM Mode)
MML 3 (SRM Mode)
2 1/missile 6 1–7 8–14 15–21 — 1.5 2 40 2 —
2 2/missile — 1–3 4–6 7–9 — 33
MML 5 (LRM Mode)
MML 5 (SRM Mode)
4 1/missile 6 1–7 8–14 15–21 — 3 3 24 2 —
4 2/missile — 1–3 4–6 7–9 — 20
MML 7 (LRM Mode)
MML 7 (SRM Mode)
6 1/missile 6 1–7 8–14 15–21 — 4.5 4 17 2 —
6 2/missile — 1–3 4–6 7–9 — 14
MML 9 (LRM Mode)
MML 9 (SRM Mode)
8 1/missile 6 1–7 8–14 15–21 — 6 5 13 2 —
8 2/missile — 1–3 4–6 7–9 — 11
Rocket Launcher 10 3 1/missile — 1–5 6–11 12–18 — 0.5 1 — 2 —
Rocket Launcher 15 4 1/missile — 1–4 5–9 10–15 — 1 2 — 2 —
Rocket Launcher 20 5 1/missile — 1–3 4–7 8–12 — 1.5 3 — 2 —
Streak SRM 2 2 2/missile — 1–3 4–6 7–9 — 1 1 50 2 —
Streak SRM 4 3 2/missile — 1–3 4–6 7–9 — 3 1 25 2 —
Streak SRM 6 4 2/missile — 1–3 4–6 7–9 — 4.5 2 15 2 —
Thunderbolt 5 2 5 6 1–7 8–14 15–21 — 3 1 24 2 —
Thunderbolt 10 4 10 6 1–7 8–14 15–21 — 7 2 12 2 —
Thunderbolt 15 5 15 6 1–7 8–14 15–21 — 11 3 8 2 —
Thunderbolt 20 6 20 6 1–7 8–14 15–21 — 15 5 6 2 —
Narc Missile Beacon 0 — — 1–3 4–6 7–9 — 5 2 6 2 —
iNarc Missile Beacon 0 — — 1–4 5–8 9–12 — 5 3 4 2 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Melee Weapons
Claws 0 (Tons/15)+1 — 1 — — — Tons/15 Tons/15 — 3 —
Hatchet 0 Tons/5 — 1 — — — Tons/15 Tons/15 — 1 —
Mace 0 Tons/4 — 1 — — — Tons/10 Tons/10 — 2 —
Sword 0 (Tons/10)+1 — 1 — — — Tons/20 Tons/20 — 2 —
Small Shield 0 * — — — — — 0.5 + (Tons/20) 3 — 3 —
Medium Shield 0 * — — — — — 1.0 + (Tons/15) 5 — 3 —
Large Shield 0 * — — — — — 1.5 + (Tons/10) 7 — 3 —
Artillery Weapons
Arrow IV System 10 20 — — — — 8 maps 15 15 5 3 —
Thumper 6 15 — — — — 21 maps 15 15 20 3 —
Sniper 10 20 — — — — 18 maps 20 20 10 3 —
Long Tom 20 25 — — — — 30 maps 30 30 5 3 —
Equipment & Support Systems
Single Heat Sink -1 — — — — — — 1 1 — 1 —
Anti-Personnel (A-Pod) 0 1D6* — 0 — — — 0.5 1 1 Shot 2 —
Artemis IV FCS 0 * — — — — — 1 1 — 2 —
Artemis V FCS 0 — — — — — — 1.5 2 — 3 —
Experimental EW Suite 0 — — — — 4 — 7.5 5 — 3 —
Beagle Active Probe 0 — — — — 4 — 1.5 2 — 2 —
Bloodhound Active Probe 0 — — — — 8 — 2 3 — 3 —
Guardian ECM 0 — — — — 6 — 1.5 2 — 2 —
Angel ECM 0 — — — — 6 — 2 2 — 3 —
CASE 0 — — — — — — 0.5 1 — 2 —
CASE II 0 — — — — — — 1 1 — 3 —
PPC Capacitor 5* +5* — — — — — 1 1 — 3 —
Double Heat Sink -2 — — — — — — 1 3 — 2 —
C3 Computer (Master) 0 — — 1–5* 6–9* 10–15* — 5 5 — 2 —
C3 Computer (Slave) 0 — — — — — — 1 1 — 2 —
MASC 0 — — — — — — Tons/20 Tons/20 — 2 —
Triple-Strength Myomer 0 * — — — — — 0 6 — 2 —
Light TAG 0 — — 1–3 4–6 7–9 — 0.5 1 — 2 —
TAG 0 — — 1–5 6–9 10–15 — 1 1 — 2 —
Targeting Computer 0 — — * * * — DF Weapon tons/4 DF Weapon tons/4 — 2 —
clan weapons and equipment table
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Energy Weapons
ER Micro Laser 1 2 — 1 2 3–4 — 0.25 1 — 2 —
ER Small Laser 2 5 — 1–2 3–4 5–6 — 0.5 1 — 2 —
ER Medium Laser 5 7 — 1–5 6–10 11–15 — 1 1 — 2 —
ER Large Laser 12 10 — 1–8 9–15 16–25 — 4 1 — 2 —
Micro Pulse Laser 1 3 — 1 2 3 — 0.5 1 — 2 —
Small Pulse Laser 2 3 — 1–2 3–4 5–6 — 1 1 — 2 —
Medium Pulse Laser 4 7 — 1–4 5–8 9–12 — 2 1 — 2 —
Large Pulse Laser 10 10 — 1–6 7–14 15–20 — 6 2 — 2 —
Heavy Small Laser 3 6 — 1 2 3 — 0.5 1 — 2 —
Heavy Medium Laser 7 10 — 1–3 4–6 7–9 — 1 2 — 2 —
Heavy Large Laser 18 16 — 1–5 6–10 11–15 — 4 3 — 2 —
ER PPC 15 15 — 1–7 8–14 15–23 — 6 2 — 2 —
Flamer 3 2 — 1 2 3 — 1 1 — 2 —
Laser AMS 5 — — 1 — — — 1 1 — 2 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Ballistic Weapons
LB 2-X AC 1 2 — 1–10 11–20 21–30 — 5 3 45 2 —
LB 5-X AC 1 5 — 1–8 9–16 17–24 — 7 4 20 2 —
LB 10-X AC 2 10 — 1–6 7–12 13–18 — 10 5 10 2 —
LB 20-X AC 6 20 — 1–4 5–8 9–12 — 12 9 5 2 —
Ultra AC/2 1/volley 2/shot — 1–9 10–18 19–27 — 5 2 45 2 —
Ultra AC/5 1/volley 5/shot — 1–8 9–16 17–24 — 7 3 20 2 —
Ultra AC/10 3/volley 10/shot — 1–6 7–12 13–18 — 10 4 10 2 —
Ultra AC/20 7/volley 20/shot — 1–4 5–8 9–12 — 12 8 5 2 —
Gauss Rifle 1 15 — 1–7 8–14 15–22 — 12 6 8 2 —
Silver Bullet Gauss Rifle 1 15 — 1–7 8–14 15–22 — 12 6 8 3 —
Anti-Personnel Gauss Rifle 1 3 — 1–3 4–6 7–9 — 0.5 1 40 3 —
Light Machine Gun 0 1 — 1–2 3–4 5–6 — 0.25 1 200 2 —
Machine Gun 0 2 — 1 2 3 — 0.25 1 200 2 —
Heavy Machine Gun 0 3 — 1 2 — — 0.5 1 100 2 —
Machine Gun Array 0 * — — — — — 0.25 1 — 3 —
Anti-Missile System 1 — — 1 — — — 0.5 1 24 2 —
Flamer (Vehicle) 3 2 — 1 2 3 — 0.5 1 20 3 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Missile Weapons
LRM 5 2 1/missile — 1–7 8–14 15–21 — 1 1 24 2 —
LRM 10 4 1/missile — 1–7 8–14 15–21 — 2.5 1 12 2 —
LRM 15 5 1/missile — 1–7 8–14 15–21 — 3.5 2 8 2 —
LRM 20 6 1/missile — 1–7 8–14 15–21 — 5 4 6 2 —
SRM 2 2 2/missile — 1–3 4–6 7–9 — 0.5 1 50 2 —
SRM 4 3 2/missile — 1–3 4–6 7–9 — 1 1 25 2 —
SRM 6 4 2/missile — 1–3 4–6 7–9 — 1.5 1 15 2 —
Streak SRM 2 2 2/missile — 1–4 5–8 9–12 — 0.5 1 50 2 —
Streak SRM 4 3 2/missile — 1–4 5–8 9–12 — 1 1 25 2 —
Streak SRM 6 4 2/missile — 1–4 5–8 9–12 — 3 2 15 2 —
ATM 3 (ER Mode)
ATM 3 (Standard Mode)
ATM 3 (HE Mode)
2 1/missile — 1–5 6–15 16–27 — 1.5 2 20 3 —
2/missile — 1–5 6–10 11–15 —
3/missile — 1–3 — — —
ATM 6 (ER Mode)
ATM 6 (Standard Mode)
ATM 6 (HE Mode)
4 1/missile — 1–5 6–15 16–27 — 3.5 3 10 3 —
2/missile — 1–5 6–10 11–15 —
3/missile — 1–3 — — —
ATM 9 (ER Mode)
ATM 9 (Standard Mode)
ATM 9 (HE Mode)
6 1/missile — 1–5 6–15 16–27 — 5 4 7 3 —
2/missile — 1–5 6–10 11–15 —
3/missile — 1–3 — — —
ATM 12 (ER Mode)
ATM 12 (Standard Mode)
ATM 12 (HE Mode)
8 1/missile — 1–5 6–15 16–27 — 7 5 5 3 —
2/missile — 1–5 6–10 11–15 —
3/missile — 1–3 — — —
Narc Missile Beacon 0 — — 1–4 5–8 9–12 — 2 1 6 2 —
Type Heat Damage Minimum Range Short Range Medium Range Long Range Extreme Range Tons Critical Slots Ammo/Ton Rules Level Availability
Artillery Weapons
Arrow IV System 10 20 — Map Scale (Max 9 Maps) 12 12 5 3 —
Thumper 6 15 — Map Scale (Max 21 Maps) 15 15 20 3 —
Sniper 10 20 — Map Scale (Max 18 Maps) 20 20 10 3 —
Long Tom 20 25 — Map Scale (Max 30 Maps) 30 30 5 3 —
Equipment & Support Systems
Artemis IV FCS 0 — — — — — — 1 1 — 2 —
Artemis V FCS 0 — — — — — — 1 2 — 3 —
Anti-Personnel Pod (A-Pod) 0 1D6* — 0 — — — 0.5 1 1 Shot 2 —
Light Active Probe 0 — — — — 3 — 0.5 1 — 2 —
Active Probe 0 — — — — 5 — 1 1 — 2 —
ECM Suite 0 — — — — 6 — 1 1 — 2 —
Watchdog EW Suite 0 — — — — 5 — 1.5 1 — 3 —
CASE 0 — — — — — — 0 0 — 2 —
CASE II 0 — — — — — — 0.5 1 — 3 —
Single Heat Sink -1 — — — — — — 1 1 — 1 —
Double Heat Sink -2 — — — — — — 1 2 — 2 —
Laser Heat Sink -2 — — — — — — 1 2 — 2 —
MASC 0 — — — — — — Tons/25 Tons/25 — 2 —
Light TAG 0 — — 1–3 4–6 7–9 — 0 1 — 2 —
TAG 0 — — 1–5 6–9 10–15 — 0 1 — 2 —
Targeting Computer 0 — — * * * — DF Weapon tons/5 DF Weapons tons/5 — 2 —
EI Neural Implant 0 — — — — — — 0 0 — 3 —