Weapons and Equipment Table

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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
Heavy PPC 15 15 3 1–6 7–12 13–18 10 4 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 1–8 9–17 18–25 12 5 16 2
Gauss Rifle 1 15 2 1–7 8–14 15–22 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 (Battle Armor) 0 2 1–3 4–6 7–9 0.1 1 20 3
LB 2-X AC 1 2 1–9 10–18 19–27 6 4 45 2
LB 5-X AC 1 5 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 5 2 2 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
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