Missile Systems

Long-Range Missiles

           Long-Range Missiles (LRMs) are the most popular support weapons in the Inner Sphere. Like artillery, they can even be fired indirectly at a target that is hidden from the 'Mech launching the missiles. Their minimum range make them a poor choice as a primary weapon for anything but Support 'Mechs. Generally, only half of the usual number of missiles will hit the target. Thus, while LRM 'Mechs are not completely helpless at short range, they still need other weapons to defend themselves. Small LRM systems make okay secondary weapons on Combat or Assault 'Mechs, but they really lack enough punch to be effective. It's wise to use an Artimis IV FCS or a NARC missile beacon with LRM 15s and -20s because it gives them one more damage group and 3-4 more points of damage per hit on average.

Short-Range Missiles

           Short Range Missiles (SRMs) are excellent secondary weapons because they are light, versatile, and deadly against damaged opponents. Each SRM that hits rolls a separate hit location so there is always a good chance of getting a critical hit, especially if your opponent is already damaged. The large variety of special SRM warheads makes them the most versatile weapon in use. Be sure to carry several tons of ammo for your SRM launchers so you can use some of these "special" missiles. It is not necessary to use Artimis IV or NARC systems with SRM 2s and -4s; on average most of the missiles hit anyway and almost all "special" warheads are incompatible with Artimis and NARC systems. Still, if you can spare the tonnage, an Artimis greatly improves the SRM 6, giving it one more missile hit on average.

Streak SRMs

           The advantage of Streak SRMs is that they don't automatically fire when used. Instead, you roll to lock-on. If the roll succeeds, the Streak SRM fires and automatically hits with all missiles. If the lock-on fails, the Streak doesn't fire and builds up no heat that round. The targeting systems of Streak launchers can be interlocked so that several launchers fire at once, requiring only one lock-on roll. If you have a high probability of hitting, this is a good idea. For harder shots, however, it is better to fire the Streaks individually. Because they conserve ammunition, you never need to allocate more than one ton of ammo to a Streak launcher. Also, they do not need Artimis or NARC systems. Streaks are the most reliable missile systems and should be used if you don't plan to use any "special" missiles; they are incompatible with all "special" warheads. Note that if you are using Artimis systems, you must carry an Artimis for each missile launcher except Streaks. Therefore, it is a good idea to use Streak SRMs instead of other SRMs on 'Mechs that use Artimis (for LRMs perhaps) to avoid having to carry additional Artimis systems.

Dead-Fire Missiles

           Dead-Fire Missiles (DFMs) do more damage than conventional missiles, but they have less range and they are extremely inaccurate; you are lucky to hit with even half of a salvo. Carrying DFMs is risky. They are deadly if they hit, but they are more likely to miss. The average damage done, however, turns out to be about the same: half of the usual number of missiles hit, but each hit does more damage. If you use DFMs, try to tip the odds in your favor; close to short range and take advantage of every good shot you have. Long-Range DFMs are not support weapons. DFMs are appropriate for Combat and Assault 'Mechs.

Extended LRMs

           Extended LRMs (ELRMs) are just that; they have the best range of any battlefield weapon. Unfortunately, they are almost twice as heavy as standard LRMs, and they have a large minimum range. If you use ELRMs, carry several short-range weapons to use when the enemy gets too close for the ELRMs to arm. Unless you are playing on a large, open field, it is unlikely you will have more than a couple of good shots before the enemy gets within their minimum range. ELRMs should only be used on Support 'Mechs.

'Mech Mortars

           'Mech Mortars are envisioned as a replacement for LRMs. They have comparable weight and range but are much less accurate. Due to their arcing trajectory, 'Mech Mortars cannot be shot down by anti-missile systems and are not penalized for firing over forests or smoke-filled hexes. Like LRMs, 'Mech Mortars can be fired indirectly. In some cases, 'Mech Mortars are advantageous, in others, they are a burden. If you will be fighting against 'Mechs with good long-range capabilities or in a hilly or forested region, 'Mech Mortars are a good choice. On an open field, however, conventional LRMs are better.

Thunderbolt Launchers

           Thunderbolt missiles are the ultimate Hunter Killer weapon. They are light, have good range, and do enough damage to kill or disable a light 'Mech with one or two shots. Also, they don't need Artimis or NARC systems like other big missile launchers to ensure reasonable damage with each hit. They have only several shots per ton of ammunition, however, so make sure you include enough ammo to give each Thunderbolt launcher 10 to 12 shots.


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