MechCommander 2/Equipment

Below is a listing of all equipment available in MechCommander 2.

Weapons[edit]

Below is a table for the base MechCommander 2 weapons, that can be organized by the various item properties (e.g range, cost, type).

Weapon Tech. Base Type Heat Damage Range Criticals/Slots (X x Y) Rate of Fire Ammo C-Bills
Machine Gun Array Inner Sphere Ballistic 0 1 Short 1 x 1 4 72 900
Light Autocannon Inner Sphere Ballistic 1 2 Long 2 x 2 3.3 75 3500
Medium Autocannon Inner Sphere Ballistic 2 6 Medium 2 x 3 1.8 39 5300
Heavy Autocannon Inner Sphere Ballistic 7 12 Short 2 x 4 1.7 38 7100
Light Ultra Autocannon Inner Sphere Ballistic 1 2 Long 2 x 2 4.5 102 5500
Clan Light Ultra Autocannon Clan Ballistic 1 2 Long 2 x 2 5.6 125 5500
Medium Ultra Autocannon Inner Sphere Ballistic 4 6 Medium 2 x 3 2.5 56 8000
Clan Medium Ultra Autocannon Clan Ballistic 3 6 Medium 2 x 3 2.8 64 10200
Heavy Ultra Autocannon Inner Sphere Ballistic 8 12 Short 2 x 4 2.4 54 11800
Clan Heavy Ultra Autocannon Clan Ballistic 8 12 Short 2 x 4 2.7 61 14200
Light Gauss Rifle Inner Sphere Ballistic 1 6 Long 2 x 3 1.5 34 7200
Gauss Rifle Inner Sphere Ballistic 1 10 Long 2 x 4 1.4 32 15300
Clan Gauss Rifle Clan Ballistic 1 10 Long 2 x 4 1.6 36 18500
Long Tom Cannon Inner Sphere Artillery 20 15 Long 2 x 5 1.4 50 29,300
Flamer Array Inner Sphere Energy 7 3.5 Short 1 x 1 1.7 Infinite 1800
Laser Inner Sphere Energy 3 2.5 Short 1 x 1 2.4 Infinite 1700
Pulse Laser Inner Sphere Energy 4 2 Short 1 x 1 3.5 Infinite 2000
Clan Pulse Laser Clan Energy 4 2 Short 1 x 1 4 Infinite 2400
Clan Heavy Laser Clan Energy 7 5 Short 1 x 1 2 Infinite 4700
ER Laser Inner Sphere Energy 5 2.5 Medium 1 x 1 2.4 Infinite 3000
Clan ER Laser Clan Energy 5 2.5 Medium 1 x 1 3 Infinite 4500
Large Laser Inner Sphere Energy 8 4 Medium 1 x 2 2 Infinite 3800
Large Pulse Laser Inner Sphere Energy 10 2 Medium 1 x 2 5.6 Infinite 5000
Clan Large Pulse Laser Clan Energy 10 2 Medium 1 x 2 6.2 Infinite 6000
Clan Heavy Large Laser Clan Energy 18 9 Medium 1 x 2 1.8 Infinite 15,000
ER Large Laser Inner Sphere Energy 12 4 Long 1 x 2 2 Infinite 5300
Clan ER Large Laser Clan Energy 12 4 Long 1 x 2 2.5 Infinite 7700
PPC Inner Sphere Energy 10 7 Medium 1 x 3 1.5 Infinite 5700
ER PPC Inner Sphere Energy 15 7 Long 1 x 3 1.5 Infinite 8000
Clan ER PPC Clan Energy 15 7 Long 1 x 3 2.2 Infinite 14900
Streak SRM Rack Inner Sphere Missile 2 2 Short 1 x 1 3 68 2000
Clan Streak SRM Rack Clan Missile 2 2 Short 1 x 1 3.2 73 2200
LRM Rack Inner Sphere Missile 2 3 Long 1 x 1 1.1 24 1700
Clan LRM Rack Clan Missile 4 3 Long 1 x 1 2.1 47 4500
Swarm LRM Rack Inner Sphere Missile 2 3 Long 1 x 1 1.1 24 2600
Thunderbolt Missile Inner Sphere Missile 8 13 Medium 2 x 4 1.7 30 16,400

1) Ammunition only matters if Unlimited Ammo is turned off in the Options menu.

2) Swarm missiles target the ground where a 'Mech is standing, rather than the 'Mech itself. Good against vehicles.

3) Ranges in the game (in meters):

Listed Range Min. Range Max. Range
Short 0 60
Medium 31 121
Long 61 180

Machine Gun Array[edit]

Despite MechCommander 2 taking place in 3063, and the Machine Gun Array not being invented until several years later, this weapon was incredibly prominent in the base game. Like all Machine Guns in BattleTech, the Machine Gun Array is one of the only weapons that you can fit on a BattleMech that doesn't produce heat when fired. Its high ammunition capacity, accuracy and ease of installation, combined with its short range and low damage output, make it most suited for Anti-infantry use.

Swarm LRM Rack[edit]

In MechCommander 2, Swarm LRMs are an area of effect weapon similar to a mortar from a Long-Tom, albeit with a much smaller blast radius, and doing considerably less damage. Though they did not actually work this way in the canon BattleTech universe, Swarm LRMs as they were presented in MC2 were very useful for taking out multiple targets in one location (as long as none of your own forces were in the vicinity) and for clearing minefields.

In the canon BattleTech universe, the Swarm LRM is a type of munition for LRM launchers which uses a more advanced guidance system, enabling any missiles that missed the intended target completely to instead seek out other nearby targets. In the technological decline of the Succession Wars however, not only did the guidance systems for Swarm LRMs become harder on build, but many mechs were being forced to engage at closer and closer distances. This was a problem due to the lack of any IFF system in Swarm LRMs, as they did not discriminate between allied or hostile units. It wasn't until the Clan Invasion that Inner Sphere scientists attempted to correct the problem, but they were only partly successful in their efforts.

Seeing as the Swarm LRMs in MechCommander 2 are obtained from a Weapons Research and Development facility, and are implied to be still in the experimental phase, it is possible that the developers originally intended them to be Swarm-I munitions specifically.

Flamer Array[edit]

While flamer arrays don't canonically exist in the BattleTech universe, individual flamers do. Their primary purpose in BattleTech is to raise the heat levels of an enemy mech, but due to the lack of an in-combat heat mechanic in the base version of MechCommander 2, the Flamer is unable to serve that function and can be considered a critically underpowered weapon as a result. Though hardly better than the Machine Gun Array without the ability to overheat enemy mechs, it doesn't need to carry ammunition. This led to the heat produced by the weapon to be increased for balance purposes, but since the heat mechanic's only function and consequence in MC2 is to serve as a more flexible alternative to the Tonnage system in the first MechCommander, this attempt at balancing is flawed at best (especially when players enable the Unlimited Ammo option).

Other equipment[edit]

Sensors[edit]

Sensors are built into each chassis and cannot be exchanged. Some chassis have more advanced sensors.

Heat Sinks[edit]

Extra Heat Sinks can be added, increasing the maximum Heat of a 'Mech by 4 per slot.

Armor[edit]

Extra armor can be added at the rate of 32 points per slot, up to a per-chassis limit.

Jump Jets[edit]

In MechCommander 2, jump jets are an all-or-nothing affair. They can be equipped to eligible chassis at the cost of 7 Heat.