Difference between revisions of "MechCommander 2/Equipment"

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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 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 [[Swarm-i LRM|attempted to correct the problem,]] but they were only partly successful.
+
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 [[Swarm-I LRM|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.
  
 
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Revision as of 07:34, 19 March 2018

Below is a listing of all equipment available in MechCommander 2 and its stand-alone modifications. The most major mods available are MechCommander OmniTech (displayed as "MCO") and Wolfman's MC2-X mod (displayed as "MC2-X").

Ballistic Weapons

Light Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 1 2 N/A Long 8 2 x 2 3 75 3500
MCO Inner Sphere 1 0.8 20 350 8 2 x 1 2 80 918

Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 2 6 N/A Medium 12 2 x 3 5.7 39 5300
MCO Inner Sphere 2 4.8 20 210 12 2 x 2 5 40 2901

Heavy Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 7 12 N/A Short 16 2 x 4 5.88 38 7100
MCO Inner Sphere 6 10.6 1 120 16 2 x 3 7.5 15 4365

Light LBX Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 1 1.2 20 350 12 2 x 1 1.75 90 1800

LBX Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Innere Sphere 2 5 20 210 16 2 x 2 4 40 4251
Clan 2 5.6 20 210 16 2 x 2 4 45 5102

Heavy LBX Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 6 12 1 120 16 2 x 3 6 20 11353

Light Ultra Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 1 2 N/A Long 8 2 x 2 2.2 102 5500
Clan 1 2 N/A Long 8 2 x 2 1.8 125 7500
MCO Inner Sphere 1 0.8 20 350 8 2 x 1 1.33 60 1422
Clan 1 0.8 20 350 8 2 x 1 1.07 80 1944

Ultra Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 4 6 N/A Medium 12 2 x 3 4 56 8000
Clan 3 6 N/A Medium 12 2 x 3 3.52 64 10200
MCO Inner Sphere 4 4.8 20 210 12 2 x 2 3 30 4725
Clan 4 0.8 20 210 12 2 x 2 3 40 5815

Heavy Ultra Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 8 12 N/A Short 16 2 x 4 4.17 54 11800
Clan 8 12 N/A Short 16 2 x 4 3.7 61 14200
MCO Inner Sphere 8 10.8 1 120 16 2 x 3 4 13 9331
Clan 8 12 1 120 16 2 x 3 4 15 10368

Dropship Ultra Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 100 10 50 300 12 2 x 2 3 100 105815

Dropship Heavy Ultra Autocannon

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 100 20 1 150 16 2 x 3 4 50 510368

Light Gauss Rifle

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 1 6 N/A Long 12 2 x 3 6.67 34 7200
MCO Inner Sphere 1 5.5 50 400 12 2 x 2 5 32 3790

Gauss Rifle

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 1 10 N/A Long 16 2 x 4 7.14 32 15300
Clan 1 10 N/A Long 16 2 x 4 6.25 36 18500
MCO Inner Sphere 1 10 60 450 16 2 x 3 5 16 5385
Clan 1 12 60 450 16 2 x 3 5 16 8797

Heavy Gauss Rifle

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 1 16 100 500 16 2 x 4 5 12 7582

Dropship Gauss Cannon

  • A larger and far more powerful version of the Gauss Rifle. Like all of the dropship weapons in MCO, the DropShip Gauss Cannon was given an unreasonably high heat in order to make it impossible for players to try putting one on a mech (due to the lack of a Tonnage mechanic in MC2).
  • DropShip-sized Gauss Rifles (which would be classified as Sub-Capital weaponry) are strangely absent from official BattleTech rules, jumping straight from the Improved Heavy Gauss Rifle and HAG-40 for BattleMechs to the Light Naval Gauss used on Warships.
Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 100 15 140 500 16 2 x 3 5 50 105385
Clan 100 17 130 500 16 2 x 3 5 50 108797

Long Tom

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 20 15 N/A Long 24 2 x 5 7.14 50 29300
MCO Inner Sphere 20 15 50 500 24 2 x 4 7.5 15 16893

Machine Gun

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 0 0.3 1 100 2 1 x 1 1 200 591

Heavy Machine Gun

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 0 0.5 1 100 2 1 x 1 1 500 772

Machine Gun Array

  • 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. It's 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.
Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 0 1 N/A Short 2 1 x 1 2.5 72 900
MCO Inner Sphere 0 0.4 1 100 2 1 x 1 1 200 591

Rail Gun

The Rail Gun (alternately spelled Railgun) was originally featured in MechCommander Gold, in which it was described as a Star League era relic. It had a long range and was very powerful, at the expense of having poor ammunition capacity, but it was absent from MechCommander 2 until its reintroduction in MCO. For all intents and purposes, it is reasonably safe to assume that the Rail Gun was an ancestor to the modern Gauss Rifle.


Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere (Star League) 2 20 80 400 25 2 x 4 10 8 32430

Energy Weapons

Flamer Array

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).

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 7 3.5 N/A Short 2 1 x 1 5.8 N/A 1800
MCO Inner Sphere 7 3.5 1 100 2 1 x 1 8.5 N/A 1087
Clan 6 4 1 110 2 1 x 1 8.5 N/A 1810

Ion Cannon

The Ion Cannon is a weapon that only saw an appearance in MCO, and like the Neutron Gun described later, it was not included on any mechs or vehicles in their default configurations, nor was it used in any official maps. Should an Ion Cannon as depicted in the mod ever appear in official BattleTech rules, it would most likely be classified as Experimental Technology, and/or categorized as a variant of the PPC.

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Unknown 14 9 1 250 4 1 x 2 4 N/A 11678

Small Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 1 0.5 1 80 2 1 x 1 4 N/A 432

Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 3 2.5 N/A Short 2 1 x 1 4.2 N/A 1700
MCO Inner Sphere 3 1.5 1 120 2 1 x 1 5 N/A 955

Large Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 8 4 N/A Medium 4 1 x 2 5 N/A 3800
MCO Inner Sphere 8 3.2 40 220 4 1 x 2 5 N/A 3358

Dropship Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 100 6 40 300 4 1 x 2 5 N/A 103358

Small ER Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 2 0.7 1 100 2 1 x 1 3 N/A 698
Clan 2 1 1 120 2 1 x 1 3 N/A 828

ER Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 5 2.5 N/A Medium 2 1 x 1 4.2 N/A 3000
Clan 5 2.5 N/A Medium 2 1 x 1 3.3 N/A 4500
MCO Inner Sphere 5 1.6 1 210 2 1 x 1 5 N/A 1136
Clan 5 2 1 230 2 1 x 1 5 N/A 1499

Large ER Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 12 4 N/A Long 4 1 x 2 5 N/A 5300
Clan 12 4 N/A Long 4 1 x 2 4 N/A 7700
MCO Inner Sphere 12 3.2 60 450 4 1 x 2 5 N/A 4388
Clan 12 4.4 60 470 4 1 x 2 5 N/A 4921

Dropship ER Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 100 6 100 500 4 1 x 2 5 N/A 104388
Clan 100 8 90 500 4 1 x 2 5 N/A 104921

Heavy Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Clan 7 5 N/A Short 2 1 x 1 5 N/A 4700
MCO Clan 7 4 1 150 2 1 x 1 5 N/A 3232

Large Heavy Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Clan 18 9 N/A Medium 4 1 x 2 5.56 N/A 15000
MCO Clan 18 8 20 250 4 1 x 2 5.56 N/A 10692

Pulse Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 4 2 N/A Short 2 1 x 1 2.85 N/A 2000
Clan 4 2 N/A Short 2 1 x 1 2.5 N/A 2400
MCO Inner Sphere 4 0.8 1 140 2 1 x 1 1.5 N/A 1566
Clan 4 1.2 1 150 2 1 x 1 1.5 N/A 2193

Large Pulse Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 10 2 N/A Medium 4 1 x 2 1.8 N/A 5000
Clan 10 2 N/A Medium 4 1 x 2 1.6 N/A 6000
MCO Inner Sphere 10 1.6 40 230 4 1 x 2 2 N/A 6292
Clan 10 2 20 250 4 1 x 2 2 N/A 7723

Dropship Pulse Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 100 4 40 300 4 1 x 2 2 N/A 107723

Large ER Pulse Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 12 2 1 400 4 1 x 2 2.5 N/A 8960

X Pulse Laser

Absent in MechCommander 2 until the release of MCO, the weapon was erroneously described in the first MechCommander as a Star League era relic, when the Medium X-Pulse Laser was actually invented as an aftermarket modification by the Inner Sphere to offset the range advantage of Clan-Spec Pulse Lasers.

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 9 1.8 1 250 4 1 x 2 2.2 N/A 3120

Large X Pulse Laser

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 13 2.5 1 400 4 1 x 3 2.5 N/A 5451

Neutron Gun

  • The Neutron Gun is a weapon which appeared exclusively in MCO, which lacked an in-game description or encyclopedia entry. It is never fully apparent how it might have actually functioned, however, seeing as neutrons are uncharged particles.
  • No mechs or vehicles included the weapon in their stock configurations, though it has occasionally seen use in custom maps.
  • It is reasonable to presume that the Neutron Gun would most likely be categorized as Experimental Technology should it ever appear in official BattleTech rules.
Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Unknown 8 8 50 190 4 1 x 2 6 N/A 10239

PPC

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 10 7 N/A Medium 6 1 x 3 6.67 N/A 5700
MCO Inner Sphere 10 6 40 220 6 1 x 3 7.5 N/A 3567

ER PPC

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 15 7 N/A Long 6 1 x 3 6.67 N/A 8000
Clan 15 7 N/A Long 6 1 x 3 4.55 N/A 14900
MCO Inner Sphere 15 7 10 400 6 1 x 3 7.5 N/A 4561
Clan 15 9 1 440 6 1 x 3 7.5 N/A 7533

Missile Weapons

Hellfire Bomb

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Unknown 1 12 1 160 2.5 2 x 3 8 12 2208

LRM-5 Rack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 2 3 N/A Long 4 1 x 1 9.5 24 1700
Clan 4 3 N/A Long 4 1 x 1 4.75 47 4500
MCO Inner Sphere 2 1.6 80 450 4 1 x 1 10 24 740
Clan 4 1.6 70 450 4 1 x 1 5 28 2370

Swarm LRM-5 Rack

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.

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 2 3 (Splash) N/A Long 4 1 x 1 9.5 24 2600
MCO Inner Sphere 2 2 (Splash) 80 450 4 1 x 1 10 24 1160

LRM-10 Rack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 4 3.4 80 450 4 1 x 2 10 24 1740
Clan 7 3.4 70 450 4 1 x 2 5 28 4370

LRM-20 Rack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 8 7 80 450 4 2 x 2 10 24 2740
Clan 11 7 70 450 4 2 x 2 5 28 8370

MRM Rack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 2 1.2 40 250 4 1 x 1 7 30 672
Clan 2 1.2 40 260 4 1 x 1 4 34 900

Streak MRM Rack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 2 1.2 40 250 4 1 x 1 8 20 850
Clan 2 1.2 40 260 4 1 x 1 5 24 1223

SRM-2 Pack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 2 1 N/A Short 2 1 x 1 3.57 63 500
MCO Inner Sphere 1 0.8 1 150 2 1 x 1 4 40 536
Clan 1 0.8 1 160 2.5 1 x 1 3 50 608

Streak SRM-2 Pack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 2 2 N/A Short 2 1 x 1 3.3 68 2000
Clan 2 2 N/A Short 2 1 x 1 3.1 73 2200
MCO Inner Sphere 2 1.6 1 150 2 1 x 1 4 35 660
Clan 2 1.6 1 160 2 1 x 1 3 40 878

SRM-6 Pack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 3 2 1 160 3.5 1 x 1 4 25 2742


Streak SRM-6 Pack

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Clan 6 4.8 1 160 5 1 x 1 5 24 4350

Striker Bomb

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Unknown 1 6 1 160 2.5 2 x 2 5 18 1608

Thunderbolt Missile

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Base MC2 Inner Sphere 8 13 N/A Medium 20 2 x 4 6 30 16400
MCO Inner Sphere 8 11 50 300 20 2 x 3 6 16 7893

Heavy Thunderbolt

Game Version Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
MCO Inner Sphere 18 15 100 500 16 2 x 4 10 10 10106

Electronics

Inner Sphere

Clan


Base Game Weapons

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 Inner Sphere 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 Inner Sphere 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