Manta Ray
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Manta Ray | |
Production information | |
Type | Capital Missile |
Tech Base | Inner Sphere Clan |
Year Availability | 3072[1] |
Technical specifications | |
Heat | 21 |
Damage | 5 Capital 50 Standard[2] |
Minimum Range | N/A |
Short Range | 1-3[3] |
Medium Range | 4-5 |
Long Range | 6-7 |
Extreme Range | 8-9 |
Tons | 160[4] |
Ammo Per Ton | 1/18 (one missile weighs 18 tons)[4] |
Cost (unloaded) | 150,000 |
Ammo Cost (per ton) | 30,000 |
BV (2.0) | 396 (launcher), 50 (ammunition)[5] |
Description[edit]
The Manta Ray sub-capital missile is the largest in service. With a launcher that weighs more than a pair of Hammerhead aerospace fighters and capable of firing missiles that weigh almost as much as a Seydlitz, the Manta Ray can inflict significant damage to an enemy DropShip or WarShip. The Manta Ray, like all Sub-Capital Missiles, is also very dangerous to aerospace fighters because it uses very effective guidance systems and maneuvering engines to bring it to target.
The Manta Ray is fearsome enough when used on a Pocket WarShip, but it can also be mounted on the surface of a world and used to defend against invasion. These missile systems can also function as missile artillery in a manner similar to the Arrow IV, but they aren't optimized for this duty. Nevertheless, having a Manta Ray on land near ground units is a sure way to disrupt enemy plans.
Models[edit]
The Manta Ray missile system only has one model.
Rules[edit]
Game Rules[edit]
The Manta Ray doesn't have a to-hit modifier against targets smaller than 500 tons.[6]
If an AeroSpace Fighter is hit by a Manta Ray, there is a chance that it will suffer a critical hit. This is in addition to any critical hit that results from damage.
When used as surface to surface artillery the Manta Ray functions as a "dumb" Arrow IV missile, ignoring any TAG benefits. As the missile isn't designed for this purpose, it also imposes a +2 to hit modifier.[7]