AR-10
AR-10 | |
Production information | |
Type | Capital Missile (Launcher) |
Tech Base | Star League |
Year Availability | 3051[1] |
Year Introduced | 2550 |
Technical specifications | |
Heat | As capital missile[2] |
Damage | As capital missile |
Minimum Range | As capital missile |
Short Range | As capital missile |
Medium Range | As capital missile |
Long Range | As capital missile |
Tons | 250 |
Mass | N/A kg |
Critical Slots | N/A |
Space Slots | N/A |
Ammo Per Ton | As capital missile |
Cost (unloaded) | 250,000 |
Ammo Cost (per ton) | As capital missile |
BV (1.0) | 961 |
BV (2.0) | 961[3] |
Contents
Description
The AR-10 is a unique missile launching system for WarShips and DropShips. The AR-10 can launch any Star League era capital missile currently in use by the Inner Sphere. This allows the WarShip commander to tailor his weapon load based on the opposition he expects to face. For example, if an Avalon-class cruiser was going to face many aerospace fighters, the captain would probably load Barracuda class missiles, to engage as many targets as possible. Alternately, if facing off against a Nightlord-class battleship, the AR-10 magazines would be filled with Killer Whales. This ability to launch several capital missile types makes the AR-10 extremely valuable on Pocket WarShips like the Word of Blake's Union and Mule conversions, and the Federated Suns' new Arondight class ships.
The main drawback to the AR-10 system is its inability to launch teleoperated missiles.[4] The AR-10 system is also unable to launch Sub-Capital Missiles.[5]
Models
The AR-10 missile system only has one model.