MechCommander 2/Equipment

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

Ballistic Weapons

Light Autocannon

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability 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

Availability 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

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability 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

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability 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

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability 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

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability 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 20 80 400 25 2 x 4 10 8 32430

Energy Weapons

Small Laser

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Small ER Laser

Availability 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Availability Tech. Base Heat Damage Min. Range Max. Range Tons Criticals/Slots (X x Y) Recycle Time (s.) Ammo per Ton Cost (RPs)
Default 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

Missile Weapons

Inner Sphere

Clan

Electronics

Inner Sphere

Clan