MechCommander 2/Equipment
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Apocryphal This article's subject is only mentioned in apocryphal sources, i.e. official BattleTech products which are not clearly Non-canon but do not meet the current Canon criteria either. For more information, check the Canonicity section. |
Below is a listing of all equipment available in MechCommander 2.
Contents
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 | 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
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
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
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
Sensors
Sensors are built into each chassis and cannot be exchanged. Some chassis have more advanced sensors.
Heat Sinks
Extra Heat Sinks can be added, increasing the maximum Heat of a 'Mech by 4 per slot.
Armor
Extra armor can be added at the rate of 32 points per slot, up to a per-chassis limit.
Jump Jets
In MechCommander 2, jump jets are an all-or-nothing affair. They can be equipped to eligible chassis at the cost of 7 Heat.