Course 2: Weapons Training

Welcome to Weapons Training...MechWarrior.

In this room, you will learn the weapons that are available for mounting onto your 'Mech. Evaluate each weapons' statistics before deploying it on your cherished 'Mech...because a bad balance of weapons means disaster on the battlefield.

Weapon Grouping Overview

Grouping weaponry is valuable for winning battles, especially if you are piloting with a joystick. The advantage to grouping weaponry is flexibility and control over firing the right weapon in the right situation. A Long-Range Missile is not as useful at 10 meters, but it is very useful at 150 meters. Here are some tips to consider when grouping weapons:

For example: I have just dropped for a battle. My 'Mech has 2 Small Pulse Lasers and 2 racks of Long Range Missiles (5.) I would place the 2 Small Pulse Lasers under group 1 (Shft+1) and put the 2 Long Range Missile racks under group 2 (Shift+2.) That way, I can fire only the short-range weapons (Group 1 with the 2 SPLAS) when the target is close and the long-range weapons (Group 2 with the 2 LRM5's) when my target is at a distance.

Weapon Grouping Procedure

The following procedure describes how to select and group weapons when piloting your 'Mech in the MechWarrior® simulation games. The simulator must be installed and functional at this point.

Weapon Statistics: Clan Weaponry

This chart covers all Clan weaponry available in the MechWarrior2 series simulators.

NOTE: Some of the earlier simulators may not support weapons such as NARC, Inferno Missiles, AMS, ArrowIV and Torpedos.

NOTE: These colors do not correspond with any weapon group. The colors exist to better organize the large list of available weapons in the MechWarrior2 series simulators.

Weapon Heat Damage Range Tonnage Critical Ammo
ER Laser Large 12 10 1019 4 1 -
ER Laser Medium 5 7 510 1 1 -
ER Laser Small 2 5 255 0.5 1 -
ER PPC 15 15 746 6 2 -
Pulse Large 10 10 815 6 2 -
Pulse Medium 4 7 408 2 1 -
Pulse Small 2 3 204 1 1 -
Flamer 3 - 450+ 0.5 1 -
Anti-Missile System 1 - - 5 1 12
Gauss Rifle 1 15 1820 12 6 8
LB2-XAC 1 2 800 5 8 45
LB5-XAC 1 5 700 7 4 20
LB10XAC 2 10 600 10 5 10
LB20XAC 6 20 450 12 9 5
Machine Gun 0 2 175 0.25 1 200
ULAC/2 1 2 700 5 2 45
ULAC/5 1 5 600 7 3 20
ULAC/10 3 10 500 10 4 10
ULAC/20 7 20 400 12 8 5
SRM-2 2 4 497 0.5 1 50
SRM-4 3 8 497 1 1 25
SRM-6 4 12 497 1.5 1 15
Streak SRM-2 2 4 497 1 1 50
Streak SRM-4 3 8 497 2 1 25
Streak SRM-6 4 12 497 3 2 15
LRM-5 2 5 1000 1 1 24
LRM-10 4 10 1000 2.5 1 12
LRM-15 5 15 1000 3.5 1 8
LRM-20 6 20 1000 5 4 6
Inferno SRM-2 2 - 497 0.5 1 50
Inferno Streak SRM-2 2 - 497 1 1 50
Arrow IV 10 20/10 - 12 12 5
NARC 0 - - 2 1 6

Weapons Descriptions

This section contains the descriptions to the weapon above. As you will find, weapons have a personality of their own. Make sure that the weapons that you select fit your personality otherwise it could be a disaster on the battlefield.

Extended Range Lasers

The extended-range laser uses beam focusing and targeting equipment to fire the beam at a target. When focused at a BattleMech's armor, the beam melts the armor and exposes the internal, or critical components. Destroying or disabling thses critical components is required to destroy the opposing 'Mech.

Pro: Does not require ammunition.

Con: ER Lasers generate excessive heat (2-12). Slow regeneration time as compared to the Pulse Lasers.

Extended Range PPC

The Extended Range Particle Projection Cannon (ER PPC)fires high energy ion bolts which cause damage through both the impact and high temperature. The PPC family is ofter refered to a 'turquise bolt of lightening.' Extended-range PPC is a significantly improved version of the particle projection cannon, being smaller, lighter and more powerful than the PPC version. Add that to an extended range and it is no wonder why it is a favorite to have along.

Pro: Does not require ammunition. Extremely devastating to whatever it hits (15 damage).

Con: ER PPCs generate excessive heat (15 heat) with every shot. Slow regeneration time as compared to all other lasers.

Pulse Lasers

The pulse laser uses a rapid-cycling, high-energy pulse to generate multiple laser beams, creating an effect comparable to machine-gun fire. This characteristic improves damage per hit at the cost of increased heat and a somewhat shorter effective range.

Pro: Does not require ammunition. Hard hitting weapon (3,7,10 damage) due to the multiple pulses of energy.

Con: Pulse Lasers actually generate more heat per second versus the ER Lasers, since the PLasers fire faster.


The flamer is a short-range energy weapon that taps into the superheated plasma of the BattleMech's fusion reactor. The flamer causes a great deal of heat to buildup on the target but it also causes a large heat build-up in the 'Mech that is using it. Therefore, caution should be exercised when using this weapon system.

Anti-Missile System

The anti-missile system is a rapid-fire, point-defense machine gun capable of tracking, engaging, and destroying incoming missiles. While very effective, the system's primary drawback is its high ammunition consumption. When a salvo of missiles attacks any BattleMech equipped with an anti-missile system, the system automatically engages the salvo before they can hit the protected 'Mech.

Pro: Low heat. Defeats missiles with a projectiles.

Con: Limited amuniction.

Gauss Rifle

The Gauss rifle uses a series of magnets to propel a projectile through its barrel and towards a target. While requiring a great deal of power to operate, it generates very little heat and can achieve a muzzle velocity twice that of any conventional weapon. Gauss rifle ammunition consists of nickel-ferrous metal slugs. If Gauss ammunition takes a critical hit, there is no explosion, but the hit destroys the ammo-feed 'Mechanism rendering the rest of the ammunition in that location useless. A critical hit on the Gauss rifle itself destroys the capacitors that power this weapon. Such destruction causes a catastrophic discharge of the capacitor's stored energy with results similar to an ammunition explosion. If a Gauss rifle takes a critical hit, it causes an ammunition explosion in the location containing the rifle.

Pro: Low heat (1 heat). High damage (15 damage). Long range (1820 m).

Con: Very limited ammunition. 1 ton of ammo is 8 shots.

LB-X Autocannon

The LB-X autocannon makes use of light, heat-dissipating alloys to reduce weight and heat buildup. The reduced space and weight requirement of the LB-X autocannon allows this weapon to mount more sophisticated fire-control systems.In addition to these advantages, the LB-X autocannon can use special cluster munitions that act much like an anti-BattleMech shotgun in combat. When fired, the ammunition fragments into several smaller sub-munitions. This improves the chances of scoring a hit and striking a critical location, but reduces overall damage by spreading hits all over the target area rather than concentrating on one location. The 5X autocannon causes five times as much damage as the common model, and the 20X causes 20 times more damage than the common model.

Pro: Low heat (1-6 heat). High damage (2-20 damage). Higher probability of hitting short to medium range targets.

Con: Limited ammunition. 1 ton of ammo is 5-45 shots.

Machine Gun

The machine gun is a rapid-fire weapon. It is one of the lightest weapons a BattleMech can carry. The sheer volume of machine gun rounds which can be shot at close range increases the probability of scoring a hit, but does not cause severe damage to its target. These are often used in conjuntion with lasers and other balistic weapons as a suplimental weapon.

Pro: Lowest heat of all weapons (0 heat).

Con: Limited ammunition. 1 ton of ammo is 200 shots. Short range (175 meters).

Ultra Autocannon

The ultra autocannon features a short, smooth-bore barrel, a modified breech mechanism, a rapid-feed re-loader and specially designed ammunition. The AC/5 version causes five times more damage than the common model. The ultra AC/10 causes ten times the damage and more heat build-up, while the largest version causes 20 times the damage.

Pro: Low heat (1-7 heat). High damage (2-20 damage).

Con: Very limited ammunition. 1 ton of ammo is 5-45 shots.

Short-Range Missiles

Short-range missiles are specially designed to fire at close range. Although the SRM-2 missile fires only two missiles at once, it can cause more damage than a missile in the long range missile group. The SRM-4 fires four missiles at once and the SRM-6 version delivers six missiles in one powerful shot.

Pro: Low heat (2-6 heat).

Con: Limited ammunition. 1 ton of ammo is 15-50 shots. Non-locking.

Streak Short-Range Missiles

These short-range missile launchers are linked to a computerized fire-control system which handles target acquisition. Once the computer obtains a target lock, the streak missile will automatically home in on its target. The sure-hit SRM-2 fires two missiles at once while the SRM-4 blasts four missiles worth of firepower. The SRM-6 tops the streak missile family with a six-pack blast of guided bliss.

Pro: Low heat (2-4 heat).

Con: Limited ammunition. 1 ton of ammo is 15-50 shots.

Long-Range Missiles

The long-range missile is a specialized weapon designed to make contact with its target at long range through the use of its guidance system. The LRM-5 sends off a five-pack of missiles at once. The LRM-10 fires off ten missiles with one blast. The LRM-15 fires off a 15-pack of missiles and the LRM-20 leads this family of missiles with a 20-pack of pure missile power. Its indirect hits have been known to be as effective as its direct hits due to area-effect explosions known as "splash damage." LRMs won't "lock" at distances under 75M.

Pro: Low heat (2-6 heat). Long range (1000 m)

Con: Very limited ammunition. 1 ton of ammo is 6-24 shots.

Arrow IV Missile Artillery

The Arrow IV is a high-impact missile system designed to deliver long-range salvos. The Arrow system uses the area-saturation missile, which attacks an area rather than a specific target, inflicting massive explosive damage to any object within a 45-meter blast radius.

Pro: Long range (1000+ m). Extremely devastating (20/10 damage).

Con: Very limited ammunition. 1 ton of ammo is 5 shots. High heat (10 heat). Can be defended against easily with AMS systems.

Inferno Missiles

Inferno missiles are special-purpose missiles designed to affect the heat level of enemy BattleMechs. Inferno missiles come in guided and dumb-fire modes and operate the same as SSRM-2 and SRM-2 systems. Upon explosion, Inferno Missiles release a flamable jelly-like substance that attaches to the target and incinerates it. Although the missile does no damage a BattleMech, the chemical fire raises the heat enough to fry components or even fry the MechWarrior alive.

Pro: Low heat (2 heat). Long range (497 m). Floods the target with heat and flame.

Con: Limited ammunition. 1 ton of ammo is 50 shots. Each missile does not damage the targetted mech....the heat does.

Narc Missile Beacon

The Narc missile beacon is a heavily modified missile Iauncher that fires special missiles, called pods, made up of powerful homing beacons mounted behind a magnetic head. If the missile hits its target, the pod broadcasts a homing signal for any friendly missile systems equipped to receive Narc transmissions. Once established, the signal lock cannot be broken and the Narc cannot be destroyed.

Pro: Low heat (0 heat). Long range (1000+ m)

Con: Does no damage to enemy mech. 1 ton of ammo is 6 shots.


Torpedoes are maritime versions of regular short- and long-range missiles. These weapons are slow and could almost considered useless against a mech.  Use them against submarines where they are of most use. Units equipped with torpedo racks may not use normal missile ammo, and missile racks may not use torpedo ammunition.

Pro: Low heat (specs n/a). Long range (specs n/a)

Con: Limited ammunition. Projectile moves slowly and can be avoided.


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