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Advanced Technology Missiles -ATM-: Developed by the Clans to increase the versatility of it's missile systems, the heavy ATM series sacrifices reload capacity for increased range or damage. They split the difference of the heavier, faster reloading Inner Sphere systems, with the weight efficiency and slower reload of Clan LRM's. The Medium versions produce more damage, though at considerably limited range, while the main advantage of the extended variety is the enhanced range capabilities.
The Extended version has a 1200 meter range, 200 meters beyond visual and valuable only to mechs which can carry BAP. All ATM's have a high ammunition usage and extra missiles should be a part of any configuration.
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Long Range Missiles -LRM-: Along with the Gauss rifles, the LRM is the king of the long range battle. Very effective for fire support, defense suppression and area denial, they are extremely accurate and able to hit precise aim points. LRM's are best group fired in large numbers to overwhelm enemy Anti Missile Systems, and several chassis types are designed specifically for their use. These "Missile Boats" become high value target for enemy forces due to the damage they can inflict. Although they require a "lock" for guided flight and are degraded by enemy AMS, targeting can be greatly enhanced through the use of NARC beacons by fast, forward operating "tag" units.
By deploying in rear areas, and firing salvo after salvo into the melee, LRM's can generate a great deal of points. LRM equipped units are a menacing threat on the battlefield, and are extremely popular, especially with novice pilots. Clan types are identical in performance, but are significantly lighter than their Inner Sphere counterparts.
Swing wide and saturate enemy positions from flanking positions with an ECM and BAP equipped Loki. Beware of the attention this will draw, pack a secondary weapon for defense, and be prepared for a tactical retreat.
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LRM's are a threat that any defense must address quickly. A Loki is easily configured for effective deep-strike infiltration.
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Medium Range Missiles -MRM-: Heavy weapons, but capable of heavy damage, the unguided MRM's launch their fast missiles in a cascade. In many respects, it can be considered a powerful rocket cannon. On the downside, it is hot to operate, larger sizes burn through large amounts of ammunition quickly, and is slow to reload compared with other missile weapons. The cascading firing pattern makes aiming this weapon even more difficult and battlemech pilots who use MRM's effectively are very rare indeed.
The Mercenaries version addresses many issues which make MRM's difficult to deploy, giving them 50% more ammunition per ton, greater range and reducing heat levels significantly.
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Streak Medium Range Missiles -S/MRM-: Like the unguided Inner Sphere Medium Range missiles, Clan Streak MRM's do considerable damage, but are heavy, run hot, and burn through ammunition quickly. They do have the advantage of tracking the target, which was the main difficulty with deployment of the IS MRM's, and their shock value is considerable. The missiles still fire in a cascade, making consistent targeting difficult even with the tracking. While they run cooler than the IS versions, this is due to their longer reload time. With a range limited to 400 meters (450 meters /Mercs), and a 7 second reload (6 sec./Mercs), the Clan S/MRM's are more capable than their IS counterparts, but still not the best choice in a brawlers arsenal.
Like the MRM's above, Mercenaries Streak MRM's have greater range, more ammunition per ton, far less heat generation as well as a faster reload time. All these elements combined make Mercenaries S/MRM's far more effective and deadly than the originals.
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Medium Range missiles fire in waves, requiring accurate lead to maximize damage potential. The larger caliber's run extremely hot and burn ammo at incredible rates.
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Short Range Missiles -SRM-: All the same strengths and weaknesses displayed by the Inner Sphere MRM's are present in this smaller caliber as well. Much less versatile than Clan Streaks due to their inability to lock on, they are still capable of causing tremendous damage for their size and weight. They are direct fire weapons, and being unguided, are immune to electronic countermeasures (ECM). Another rocket cannon, this weapon can be effective, though it takes superior piloting skills and marksmanship to make use of them. Their fast reload and damage capability have the potential to be a dangerous weapon, but it's difficult aiming characteristics degrade it's value. Like the MRM, it can be used with great effect by small, fast units when engaging ponderous assault mechs.
Though packing considerable punch, quick recycle times and immunity to jamming or AMS systems, the guided Clan Streaks (SSRM's) are almost always better choice in most any situation.
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The Inner Sphere Short Range Missiles (SRM) pack a deadly punch, reload extremely fast, and are unaffected by countermeasures such as AMS.
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Inferno Short Range Missiles -ISRM-: Available with the Mektek Expansion Pack, Inferno SRM's carry an incendiary warhead which can act as a remote version of the Flamer with an explosive punch added. Unguided, these are short range melee type weapons and when deployed in groups can quickly act to shut down enemy units. Especially useful against heavy energy configurations, the ISRM's fly fast and straight, reload quickly and can also act to distract and obscure the vision of opponents. They do not severely impact the heat of the firing unit, and heat management should be of little concern, especially in cooler climates.
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Streak Short Range Missiles -SSRM-: Clan Streaks are extremely agile, locking quickly onto a target and tracking it until impact. If the targeting reticule is red when SSRM's are launched, they will track accurately. The missiles will turn abruptly and avoid obstacles on their way to the target, but they are susceptible to Anti Missile defenses. AMS systems will degrade the effect of SSRM's, destroying 5 missile from each locked launcher, giving them a 100% effectiveness against LRM 5's and a 25% effect versus LRM 20's. Launched in groups from the larger caliber systems, they become more effective by saturating the defenses. They generate more heat than Standard SRM's but inflict greater damage.
Streaks are extremely important weapons in a brawlers arsenal, generate surprising amounts of damage, and seem to destroy components especially well. Combine them with ER Medium Lasers and Clan LBX 10's for an awesome combination. Many individual battles have been won with the last SSRM cascading into a critically damaged area.
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Streak missiles fire in a cascade, trigger an irritating warning, disrupt enemy aim while they strike, and reload quickly.
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Rocket Launcher & Heavy Rocket Launcher: Light in weight, and capable of tremendous destructive potential, Rocket Launchers are not without serious side-effects. The unguided rockets are difficult to aim, though not so much so as the MRM missiles with their characteristic cascading effect. The Heavy Rocket Launcher available with Mektek Mech Pack 2 is much more destructive and easier to deploy successfully. The rockets possess incredible speed and reach maximum range quickly with very little drop compensation required. After an initial boost phase, gravity returns them to earth, where they deliver a sizable blast effect over a large area.
When fired in a group, Heavy Rocket Launchers will "dump" an assault mech faster than a full slavo of LRM-20's. Aim for the side torso and watch the slapstick routine unfold. Aim a little high to compensate for drop at long ranges.
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Busting up enemy troop concentrations at extreme range is a strength of the Heavy Rocket Launcher, it's also a lot of fun. Allow for plenty of additional ammo, as the quick reload makes overuse a common problem.
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Thunderbolt Missile: A big, heavy, but very powerful Inner Sphere missile. The Vengeance version is unguided, and can be difficult for new pilots to employ, but is unaffected by enemy countermeasures. The Mercenaries version has the ability to "lock_on" to the target, tracking it until impact. T-Bolts strike with such force as to cause violent shock to the target and also produce a loud, distinctive impact within the target unit. Long ranged at 1000 meters for the Vengeance version, 1200 meters for the Mercenaries variety, the fight path is arrow-straight and fast enough that enemies are unable to avoid most shots. While it runs hot, reload time is extremely long at 8 seconds for the Vengeance version, and 6.5 seconds for the Mercenaries type, somewhat mitigating the problem of overheating. Makes an effective counter weapon to immobile, heavy LRM optimized units ("Missile Boats"). The ability to engage enemy batteries at maximum ranges with the advantage of a faster warshot, and immunity to AMS systems can seriously disrupt enemy fire support.
If the reload time can be managed, Thunderbolts are surprisingly effective close range weapons, if primarily against slower targets.
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Seldom captured in flight due to their high speed, Thunderbolt missiles pack a serious long range punch.
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Cluster Missile: A "balancing" weapon primarily deployed to counter the extensive overuse of LRM based units in Mechwarrior 4 Vengeance. Very similar in all respects to the Mercenaries version of the Arrow IV Thunderbolt Missile, the Cluster Missile disperses numerous bomblets upon impact, scattering damage over a wider area. This "splash" effect can compensate for difficult target acquisition to some degree, though higher accuracy will greatly enhance the destructive capabilities of the weapon. More useful than the T-Bolt for smaller, agile targets or when enemies are situated in close proximity. The Cluster Missile is an extremely fast weapon, equal to the Mercenaries version of the Thunderbolt and can easily out duel any type of long ranged missile (LRM) system in line of sight combat, moving out of range or behind cover long before the enemy salvo arrives. Pop up attacks can be used to great effect against relatively immobile enemy LRM support units out to 1200 meters, giving it an added advantage over LRM based units. It's 10 second reload makes it somewhat unsuitable for fast paced combat, though it can be used effectively by rooftop snipers in urban environments or other types of hit and run attacks.
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