
| Inner Sphere Ammo | Notes |
| Ballistic Weapons | |
| Anti-Missile System | See "Game Notes" in the weapon's section. |
| Autocannon / 2 | See "Game Notes" in the weapon's section. |
| AC / 2 - Armour Piercing | Standard autocannon ammunition consists of high-explosive armour-piercing (HEAP) rounds. NAIS has developed a new type of round that improves its hitting power. However, the sheer weight of the round reduces its speed and accuracy. With the new ammunition being much heavier, there are only half (round down) as many rounds per ton for the corresponding class of autocannon. Also, a +1 to-hit modifier is applied at all ranges. However, whenever a BattleMech is struck with this type of ammunition, the target must make a roll to determine critical hits, apply a -4 modifier to the roll. Should the rounds strike the internal structure, treat as per normal, with only one standard check for possible criticals. May not use "Ammo Mixing" rules. |
| AC / 2 - Caseless | In a caseless round, the metal casing that normally holds a standard shell's primer and powder is replaced with a solid propellant that also acts as a "case" for the round. Caseless ammo is therefore smaller, and packs twice as many rounds for the corresponding autocannon. Caseless ammunition vents hot waste gases as it fires, which occasionally ignite the propellant casings of other rounds in the ammo feed system. Though safety systems shield the ammo bin from ammunition explosions, caseless ammo remains vulnerable to exploding rounds in the feed belt. When firing with caseless ammunitino, a to-hit roll of 2 raises the risk of such an explosion. The shot automatically misses and the weapon jams, it cannot be fired again until the weapon is cleared by a technician. In addition, a roll on the Determining Critical Hits Table. A roll of 8+ means an explosion has occurred. Any critical hits from this roll are applied directly to the autocannon, starting with the uppermost undamaged critical slot. This explosion is not an ammunition explosion and has none of the additonal effects associated with one, such as pilot damage. May not use "Ammo Mixing" rule. |
| AC / 2 - Flechette | Flechette rounds are similar to LB-X cluster rounds, except that they release a shower of metal slivers instead of shotgun-like flak. Designed to combat unarmoured infantry, these rounds are ineffective against amoured targets. Autocannons firing flechette ammo inflict double the normal damage against unarmoured infantry units. If such a unit struck by flechettes is in Clear terrain, the flechettes do four times normal damage. Against all other types of units the damage is halved (round down). |
| AC / 2 - Tracer | Tracer rounds are loaded into standard ammo bins at regular intervals. For game purposes, an entire ton of ammunition is called "tracer ammo" even though less than 10% of the rounds in it are actually tracers. When the autocannon is fired, the tracers illuminate the firing path, making it much easier to adjust fire in darkness. Because the tracer rounds themselves inflict insignificant damage, the weapon's overall damage is reduced by 1 point. Autocannons firing tracer rounds reduce the to-hit modifier for night combat to +1 and eliminate the to-hit modifier for dawn/dusk. | Autocannon / 5 | See "Game Notes" in the weapon's section. |
| AC / 5 - Armour Piercing | Standard autocannon ammunition consists of high-explosive armour-piercing (HEAP) rounds. NAIS has developed a new type of round that improves its hitting power. However, the sheer weight of the round reduces its speed and accuracy. With the new ammunition being much heavier, there are only half (round down) as many rounds per ton for the corresponding class of autocannon. Also, a +1 to-hit modifier is applied at all ranges. However, whenever a BattleMech is struck with this type of ammunition, the target must make a roll to determine critical hits, apply a -3 modifier to the roll. Should the rounds strike the internal structure, treat as per normal, with only one standard check for possible criticals. May not use "Ammo Mixing" rule. |
| AC / 5 - Caseless | In a caseless round, the metal casing that normally holds a standard shell's primer and powder is replaced with a solid propellant that also acts as a "case" for the round. Caseless ammo is therefore smaller, and packs twice as many rounds for the corresponding autocannon. Caseless ammunition vents hot waste gases as it fires, which occasionally ignite the propellant casings of other rounds in the ammo feed system. Though safety systems shield the ammo bin from ammunition explosions, caseless ammo remains vulnerable to exploding rounds in the feed belt. When firing with caseless ammunitino, a to-hit roll of 2 raises the risk of such an explosion. The shot automatically misses and the weapon jams, it cannot be fired again until the weapon is cleared by a technician. In addition, a roll on the Determining Critical Hits Table. A roll of 8+ means an explosion has occurred. Any critical hits from this roll are applied directly to the autocannon, starting with the uppermost undamaged critical slot. This explosion is not an ammunition explosion and has none of the additonal effects associated with one, such as pilot damage. May not use "Ammo Mixing" rule. |
| AC / 5 - Flechette | Flechette rounds are similar to LB-X cluster rounds, except that they release a shower of metal slivers instead of shotgun-like flak. Designed to combat unarmoured infantry, these rounds are ineffective against amoured targets. Autocannons firing flechette ammo inflict double the normal damage against unarmoured infantry units. If such a unit struck by flechettes is in Clear terrain, the flechettes do four times normal damage. Against all other types of units the damage is halved (round down). |
| AC / 5 - Tracer | Tracer rounds are loaded into standard ammo bins at regular intervals. For game purposes, an entire ton of ammunition is called "tracer ammo" even though less than 10% of the rounds in it are actually tracers. When the autocannon is fired, the tracers illuminate the firing path, making it much easier to adjust fire in darkness. Because the tracer rounds themselves inflict insignificant damage, the weapon's overall damage is reduced by 1 point. Autocannons firing tracer rounds reduce the to-hit modifier for night combat to +1 and eliminate the to-hit modifier for dawn/dusk. | Autocannon / 10 | See "Game Notes" in the weapon's section. |
| AC / 10 - Armour Piercing | Standard autocannon ammunition consists of high-explosive armour-piercing (HEAP) rounds. NAIS has developed a new type of round that improves its hitting power. However, the sheer weight of the round reduces its speed and accuracy. With the new ammunition being much heavier, there are only half (round down) as many rounds per ton for the corresponding class of autocannon. Also, a +1 to-hit modifier is applied at all ranges. However, whenever a BattleMech is struck with this type of ammunition, the target must make a roll to determine critical hits, apply a -2 modifier to the roll. Should the rounds strike the internal structure, treat as per normal, with only one standard check for possible criticals. May not use "Ammo Mixing" rule. |
| AC / 10 - Caseless | In a caseless round, the metal casing that normally holds a standard shell's primer and powder is replaced with a solid propellant that also acts as a "case" for the round. Caseless ammo is therefore smaller, and packs twice as many rounds for the corresponding autocannon. Caseless ammunition vents hot waste gases as it fires, which occasionally ignite the propellant casings of other rounds in the ammo feed system. Though safety systems shield the ammo bin from ammunition explosions, caseless ammo remains vulnerable to exploding rounds in the feed belt. When firing with caseless ammunitino, a to-hit roll of 2 raises the risk of such an explosion. The shot automatically misses and the weapon jams, it cannot be fired again until the weapon is cleared by a technician. In addition, a roll on the Determining Critical Hits Table. A roll of 8+ means an explosion has occurred. Any critical hits from this roll are applied directly to the autocannon, starting with the uppermost undamaged critical slot. This explosion is not an ammunition explosion and has none of the additonal effects associated with one, such as pilot damage. May not use "Ammo Mixing" rule. |
| AC / 10 - Flechette | Flechette rounds are similar to LB-X cluster rounds, except that they release a shower of metal slivers instead of shotgun-like flak. Designed to combat unarmoured infantry, these rounds are ineffective against amoured targets. Autocannons firing flechette ammo inflict double the normal damage against unarmoured infantry units. If such a unit struck by flechettes is in Clear terrain, the flechettes do four times normal damage. Against all other types of units the damage is halved (round down). |
| AC / 10 - Tracer | Tracer rounds are loaded into standard ammo bins at regular intervals. For game purposes, an entire ton of ammunition is called "tracer ammo" even though less than 10% of the rounds in it are actually tracers. When the autocannon is fired, the tracers illuminate the firing path, making it much easier to adjust fire in darkness. Because the tracer rounds themselves inflict insignificant damage, the weapon's overall damage is reduced by 1 point. Autocannons firing tracer rounds reduce the to-hit modifier for night combat to +1 and eliminate the to-hit modifier for dawn/dusk. | Autocannon / 20 | See "Game Notes" in the weapon's section. |
| AC / 20 - Armour Piercing | Standard autocannon ammunition consists of high-explosive armour-piercing (HEAP) rounds. NAIS has developed a new type of round that improves its hitting power. However, the sheer weight of the round reduces its speed and accuracy. With the new ammunition being much heavier, there are only half (round down) as many rounds per ton for the corresponding class of autocannon. Also, a +1 to-hit modifier is applied at all ranges. However, whenever a BattleMech is struck with this type of ammunition, the target must make a roll to determine critical hits, apply a -1 modifier to the roll. Should the rounds strike the internal structure, treat as per normal, with only one standard check for possible criticals. May not use "Ammo Mixing" rule. |
| AC / 20 - Caseless | In a caseless round, the metal casing that normally holds a standard shell's primer and powder is replaced with a solid propellant that also acts as a "case" for the round. Caseless ammo is therefore smaller, and packs twice as many rounds for the corresponding autocannon. Caseless ammunition vents hot waste gases as it fires, which occasionally ignite the propellant casings of other rounds in the ammo feed system. Though safety systems shield the ammo bin from ammunition explosions, caseless ammo remains vulnerable to exploding rounds in the feed belt. When firing with caseless ammunitino, a to-hit roll of 2 raises the risk of such an explosion. The shot automatically misses and the weapon jams, it cannot be fired again until the weapon is cleared by a technician. In addition, a roll on the Determining Critical Hits Table. A roll of 8+ means an explosion has occurred. Any critical hits from this roll are applied directly to the autocannon, starting with the uppermost undamaged critical slot. This explosion is not an ammunition explosion and has none of the additonal effects associated with one, such as pilot damage. May not use "Ammo Mixing" rule. |
| AC / 20 - Flechette | Flechette rounds are similar to LB-X cluster rounds, except that they release a shower of metal slivers instead of shotgun-like flak. Designed to combat unarmoured infantry, these rounds are ineffective against amoured targets. Autocannons firing flechette ammo inflict double the normal damage against unarmoured infantry units. If such a unit struck by flechettes is in Clear terrain, the flechettes do four times normal damage. Against all other types of units the damage is halved (round down). |
| AC / 20 - Tracer | Tracer rounds are loaded into standard ammo bins at regular intervals. For game purposes, an entire ton of ammunition is called "tracer ammo" even though less than 10% of the rounds in it are actually tracers. When the autocannon is fired, the tracers illuminate the firing path, making it much easier to adjust fire in darkness. Because the tracer rounds themselves inflict insignificant damage, the weapon's overall damage is reduced by 1 point. Autocannons firing tracer rounds reduce the to-hit modifier for night combat to +1 and eliminate the to-hit modifier for dawn/dusk. |
| Machine Gun | - |
| Gauss Rifle - Standard | This ammunition is non-explosive. |
| Gauss Rifle - Silver Bullet | This is a variant on the Gauss Rifle that projects a burst of shrapnel rather than a massive slug of nickel-ferrous metal. This explosive is primary geared toward anti-Elemental attacks, but is also effective against BattleMechs and other vehicles, distributing the damage done by a normal Gauss Rifle attack to multiple target areas. A Silver Bullet round inflicts damage in the same manner as an LRM 15, where the damage roll is broken up into 5 point increments when determining location. Unlike standard Gauss Rifle ammunition, Silver Bullet will explode, causing 15 points of damage internally, and carries all other aspects of an ammunition explosion. |
| Light Gauss Rifle - Standard | This ammunition is non-explosive. |
| Light Gauss Rifle - Silver Bullet | This is a variant on the Gauss Rifle that projects a burst of shrapnel rather than a massive slug of nickel-ferrous metal. This explosive is primary geared toward anti-Elemental attacks, but is also effective against BattleMechs and other vehicles, distributing the damage done by a normal Gauss Rifle attack to multiple target areas. A Silver Bullet round inflicts damage in the same manner as an SRM launcher, where the damage roll is broken up into 2 point increments when determining location. Unlike standard Gauss Rifle ammunition, Silver Bullet will explode, causing 8 points of damage internally, and carries all other aspects of an ammunition explosion. |
| LB 2-X AC - Standard | - |
| LB 2-X AC - Cluster | See "Game Notes" in the weapon's section. |
| LB 5-X AC - Standard | - |
| LB 5-X AC - Cluster | See "Game Notes" in the weapon's section. |
| LB 10-X AC - Standard | - |
| LB 10-X AC - Cluster | See "Game Notes" in the weapon's section. |
| LB 20-X AC - Standard | - |
| LB 20-X AC - Cluster | See "Game Notes" in the weapon's section. |
| Ultra AC / 2 | See "Game Notes" in the weapon's section. |
| Ultra AC / 5 | See "Game Notes" in the weapon's section. |
| Ultra AC / 10 | See "Game Notes" in the weapon's section. |
| Ultra AC / 20 | See "Game Notes" in the weapon's section. |
| Heavy Flamer | See "Game Notes" in the weapon's section. |
| Light AC / 2 | Although similar in most respects to the standard autocannon, the Light Autocannon uses its own type of ammunition, and there are no special ammunition types currently available for this class of weapon. |
| Light AC / 5 | Although similar in most respects to the standard autocannon, the Light Autocannon uses its own type of ammunition, and there are no special ammunition types currently available for this class of weapon. |
| Long Tom Cannon | - |
| Sniper Cannon | - |
| Thumper Cannon | - |
| Missile Weapons | |
| LRM - Standard | - |
| LRM - Artemis IV | See "Game Notes" in the weapon's section. |
| LRM - Flare | LRM delivered flares help diminish the disadvantages of nighttime combat on part of a battlefield. The flare rounds are fired at a hex rather than a unit. Apply all standard to-hit modifiers, including terrain in the target hex and the standard -4 modifier for shooting at an immobile target. A missed shot scatters the flares like artillery. Suspended by a series of parachutes, the flares illuminate the hex struck and all hexes within a 3-hex range of the target hex. Targets in this illuminated area may be engaged without applying the usual +2 modifier for night combat. The illumination begins in the turn following the launch and lasts for a number of turns equal to the size of the LRM launcher divided by 5. A flight fired from an LRM 5 lasts 1 turn, a flight from an LRM 10 lasts 2 turns, and so on. |
| LRM - Fragmentation | Designed to scatter large amounts of shrapnel over a wide area, fragmentation rounds are purpose-designed anti-infantry weapons. The storm of shrapnel released when one of these shells bursts can easily wipe out any unarmoured troops within 15 meters of the blast. These rounds have little effect on armoured targets like BattleMechs or armoured vehicles. Against all infantry target, except battle armoured troops, double the amount of damage inflicted by fragmentation missiles. Against other targets, reduce the damage to 0. |
| LRM - Incendiary | These missiles are designed to start fires in any suitable terrain. Rather than the usual 9+ for determining fires, the target number is 5+. Incendiary rounds otherwise operate like normal LRMs. The chemicals used in incendairy rounds are volatile and prone to explode if exposed to high heat. To simulate this, make additional rolls to check for ammo explosions per standard Inferno rules. In such a case, treat the incendiary rounds as normal LRM munitions. |
| LRM - Narc | See "Game Notes" in the weapon's section. |
| LRM - Swarm | Swarm LRMs are missiles that deploy submunitions that are aimed at a primary target and also attack nearby units. Fire and resolve damage for Swarm LRMs in the same way as normal missiles except that any Swarm missiles that miss their target attack any unit, friendly or enemy, in the same hex or any hex adjecent to the target. Calculate a modified to-hit number for the new target based on the same modifiers as the original attack except for the target movement and terrain in the hex the target occupies, which are replaced by the modifiers for the new target. The firing unit need not have a valid line of sight to the secondary target. If two or more possible secondary targets are adjacent to the original target, the player controlling the original target chooses which one is attacked. If units from both sides lie equally close to the original target, choose a target randomly. When determining the number of missiles that hit a secondary target, compare the number of remaining missiles to the Missile Hit Table and use the same or fewer missiles. If missiles remain after the secondary target is hit, a new secondary target is chosen as though the secondary target was the original target. Repeat the process until all missiles have hit something or no more targets remain. However, any given unit can only targeted once by a given Swarm salvo. |
| LRM - Swarm I | Like conventional swarm rounds, the improved Swarm-I deploys multiple smaller rounds that strike a primary target and any nearby units. Normal swarm rules appy, with the following exception. Swarm-I LRMs incorporate an IFF (Identification: Friend or Foe) detector system to reduce the chance of missiles targeting friendly units. To simulate this, add a +2 modifier to any friendly unit targeted by Swarm-I missiles, making the missiles less likely to hit that target. BattleMechs with critically damaged sensors have a damaged IFF systems, therefore do not receive this modifier, also, an enemy ECM will jam the missile's IFF system, and this will also cancell the +2 modifier. |
| LRM - Thunder | Thunder LRMs deliver a spread of submunitions to the target hex, creating a minefield in that hex. Thunder LRMs attack hexes, rather than units. Modify the to-hit roll for these attacks by intervening terrain and the attacking unit's movement and condition only, never by the movement of condition of the units in the target hex or for firing at an immobile target. If the attack misses the target hex, it scatters per the artillery rules. The hex hit by a Thunder LRM attack is considered mined by a conventional minefield from that point on. The Damage Value varies according to the size of the LRM launcher. An LRM-15 will lay a minefield that does 15 damage, while an LRM-5 lays a field that inflicts 5 points of damage. Like other conventional minefields, a Thunder minefield remains active and can make any number of attacks throughout the game unless cleared. A unit that occupies a hex during the same round that hex is targeted with a Thunder LRM is not subject to a mine attack upon leaving the hex. A Thunder LRM cannot deliver a command-detonated or vibrabomb field. Add together the damage of multiple Thunder minefields in the same hex, but the total Damage Value in a hex cannot be greater than 20. |
| LRM - Heat Seeking | These missiles lock on to a target's heat signature. The higher the target's heat level, the stronger the lock and the more accurate the shot. Modify the to-hit number according to the following chart. When targeting vehicles and infantry units, which have no heat scale, apply a +2 modifier. Target's Heat Level / To-Hit Modifier 0 / +2 1-5 / +0 6-10 / -1 11-15 / -2 16+ / -3 |
| LRM - Smoke | These missiles create clouds of smoke rather than inflicting damage. They are fired at a hex rather than a unit, in the same way as Thunder LRMs. The size and type of smoke created depends on the size of the missile launcher used. In cases where the the firing player can choose the smoke cloud's size and composition, he must annouce his choice before making the to-hit roll. An LRM 5 creates Light smoke that hills 1 hex. An LRM 10 can fill a single hex with Heavy smoke or fill the hex of impact and all surrounding hexes with Light smoke. An LRM 15 fills the target hex and all surrounding hexes with Heavy smoke. An LRM 20 can fill the target hex and all surrounding hexes with Heavy smoke, or spread Light smoke across the target hex and all hexes within 2 hexes of the target hex. In all cases, the smoke rises 2 Levels above the underlying terrain. |
| LRM - Magnetic Pulse | These missiles were designed to overload a BattleMech's electronics suite. However, it was also discovered that the MPW also weakened the magnetic shielding around the target 'Mechs fusion engine. A hit from an MPW-equipped LRM raises a 'Mechs internal heat by 1 Heat Point for the turn. In addition, the burst of electro-magnetic energy released by the warhead causes surges through the electronics suite of the target BattleMech. During the following turn, the stricken BattleMech adds +3 to all to-hit rolls when firing its weapons. The electronics suite returns to normal on the second turn following the missile impact. Multiple hits do not increase the to-hit modifier. Although the MPWs do no physical damage when they strike a target, the missile used to propel the warhead is still dangerous in an ammunition explosion. MPW-equipped LRMs do 1 point of damage per missile in an ammunition explosion. |
| LRM - Follow The Leader | The Follow-The-Leader missile warhead is derived from lostech dating back to the Star League era. When using the FTL warhead, a standard to-hit roll is made as if firing a normal missile barrage. Each missile in this system will impact on the same location. For example, if an LRM-20 missile rack fires and 12 missiles hit, if the first missile hit the Right Leg, all 12 missiles hit the Right Leg. The target acquisition system of the FTL warheads must lock on to the first missile in the barrage that hits the designated target. Sometimes the system will choose a missile which has missed as the lead missile, causing the entire flight to miss. This translates into a net +2 to-hit modifier. |
| SRM - Standard | - |
| SRM - Artemis IV | See "Game Notes" in the weapon's section. |
| SRM - Fragmentation | Designed to scatter large amounts of shrapnel over a wide area, fragmentation rounds are purpose-designed anti-infantry weapons. The storm of shrapnel released when one of these shells bursts can easily wipe out any unarmoured troops within 15 meters of the blast. These rounds have little effect on armoured targets like BattleMechs or armoured vehicles. Against all infantry target, except battle armoured troops, double the amount of damage inflicted by fragmentation missiles. Against other targets, reduce the damage to 0. |
| SRM - Inferno | Infernos are special-purpose SRMs designed to affect the heat level of enemy BattleMechs. Instead of impacting on the target, an inferno round explodes in midair, dispersing a highly flammable fluid over the target area. Infernos may be used against BattleMechs and vehicles, but cannot be used directly against any sort of infantry. Infernos may be used to start fires in hexes. Any unit with a standard SRM launcher, and SRM-equipped infantry (but not Battle Armour) can carry inferno munitions. To make an attack using inferno missiles, make a standard to-hit roll. If the attack fails, the target hex is set on fire, but it has no other effect. The heat level of a BattleMech hit by an inferno is increased by 6 points during the Heat Phase. Because the fluid sticks to the BattleMech's armour, this effects lasts for 3 turns, for a total heat buildup of 18 points. Vehicles hit by an inferno attack must roll 2D6 in the Heat Phase. A result of 8+, the vehicle remains operational, however, any result lower means the vehicle is destroyed. The hex that the target occuppies is on fire whether or not the attack hit the target, and regardless of the terrain type. Rough, Water and Clear hexes are considered on fire for the rest of that turn and the next 3. Woods and Building hexes are on fire and burn normally. Multiple hits do not increase the heat build up any further, however, it does add fuel to the flames and will increase the burning duration by 3 extra turns for each additional inferno SRM that strikes the target. BattleMechs can remove the flammable gel by submerging in depth 2+ water, or by going prone in depth 1 water. However, the surface of the water hex catches on fire and will remain on fire for the rest of that turn and 3 more. BattleMechs that carry infernos must make different Heat Scale Avoid rolls to determine whether or not the inferno ammo explodes. If the inferno ammo explodes, it adds 30 points of heat to the 'Mech along with the standard damage from an SRM explosion. Heat Level / Avoid Number 10 / 4+ 14 / 6+ 19 / 8+ 23 / 10+ 28 / 12+ |
| SRM - Heat Seeking | These missiles lock on to a target's heat signature. The higher the target's heat level, the stronger the lock and the more accurate the shot. Modify the to-hit number according to the following chart. When targeting vehicles and infantry units, which have no heat scale, apply a +2 modifier. Target's Heat Level / To-Hit Modifier 0 / +2 1-5 / +0 6-10 / -1 11-15 / -2 16+ / -3 |
| SRM - Narc | See "Game Notes" in the weapon's section. |
| SRM - Smoke | These missiles create clouds of smoke rather than inflicting damage. They are fired at a hex rather than a unit, in the same way as Thunder LRMs. The size and type of smoke created depends on the size of the missile launcher used. In cases where the the firing player can choose the smoke cloud's size and composition, he must annouce his choice before making the to-hit roll. An SRM 2 creates Light smoke that hills 1 hex. An SRM 4 can fill a single hex with Heavy smoke or fill the hex of impact and all surrounding hexes with Light smoke. An SRM 6 fills the target hex and all surrounding hexes with Heavy smoke. In all cases, the smoke rises 2 Levels above the underlying terrain. |
| SRM - Acid | Acid (AX) warheads contain a gelled acid that quickly breaks down the foamed aluminum structure of ferro-fibrous armour. Although the acid is less effective on standard armour and internal structures than conventional warheads, the widespread use of ferro-fibrous armour make this warhead an excellent first-fire weapon. AX warheads cause 3 points of damage to ferro-fiberous armour but only 1 point of damage to other armour and all types of internal structure. In an ammunition explosion, each AX warhead only causes 1 point of damage. Excess damage from missile impacts is not transferred to the 'Mech's internal structure. Because the warhead's gelled acid disrupts a missile's aerodynamic design, AX-equipped missiles are not as accurate as standard missile. To reflect this, subtract 2 from the Missile Hits Table when resolving fire. On a result of 1, all missiles miss the target. |
| SRM - Tandem Charged | The Tandem Charged (TC) warhead uses a dual explosive charge designed to punch a hole in armour rather than damaging a wider area of the armour's surface. The SLDF originally researched this weapon, but the collapse of the Star League and the departure of most of the SLDF in Kerensky's Exodus halted development in the Inner Sphere. The SRM warhead's double charge does 2 points of damage. The first to the target's armour, and the second to the body section's internal structure. However, TC warheads cannot cause a critical hit until all the armour in a section has been destroyed. If the target's internal structure in the section hit has been destroyed before all its armour is stripped away, the section fails per standard rules. TC warheads affect all infantry units, including those equipped with Battle Armour, as normal SRM missiles. The amount of explosive packed into a TC warhead makes it very dangerous to carry. If set off by an ammunition explosion, it does 3 points of damage instead of the standard 2. |
| SRM - Magnetic Pulse | These missiles were designed to overload a BattleMech's electronics suite. However, it was also discovered that the MPW also weakened the magnetic shielding around the target 'Mechs fusion engine. A hit from an MPW-equipped SRM raises a 'Mechs internal heat by 2 Heat Points for the turn. In addition, the burst of electro-magnetic energy released by the warhead causes surges through the electronics suite of the target BattleMech. During the following turn, the stricken BattleMech adds +3 to all to-hit rolls when firing its weapons. The electronics suite returns to normal on the second turn following the missile impact. Multiple hits do not increase the to-hit modifier. Although the MPWs do no physical damage when they strike a target, the missile used to propel the warhead is still dangerous in an ammunition explosion. MPW-equipped SRMs do 2 point of damage per missile in an ammunition explosion. |
| MRM | See "Game Notes" in the weapon's section. |
| Narc - Standard | See "Game Notes" in the weapon's section. |
| Narc - Explosive | These special munitions were created to give units equipped with Narc launchers more flexibility in using these specialized delivery systems, as well as letting them surprise opponents with unexpected firepower. The explosive pod replaces the homing beacon in the standard Narc pod with a powerful shaped charge. The charge detonates immediately after the pod attaches itself to the target, damaging the armour underneath. Roll the hit location for an explosive pod per standard rules. Explosive Narc pods inflict 4 points of damage rather than attaching to the target, and thus does not act as beacons for Narc-guided missiles. If an ammo bin containing explosive pods take a critical hit, the explosive pods detonate, with each pod causing 4 points of damage to the 'Mech carrying them. |
| SRM Streak | See "Game Notes" in the weapon's section. |
| Thunderbolt LRM | See "Game Notes" in the weapon's section. |
| ELRM | See "Game Notes" in the weapon's section. |
| Artillery Weapons | |
| Arrow IV - Standard | The standard munition for the Arrow IV Missile Delivery system is an 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. Any object inside the target hex receives 20 points of damage, delivered in 5 point increments. Each adjecent hex receives 10 points of damage, also delivered in 5 point increments. |
| Arrow IV - Homing | When firing homing missiles, the controlling player must select a specific TAG-equipped unit to act as spotter on the turn of the missile's arrival. If for any reason a friendly TAG-equipped unit cannot designate the target during the Off-Board Attack Phase of the turn in which the missile arrives on the board, the missile automatically misses and explodes harmlessly. For use TAG rules, see Game Notes for TAG. |
| Arrow IV - High Explosive | High Explosive rounds generate a greater explosion in a tighter area. Objects in the target hex receive 25 points of damage, delivered in 5 point increments, but there is no splash damage to the adjecent hexes. |
| Arrow IV - Cluster | A cluster round explodes above its target hex and saturates the area with small bombs, which explode and cause 20 points of damage over top the area. To resolve damage to BattleMechs in the target hex, use the Shot from Above section on the Special Hit Location Table, but use standard hit location tables for damage to units in other hexes of the blast area. The direction of the attack is figured as though the attack came from the target hex. Cluster rounds are especially effective against units hiding in light trenches and fieldworks. Infantry in fortified hexes take cluster damage as if they are in the open. However, units in Woods hexes suffer only half damage. |
| Arrow IV - Illumination | Illumination rounds negate the to-hit modifier for night combat. The round detonates above the their target hex and produce a bright light but cause no damage. Attacks directed against unit within the effect radius can be made without the +2 night modifier or the +1 dusk/dawn modifer. In the turns following the attack, the shell and its entire effect radius drifts in the same say as smoke until the round burns out after 12 rounds or drifts off the board. The area of effect for the Arrow IV Illumination rounds is 3 hexes out from the target hex, making the area 7 hexes in diameter. |

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Copyright November 3, 2004.