|
|
Line 902: |
Line 902: |
| |} | | |} |
| | | |
− | ===Small Laser=== | + | ===[[Small Laser]]=== |
| + | Interestingly, despite being a BattleTech staple. Small Lasers were absent in the base MechCommander 2, with the Medium Laser being the smallest available option in the game. |
| | | |
| {| class="wikitable" border="1"; style=text-align:center; | | {| class="wikitable" border="1"; style=text-align:center; |
Revision as of 07:40, 19 March 2018
Below is a listing of all equipment available in MechCommander 2 and its stand-alone modifications. The most major mods available are MechCommander OmniTech (displayed as "MCO") and Wolfman's MC2-X mod (displayed as "MC2-X").
Ballistic Weapons
Light Autocannon
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
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
Game Version
|
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
Game Version
|
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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
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
Game Version
|
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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
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
- A larger and far more powerful version of the Gauss Rifle. Like all of the dropship weapons in MCO, the DropShip Gauss Cannon was given an unreasonably high heat in order to make it impossible for players to try putting one on a mech (due to the lack of a Tonnage mechanic in MC2).
- DropShip-sized Gauss Rifles (which would be classified as Sub-Capital weaponry) are strangely absent from official BattleTech rules, jumping straight from the Improved Heavy Gauss Rifle and HAG-40 for BattleMechs to the Light Naval Gauss used on Warships.
Game Version
|
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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
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
Game Version
|
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
|
- 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. It's 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.
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
|
The Rail Gun (alternately spelled Railgun) was originally featured in MechCommander Gold, in which it was described as a Star League era relic. It had a long range and was very powerful, at the expense of having poor ammunition capacity, but it was absent from MechCommander 2 until its reintroduction in MCO. For all intents and purposes, it is reasonably safe to assume that the Rail Gun was an ancestor to the modern Gauss Rifle.
Game Version
|
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 (Star League)
|
2
|
20
|
80
|
400
|
25
|
2 x 4
|
10
|
8
|
32430
|
Energy Weapons
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).
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
7
|
3.5
|
N/A
|
Short
|
2
|
1 x 1
|
5.8
|
N/A
|
1800
|
MCO
|
Inner Sphere
|
7
|
3.5
|
1
|
100
|
2
|
1 x 1
|
8.5
|
N/A
|
1087
|
Clan
|
6
|
4
|
1
|
110
|
2
|
1 x 1
|
8.5
|
N/A
|
1810
|
The Ion Cannon is a weapon that only saw an appearance in MCO, and like the Neutron Gun described later, it was not included on any mechs or vehicles in their default configurations, nor was it used in any official maps. Should an Ion Cannon as depicted in the mod ever appear in official BattleTech rules, it would most likely be classified as Experimental Technology, and/or categorized as a variant of the PPC.
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Unknown
|
14
|
9
|
1
|
250
|
4
|
1 x 2
|
4
|
N/A
|
11678
|
Interestingly, despite being a BattleTech staple. Small Lasers were absent in the base MechCommander 2, with the Medium Laser being the smallest available option in the game.
Game Version
|
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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
|
Dropship Laser
Game Version
|
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
|
6
|
40
|
300
|
4
|
1 x 2
|
5
|
N/A
|
103358
|
Small ER Laser
Game Version
|
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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base 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
|
MCO
|
Inner Sphere
|
12
|
3.2
|
60
|
450
|
4
|
1 x 2
|
5
|
N/A
|
4388
|
Clan
|
12
|
4.4
|
60
|
470
|
4
|
1 x 2
|
5
|
N/A
|
4921
|
Dropship ER Laser
Game Version
|
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
|
6
|
100
|
500
|
4
|
1 x 2
|
5
|
N/A
|
104388
|
Clan
|
100
|
8
|
90
|
500
|
4
|
1 x 2
|
5
|
N/A
|
104921
|
Heavy Laser
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Clan
|
7
|
5
|
N/A
|
Short
|
2
|
1 x 1
|
5
|
N/A
|
4700
|
MCO
|
Clan
|
7
|
4
|
1
|
150
|
2
|
1 x 1
|
5
|
N/A
|
3232
|
Large Heavy Laser
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Clan
|
18
|
9
|
N/A
|
Medium
|
4
|
1 x 2
|
5.56
|
N/A
|
15000
|
MCO
|
Clan
|
18
|
8
|
20
|
250
|
4
|
1 x 2
|
5.56
|
N/A
|
10692
|
Pulse Laser
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
4
|
2
|
N/A
|
Short
|
2
|
1 x 1
|
2.85
|
N/A
|
2000
|
Clan
|
4
|
2
|
N/A
|
Short
|
2
|
1 x 1
|
2.5
|
N/A
|
2400
|
MCO
|
Inner Sphere
|
4
|
0.8
|
1
|
140
|
2
|
1 x 1
|
1.5
|
N/A
|
1566
|
Clan
|
4
|
1.2
|
1
|
150
|
2
|
1 x 1
|
1.5
|
N/A
|
2193
|
Large Pulse Laser
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
10
|
2
|
N/A
|
Medium
|
4
|
1 x 2
|
1.8
|
N/A
|
5000
|
Clan
|
10
|
2
|
N/A
|
Medium
|
4
|
1 x 2
|
1.6
|
N/A
|
6000
|
MCO
|
Inner Sphere
|
10
|
1.6
|
40
|
230
|
4
|
1 x 2
|
2
|
N/A
|
6292
|
Clan
|
10
|
2
|
20
|
250
|
4
|
1 x 2
|
2
|
N/A
|
7723
|
Dropship Pulse Laser
Game Version
|
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
|
4
|
40
|
300
|
4
|
1 x 2
|
2
|
N/A
|
107723
|
Large ER Pulse Laser
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Clan
|
12
|
2
|
1
|
400
|
4
|
1 x 2
|
2.5
|
N/A
|
8960
|
Absent in MechCommander 2 until the release of MCO, the weapon was erroneously described in the first MechCommander as a Star League era relic, when the Medium X-Pulse Laser was actually invented as an aftermarket modification by the Inner Sphere to offset the range advantage of Clan-Spec Pulse Lasers.
Game Version
|
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
|
9
|
1.8
|
1
|
250
|
4
|
1 x 2
|
2.2
|
N/A
|
3120
|
Large X Pulse Laser
Game Version
|
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
|
13
|
2.5
|
1
|
400
|
4
|
1 x 3
|
2.5
|
N/A
|
5451
|
- The Neutron Gun is a weapon which appeared exclusively in MCO, which lacked an in-game description or encyclopedia entry. It is never fully apparent how it might have actually functioned, however, seeing as neutrons are uncharged particles.
- No mechs or vehicles included the weapon in their stock configurations, though it has occasionally seen use in custom maps.
- It is reasonable to presume that the Neutron Gun would most likely be categorized as Experimental Technology should it ever appear in official BattleTech rules.
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Unknown
|
8
|
8
|
50
|
190
|
4
|
1 x 2
|
6
|
N/A
|
10239
|
PPC
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
10
|
7
|
N/A
|
Medium
|
6
|
1 x 3
|
6.67
|
N/A
|
5700
|
MCO
|
Inner Sphere
|
10
|
6
|
40
|
220
|
6
|
1 x 3
|
7.5
|
N/A
|
3567
|
ER PPC
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
15
|
7
|
N/A
|
Long
|
6
|
1 x 3
|
6.67
|
N/A
|
8000
|
Clan
|
15
|
7
|
N/A
|
Long
|
6
|
1 x 3
|
4.55
|
N/A
|
14900
|
MCO
|
Inner Sphere
|
15
|
7
|
10
|
400
|
6
|
1 x 3
|
7.5
|
N/A
|
4561
|
Clan
|
15
|
9
|
1
|
440
|
6
|
1 x 3
|
7.5
|
N/A
|
7533
|
Missile Weapons
Hellfire Bomb
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Unknown
|
1
|
12
|
1
|
160
|
2.5
|
2 x 3
|
8
|
12
|
2208
|
LRM-5 Rack
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
2
|
3
|
N/A
|
Long
|
4
|
1 x 1
|
9.5
|
24
|
1700
|
Clan
|
4
|
3
|
N/A
|
Long
|
4
|
1 x 1
|
4.75
|
47
|
4500
|
MCO
|
Inner Sphere
|
2
|
1.6
|
80
|
450
|
4
|
1 x 1
|
10
|
24
|
740
|
Clan
|
4
|
1.6
|
70
|
450
|
4
|
1 x 1
|
5
|
28
|
2370
|
Swarm LRM-5 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.
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
2
|
3 (Splash)
|
N/A
|
Long
|
4
|
1 x 1
|
9.5
|
24
|
2600
|
MCO
|
Inner Sphere
|
2
|
2 (Splash)
|
80
|
450
|
4
|
1 x 1
|
10
|
24
|
1160
|
LRM-10 Rack
Game Version
|
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
|
4
|
3.4
|
80
|
450
|
4
|
1 x 2
|
10
|
24
|
1740
|
Clan
|
7
|
3.4
|
70
|
450
|
4
|
1 x 2
|
5
|
28
|
4370
|
LRM-20 Rack
Game Version
|
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
|
8
|
7
|
80
|
450
|
4
|
2 x 2
|
10
|
24
|
2740
|
Clan
|
11
|
7
|
70
|
450
|
4
|
2 x 2
|
5
|
28
|
8370
|
MRM Rack
Game Version
|
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
|
1.2
|
40
|
250
|
4
|
1 x 1
|
7
|
30
|
672
|
Clan
|
2
|
1.2
|
40
|
260
|
4
|
1 x 1
|
4
|
34
|
900
|
Streak MRM Rack
Game Version
|
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
|
1.2
|
40
|
250
|
4
|
1 x 1
|
8
|
20
|
850
|
Clan
|
2
|
1.2
|
40
|
260
|
4
|
1 x 1
|
5
|
24
|
1223
|
SRM-2 Pack
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
2
|
1
|
N/A
|
Short
|
2
|
1 x 1
|
3.57
|
63
|
500
|
MCO
|
Inner Sphere
|
1
|
0.8
|
1
|
150
|
2
|
1 x 1
|
4
|
40
|
536
|
Clan
|
1
|
0.8
|
1
|
160
|
2.5
|
1 x 1
|
3
|
50
|
608
|
Streak SRM-2 Pack
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
2
|
2
|
N/A
|
Short
|
2
|
1 x 1
|
3.3
|
68
|
2000
|
Clan
|
2
|
2
|
N/A
|
Short
|
2
|
1 x 1
|
3.1
|
73
|
2200
|
MCO
|
Inner Sphere
|
2
|
1.6
|
1
|
150
|
2
|
1 x 1
|
4
|
35
|
660
|
Clan
|
2
|
1.6
|
1
|
160
|
2
|
1 x 1
|
3
|
40
|
878
|
SRM-6 Pack
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Clan
|
3
|
2
|
1
|
160
|
3.5
|
1 x 1
|
4
|
25
|
2742
|
Streak SRM-6 Pack
Game Version
|
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
|
4.8
|
1
|
160
|
5
|
1 x 1
|
5
|
24
|
4350
|
Striker Bomb
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
MCO
|
Unknown
|
1
|
6
|
1
|
160
|
2.5
|
2 x 2
|
5
|
18
|
1608
|
Thunderbolt Missile
Game Version
|
Tech. Base
|
Heat
|
Damage
|
Min. Range
|
Max. Range
|
Tons
|
Criticals/Slots (X x Y)
|
Recycle Time (s.)
|
Ammo per Ton
|
Cost (RPs)
|
Base MC2
|
Inner Sphere
|
8
|
13
|
N/A
|
Medium
|
20
|
2 x 4
|
6
|
30
|
16400
|
MCO
|
Inner Sphere
|
8
|
11
|
50
|
300
|
20
|
2 x 3
|
6
|
16
|
7893
|
Heavy Thunderbolt
Game Version
|
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
|
18
|
15
|
100
|
500
|
16
|
2 x 4
|
10
|
10
|
10106
|
Electronics
Inner Sphere
Clan
Base Game 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
|
Inner Sphere
|
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
|
Inner Sphere
|
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
|