MechWarrior 4 Weapons Parameters and Descriptions
I hope to add new MW4 info of the Meck Packs and Mercenaries pretty soon. -CSH WarhawkFire

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Clan Weapons

WEAPON
TONNAGE
CRITICALS
RANGE
DAMAGE
HEAT
RECYCLE
DAM/TON
DAM/CRIT
DAM/SEC
ER Large Laser 4.00 2.00 800.00 8.00 8.00 5.00 2.00 4.00 1.60
ER Medium Laser 1.00 1.00 400.00 1.50 1.20 3.00 1.50 1.50 0.50
ER Small Laser 0.50 1.00 200.00 0.35 0.20 1.00 0.70 0.35 0.35
ER PPC 6.00 3.00 900.00 14.00 15.00 8.00 2.33 4.67 1.75
ER Large Pulse Laser 6.00 2.00 800.00 3.00 3.00 1.25 0.50 1.50 2.40
ER Medium Pulse Laser 2.00 1.00 400.00 0.75 0.60 0.75 0.38 0.75 1.00
ER Small Pulse Laser 1.50 1.00 200.00 0.27 0.12 0.25 0.18 0.27 1.08
Clan Flamer 0.50 2.00 150.00 1.00 4.00 4.00 2.00 0.50 0.25
Clan LBX AC 10 10.00 2.00 450.00 14.00 1.00 4.00 1.40 7.00 3.50
Clan LBX AC 20 12.00 3.00 300.00 24.00 2.00 6.00 2.00 8.00 4.00
Clan Ultra AC 2 6.00 1.00 900.00 2.00 0.11 1.00 0.33 2.00 2.00
Clan Ultra AC 5 8.00 1.00 600.00 4.00 0.15 1.50 0.50 4.00 2.67
Clan Gauss Rifle 13.00 3.00 800.00 17.00 1.00 8.00 1.31 5.67 2.13
Clan Machine Gun Array 2.00 1.00 200.00 0.30 0.00 0.30 0.15 0.30 1.00
Clan LRM5 2.00 1.00 1000.00 4.00 1.20 6.00 2.00 4.00 0.67
Clan LRM10 3.50 1.00 1000.00 8.00 2.40 6.00 2.29 8.00 1.33
Clan LRM15 4.50 2.00 1000.00 12.00 3.00 6.00 2.67 6.00 2.00
Clan LRM20 6.00 1.00 1000.00 16.00 3.60 6.00 2.67 16.00 2.67
Clan Narc Beacon 2.00 1.00 600.00 0.00 1.00 3.00 0.00 0.00 0.00



Inner Sphere Weapons

WEAPON
TONNAGE
CRITICALS
RANGE
DAMAGE
HEAT
RECYCLE
DAM/TON
DAM/CRIT
DAM/SEC
Large Laser 5.00 2.00 600.00 7.50 5.00 5.00 1.50 3.75 1.50
Medium Laser 1.00 1.00 300.00 1.20 6.00 3.00 1.20 1.20 0.40
Small Laser 0.50 1.00 150.00 0.30 0.10 1.00 0.60 0.30 0.30
PPC 7.00 3.00 750.00 10.00 10.00 6.00 1.43 3.33 1.67
Large Pulse Laser 7.00 2.00 600.00 2.62 1.75 1.25 0.37 1.31 2.10
Medium Pulse Laser 2.00 1.00 300.00 0.60 0.30 0.75 0.30 0.60 0.80
Small Pulse Laser 1.00 1.00 150.00 0.15 0.05 0.25 0.15 0.15 0.60
Flamer 1.00 2.00 150.00 1.00 4.00 4.00 1.00 0.50 0.25
AC 5 8.00 1.00 600.00 2.00 0.20 1.50 0.25 2.00 1.33
AC 10 13.00 2.00 400.00 9.00 0.60 4.00 0.69 4.50 2.25
LBX AC 10 12.00 2.00 450.00 14.00 1.00 4.00 1.17 7.00 3.50
LBX AC 20 15.00 3.00 300.00 24.00 2.00 6.00 1.60 8.00 4.00
Ultra AC 2 8.00 1.00 900.00 2.00 0.10 1.00 0.25 2.00 2.00
Ultra AC 5 10.00 1.00 600.00 4.00 0.15 1.50 0.40 4.00 2.67
Gauss Rifle 16.00 3.00 800.00 17.00 1.00 8.00 1.06 5.67 2.13
Light Gauss Rifle 13.00 2.00 1200.00 12.00 0.80 6.00 0.92 6.00 2.00
Long Tom Artillery 20.00 3.00 700.00 25.00 25.00 7.00 1.25 8.33 3.57
Machine Gun Array 2.00 1.00 150.00 0.20 0.00 0.30 0.10 0.20 0.67
LRM5 3.00 1.00 1000.00 4.00 1.20 6.00 1.33 4.00 0.67
LRM10 6.00 1.00 1000.00 8.00 2.40 6.00 1.33 8.00 1.33
LRM15 8.00 2.00 1000.00 12.00 3.00 6.00 1.50 6.00 2.00
LRM20 11.00 2.00 1000.00 16.00 3.60 6.00 1.45 8.00 2.67
MRM10 5.00 1.00 400.00 8.00 2.40 5.00 1.60 8.00 1.60
MRM20 8.00 2.00 400.00 16.00 4.80 5.00 2.00 8.00 3.20
MRM30 11.00 2.00 400.00 24.00 6.00 5.00 2.18 12.00 4.80
MRM40 13.00 3.00 400.00 32.00 7.20 5.00 2.46 10.67 6.40
SRM2 2.00 1.00 250.00 2.00 0.40 2.00 1.00 2.00 1.00
SRM4 3.00 1.00 250.00 4.00 0.60 2.00 1.33 4.00 2.00
SRM6 4.00 2.00 250.00 6.00 0.80 2.00 1.50 3.00 3.00
Thunderbolt 14.00 3.00 1000.00 28.00 7.00 8.00 2.00 9.33 3.50
Narc Beacon 4.00 1.00 450.00 0.00 1.00 3.00 0.00 0.00 0.00
Flare Launcher 1.00 1.00 360.00 0.00 2.00 2.00 0.00 0.00 0.00
High Explosives 2.00 2.00 30.00 100.00 2.50 2.00 50.00 50.00 50.00
Artillery Beacon 5.00 2.00 360.00 40.00 5.00 6.00 8.00 20.00 6.67






MechWarrior 4 Weapons

Weapon Class Slots  Tons  Range  Damage  Heat  Recycle  Ammo  "Shots"
Flamer Energy 2 1 150 1 2 4 n/a *
Bombast Laser Energy 2 7 500 10v 4 4 n/a *
C ER Large Laser Energy 2 4 800 8 4 5 n/a *
C ER Medium Laser Energy 1 1 400 1.5 0.6 3 n/a *
C ER Small Laser Energy 1 0.5 200 0.35 0.1 1 n/a *
Large Laser Energy 2 5 600 7.5 2.5 5 n/a *
Medium Laser Energy 1 1 300 1.2 0.3 3 n/a *
Small Laser Energy 1 0.5 150 0.3 0.05 1 n/a *
C ER PPC Energy 3 6 900 14 7.5 8 n/a *
PPC Energy 3 7 750 10 5 6 n/a *
C ER Pulse Pulse Energy 2 6 800 3 1.5 1.25 n/a *
C ER Medium Pulse Energy 1 2 400 0.75 0.3 0.75 n/a *
C ER Small Pulse Energy 1 1.5 200 0.27 0.06 0.25 n/a *
Large Pulse Laser Energy 2 7 600 2.62 0.88 1.25 n/a *
Medium Pulse Laser Energy 1 2 300 0.6 0.15 0.75 n/a *
Small Pulse Laser Energy 1 1 150 0.15 0.03 0.25 n/a *
C Flamer Energy 2 0.5 150 1 2 4 n/a *
LRM 5 Missile 1 3 1000 4 ? 0.6 6 240 48
LRM 10 Missile 1 6 1000 4 ? 1.2 6 240 24
LRM 15 Missile 2 8 1000 4 ? 1.5 6 240 16
LRM 20 Missile 2 11 1000 4 ? 1.8 6 240 12
C LRM 5 Missile 1 2 1000 4 ? 0.6 6 240 48
C LRM 10 Missile 1 3.5 1000 4 ? 1.2 6 240 24
C LRM 15 Missile 2 4.5 1000 4 ? 1.5 6 240 16
C LRM 20 Missile 2 6 1000 4 ? 1.8 6 240 12
MRM 10 Missile 1 5 400 8 ? 1.2 5 240 24
MRM 20 Missile 2 8 400 8 ? 2.4 5 240 12
MRM 30 Missile 2 11 400 8 ? 3 5 240 8
MRM 40 Missile 3 13 400 8 ? 3.6 5 240 6
SRM 2 Missile 1 2 250 1 ? 0.2 2 120 60
SRM 4 Missile 1 3 250 1 ? 0.3 2 120 30
SRM 6 Missile 2 4 250 1 ? 0.4 2 120 20
C Streak SRM 2 Missile 1 2 300 1.2 ? 0.3 3 120 60
C Streak SRM 4 Missile 1 3 300 1.2 ? 0.45 3 120 30
C Streak SRM 6 Missile 2 4 300 1.2 ? 0.6 3 120 20
Thunderbolt Missile 3 14 1000 28 3.5 8 15 15
NARC Missile 1 4 360 0 0.5 3 6 6
C NARC Missile 1 3 480 0 0.5 3 6 6
Flare Missile 1 2 360 0 1 2 10 10
High Explosives Missile 2 2 1200 ? 60 0 2.5 0 1
AC 5 Ballistic 1 8 600 2 0.1 1.5 120 120
AC 10 Ballistic 2 13 400 9 0.3 4 36 36
LBX AC 10 Ballistic 2 12 450 14* 0.5 4 36 36
LBX AC 20 Ballistic 3 15 300 24* 1 6 20 20
C LBX AC 10 Ballistic 2 10 450 14* 0.5 4 36 36
C LBX AC 20 Ballistic 3 12 300 24* 1 6 20 20
Ultra AC 2 Ballistic 1 8 900 1 0.05 1 240 ?
Ultra AC 5 Ballistic 1 10 600 2 0.08 1.5 120 ?
C Ultra AC 2 Ballistic 1 6 900 1 0.05 1 240 ?
C Ultra AC 5 Ballistic 1 8 600 2 0.08 1.5 120 ?
C Gauss Ballistic 3 13 800 17 0.5 8 24 24
Gauss Ballistic 3 16 800 17 0.5 8 24 24
Light Gauss Rifle Ballistic 2 13 1200 12 0.4 6 30 30
Long Tom Ballistic 3 20 1200 25 12.5 7 18 18
Machine Gun Array Ballistic 1 2 150 0.2 0 0.3 450 450
C Machine Gun Array Ballistic 1 2 200 0.3 0 0.3 600 600

 

*Missile Notes: Text in Mech Lan reads that LRMs do lightest damage, then MRM, and SRMs do the most.

However the numbers listed in the lab do not match this. Actual damage is unknown.

*LBX damage drops off at range. Amount not specified






Clan and Inner-Sphere Weapons & Equipment
Descriptions


Energy Weapons

   Energy Weapons use stored up energy that is channeled towards your enemy.  Energy Weapons build up heat and take time to recharge before they can be fired again.

     Beam Lasers:  Beam lasers fire a single beam of energy towards an opponent.  The larger the size of the laser the more heat and damage they cause. Unlike the Mechwarrior 3 environment where large groups of smaller lasers were very effective,  the larger variety lasers tend to be much more effective than grouped smaller lasers are in the Mechwarrior 4 environment.

  • Large Lasers: The Clan version weighs less, takes up the same space, has increased weight, range, and damage.

  • Medium Lasers: The Clan version has increased range, damage, and generates dramatically less heat.

  • Small Lasers: The Clan version has slightly greater range, damage, and heat.

     Pulse Lasers:  Pulse lasers fire multiple bursts much like a laser-machine gun.  While pulse lasers generally do less damage than their beam counterparts, and their range is shorter--they recycle very quickly.  If you can keep your target under your targeting reticle the pulse laser can inflict a great amount of damage.  The larger pulse lasers tend to build up more heat, do more damage, and have greater range.

  • Large Pulse Lasers: The clan version weighs less, has greater range, generates a little more heat and does a little more damage than the inner-sphere version.

  • Medium Pulse Lasers: The clan version has slightly greater range, damage, and heat than the inner-sphere version.

  • Small Pulse Lasers: The clan version weighs slightly more and has greater range and develops more heat than the inner-sphere version.

     Bombast Laser:  The bombast laser is a charging weapon.  The first pull of the trigger begins the charge.  Hitting the trigger again releases the amount of charge the laser has built up.  A reddish-pink glow will show on a mech charging bombast lasers before he fires them.  Only the inner-sphere makes use of this weapon.  If you can hit with it, it is a very effective weapon for the tonnage it requires and the heat it develops.

     Particle Projection Cannon (PPC):  The PPC fires a shimmering blue bolt of energy that travels slower than lasers.  This "man-made lightning" fires out to long range and inflicts considerable damage to your target.  An added bonus is that this weapon adds heat to your opponent and it can temporarily "fry" your enemies targeting systems so that their heads up display shows static for several seconds.

  • The clan PPC weighs less, has greater heat, range, and damage than the inner-sphere version.

     Flamer:  The flamer is a short range flamethrower.  This weapon inflicts little damage, but slightly increases the temperature of your enemy.  This weapon is best used when your mech has an efficient cooling system against opponents in hot environments or who "run hot" because they use energy weapons or lack enough heat sinks.  Flamers also set your opponent on fire for several seconds effectively marking them for your wing mates.

  • The clan flamer weighs less than the inner-sphere version but in all other respects is identical.


Ballistic Weapons

    Ballistic Weapons consist of all those weapons involving the use of a barrel for aiming and the use of a projectile.

     Autocannons:  Autocannons are automatic loading cannons.  Auto cannon 5 and 10's are available.  The larger the number, the larger the caliber of the weapon.  The smaller the number, the smaller the caliber, but the greater the range of the projectile.  Autocannons are generally considered low-heat weapons, but are limited by the ammunition they can carry.

     LBX Autocannons:  An LBX autocannon works like a giant shotgun, with the projectile doing greater damage at shorter ranges due to the projectile splitting up into smaller pieces.  These autocannons are shorter of range, but generally easier to hit with and causing more damage when at close quarters.

  • LBX AC 10: The clan version weighs less but is otherwise identical to the inner-sphere version.

  • LBX AC20: The clan version weighs less but is otherwise identical to the inner-sphere version.

     Ultra Autocannons: Ultra Autocannons tend to weigh less than their generic counterparts and fire twice the normal number of projectiles.

  • Ultra AC2: The clan version weighs less but is otherwise identical to the inner-sphere version.

  • Ultra AC5: The clan version weighs less but is otherwise identical to the inner-sphere version.

     Gauss Rifles:  Gauss Rifles use a series of magnets to propel a very heavy projectile at great speed to very long distances.  This weapon has great distance, generates little heat, does amazing damage, but suffers from a long recharge time.  The Clan version weighs less than the inner-sphere version, and the inner-sphere makes use of a lighter version that uses a smaller projectile making recharge time less and increasing the amount of ammo it can carry.

  • Gauss Rifle: The Clan version weighs less but is otherwise identical to the inner-sphere version.

    Machine Gun Arrays:  Machine Gun Arrays mount groups of machine guns together aiming as a single unit in order to make them effective versus armored targets.

  • Clan Machine Gun arrays mount 4 machine guns as opposed to the 3 standard on an inner-sphere array.  The clan array has a slightly greater range and does more damage.


Missile Weapons

     Missile weapons include a launcher mechanism that propels from 1-40 (depending on the launcher) missiles (guided or unguided rockets) towards targets with explosive or varying effects.

     Long Range Missiles (LRMs): LRM's require a lock-on to be effective (can take several seconds of keeping your crosshairs on your target) and usually fly in a relatively flat trajectory towards your target.  Getting a lock takes practice and skill (zooming often helps).  You must be in active radar mode to get a lock.  You need not have your target "targeted" but you can get a lock simply by keeping the target under your crosshairs for several seconds.  You can arc missiles over nearby terrain as well.  While they will hit closer targets, LRMs are most effective at long range-hitting your enemy while he is still unable to hit you.  LRMs will track your target and will sometimes veer around and hit a dodging mech.  The amount of missiles that hit varies and damage is not always consistent. LRMs come in groupd of 5, LRM 5, 10, 15, and 20.  The higher the number, the more missiles fired at a time and the greater damage potential.

  • Clan LRM launchers weigh less than their inner-sphere counterparts but operate the same in all other respects.

   Medium Range Missiles (I.S. only): MRMs are in use only by the inner-sphere.  They are unguided missiles flying in a straight trajectory towards your aiming point.  The lack of guidance means they are packed with more explosives however so while they lack the range and tracking of LRMs they do more damage per missile. MRMs come in 10,20,30, and 40 racks.

     Short Range Missiles (SRMs) (I.S. only):  SRMs are short range, unguided missiles.  These missiles head towards your aiming point and explode on contact.  Like MRMs the lack of guidance means these missiles can pack more explosives than LRMs.  SRMs come in 2,4,and 6 racks.

     Streak Short Range Missiles (Clan only):  The clans have refined missile technology and thus their short range missiles are dubbed streaks.  These missiles, if fired when your crosshairs are RED, meaning on target, the streaks will track a moving opponent and greatly increase the likelihood of a hit.  Like their inner-sphere cousins, streaks come in 2,4,and 6 racks but do slightly more damage.

     Thunderbolt Missile (I.S. only): The inner-sphere makes use of the T-Bolt.  Instead of launching multiple long range missiles the T-Bolt is a single missile that will inflict massive damage on a single location of your enemy.  While the effect can be great,  the lock-on time for this weapon makes it unpopular on a fluid battlefield.


Artillery

     Long Tom (I.S. only):  The Long Tom is a direct fire (sort of), short muzzle, artillery piece.  This weapon can be mounted by heavier mechs and the projectile can produce devastating results (on your friend or foe-so be careful!)  Hitting opponents with this weapon takes a lot of practice-as does avoiding your allies with the effects of this weapon.

     Artillery Strikes:  Mounting artillery strikes on a mech does not mount a weapon, but a target designator.  If you have a designator, you can target an enemy with this single weapon group and fire the designator.  Your HUD will designate a marker and several seconds later the artillery should arrive.


Special Use Weapons and Equipment:

   AMS: The anti missile system is the inner-sphere point defense system against enemy missiles.  The AMS fires shrapnel into the air in order to knock out enemy missiles.  Most effective against LRMs the AMS will not take out a thunderbolt missile and is often ineffectual against SRMs at close range.  The AMS has ammunition which can run out.

   LAMS: The Laser Anti Missile System is used by the clans for missile defense.  This system works about as effectually as the AMS but does not require ammo.  This system can and does cause heat when used.

     NARC Beacon:  The NARC launcher fires a single pod towards your target.  Whatever the NARC pod hits will now draw any LRMS or Streak missiles to it that are not fired with a previous lock (even if it hits the ground).  LRMs or streaks fired with a lock will ignore the beacon.  These same missiles fired in any direction that are not locked will head for the last NARC beacon launched by a friendly unit.


Electronics

     Beagle Active Probe (BAP):  The BAP is an advanced sensor array that increases a mech's sensor range and decreases the lock-on time for missiles (both for the mech mounting the probe and for enemy units attacking the mech using BAP).

     Guardian ECM: The Guardian Electronic Counter Measures is a defensive array that decreases the range that your mech is detectable at and reduces the effect of being hit with a NARC.  Due to the strong signal it emits however it is rumored that enemy missile lock-on time may still be decreased.


Armor

      Standard Ferro-Fibrous armor is your basic battlemech armor.  It utilizes advanced technology to protect your mech.

   Laser Reflective Armor:  This armor weighs a great deal more than standard armor but is much more effective against beam weapons that hit you.

     Reactive Armor: This armor also weighs a great deal more than standard armor but is much more effective against ammunition-based weaponry.


Weapon Grouping:

Once you drop in game. You decide you want to regroup your weapons for more efficiency. Do the following...

Get into Single Fire mode ( \ key).

A blue box will appear around one of your weapons.

Move the blue box by pressing your “P” key.

Let us say for example you want to move a Gauss weapon (group 3) to the same group your PPCs are (group 2). Move the blue box down to the Gauss weapon.

Press “Shift - 2”, you will notice in your weapons group 2 get highlighted, meaning your Gauss is now in the same group as your PPCs.

This works as well for removing weapons from groups. In this case, you want to remove your Gauss from group 3, just press “Shift - 3” and you are done.

Try it sometime in campaign mode by your self. This little command comes in handy all the time.

Enjoy!

 

Most of the above Mechwarrior 4 Tables and Descriptions were copied from The HoloTank
The 3rd table was borrowed from a friend and graphically modified.
Uploaded: 04-28-01
  
  
  






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