Difference between revisions of "Missile Weapons"
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==Missile Related Information== | ==Missile Related Information== | ||
*It takes longer for missiles to lock-on to a target which is running under Passive radar and/or equipped with [[GECM]]. However, a missile-equipped 'Mech can decrease its lock on time by crouching. | *It takes longer for missiles to lock-on to a target which is running under Passive radar and/or equipped with [[GECM]]. However, a missile-equipped 'Mech can decrease its lock on time by crouching. | ||
− | *[[TAG]] lasers and [[NARC]] | + | *[[TAG]] lasers and [[NARC]] beacons guide SSRMS, LRMs, ELRMs, ATMs, Thunderbolts and ArrowIVs to a designated target without requiring prior missile lock-on. |
*Most missiles cause targeted assets to shake as they are hit. This buffeting effect often throws off an opponent's aim, reducing their ability to counter attack. | *Most missiles cause targeted assets to shake as they are hit. This buffeting effect often throws off an opponent's aim, reducing their ability to counter attack. | ||
[[Category:Missile weapons]] | [[Category:Missile weapons]] | ||
<br>{{Navbox Weapons}} | <br>{{Navbox Weapons}} |
Revision as of 14:00, 6 May 2020
Missiles are a type of weapon based on rocket-propelled explosives, often (but not always) featuring some form of guidance to target. Multiple-launch missile units come in three main varieties -- Short-Range, Medium-Range, and Long-Range -- with a numerical designation indicating how many missiles are launched per volley.
The only single-launch missile is the Thunderbolt. The NARC Beacon is also classified as a missile, though it does no damage.
Missile launchers in MWLL are designated as follows:
Contents
Short Range Missiles
- Short Range Missile 2 (SRM2)
- Short Range Missile 4 (SRM4)
- Short Range Missile 6 (SRM6)
- Clan Short Range Missile 2 (CSRM2)
- Clan Short Range Missile 4 (CSRM4)
- Clan Short Range Missile 6 (CSRM6)
- Dual Short Range Missile 4 (DSRM4)
- Dual Short Range Missile 6 (DSRM6)
- Clan Dual Short Range Missile 4 (CDSRM4)
- Clan Dual Short Range Missile 6 (CDSRM6)
Streak Short Range Missiles
- Streak Short Range Missile 2 (SSRM2)
- Streak Short Range Missile 4 (SSRM4)
- Streak Short Range Missile 6 (SSRM6)
- Clan Streak Short Range Missile 2 (CSSRM2)
- Clan Streak Short Range Missile 4 (CSSRM4)
- Clan Streak Short Range Missile 6 (CSSRM6)
- Dual Streak Short Range Missile 4 (DSSRM4)
- Dual Streak Short Range Missile 6 (DSSRM6)
- Clan Dual Streak Short Range Missile 4 (CDSSRM4)
- Clan Dual Streak Short Range Missile 6 (CDSSRM6)
Medium Range Missiles
- Medium Range Missile 10 (MRM10)
- Medium Range Missile 20 (MRM20)
- Medium Range Missile 30 (MRM30)
- Medium Range Missile 40 (MRM40)
Long Range Missiles
- Long Range Missile 5 (LRM5)
- Long Range Missile 10 (LRM10)
- Long Range Missile 15 (LRM15)
- Long Range Missile 20 (LRM20)
- Clan Long Range Missile 5 (CLRM5)
- Clan Long Range Missile 10 (CLRM10)
- Clan Long Range Missile 15 (CLRM15)
- Clan Long Range Missile 20 (CLRM20)
Extended Long Range Missiles
- Extended Long Range Missile 5 (ELRM5)
- Extended Long Range Missile 10 (ELRM10)
- Extended Long Range Missile 15 (ELRM15)
- Extended Long Range Missile 20 (ELRM20)
Advanced Tactical Missiles
- Advanced Tactical Missile 3 (ATM3)
- Advanced Tactical Missile 6 (ATM6)
- Advanced Tactical Missile 9 (ATM9)
- Advanced Tactical Missile 12 (ATM12)
- Extended Range Advanced Tactical Missile 3 (ERATM3)
- Extended Range Advanced Tactical Missile 6 (ERATM6)
- Extended Range Advanced Tactical Missile 9 (ERATM9)
- Extended Range Advanced Tactical Missile 12 (ERATM12)
- High Explosive Advanced Tactical Missile 3 (HEATM3)
- High Explosive Advanced Tactical Missile 6 (HEATM6)
- High Explosive Advanced Tactical Missile 9 (HEATM9)
- High Explosive Advanced Tactical Missile 12 (HEATM12)
ArrowIV
- Arrow IV Artillery system
Single-Launch Missiles
Missile Related Information
- It takes longer for missiles to lock-on to a target which is running under Passive radar and/or equipped with GECM. However, a missile-equipped 'Mech can decrease its lock on time by crouching.
- TAG lasers and NARC beacons guide SSRMS, LRMs, ELRMs, ATMs, Thunderbolts and ArrowIVs to a designated target without requiring prior missile lock-on.
- Most missiles cause targeted assets to shake as they are hit. This buffeting effect often throws off an opponent's aim, reducing their ability to counter attack.