Extended Long Range Missiles

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Extended Long Range Missiles, or ELRMs, are an range improved version of the LRM launcher.

Overview

Compared to LRM's, the ELRM's carry a lower amount of missiles per ton of ammunition but can lock on at 1500 meters, longer than any other missile weapon. Although they are no more deadly or faster than standard LRM's and run out of ammunition more quickly, the ELRM's extra range can be advantageous on maps which feature many open firing lines with little cover.

ELRM's are a weapon exclusive to the Inner Sphere.


Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Max Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
ELRM10 ~290m 1870m 1500m 2s 10 x 87 Missile 10 x 87 Frag 1m / 3m 9.1 134 175 75 120 1100
ELRM15 2.3s 15 x 87 15 x 87 7.4 164 113
ELRM20 2.5s 20 x 87 20 x 87 6.5 193 150
All stats are current as of release 0.14.10

Gameplay & Hints

Because ELRM's have such long range they are often used in LRM camping tactics. As with standard LRMs, the ELRM's are very susceptible to enemy AMS systems, and as such when targeting AMS protected units it is best to send the largest number of missiles possible. In addition ELRM's will not be able to lock-on when operating under Passive Radar, nor will they track NARC Beacons or friendly TAG. For this reason units that mount ELRM's are often forced to keep using active radar.


Canon

Extended LRM Launchers were an experimental system introduced by the Federated Commonwealth in 3054 in order to offset the range advantage of Clan weapons. In order to accomplish this an LRM launcher is paired with a booster system, making the launcher system bulkier and heavier but giving the missiles a longer range. Unfortunately this came with a 50% increase in the weapon's minimum range.

In Classic BattleTech ELRM's are unable to make use of advanced guidance systems like NARC or Artemis IV FCS.

BattleTech reference

Usage

The following Inner Sphere assets equip ELRMs:

Asset Type Faction Tons ELRM15 ELRM20
Raven F Mech IS 35 1
Chimera A Mech IS 40 1
Catapult E Mech IS 65 2
Warhammer G Mech IS 70 1
Mauler E Mech IS 90 2
Partisan C Vehicle IS 80 2
Behemoth F Vehicle IS 100 2
All stats are current as of release 0.14.10