Long Range Missiles
See: ELRMs for Extended Long Range Missiles.
Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. Although LRM (IS and vehicle LRMs) and cLRM (Clan LRM) are statistically identical, cLRM mounted on mechs are actually direct fire missiles in contrast to vehicular and non-clan LRMs launching-arc behavior. The non-vehicular clan assets with CLRMs are thus more effective for brawling and direct firing at targets, which however, comes at a cost - CLRMs are easier dodged by cover. The LRMs on the other side are launched at an angle upward, preventing them to reliably hit targets closer than 175m, even thou warheads activate after 100m of flight, but allowing them to traverse the battlefield at a higher altitude and more effectively score hits on targets behind considerably high obstacles.
The weapon's long range and ability to be fired indirectly from safe location (with the aid of NARC or TAG) makes LRMs popular support weapons in MWLL.
|Weapon||Min Range||Max Range|| Lock On
| Lock On
| Splash Damage
| Sec. Splash
| Splash Radius
| Max Speed
| Ammo cost|
|LRM5||~175m||~1365m||1000m||1.8s||5 x 87||Missile||5 x 87||Frag||1m / 3m||13.1||97||175||38||180||850|
|LRM10||2s||10 x 87||10 x 87||9.9||147||75|
|LRM15||2.3s||15 x 87||15 x 87||8.7||193||113|
|LRM20||2.5s||20 x 87||20 x 87||7.6||226||150|
|CLRM5||10m||~1400m||1000m||1.85s||5 x 87||Missile||5 x 87||Frag||1m / 3m||13.1||97||185||38||180||850|
|CLRM10||2s||10 x 87||10 x 87||9.9||147||75|
|CLRM15||15 x 87||15 x 87||8.7||193||113|
|CLRM20||20 x 87||20 x 87||7.6||226||150|
|Air LRM5||100m||1520m||1000m||1s||5 x 86*||Missile||5 x 86*||Frag||1m / 3m||7.2||53||175||44||180||250|
|*All Air LRMs launch five missiles per shot||All stats are current as of release 0.14.3|
Gameplay & Hints
There are three important things to keep in mind about LRM weapons.
- The missiles only have modest maneuverability and can have difficulty striking fast-moving targets.
- Like all missile weapons, if the target is protected by an LAMS, fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target.
- Because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range. This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.
LRM Launchers and Indirect Fire
The arcing trajectory of LRM launchers (IS and vehicle LRMs) makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either TAG or NARC. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit. One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the marked unit.
Long Range Missiles were developed for range rather than punch and were first introduced in the early 2300's by the Terran Hegemony. They are typically deployed in five tube groups, up to twenty tubes in a single launcher, although Clan ProtoMechs make use of smaller numbers of tubes. Standard LRM's proved to be quite versatile, capable of indirect fire support missions and were easily upgraded with Artemis IV FCS, enhancing the the accuracy of the missiles, and could even accept a variety of special munitions.
Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts. In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.
The following assets equip LRMs:
|Asset||Type||Faction||Tons||(c)LRM5||(c)LRM10||(c)LRM15||(c)LRM20||Air LRM10||Air LRM15||Air LRM20|
|All stats are current as of release 0.14.3|