Difference between revisions of "Long Range Missiles"

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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.
 
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.
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[http://www.sarna.net/wiki/LRM BattleTech reference]
  
 
==Usage==
 
==Usage==

Revision as of 14:32, 13 April 2018

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Long Range Missiles, or LRMs, are long range support weapons capable locking onto targets and of indirect fire when supported by NARC or TAG systems to direct the missiles.

Overview

A Bushwacker firing an LRM15.

Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. The weapon's long range and ability to be fired indirectly (with the aid of NARC or TAG) make it the most popular support weapon in MWLL. Several LRM equipped units working together have the ability to quickly cripple or destroy enemy units from relative safety.

There are three important things to keep in mind about LRM weapons. First is that the missiles only have modest maneuverability and can have difficulty striking fast-moving targets. Second is that, like all missile weapons, if the target is protected by an AMS fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target. Finally, 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.


Weapon Stats

All stats are current as of release 0.9.1.

Weapon Lock Range Max Range Min Range Ammo/ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots/min Mech Damage/sec Heat/sec Ammo Cost/ton Max Damage/ton Ammo Notes
Air LRM5 1000m 2100m 100m 180 43.5 5x 86 Missile 5x 86 Frag 1m / 3m 7.5 56.44 5.44 250 16254 Missiles fly straight
1 sec. lock time
(C)LRM5 1000m 1470m C 20m
IS 100m
180 28.5 5x 87.17 Missile 5x 87.17 Frag 1m / 3m 15 114.41 7.13 850 16475.67 Clan LRMs have lower arc than IS LRMs
1.75 sec. lock time
Air LRM10 1000m 2100m 100m 180 43.5 10x 43 Missile 10x 43 Frag 1m / 3m 120 903 87 250 16254 Missiles fly straight
1 sec. lock time
(C)LRM10 1000m 1470m C 20m
IS 100m
180 88 10x 87.17 Missile 10x 87.17 Frag 1m / 3m 10 152.55 14.67 850 16475.67 Clan LRMs have lower arc than IS LRMs
2 sec. lock time
Air LRM15 1000m 2100m 100m 180 43.5 15x 28.67 Missile 15x 28.67 Frag 1m / 3m 120 903 87 250 16254 Missiles fly straight
1 sec. lock time
(C)LRM15 1000m 1470m C 20m
IS 100m
180 129 15x 87.17 Missile 15x 87.17 Frag 1m / 3m 8.33 190.69 17.92 850 16475.67 Clan LRMs have lower arc than IS LRMs
2.25 sec. lock time
Air LRM20 1000m 2100m 100m 180 43.5 20x 21.5 Missile 20x 21.5 Frag 1m / 3m 120 903 87 250 16254 Missiles fly straight
1 sec. lock time
(C)LRM20 1000m 1470m C 20m
IS 100m
180 176 20x 87.17 Missile 20x 87.17 Frag 1m / 3m 7.5 228.83 22 850 16475.67 Clan LRMs have lower arc than IS LRMs
2.5 sec. lock time


LRMs vs. CLRMs

Currently LRMs and CLRMs are functionally identical except CLRMs do not have a minimum range. The best way to take advantage of this is to get a lock on the intended target then aim low to compensate for the CLRMs upward arc following launch. This will give the missiles a flatter trajectory and increase the chance of scoring hits, although striking with many of the missiles can be difficult.

LRM Launchers and Indirect Fire

The arcing trajectory of LRM launchers 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 TAGed or NARCed unit.


Canon

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.

BattleTech reference

Usage

The following vehicles equip these weapons.

Air LRM5 (C)LRM5 Air LRM10 (C)LRM10 Air LRM15 (C)LRM15 Air LRM20 (C)LRM20

See Also