hvMechWarrior-v14:   Weapons
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There are four weapon categories: Ballistic Weapons are essentially "guns" of varying design goals. Energy weapons are weapons that draw power from a Mech's reactor and expel that energy as an attack. Missile weapons can be fired "dumb" or guided to their target. Mortars fire similarly to Ballistic Weapons, but the rounds drop in an arc-like curve over time due to the projectile's weight and slow trajectory.
    Click the thumbnail to view an action picture of the weapon firing, "Alt. Fire" refers to a weapon's alternate mode of fire when a Mech is equipped with an FCC Pod (see Sundries page).

Ballistic Weapons:            
Heavy Machine Gun: A small-caliber fully-automatic gun intended to be a "hold-out" piece when a Mech is overheated.
Rate of Fire: Very fast   Heat: none          Damage: Minimal
Range: 125 meters        Alt. Fire: N/a

Ultra-AC5:
A spinning auto-feeding cannon, the Ultra-AC5 is the smallest of the "Ultra" series. It offers longer range than its larger counterparts.
Rate of Fire: Very fast   Heat: Minimal     Damage: Moderate
Range: 225 meters        Alt. Fire: x2 rate of fire

Ultra-AC10: The Ultra-AC10 offers the best mix of firepower and heat management within the "Ultra" class weapons.
Rate of Fire: Very fast   Heat: Moderate   Damage: Heavy
Range: 150 meters        Alt. Fire: x2 rate of fire

Ultra-AC20: The Ultra-AC20 can inflict more damage in a shorter amount of time than any other hvMechWarrior weapon.
Rate of Fire: Very fast   Heat: High          Damage: Extreme
Range: 100 meters        Alt. Fire: x2 rate of fire

LBX-AC5: The longest-ranging auto-cannon, the LBX-AC5 fires 6-round bursts and is used by smaller Mechs in standoff roles and broken field environments.
Rate of Fire: Very fast   Heat: Minimal     Damage: Moderate
Range: 250 meters        Alt. Fire: x2 rate of fire

LBX-AC10: The LBX-10 fires 5-round bursts and offers strong firepower coupled with controllable aim.
Rate of Fire: Fast          Heat: Minimal     Damage: Heavy
Range: 175 meters        Alt. Fire: x2 rate of fire

LBX-AC20: Firing 4-round bursts, the LBX-AC20 is the most devastating auto-cannon (per volley). Used only by Assault Mechs, it is a great turret-buster.
Rate of Fire: Fast          Heat: Moderate   Damage: Extreme
Range: 125 meters        Alt. Fire: x2 rate of fire

HV-AC10: Most often carried by defensive players, the HV-AC10 shoots high-velocity (HV) rounds. It has a slow rate of fire, however this makes it very accurate and an effective anti-sniper weapon.
Rate of Fire: Moderate  Heat: Moderate  Damage: Moderate
Range: 300 meters        Alt. Fire: x2 rate of fire

Light Gauss Rifle: A significantly smaller version of the Gauss Rifle (see below), it is carried exclusively by the Commando. Its bite is worse that its bark!
Rate of Fire: Slow          Heat: Minimal    Damage: Heavy
Range: 2000 meters       Alt. Fire:
3-round burst

Gauss Rifle: The Gauss Rifle uses electromagnetic energy to accelerate depleted uranium rounds to incredible velocity. While it takes some time to recharge its capacitors, the Gauss Rifle can kill any Light Mech with a single head shot.
Rate of Fire: Very slow  Heat: None        Damage: Extreme
Range: 2000 meters       Alt. Fire:
Fragmentation round

Gyrojet Cannon: An infantry weapon scaled-up for Mech use, the Gyrojet Cannon quickly fires stabilized rockets that explode on impact. It is very useful in finishing-off wounded Mechs.
Rate of Fire: Fast         Heat: Minimal    Damage: Moderate
Range: 300 meters        Alt. Fire: "Inferno" heat round

Thumper: First used in an anti-aircraft turret, the Thumper has been modified for Mech use. It fires explosive rounds to great range at a high rate of speed.
Rate of Fire: Fast          Heat: High         Damage: Moderate
Range: 500 meters         Alt. Fire: x2 rate of fire


Energy Weapons:          
Medium ER Laser: The most common laser weapon on the battlefield. Its fast recharge rate makes it quite deadly and its effectiveness is often underestimated.
Rate of Fire: Fast          Heat: Moderate  Damage: Moderate
Range: 500 meters         Alt. Fire: N/a

Large ER Laser: Sometimes overlooked as a sniper weapon, the Large ER Laser offers good firepower with high accuracy and unlimited range.
Rate of Fire: Moderate   Heat: High         Damage: Heavy
Range: 500 meters         Alt. Fire: N/a

Medium Pulse Laser: More useful against bigger, slower Mechs, the Medium Pulse Laser fires a constant beam to wear down an opponent.
Rate of Fire: Constant   Heat: Moderate  Damage: Moderate
Range: 500 meters        Alt. Fire: N/a

Large Pulse Laser: The Large Pulse Laser is very damaging to Mechs, but cannot be fired for long as it generates a great deal of heat.
Rate of Fire: Constant    Heat: High         Damage: Heavy
Range: 500 meters         Alt. Fire: N/a

PPC: The PPC (Particle Projection Cannon) fires a blue ball of plasma (the same speed as a Disc from Tribes' Disclauncher) that both damages the opponent and heats us his Mech.
Rate of Fire: Slow          Heat: High         Damage: Heavy
Range: 450 meters         Alt. Fire:
3-round burst

Heavy Flamer: Used primarily to overheat an enemy Mech, the Flamer does little damage but can make life hell for the opposition.
Rate of Fire: Constant   Heat: Moderate  Damage: Minimal
Range: 40 meters          Alt. Fire:
Napalm ball


Missile Weapons:       
Streak SRM-2: The Streak SRM-2 fires a burst of 2 short-ranged but highly agile missiles. If a target is caught in one's crosshairs when fired, the missiles will track - otherwise they are fired dumb.
Rate of Fire: Very fast  Heat: Minimal     Damage: Moderate
Range: 175 meters       Alt. Fire: "Inferno" heat round

Streak SRM-4: Same as the Streak SRM-2, but firing a burst of 4 missiles.
Rate of Fire: Fast         Heat: Moderate   Damage: Moderate
Range: 175 meters       Alt. Fire: "Inferno" heat round

Streak SRM-6: Same as the Streak SRM-2, but firing a burst of 6 missiles.
Rate of Fire: Moderate  Heat: High          Damage: Moderate
Range: 175 meters        Alt. Fire: "Inferno" heat round

LRM-5 Missile Pack: LRMs do less damage than Streaks, but offer much greater range. They also lock on any target caught in one's crosshairs at the moment of launch. The LRM-5 fires 1 burst of 5 missiles.
Rate of Fire: Very fast  Heat: Minimal     Damage: Minimal
Range: 425 meters        Alt. Fire: Better tracking

LRM-10 Missile Pack: Same as the LRM-5 Missile Pack, but firing 2 bursts of 5 missiles each.
Rate of Fire: Fast         Heat: Moderate   Damage: Minimal
Range: 425 meters        Alt. Fire: Better tracking

LRM-15 Missile Pack: Same as the LRM-5 Missile Pack, but firing 3 bursts of 5 missiles each..
Rate of Fire: Moderate  Heat: High          Damage: Minimal
Range: 425 meters        Alt. Fire: Better tracking

Light Thunderbolt: With the success of the Thunderbolt (see below), pilots of Light and Medium Mechs demanded a reduced-size missile for their Mechs' smaller chassis. The result was the Light Thunderbolt. The Light Thunderbolt will lock on a target just like the missile systems described above.
Rate of Fire: Slow         Heat: Low          Damage: Minimal
Range: 1000 meters       Alt. Fire: "Inferno" heat round

Thunderbolt: Essentially a mini-Arrow IV (see below), the Thunderbolt offers Heavy Mechs an alternative style of missile armament to Streaks and LRMs. The Thunderbolt will lock on a target just like the missile systems described above.
Rate of Fire: Slow         Heat: Low          Damage: Moderate
Range: 1000 meters       Alt. Fire: "Inferno" heat round

Arrow IV: The largest missile, carried only by the Atlas, the Arrow IV packs a mighty wallop. Only its slow reload rate keeps it from ruling the battlefield. The Arrow IV will lock on a target just like the missile systems described above.
Rate of Fire: Very slow  Heat: Moderate  Damage: Extreme
Range: 2000 meters       Alt. Fire: "Inferno" heat round

Thunder LRM: A very large single missile, the Thunder LRM is a mine-layer. At a pre-determined range it explodes, dropping a payload of 5 mines.
Rate of Fire: Slow         Heat: Minimal     Damage: Moderate
Range: 250 meters        Alt. Fire: Mine-clearing charges


Mortar Weapons:        
Smoke Launcher: Essentially a Light Mech Mortar (see below) outfitted with smoke cannister rounds. The Smoke Launcher is useful in obscuring an enemy's view or disrupting formations.
Rate of Fire: Moderate  Heat: Minimal     Damage: Minimal
Range: 80 meters          Alt. Fire:
Flash-bang round

Light Mech Mortar: An infantry weapon scaled up to Mech-size, the Light Mech Mortar gives a pilot the ability to engage targets around corners or over hills.
Rate of Fire: Moderate  Heat: Minimal     Damage: Moderate
Range: 150 meters        Alt. Fire: "Inferno" heat round

Heavy Mech Mortar: Most often used to destroy fixed emplacements, the Heavy Mech Mortar is can also be a powerful tool against Mechs caught in open field.
Rate of Fire: Slow         Heat: Moderate   Damage: Heavy
Range: 250 meters        Alt. Fire: "Inferno" heat round


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