Author Topic: Alternate Missile Ammunition  (Read 909 times)

TheKnightSabers

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Alternate Missile Ammunition
« on: 01 April 2025, 22:32:44 »
Greetings my fellow mechwarriors I have come upon an interesting question by several of my players since we play a campaign game.
One of which is can Clan LRM/SRM Launchers use Inner Sphere Alternate ammo
Example Clan LRM using Semi-guided missiles or Clan SRM Launcher using Tandem Charge Missiles.
I was looking thru several of the newest rule books in regards of this and alas I have been unsuccessful on finding the answer so I turn to you people out there for help. Thank you ^_^

Firesprocket

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Re: Alternate Missile Ammunition
« Reply #1 on: 03 April 2025, 11:12:25 »
So far as I can remember alternative munitions are limited on what they can be equiped on based on their tech base. (https://bg.battletech.com/forums/index.php/topic,52681.msg1215688.html#msg1215688).  Both SG and TC can only be equipped to IS launchers unless there is a more recent ruling.

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Re: Alternate Missile Ammunition
« Reply #2 on: 03 April 2025, 12:06:10 »
So far as I can remember alternative munitions are limited on what they can be equiped on based on their tech base. (https://bg.battletech.com/forums/index.php/topic,52681.msg1215688.html#msg1215688).  Both SG and TC can only be equipped to IS launchers unless there is a more recent ruling.

This is correct. The description of a given ammo type will say if it is available to Inner Sphere weapons, Clan weapons, or both.
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TheKnightSabers

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Re: Alternate Missile Ammunition
« Reply #3 on: 03 April 2025, 18:04:27 »
Thank you so much for answers

DaevaHuG0

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Re: Alternate Missile Ammunition
« Reply #4 on: 03 April 2025, 21:43:08 »
It's a bit out of the way, but page 216 of the current Campaign Operations PDF, under the salvage section, notes that I.S. and Clan ammo can be used in the others weapon, it does require the technician to modify the ammo or else it has a chance at jamming and/or exploding.

Charistoph

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Re: Alternate Missile Ammunition
« Reply #5 on: 04 April 2025, 13:17:55 »
Also note that when using the Mixed Tech rules form Tactical Operations, you can, indeed, use other Tech's Ammo, provided they are of the right Weapon Type.

Xotl goes over it here.

There are some limitations, such as the IS Minimum Range always being in play, no matter the Launcher.
« Last Edit: 04 April 2025, 22:34:48 by Charistoph »
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Daryk

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Re: Alternate Missile Ammunition
« Reply #6 on: 04 April 2025, 13:40:25 »
I think you selected the wrong tags for that...

Colt Ward

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Re: Alternate Missile Ammunition
« Reply #7 on: 07 April 2025, 05:29:29 »
Link does not work
Colt Ward
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Daryk

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Re: Alternate Missile Ammunition
« Reply #8 on: 07 April 2025, 12:47:35 »
The edited link works for me, at least...

Colt Ward

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Re: Alternate Missile Ammunition
« Reply #9 on: 07 April 2025, 16:23:19 »
Huh, does now.

Still that is standard ammos he is using as an example rather then Semi-G, Swarm-I, Thunder, etc.
Colt Ward
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Charistoph

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Re: Alternate Missile Ammunition
« Reply #10 on: 07 April 2025, 21:44:01 »
Still that is standard ammos he is using as an example rather then Semi-G, Swarm-I, Thunder, etc.

Xotl didn't specify any type of Ammo be it special or Standard Ammo in the page I linked.

So, I'll reiterate, it depends on if you're allowing for the Mixed Tech Advanced Rule or not, or even how far you allow it.

Normal Construction Rules don't allow for a Clan LRM to be installed on an chassis with Inner Sphere Endo-Steel construction.  Just as normal Ammo rules don't allow for a Clan LRM launcher to use Inner Sphere Ammo.

The Mixed Tech rule allows for one to ignore those Tech restrictions.  The ranges don't change, so using those Semi-Guided LRMs in a Clan Launcher will still have their 6 Minimum Range, but they can still lock on to a TAG'd target.

Now, TacOps has the caveat in the Mixed Tech Advanced Rule that it can be limited if a group chooses to, such as preventing the Ammo types to be mixed.
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RifleMech

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Re: Alternate Missile Ammunition
« Reply #11 on: 10 April 2025, 16:06:06 »
What DaevaHuG0 said .
Campaign Operations page 216
Quote
Clan ammunition used in Inner Sphere weapons, or Inner Sphere ammunition used in Clan weapons, is treated as Quality Rating B unless it is first modified by a Technical Team. No Technician Skill Check is required, but it takes 30 minutes for a team to modify 1 ton (or part thereof) of ammunition.

So either group can use the ammo from the other. It's just risky without modifying it first. And it makes sense since the Clans use IS weapons in the second line forces. If old missiles aren't available they'd need to be use new ones.

It kind of surprises me that Clan Launchers can't already use IS missiles without modification. They did that with their Improved launchers. IO page 90
Quote
Improved missile launchers are compatible with all special munitions types that are available for the standard missile launcher of corresponding type and rack size.
I would have thought the Clans would continue that compatibility when they introduced the more advanced launchers.

I guess it was easier to make a blanket statement regarding modification than limit it to post-exodus IS munitions.




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Re: Alternate Missile Ammunition
« Reply #12 on: 16 April 2025, 15:21:32 »
I guess it was easier to make a blanket statement regarding modification than limit it to post-exodus IS munitions.
Keeps a nice separation between a "Campaign" game & a pick up game if you keep rules seperate.

Avoids crap like Clanners using SG-LRM ammo which is broken & against Zell.
Or IS Streaks using longer range clan ammo, etc etc.
Just simpler.
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RifleMech

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Re: Alternate Missile Ammunition
« Reply #13 on: 18 April 2025, 02:32:01 »
Keeps a nice separation between a "Campaign" game & a pick up game if you keep rules seperate.

Avoids crap like Clanners using SG-LRM ammo which is broken & against Zell.
Or IS Streaks using longer range clan ammo, etc etc.
Just simpler.

True. It is simpler but we do have Improved Weapons that can do that. So its good to have advanced rules allowing the other launchers to do that too.

Charistoph

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Re: Alternate Missile Ammunition
« Reply #14 on: 19 April 2025, 12:30:54 »
... Clanners using SG-LRM ammo which is broken & against Zell.

Not entirely.  If you as the carrier of the SG-LRMs only target units hit by your TAG, it's not against Zell.

Still, defeats the point of Semi-Guided.

Story-wise, it would make sense if the only LRM Ammo they had access to was the SG, but that's more narrative/campaign concept than the normal one-ff game experiences.
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Colt Ward

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Re: Alternate Missile Ammunition
« Reply #15 on: 20 April 2025, 06:46:58 »
By the end of the Dark Ages, the Clans pretty much dropped zell against non-Clan opponents anyway.
Colt Ward
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Re: Alternate Missile Ammunition
« Reply #16 on: 20 April 2025, 09:33:13 »
Even before the invasion of the Inner Sphere, it's not like the Clans exclusively used Zell in every engagement 100% of the time.
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