SUPPORT WEAPONS
BALLISTIC
Light Machine Gun
Damage .55 | 1 (1 point cluster)
Ammo 20
Range 3/7/11 | 2/4/6
Crew 1
Rating C/B-B-B-B
Cost 400
Specials: N/A
The basic light machine gun is simple and cheap on a tight budget. However, it’s not quite as effective as heavier support options.
Portable Machine Gun
Damage .75 | 1 (1 point cluster)
Ammo 12
Range 4/8/12 | 3/5/7
Crew 1E
Rating C/B-B-B-B
Cost 1000
Specials: B
The heavier Portable machine gun is far more effective at suppression while still being quite mobile and carried by a
single squad member. This is among the most common secondary weapons fielded by the Great Houses alongside the
grenade launcher and the LAW.
Semi-Portable Machine Gun
Damage 1 | 1 (1 point cluster)
Ammo 10
Range 5/9/13 | 3/5/7
Crew 1E
Rating C/B-B-B
Cost 1100
Specials: B, STAT-
The Semi-Portable Machine Gun has even better suppressing capabilities than the Portable machine gun. However, it’s
also fairly difficult to fire on the move in comparison.
Support Machine Gun
Damage 1.5 | 2 (1 point clusters)
Ammo 7
Range 5/10/15 | 3/5/7
Crew 2E
Rating C/C-C-C-C
Cost 1750
Specials: B, STAT
The heaviest of the machine guns, the Support Machine Gun spits out such a devastating amount of lead that even Battle
Armor would be wise to watch their step. The disadvantage is that the machine gun requires a two-man crew and it’s
entirely impractical to fire on the move, which means the Support Machine Gun is usually only used for garrison duty.
Minigun
Damage 3 | .5
Ammo 5
Range 5/10/15 | 1/2/3
Crew 2
Rating C/E-E-E-F
Cost 7,500
Specials: B, STAT, -1 to-hit bonus
The Minigun is a vintage weapon that fires unusually small rifle-scale rounds (hence the “Mini” part) at an incredibly high
rate of fire, well exceeding anything that support machineguns can reach. As such, the Minigun is very likely to get at
least a partial hit and, while a fantastic shredder of meat, lacks any sort of stopping power against anything larger than
Battle Armor. That flaw, and the cost, ensures that Miniguns are rarely ever used on the front lines.
Semi-Portable Autocannon
Damage .8 | 2
Ammo 12
Range 4/8/12 | 5/10/15
Crew 2
Rating C/C-D-D-C
Cost 2000
Specials: AM, STAT-
Popular among grunts, semi-portable autocannons have far more reach and penetrating capacity than most machine
guns. The nature of the autocannon’s burst-fire mode makes it ill-suited for suppressing infantry, but when you’re facing
down a Locust in a dark alley, that disadvantage starts to sound a bit academic.
Variant:
“Anti-Aircraft”: Switches the STAT- special for STAT and AA.
Bearhunter Superheavy Autocannon
Damage 4 | 4
Ammo 6
Range 2/4/6 | 2/4/6
Crew 2
Rating D/X-X-E-E
Cost 3000
Specials: B, Stat-, BLK
Short ranged, mediocre endurance, clumsy. With that said, you do not want to be on the receiving end of the Bearhunter
Superheavy Autocannon. The gun shreds flesh and metal alike, and can land some devastating blows on anything
smaller than a Vampire dropship, if the crew’s allowed to do so.
Firedrake Incendiary Support Needler
Damage 2 | 0
Ammo 10
Range 2/3/4 | 0
Crew 2
Rating D/X-X-C-C
Cost 500
Specials: F, B, CQC
The firedrake needler fires high volumes of low-velocity flechettes covered with chemicals that light on fire in the
presence of air. While ineffective against armor and with a short range, the Needler does rend lightly-armored flesh
without causing extensive structural damage to the surrounding environments like buildings or spacecraft interiors, which
leads to the Firedrake being used for specialty applications like urban warfare and the liquidation of “soft” assets.
Tsunami Heavy Gauss Rifle
Damage .63 | 1.5 (cluster of 2, round up)
Ammo 7
Range 4/8/12 | 4/8/12
Crew 1E
Rating E/X-X-D-D
Cost 5,500
Specials: AM, LR
The Tsunami is an effective Draconis Combine anti-material gauss rifle. Reasonably serviceable as a sniping weapon,
although its role in that regards is dwarfed by some of the newer weapons.
Variants:
Grand Mauler Gauss Canon- Actually a different (FedCom) weapon entirely but similar specifications. 3/7/11 range, -500 cost, +1 ammo.
Magshot Gauss Rifle
Damage .75 | 1.5 (cluster of 2, round up)
Ammo 7
Range 4/8/12 | 5/10/15
Crew 1E
Rating E/X-X-E-D
Cost 8,500
Specials: AM, LR, STAT-, MIN1
The Magshot is an anti-material rifle with a bit better ability to snipe lightly armored targets. Due to the cost compared
to weapons like the Grand Mauler, the Magshot is only deployed with special forces units and MI6.
David Light Gauss Rifle
Damage 1 | 1 (cluster of 1)
Ammo 9
Range 5/10/15 | 5/10/15
Crew 1E
Rating E/X-X-E-D
Cost 6,000
Specials: AM, LR, STAT-
The David is based off of the FWL’s own light gauss rifle. The David inherits the long range of its ‘Mech-based cousin, and
makes for a convincing threat for light Battle Armor as well as a good sniping weapon, but unfortunately it also inherits
the Light Gauss Rifle’s lack of convincing armor penetration against heavy targets.
King David Light Gauss Rifle
Damage 1.25 | 2
Ammo 7
Range 6/11/16 | 6/11/16
Crew 2
Rating E/X-X-E-D
Cost 8,500
Specials: AM, LR, STAT
The King David makes up for the David’s lack of firepower with an improved recoil compensator system, better
ammunition feeds, and an improved projectile design that allows more effective penetration. Unfortunately, the design
requires a tripod with a dedicated gunner and cannot be used on the move.
Gungnir Heavy Support Gauss Rifle
Damage 1.25 | 3 (clusters of 3)
Ammo 6
Range 6/12/18 | 6/12/18
Crew 3
Rating E/X-X-F-E
Cost 15,000
Specials: AM, LR, STAT, BLK
Never one to be outdone in the size department, the Lyrans came slightly late to the party with the largest support-scale
gauss rifle on the market. Its performance against armored vehicles is impressive, but it does struggle to hit anything
smaller than a Scorpion Light Tank.
ENERGY
Semi-Portable Support Laser
Damage 1 | 2 (clusters of 2)
Ammo 8
Range 2/4/6 | 3/6/9
Crew 2
Rating D/C-D-C-C
Cost 5,000
Specials: STAT-
Compared to their ‘Mech-scale cousins, infantry-scale energy weapons tend to be powerful but extremely heavy and
lacking in ammunition. The Semi-Portable version makes up for the deficiencies somewhat, at the cost of raw firepower.
The Pulse version sometimes sees use as a high-tech alternative to the venerable Machine Gun.
Variants:
ER (Clan): 3/6/9 | 4/8/12 range, 1.25|3 (clusters of 3) damage, 6 Ammo, +5,000 C-Bills
Heavy (Clan): 1.5|4 (clusters of 4) damage, 4 Ammo, +1 crew, +15,000 C-Bills, +Special BLK
Pulse (clan):
Pulse (clan): 2/5/8 | 3/6/9 range, +7,500 C-Bills, +Special P
Support Laser
Damage 1.25 | 3
Ammo 6
Range 3/5/7 | 4/7/10
Crew 2
Rating D/B-C-D-C
Cost 10,000
Specials: STAT
Roughly equivalent to the Battlemech’s small laser, the Support Laser is bulky and not easily transported but packs an
exceptional punch. The popular but expensive Heavy variant has raw power close to a medium, and the Ultra-Heavy as
powerful, at the cost of accuracy.
Variants:
ER: 1.25 | 3 damage (IS), 1.5 | 4 damage (clan), 5 Ammo, 3/6/9|4/8/12 range, +1,250 cost
Pulse: 3/6/9 | 4/7/10 range, +6,000 cost, 5 Ammo, +Special P
Heavy: 1.5|4 damage (IS), 1.75|5 damage (clan), 5 Ammo, +30,000 cost, +Special BLK
ER Heavy: 1.5|4 damage (IS), 1.75|5 damage (clan), 4 ammo, +1 crew, 3/6/9|4/8/12 range, +70,000 cost, +Special BLK
Heavy Pulse: 3/6/9 | 4/7/10 range, 1.5|4 damage (IS), 1.75|5 damage (clan), 4 ammo, +1 crew, +50,000 cost, +Special BLK, P, B
Ultra-Heavy: 1.75|5 damage (IS), 2|7 damage (clan), 3 ammo, +1 crew, +90,000 cost, +Special BLK, +1 to-hit penalty
Hellbore Assault Laser
Damage .75 | 2
Ammo 7
Range 4/7/10 | 2/4/6
Crew 1E
Rating E/X-X-E-D
Cost 2,500
Specials: AM
The Hellbore is a Comstar twin-barreled anti-material laser that integrates Lostech, which allows the weapon to be
roughly equivalent to the Semi-Portable laser while being cheaper and light enough to handle with one man. While
effective against light targets like Elementals and Savannah Masters, the weapon is not particularly effective against
either very heavy or very soft targets.
Dragonsbane Disposable Pulse Laser
Damage 2 | 4 (clusters of 2)
Ammo 1
Range 2/4/6 | 1/2/3
Crew 1
Rating E/X-X-D-F
Cost 5,000
Specials: AM, P, OS
The Draconis Combine developed the Dragonsbane as a quite short-ranged disposable vehicle killer, but it can perform
little miracles on infantry too. The Dragonsbane is easily man-portable and can land a devastating burst of 15 pulses for
its small size, at the cost of frying its internal optics and firing core. Against its likely targets, the the DCMS’s
Dragonsbane rarely needs more than one shot.
Man-Portable Plasma Rifle
Damage 1.5 | 2 (clusters of 2)
Ammo 5
Range 3/6/9|2/4/6
Crew 1E
Rating E/X-X-D-C
Cost 7,500
Specials: AM, F
A Capellan invention, the Man-Portable Plasma Rifle was created due to concerns of conventional weapons possibly being
ineffective against battle armor. In addition to being similarly capable against light armor as the Hellbore, its fiery
payload proves to be an unpleasant surprise to PBI and Mechwarrior alike.
Man-Portable Flamer
Damage 1 | 1
Ammo 6
Range 0/1/2 | 0/1/2
Crew 1E
Rating C/A-A-A-A
Cost 100
Specials: F+
A simple, terrifying weapon that pre-dates the space age. The panic a foot-soldier feels when seeing a squad hauling
man-portable flamethrowers 50 meters away is only exceeded by a hostile Battlemech at the same distance. Especially if
that Battlemech is a Firestarter.
Heavy Flamer
Damage 2 | 2
Ammo 4
Range 1/2/3 | 1/2/3
Crew 2
Rating C/B-B-B-B
Cost 200
Specials: F+, Stat-
Similar to the man-portable version, the Heavy Flamer is closer to ‘Mech-grade specifications.
Semi-Portable Particle Cannon (M-PPC)
Damage .65 | 3
Ammo 5
Range 3/6/9 | 4/8/12
Crew 2
Rating E/D-E-D-C
Cost 7,000
Specials: AM, LR, STAT-
The semi-portable particle canon (Man-pack PPC) packs one of the hardest punches available as an infantry-scale
weapon. It is not very popular among grunts due to its long recharge time and high energy consumption, which often
means another squad member has to carry a spare power pack for the PPC gunner.
Support Particle Cannon
.85 | 5
Ammo 3
Range 3/6/9 | 5/10/15
Crew 5
Rating E/C-D-C-D
Cost 45,000
Specials: AM, LR, STAT, BLK
A wheeled, larger version of PPC, the devastating Support PPC rivals exaggerates all of the M-PPC’s strengths… and weaknesses.
Variants:
Snub-Nose: .85/.65/.4 | 5/3/2 damage, 5/7/8 | 8/10/11 range, -2 crew, +15,000 cost, -Special LR.
Anti-Air: 1.5 | 4 damage, +30,000 cost, +Special A, +Special B, -1 flak to-hit bonus
EXPLOSIVE
Light Anti-Vehicle Weapon (LAW)
Damage .33 | 3
Ammo 1
Range 2/4/6 | 2/4/6
Crew 1
Rating C/A-B-B-B
Cost 350
Specials: AM, BLK
An old, cheap and ubiquitous weapon that’s easy to acquire by garrisons. Professional front-line forces prefer multi-shot
missile systems whenever they can get them, which is not as often as they’d like.
Very Light Anti-Vehicle Weapon (V-LAW)
Damage .25 | 2
Ammo 1
Range 1/2/3 | 1/2/3
Crew 1
Rating C/A-A-A-A
Cost 75
Specials: AM
The V-LAW is a lighter, cheaper, and weaker version of the LAW.
Light SRM Launcher
Damage .5 | 2
Ammo 6
Range 3/6/9 | 3/6/9
Crew 1
Rating C/C-C-D-C
Cost 1,500
Specials: AM
The light SRM launcher is a cut-down version of the SRM launcher, much more wieldy than other SRM types but without
the raw firepower of the standard launcher. Note: Can use inferno rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +2,000 cost
Artemis V: +3 bonus to cluster hits table, -1 bonus to hit, +8,500 cost
Streak: Doesn’t fire on a miss, hits with all launchers on a hit, +18,500 cost
Standard SRM Launcher
Damage 1 | 4 (clusters of 2)
Ammo 3
Range 3/6/9 | 3/6/9
Crew 1E
Rating C/C-C-D-C
Cost 1,500
Specials: AM, STAT-
More difficult to wield, the SRM launcher fires the exact same missiles that ‘mech-scale SRMs use. Note: Can use inferno rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +2,000 cost
Artemis V: +3 bonus to cluster hits table, -1 bonus to hit, +8,500 cost
Streak: Doesn’t fire on a miss, connects with all launchers on a hit, +18,500 cost
Advanced: 4/8/12 | 4/8/12 Range, +1,500 cost
Advanced Artemis IV: 4/8/12 | 4/8/12 Range, +2 bonus to cluster hits table, +5,500 cost
Advanced Artemis V: 4/8/12 | 4/8/12 Range, +3 bonus to cluster hits table, -1 bonus to hit, +18,500 cost
Advanced Streak: 4/8/12 | 4/8/12 Range, Doesn’t fire on a miss, connects with all launchers on a hit, +38,500 cost
Heavy SRM Launcher
Damage 1.5 | 3 (clusters of 3)
Ammo 4
Range 4/8/12 | 4/8/12
Crew 1E
Rating C/C-C-D-C
Cost 3,000
Specials: AM, STAT-, BLK
An alternative version of the SRM that actually uses a heavier warhead with a significant increase in propellant and
payload to increase damage and range. It’s not clear why this version was never scaled up for ‘mech-scale launchers, but
it could simply be due to logistics issues. The Clans rarely use this launcher type and prefer the Advanced variants of
SRM Standard launchers. Note: Can use infernos
Variants:
Artemis IV: +2 bonus to cluster hits table, +4,000 cost
Streak: Doesn’t fire on a miss, connects with all launchers on a hit, +37,000 cost
Corean Farshot LRM Launcher
Damage .5 | 1 (clusters of 5)
Ammo 7
Range (6)7/14/21 | (6) 7/14/21
Crew 1E
Rating D/X-X-D-D
Cost 2,000
Specials: AM, IDF, STAT-, BLK
Originally Built by the Free World League and based off the Long Range Missiles of ‘mech-scale weapons, the Corean
Farshot provides infantry without field guns one of the longest reaches of any infantry-scale weapon. Unfortunately, that
punch is also not all that potent. While less strict Clans have expressed interest in the weapon system, no Clan currently
operates a LRM-style infantry weapon. The Republic of the sphere continued to produce enhanced, refined, and
increasingly more expensive versions of the Corean Farshot, in small numbers, including a MANPAD version. Note: Can
use semi-guided rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +3,000 cost
Enhanced: Minimum Range reduced to (3), +2,000 cost
Enhanced Artemis IV: Minimum Range reduced to (3), +2 bonus to cluster hits table, +8,000 cost
Advanced: Minimum Range reduced to 0, +8,000 cost
Advanced Artemis IV: Minimum Range reduced to 0, +2 bonus to cluster hits table, +13,000 cost
Advanced Artemis V: Minimum Range reduced to 0, +3 bonus to cluster hits table, -1 bonus to hit, +23,000 cost
Advanced Streak: Minimum Range reduced to 0, doesn’t fire on miss, hits with all rounds on a hit (direct-fire only), +38,000 cost
Gremlin: +18,000 cost, +Special A, -2 to-hit bonus vs air, +1 to-hit penalty vs ground, -1 penalty on cluster hits table
MRM Launcher
Damage .5 | 1 (cluster of 5)
Ammo 12
Range 5/10/15 | 5/10/15
Crew 1E
Rating D/X-X-E-D
Cost 2,500
Specials: AM, STAT-, +1 to-hit penalty
Virtually a reloadable rocket launcher, the MRM doesn’t pack a huge punch but it does have a substantial range and a
nearly inexhaustible supply of rockets to throw down range.
Variants:
Apollo: removes +1 to-hit penalty, adds -1 cluster roll penalty, +1,500 Cost
Mk.I Light Disposable AA Weapon
Damage .5 | 2 (cluster of 2)
Ammo 1
Range 4/8/12 | 4/8/12
Crew 1
Rating D/E-F-D-D
Cost 1,000
Specials: A, OS, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground
The Mk.I is a light-weight, portable, disposable MANPAD brought back into prominence after the clan invasion. The Mk.I
lacks endurance and power, and range for that matter, and so isn’t very effective against aerospace fighters, and only
moderately effective against conventional fighters and VTOLs, and then usually only when flying low and slow.
Fortunately for Mk.I gunners, the latter two are also the most frequent sight.
Variants:
Mk.IA: +1 hard attack, +1,000 cost
Mk.IB: +2 hard attack, +2,500 cost
Mk.II Man-Portable AA Weapon
Damage .5 | 4 (cluster of 4)
Ammo 4
Range 5/10/15 | 5/10/15
Crew 2
Rating D/E-F-D-D
Cost 3,500
Specials: A, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground, STAT-
The Mk.II is heavier, reloadable, and much more effective for establishing an actual air defense network while still
retaining some mobility, thus it’s frequently used by special forces units and anti-aircraft units Unlike the Mk.III, the
Mk.II can be used on the move and can help contribute to a fluid anti-air net.
Variants:
Mk.IIA: +1 hard attack, +3,500 cost
Mk.IIB: +2 hard attack, +8,500 cost
Mk.III Heavy AA Weapon
Damage .5 | 6
Ammo 3
Range 6/12/18 | 6/12/18
Crew 4
Rating D/E-F-E-D
Cost 10,000
Specials: A, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground, STAT
Packing an even heavier payload with a respectable reach, the Mk.III is a serious threat to Aerospace Fighters. However,
it’s crew-intensive and needs to be completely stationary to actually use it, which makes it vulnerable in operation,
including to other aircraft. The weapon is usually restricted to use in strategic locations behind the lines like garrisons
and cities because of these disadvantages.
Mk.IIIA: +2 hard attack, +10,000 Cost
Mk.IIIB: +4 hard attack, +25,000 Cost.
Grenade Launcher
Damage 1.5 | .5
Ammo 10
Range 1/3/5 | 1/3/5
Crew 1
Rating C/A-B-B-A
Cost 465
Specials: CQC, IDF
A very common support weapon issued to infantry, the grenade launcher can fling explosives far further than an
infantryman can throw them. Unlike most support weapons, the launchers are effective in urban combat. Due to the
grenade’s parabolic trajectory, it’s even technically possible to fire and hit other infantry platoons safely through use of a
spotter, though the short range hampers the effectiveness of this.
Variants:
Automatic: 3 | 1 damage, -5 ammo, +510 cost
Heavy: 2 | 1 damage, -2 ammo, 2/4/6 | 2/4/6 range, +1035 cost, +Special STAT-
Heavy Auto (Clan): 4 | 2 damage, -6 ammo, 2/4/6 | 2/4/6 range, +4035 cost, +Special STAT-
Light Mortar
Damage 2 | 1
Ammo 6
Range 5/10/15 | 5/10/15
Crew 2
Rating B/C-C-C-C
Cost 1,400
Specials: STAT, IDF, +3 to-hit modifier for direct fire
Even in the 31st century, Mortars are still by far the most common artillery weapons on the battlefield. Consisting of little
more than an iron tube and firing pin, mortars are a cheap way to provide infantry squad-scale and platoon-scale
formations with integrated artillery. The limitations, however, are many: Poor anti-tank performance, inability to fire on
the move, and virtual inability to direct-fire shells plagues this simple but reliable weapon system. Note: Can use semi-
guided ammunition.
Variants:
Heavy Mortar: 3 | 2 damage, 4 Ammo, 7/14/21 | 7/14/21 Range, Crew 3, +3,600 Cost, +Special BLK
Light Recoilless Rifle
Damage 1 | 2
Ammo 8
Range 2/5/8 | 2/5/8
Crew 1E
Rating C/A-A-A-A
Cost 300
Specials: STAT-, AM
Recoilless Rifles launch fin-stabilized rockets out one end while venting high-velocity gas out the other. Its effective range is short, but acceptable for its cost. The Light version can be carried and operated by a single soldier.
Medium Recoilless Rifle
Damage 1.5 | 3
Ammo 6
Range 3/6/9 | 3/6/9
Crew 2
Rating C/A-A-A-A
Cost 2,000
Specials: STAT-, AM
The Medium Recoilless Rifle boasts a significantly larger warhead and marginally improved range. While it can be fired by one person using a shoulder mount, the weapon requires a second person to reload the weapon.
Heavy Recoilless Rifle
Damage 2 | 4
Ammo 4
Range 4/7/10 | 4/7/10
Crew 3
Rating C/A-A-A-A
Cost 3,000
Specials: STAT, AM
The Heavy Recoilless Rifle has an even larger warhead and marginally improved range over the Medium. It’s usually used
in garrisons or in defensive emplacements, since the weapon cannot be shoulder-fired and it’s impractical to fire on the move.
Wire-Guided Missile Launcher (WGML)
Damage 1 | 5
Ammo 3
Range 3/6/9 | (5)7/14/21
Crew 4
Rating C/E-F-F-E
Cost 20,000
Specials: STAT, AM, BLK, +1 to-hit penalty, *, **
Yet another ancient technology, the “sting-on-a-string” uses what might as well be a heavily-modified Thunderbolt-5
warhead on a wire. Since it’s optically guided using wires to its target, it doesn’t have to worry much about conventional
ECM, but a string of limitations, including extreme vulnerability to AMS, results in the WGML being a rare sight.
*The Weapon suffers an additional +1 to-hit penalty for every water hex it must cross to hit a target
**Regardless of actual fire order, this weapon fires “last”: If the operator is destroyed before the turn ends, the WGML automatically misses.
SPECIAL
Oriente Weapon Works Magpulse Harpoon Gun
Damage .5 | 1
Ammo 3
Range 4/8/12 | 7/14/21
Crew 2
Rating E/X-X-F-E
Cost 12,000
Specials: AM, BLK, STAT, +1 to-hit penalty, *
An unusual weapon system. The Magpulse Harpoon gun uses a wire-guided missile missile to deliver an armor-piercing
warhead equipped with a basic electronic warfare package instead of an explosive round, impairing the target’s targeting
systems for a short time.
*Any vehicular unit (including battle armor, ProtoMechs, Combat Vehicles and BattleMechs) successfully struck by a shot
from a MagPulse harpoon gun will suffer electronic interference sufficient enough to cause a –1 roll modifier for all
Gunnery and Sensor Operations Skill Checks by its pilot for 1 turn. Neither effect nor duration stacks upon multiple
MagPulse hits.
Man-Portable Target Acquisition Gear
Damage N/A
Ammo 6
Range 3/6/9 | 3/6/9
Crew 1E
Rating E/F-X-E-E
Cost 40,000
Specials: STAT-, functions as TAG
Not a weapon in its own right, the Man-Portable TAG is a spotting laser with accompanying electronics that allows an
infantry squad to call in heavy ordnances like semi-guided LRMs and Arrow IVs. The TAG equipment is surprisingly
energy hungry, and a TAG squad should consider bringing spare power packs if the fight is expected to be drawn out.
The heavier support versio matches the ‘Mech-scale version in range, but is bipod-mounted and can’t be fired on the
move.
Variants:
Support TAG: -3 ammo, 5/10/15 | 5/10/15 range, +1 crew, +10,000 Cost +Special BLK, +Special STAT
Some sample weapon loadouts for platoons:
DEST Commando
7 men/squad
Primary: KA-23 Subgun
Secondary 1: Dragonsbane Disposable Pulse Laser
Secondary 2: Tsunami Heavy Gauss Rifle
Description: DEST Commandos have a wide variety of weapons at their disposal. DEST commandos often carry KA-23 subguns which gives them an edge in clearing out buildings if they're unfortunately spotted, but they prefer to use the Tsunami Heavy Gauss Rifle as a sniper rifle to kill targets of opportunity, such as a 'Mechwarrior outside of his cockpit. Not equipped to go toe-to-toe with heavy armor, the Dragonsbane Disposable Laser is hopefully sufficient to dispatch the occasional BA suit or security car.
Capellan Home Guard
7 men/squad
Primary: Ceres Arms Striker Carbine
Secondary 1: Ceres Arms Stalker Sniper Rifle
Secondary 2: Standard SRM Launcher
Description: The well-balanced and well-equipped Home Guard is usually equipped with a fast-firing carbine that's particularly effective in close quarters. The Stalker Sniper Rifle is popular in its ability to pick out important targets and its stopping power is even capable of doing damage to critical components of light vehicles. However, any serious challenges to enemy Armor is to be met with the standard-issue SRM launcher.
Federated Suns Regulars
7 men/squad
Primary: Federated Long Rifle
Secondary 1: Portable Machine Gun
Secondary 2: LAW
Description: Lacking all the neat toys that Special Forces units get to play with, the regulars are stuck with their basic (not even fully automatic) Federated Long rifle as their primary arms, with a simple and cheap machine gun for support. They're also equipped with LAWs, but that's more of a psychological benefit against Battlemechs than a practical one.
Basic IS Garrison
Primary: Auto Rifle
Secondary 1: Support Machine Gun
Secondary 2: Heavy Recoilless Rifle
Description: The IS Garrison rarely sees combat. Equipped with cheap rifles, and heavy support weapons, the Garrison can cheaply hold a bunker or a prepared position, but will not function well if forced to fight on the move.