Medium Range Missiles - 20

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MRM 20
Type: Inner Sphere
Damage: 1 per missile
Heat: 6
Minimum Range: 0
Range (S / M / L): 1-3 / 4-8 / 9-15
Crits: 3
Weight: 7.0 t
To-hit modifer: +1
Point blank modifer: 0
Resource requirements
Resource #
Antimony: 0
Bauxite: 0
Beryllium: 0
Chromium: 0
Cobalt: 0
Copper: 0
Germanium: 0
Gold: 0
Hydrogen: 0
Iron: 0
Lead: 0
Lithium: 0
Manganese: 0
Molybdenum: 0
Nickel: 0
Nitrogen: 0
Organics: 0
Plastics: 0
Platinum: 0
Precious Gems: 0
Rare Earth Elements: 0
Silicon: 0
Silver: 0
Sulfur: 0
Titanium: 0
Tungsten: 0
Uranium: 0
Vanadium: 0
Water: 0
Zinc: 0
Blueprint production cost: ? RP
Design research level: 8
RP required: 25,000,000
BP required: ?

[edit] Blurb

DCMS engineers at Luthien Armor Works Shigunga Missiles Division unveiled their medium-range missile (MRM) launcher system in 3058. Basing their efforts on prototype dead-fire missiles under development at the time, MRMs were intended to deliver a less expensive, homegrown weapon aimed at saturation fire in the mid-range bracket. Eschewing targeting and guidance systems for smaller, unguided projectiles, the MRM system was essentially a giant step backward in terms of missile technology. But while the loss of accuracy and effective range are significant, especially when coupled with the launchers incompatibility with enhancements like Artemis or specialized munitions, MRM racks and their ammunition are lighter and more compact than LRMs of equivalent volley sizes. This means that despite their light warhead yields per missile, the MRM makes up in volume what it lacks in accuracy and it can do so for far longer than a comparable LRM. (excerpt taken from the Classic Battletech TechManual, See "http://www.fanpro.com/cms/fp/" for more info.) (Heat 6, Damage 1 per missile, 5 missiles per cluster, 20 total missiles fired per volley, Range Short 1-3, Medium 4-8, Long 9-15, 12 ammo per ton. +1 to hit penalty.)

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