SUPPORT WEAPONS


Support weapons are usually low damage weapons more effective against infantry than mechs. Support weapons can be fired while engaged in melee.

  • Small Lasers
  • Machine Gunes
  • Flamers
  • Small Lasers

    Small Laser

    Small Lasers deal superb damage for their weight and heat generation but have extremely limited range. Like all Lasers, Small Lasers enjoy a baseline accuracy bonus over other weapons.

    An improvement upon standard Small Lasers, Extended-Range Small Lasers extend their effective range at the cost of more heat generation. Like all Lasers, ER Small Lasers enjoy a baseline accuracy bonus over other weapons.

    An improvement upon standard Small Lasers, Small Pulse Lasers use pulses of light instead of a single beam. This results in better accuracy and damage output but with greatly increased heat and weight. Like all Lasers, Small Pulse Lasers enjoy a baseline accuracy bonus over other weapons.

    The Contained Overflow Inertia Linkage system of beam weaponry translates power from motion into a kinetic battery for rapid release. In practical terms, this means that the farther a unit moves in a turn (tracked as EVASIVE charges), the more damage it can dish out with its COIL attack, and the more Heat it generates. COIL weapons will explode if destroyed, devastating the installed location. The COIL-S generates the lowest-yield attack output of these weapon types.

    Weapon Manufacturer Bonus A Bonus B Cost Damage Instability Heat MinRange MaxRange Inventory Size Tonnage
    Small Laser Martell $20,000 20 0 6 0 90 1 0.5
    Small Laser+ Diverse_Optics + 1 Acc. $30,000 20 0 6 0 90 1 0.5
    Small Laser+ ExoStar + 25% Crit. $20,000 20 0 6 0 90 1 0.5
    Small Laser+ Magna + 5 Dmg. $30,000 25 0 6 0 90 1 0.5
    Small Laser++ Diverse_Optics + 3 Acc. $40,000 20 0 6 0 90 1 0.5
    Small Laser++ ExoStar + 50% Crit. $30,000 20 0 6 0 90 1 0.5
    Small Laser++ Intek + 5 Dmg. + 25% Crit. $30,000 25 0 6 0 90 1 0.5
    Small Laser++ Magna + 10 Dmg. $40,000 30 0 6 0 90 1 0.5
    Small Laser+++ Intek + 10 Dmg. + 50% Crit. $40,000 30 0 6 0 90 1 0.5
    ER Small Laser SCI $220,000 30 0 10 0 150 1 0.5
    ER Small Laser+ Diverse_Optics + 5 Dmg. $440,000 35 0 10 0 150 1 0.5
    ER Small Laser++ BlazeFire + 10 Dmg. $660,000 40 0 10 0 150 1 0.5
    Small Pulse Laser SCI $200,000 35 0 12 0 90 1 1
    Small Pulse Laser+ Maxell_Metals + 5 Dmg. - 1 Heat $480,000 40 0 11 0 90 1 1
    Small Pulse Laser++ Firmir + 10 Dmg. - 2 Heat $800,000 45 0 10 0 90 1 1
    COIL-S Herakleion Dmg. X Evasion $150,000 15 0 30 0 150 4 2




















    Machine Gun

    Machine Gun

    Machine Guns deal very little damage, have severely limited range, and depend upon volatile ammunition stores. However, they have a greatly increased chance to cause Criticals when they impact a target that has been stripped of its armor.

    Weapon Manufacturer Bonus A Bonus B Cost Damage Instability Heat MinRange MaxRange Inventory Size Tonnage Ammo per ton
    Machine Gun Sperry_Browning $10,000 3x5 0 0 0 90 1 0.5 200
    Machine Gun+ Brigadier + 5 Shots $20,000 3x10 0 0 0 90 1 0.5 200
    Machine Gun+ VMI + 25% Crit. $15,000 3x5 0 0 0 90 1 0.5 200
    Machine Gun++ Brigadier + 5 Shots - 0.5 Ton $50,000 3x10 0 0 0 90 1 0 200
    Machine Gun++ VMI + 50% Crit. - 0.5 Ton $30,000 3x5 0 0 0 90 1 0 200








    Flamer

    Flamer

    Flamer weapons are unique in that they deal little physical damage but instead expel superheated plasma, applying substantial heat to their target. When done properly, this can hamper enemy return fire or even cause the targeted unit to shut down from overheating.

    Weapon Manufacturer Bonus A Bonus B Cost Damage Heat Damage Heat MinRange MaxRange Inventory Size Tonnage
    Flamer Skylight * 4 Ammo $20,000 5 10 0 0 90 1 1
    Flamer + Hotshot * 4 Ammo + 5 Dmg. $30,000 10 10 0 0 90 1 1
    Flamer + + Olympus * 4 Ammo + 5 Dmg. (H) $30,000 5 15 0 0 90 1 1
    Flamer SV Skylight * 40 Ammo $20,000 5 15 0 0 90 1 1