Mechwarrior IV Mercs Weapons
Some Weapons are subject to having the Mektek 3.0 Patch, Clan & Innerphere packs.
This Section = -> Page #1 Energy Weapons <-
This Section = -> Page #2 Missile Weapons <-
This Section = -> Page #3 Ballistic Weapons
This Section = -> Page #4 Battle Armour Weapons <-
Next Section = ->Weapons Tables complete
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(Original Mercs & Mektek MP3.0) Long-Range Missiles (LRMs) LRMs are tracking weapons and can be fired up in the air to slight arc over ostacles. They fly a smooth path LRMS do not follow the terrain & typically, require a lock-on time. Available in Inner Sphere and Clan sizes: LRM5,10,15,20 warhead clusters per salvo. |
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(Original Mercs & Mektek MP3.0) |
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(Original Mercs & Mektek MP3.0) Streak Medium-range Missile. (SMRM) The Clan SMRM is close companion to the InnerSphere MRM but with a small enhancement. The missile system is able to lock on after a short period, available in Clan only, sizes 10,20,30,40 warhead clusters per salvo. |
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(Original Mercs & Mektek MP3.0) Short-Range Missiles (SRMs).Conventional SRMs do not lock onto a target. SRMs fly at high speed and straight in the direction determined by the targeting reticle. They do not follow the terrain. Available in Inner Sphere |
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(Original Mercs & Mektek MP3.0) Clan Streak SRMs (CSTRK) Streaks fly straight, but are capable of turning quickly as they track the targeted Mech. They do require a short lockon time. This is a good in-fighters weapon. Available in Clan |
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(Original Mercs) |
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Original Mercs = Innersphere only / Mektek MP3.0 = "X" Clan |
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(Original Mercs) |
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Original Mercs = Innersphere only / Mektek MP3.0 = "X" Clan |
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(Mektek MP3.0 Only) The Artemis Iv Arrow IV "T" ThunderBolt Artillery System. This weapon fires a single round at the target & is able to track in a limited fashion.with the Artemis IV fireing & control system built in. The lock-on time & accuracy has been improved. Available in InnerSphere |
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(Mektek MP3.0 Only) Artemis Iv Long-Range Missile System (ALRMs). This weapons is a stanard LRM unit with the Artemis IV fireing & control system built in. The lock-on time has been reduced as an effect of this system, with a higher accuracy. The weapon come available in InnerSphere, 10,20, warheads per salvo. |
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(Mektek MP3.0 Only) Thunder LRM 20, An advance in LRM design, this weapon has High Explosive Warheads giving it a damage yield of almost twice its standard cousin, but generates slightly more heat due to the new propellant system. Version available is InnerSphere Only |
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(Mektek MP3.0 Only) Inferno LRM 20, An InnerSphere redesign of captured Periphery heavy rocket launcher technology, this weapon has explosive warheads filled with PlasmaGel. It does not do a great deal of initial damage but when the warheads impack it starts a thermo-reaction with the mechs armour, increasing its head output until the mech either has to stut down or use its coolant up to try & dissipate the extra heat.Version available is InnerSphere Only |
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(Mektek MP3.0 Only) Rocket Launcher, Periphery rocket launcher technology. This system has un-guided warheads so its good for an medium range to in-fighters weapon. It can do a lot of damage, but is prone to ammunition shortages. Version available is InnerSphere Only |
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(Mektek MP3.0 Only) Heavy Inferno Rocket Launcher, As like its small cousin explosive warheads filled with PlasmaGel. It has extreme range at 2000mtrs but if prone to ammunition shortages. First introduced by the Marian Hegemony & spead to the Great houses as a choice weapon advance to gain the upper hand on the Clans .Version available is InnerSphere Only |
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(Mektek MP3.0 Only) Heavy Rocket Launcher, Perphery technology by the Marian Hegemony gives this weapon a 2000mtrs range at almost no heat when fired, so this weapon can be almost continually fired until your ammunition expires, which can happen fast indeed.Version available is InnerSphere Only |
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(Mektek MP3.0 Only) ATM Missile System, A Clan advance to make a more flexible missile unit with the range close to LRM's but with the agility of thier SRM system .Version available is Clan Only |
Non standard Missiles Rocket Propelled systems |
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(Original Mercs & Mektek MP3.0) Flare Launcher & OHFL Overhead Flare Launcher, Flares stick to whatever they hit and illuminate everything within a 200mtr radius, but everyone would also be able to see it launched up to 1000mtrs. This unit also blocks out Light Amplification during the time they burn & are not extinguished when immersed in water. |
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| Original Mercs = Innersphere only / Mektek MP3.0 = "X" Clan | |
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(Original Mercs & Mektek MP3.0) NARC (Missile Beacon)The Narc Missile Beacon is a modified missile launcher that fires a pod equipped with powerful homing beacons. any missile fired at an enemy unit struck by the Narc Missile Beacon has an increased chance to hit due to the homing signal from the beacon. |
| (Original Mercs & Mektek MP3.0) Artillery BeaconThis Unit is not realy a Weapon component mounted on the Mech. The Mech has an Artillery Beacon firing module which has limit ammunition so its best to use on static targets.The Mechs HUD weapons displays how many rounds you have within the unit. Once fired The beacon signal will be picked up by an orbital firing station or ship which will fire apon the chosen target & highly damaging anything within the blast radius, including you. " If you hear a whistle sound you know its on the way so be anywhere else but there!" |
Mw4 Mercs Main / Energy Weapons / Ballistic Weapons / BA Weapons















