Mechwarrior 3 Mech Information


These tables and data were copied from The MechWarrior 3 Technical Reference Manual website, a site which no longer exists. I modified the looks slightly. I do not necessarily agree with the combat rating system he had. Revised 05-06-01




Mechwarrior 3 Weapons:

** Pulse Laser recycle times are calculated from firing,
through full discharge, to refire. The recycle time can be greatly
shortened by not allowing the weapon to fully discharge.
Clan Missile Weapons
Type Criticals Weight Range/
Meters
Ammo/
Ton
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
LRM 5
01
1.0
800
24
3.3
6.25
3.75
30
1.5
0
LRM 10
01
2.5
800
12
6.7
12.5
3.75
30
3.0
0
LRM 15
02
3.5
800
8
8.3
18.72
3.75
30
4.5
0
LRM 20
04
5.0
800
6
10.0
25.0
3.75
30
6.0
0
SRM 2
01
0.5
360
50
2.7
3.0
4.5
30
0.6
0
SRM 4
01
1.0
360
25
4.0
6.0
4.5
30
1.2
0
SRM 6
01
1.5
360
15
5.3
9.0
4.5
30
1.8
0
Streak SRM 2
01
1.0
480
50
2.7
3.0
4.5
30
0.6
0
Streak SRM 4
01
2.0
480
25
4.0
6.0
4.5
30
1.2
0
Streak SRM 6
02
3.0
480
15
5.3
9.0
4.5
30
1.8
0
NARC Beacon
01
2.0
1000
6
0
None
1.0
0
0
0
Clan Ballistic Weapons
Type Criticals Weight Range/
Meters
Ammo/
Ton
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
M.Gun
01
0.3
120
200
0
0.2
0.625
0
0
0.1
LB-2X AC
03
5.0
870
45
1.1
3.25
2.0
0
0.5
0.05
LB-5X AC
04
7.0
690
20
1.1
9.33
2.0
0
1.25
0.07
LB-10X AC
05
10.0
520
10
2.3
18.67
2.0
0
2.4
0.1
LB-20X AC
09
12.0
330
5
6.3
37.35
2.0
0
4.8
0.15
Ultra AC2
02
5.0
810
45
1.1
3.25
1.0
0
0.5
0.05
Ultra AC5
04
7.0
630
20
1.1
8.125
1.0
0
1.25
0.07
Ultra AC10
08
10.0
540
10
3.3
16.25
1.0
0
2.9
0.15
Ultra AC20
06
12.0
360
5
8.0
32.5
1.0
0
8.75
0.2
 Gauss Rifle 
06
12.0
880
8
1.1
17.0
2.25
0
1.5
1.5
Clan Energy Weapons
Type Criticals Weight Range/
Meters
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
Flamer
01
0.5
120
2.5
5.0 (heat)
1.0
0
0
0
ER Laser (S)
01
0.5
240
3.3
5.0
3.5
0
0
0
ER Laser (M)
01
1.0
600
4.3
8.0
3.5
0
0
0
ER Laser (L)
01
4.0
1000
11.3
10.0
3.5
0
0
0
ER PPC
02
6.0
920
13.6
17.0
4.25
0
0
0
Pulse Laser (S)
01
1.0
240
3.3
5.0
3.5 **
0
0
0
Pulse Laser (M)
01
2.0
480
5.0
8.0
3.5 **
0
0
0
Pulse Laser (L)
02
6.0
800
9.1
11.0
3.5 **
0
0
0
Inner Sphere Missile Weapons
Type Criticals Weight Range/
Meters
Ammo/
Ton
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
LRM 5
01
3.3
800
24
2
6.25
3.75
30
1.5
0
LRM 10
02
5.0
800
12
4
12.5
3.75
30
3.0
0
LRM 15
03
7.0
800
8
5
18.72
3.75
30
4.5
0
LRM 20
05
10.0
800
6
6
25.0
3.75
30
6.0
0
SRM 2
01
1.0
360
50
2
3.0
4.5
30
0.6
0
SRM 4
01
2.0
360
25
3
6.0
4.5
30
1.2
0
SRM 6
05
05
630
15
1
9.0
4.5
30
1.8
0
Streak SRM 2
01
1.5
480
50
2
3.0
4.5
30
0.6
0
NARC Beacon
02
3.0
1000
6
1
None
1.0
0
0
0
Inner Sphere Ballistic Weapons
Type Criticals Weight Range/
Meters
Ammo/
Ton
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
M.Gun
01
0.5
120
200
0
0.2
0.625
0
0.0
0.1
AC2
01
6.0
720
45
1.1
3.25
2.0
0
0.5
0.05
AC5
04
8.0
600
20
1.1
8.125
2.0
0
1.25
0.07
AC10
07
12.0
450
10
3.3
16.25
2.0
0
2.9
0.1
AC20
10
14.0
270
5
7.3
32.5
2.0
0
8.75
0.2
LB-10X AC
06
11.0
520
10
2.3
18.67
2.0
0
2.4
0.1
Ultra AC5
05
9.0
630
20
1.1
8.125
1.0
0
1.25
0.07
Gauss Rifle
07
15.0
880
8
1.1
17.0
2.25
0
1.5
1.5
Inner Sphere Energy Weapons
Type Criticals Weight Range/
Meters
Heat/
Shot
Damage Recycle/
Sec.
Splash
Damage
Impact
Force
Recoil
Flamer
01
1.0
120
2.5
5.0 (heat)
1.0
0
0
0
Laser (S)
01
0.5
120
2.0
3.0
3.5
0
0
0
Laser (M)
01
1.0
360
4.3
5.0
3.5
0
0
0
Laser (L)
02
5.0
600
9.1
8.0
3.5
0
0
0
ER Laser (L)
02
5.0
1000
11.3
10.0
3.5
0
0
0
ER PPC
03
7.0
920
13.6
17.0
3.5
0
0
0
Pulse Laser (S)
01
1.0
240
3.3
6.0
3.5 **
0
0
0
Pulse Laser (M)
01
2.0
480
5.0
8.0
3.5 **
0
0
0
Pulse Laser (L)
02
7.0
800
9.1
11.0
3.5 **
0
0
0





Mechwarrior 3 Engines:

XL engines are generally much more desirable if the required amount of free criticals are available. At half the weight of the standard sizes, the XL provides one of the best values of any equipment type. If your design is running low on criticals, switching internal structure and armor to standard types would bear investigation. Note that especially in the smaller sizes, increased power can be had for no increased weight, i.e. The XL 150 weighs exactly the same as the XL 170, providing greatly increased power for no use in additional resources. Ensure that the engine type selected is the largest size for the weight limitation. Note also, in the largest sizes, that performance gains become smaller for the amount of weight required, with the STD 400 weighing 3 1/2 tons more than the STD 395. In a Sunder, for example, this would translate to a speed increase of only 0.9 kph! The additional tonnage could well be used in more powerful weapons or greater armor protection for the sacrifice of only 0.9 kph of top speed, choose your powerplant wisely.

Engine Size / Tonnage
Size
145
150
155
160
165
170
175
180
185
Mfr.
Omni
GM
GM
LTV
Vox
DAV
Omni
GM
GM
STD
5.0
5.5
5.5
6.0
6.0
6.0
7.0
7.0
7.5
XL
2.5
3.0
3.0
3.0
3.0
3.0
3.5
3.5
4.0
Size
190
195
200
205
210
215
220
225
230
Mfr.
DAV
Nissan
Nissan
Vlar
GM
CoreTek
DAV
Vox
Leenex
STD
7.5
8.0
8.5
8.5
9.0
9.5
10.0
10.0
10.5
XL
4.0
4.0
4.5
4.5
4.5
5.0
5.0
5.0
5.5
Size
235
240
245
250
255
260
265
270
275
Mfr.
GM
Pitban
Magna
Magna
Strand
Magna
Vlar
GM
CoreTek
STD
11.0
11.5
12.0
12.5
13.0
13.5
14.0
14.5
15.5
XL
5.5
6.0
6.0
6.5
6.5
7.0
7.0
7.5
8.0
Size
280
285
290
295
300
305
310
315
320
Mfr.
Vox
Pitban
Omni
GM
Vlar
GM
Magna
GM
Pitban
STD
16.0
16.5
17.5
18.0
19.0
19.5
20.5
21.5
22.5
XL
8.0
8.5
9.0
9.0
9.5
10.0
10.5
11.0
11.5
Size
325
330
335
340
345
350
355
360
365
Mfr.
Vox
Vox
Leenex
Vox
Vlar
Magna
LTV
Hermes
Hermes
STD
23.5
24.5
25.5
27.0
28.5
29.5
31.5
33.0
34.5
XL
12.0
12.5
13.0
13.5
14.5
15.0
16.0
16.5
17.5
Size
370
375
380
385
390
395
400
-
-
Mfr.
Magna
GM
GM
LTV
Magna
Hermes
LTV
-
-
STD
36.5
38.5
41.0
43.5
46.0
49.0
52.5
-
-
XL
18.5
19.5
20.5
22.0
23.0
24.5
26.5
-
-





EQUIPMENT TYPES / DESCRIPTIONS

  • Electronic Equipment: These devices assist with targeting, command and control, performance enhancement and electronic countermeasures.

    • Artemis IV Fire Control System: This unit provides faster missile locks and allows your missiles to track the target more aggresively than usual. Best used on mechs that rely heavily on long range missile weapons, the enhanced targeting and tracking can make a sizable difference in the effectiveness of these systems. NOTE: Must be placed in same area as launcher to be effective! (Example: LRM-20 system in left torso must have Artemis IV in left torso. Only shots from left torso will be enhanced.)

    • Beagle Active Probe (BAP): An active seeker that dispays even shut down mech units on the radar. Can be useful against enemies with a habit of hiding, then launching an attack on unsuspecting units. Its weight, size and specialized mission make it's use in multiplayer games questionable.

    • C3 Computer: A two part system, consisting of a Master and a Slave unit. Will augument radar effectiveness by displaying lancemate or allied radar signals on the host radar display, effectively increasing the range. A very heavy device for the value obtained. Avoid this equipment unless specialized mission requirements neccessitate it.

    • ECM Suite: A very valuable device for the resources required to carry it. Will disable enemy Targeting Computers, Artemis IV systems, NARC beacons, C3 Computers, Streak Missiles and Beagle Active Probes. TAG is unaffected by ECM, being an optical device. Pilots facing opponents with missile systems, will benefit greatly from the addition of an ECM suite. It is highly recommended. Enemies using Targeting Computers to assist with ballistic weapon targeting will suufer a decreased effectiveness of their targeting capability.

    • Myomer Acceleration Signal Circuitry (MASC): This equipment acts as a turbo-charger for your mech. When engaged, speed is inceased by 25%. In a Thor, with a top speed of 81.0 kph, MASC will increase the top speed to 100.2 kph. Acceleration and throttle response are also improved. MASC does generate a good deal of heat while engaged however, and sufficient heat sinks must be equipped to prevent an overheat and shutdown condition. Can be toggled on and off with the "V" key. Best used on mechs that can use the extra speed provided.

    • NARC Missile Beacon: - NARC used by itself causes NO DAMAGE to targets! -. A small device fired like a missile, it attaches itself to the target, and provides a homing beacon for subsequent missile launches. The weapon system and ammunition are both quite heavy, and given the inherent accuracy of missile systems, this device may be redundant. Plus, it's effects are nullified by the ECM suite, rendering NARC a heavy, useless piece of junk on the battlefield. It's use , especially in multi player games is inadvisable.

    • Radar: Standard equipment in all mechs, the radar serves to locate and identify any active units on the battlefield.The radar operates in 2 separate modes, Passive and Active, radar modes are toggled by the "ALT+R" command. Passive radar is indicated by yellow lines in the radar display, it provides a detection range of 500 meters, it also limits enemy detection of your unit to 500 meters, and should be used when stealth is more important than detection range. It will also limit an enemies ability to acheive weapons lock beyond that range. When facing enemies using LRM missiles, or any weapon system with a range exceeding 500 meters the radar should always be set to passive mode. Active mode is identified by green lines in the radar display, it is the default staus of the radar and provides 1000 meters of detection range. Active mode should be used when arming your mech with long range weapons systems. The radar disply also has 2 modes of operation, Standard and Map mode. The display modes are toggled with the "SHIFT+R" command. Standard mode displays a small, transparent display in the upper left hand corner of the HUD. In addition, Standard mode can be toggled from small to large diplay with the "R" command. Large display mode will fill the entire HUD with the ranging and veiw lines of the radar display. Map mode also displays in the upper left hand corner, but super imposes it's range and view lines over a map display. This can be useful for navigation in an unknown area, but the map is not transparent and will limit the view from the cockpit. This is especially true in lower resolution modes.

    • Target Aquisition Gear (TAG): Used as a targeting laser for Arrow IV artillery support. "Painting" a target with TAG will increase inbound missile accuracy. If the mission does not feature Arrow IV, do not equip this device. Arrow IV is never used in multi player games.

    • Targeting Computer: A valuable unit, allowing you to target specific body locations, and provides an aiming cicle to help target moving enemies. Especially useful for ballistic and long range missile weapons, it's value to energy based attacks is less. Lasers reach the target almost instantly, so there is no need to lead a moving target. Machine guns, too, with their limited range and fast projectiles usually do not require additional support for aiming and firing. It's effectiveness is severely limited by the use of the ECM suite, rendering the aiming circle choppy and unstable.
  • Mechanical Equipment: These devices enhance safety, agility and performance.

    • Anti-Missile System: A small machine gun acting to intercept and destroy incoming missiles, much the same as the Navy Close In Weapon System (CIWS). Toggled on and off with the "A" key, it is best left active as long as enemy unit remain on the field. Each system can intercept a limited number of missiles, and when facing numerous missile threats, it can be overwhelmed. It's value against such threats cannot be underestimated, especially in multi player, unlimited ammo games, where you are likely to run into the dreaded "Missile boat". It's light weight and small size make installing several of these devices relatively painless. They are highly recommended.

    • CASE: Cellular Ammunition Storage Equipment will contain and direct ammunition explosions away from critical internal spaces in any area where ammunition is stored. It should always be a part of any design that relies on ammunition based weapons. Without CASE, ammunition explosions can spread and destroy a damaged mech entirely. The Clan version is incorporated into the structure and does not increase size or weight, use this version whenever possible.

    • Heat Sinks: There are three types of heat sinks, Singles, Standard Doubles, and Clan Doubles. All heat sinks on a single mech must be of a single type, Heat Sinks cannot be mixed.
      • Single Heat Sinks: There is little difference between Standard and Clan varieties,
        all Heat Sinks weigh one ton, and the Standards require one critical space.

      • Double Heat Sinks: Provide double the heat dissipation of Standard Heat Sinks,
        however they require three critical spaces for storage.

      • Clan Double Heat Sinks: Double the heat dissipation of Standards, and require two
        critical spaces. These are the most efficient type, use them when available,
        and always in multi player games.


    • Jump Jets: Provide enhanced maneuverability and agility to mech designs. Allow access to tops of structures and terrains, and provide evasive movement in combat. Utilizing an energy based fuel, Jump Jets will recharge after use, allowing them to be used repeatedly. Different mech chassis are capable of carrying differing numbers of these devices, up to a maximum depending on the mech. Small mechs can leap so high that, if fuel is not conserved for slowing the decent, damage can occuur to the legs. Jump Jets are an extremely valuable addition to most any mech design.





EQUIPMENT TABLES

Clan Electronic Equipment
Type
Criticals
Tonnage
Heat
Comments
Artemis IV FCS
01
1.0
None
Speed missile locks
Beagle Acitve Probe
02
1.5
None
Enhance enemy
unit detection
C3 Computer
05
5.0
None
Increase radar range
C3 Slave
01
1.0
None
Part of C3 system
ECM Suite
01
1.0
None
Disable enemy
electronic equipment
MASC
03
2.0
Medium
Increase performance
NARC
01
2.0
None
Active missile
homing device
TAG
01
1.0
None
Target designator
Arrow IV
Targeting
Computer
01
1.0
None
Increase targeting
accuracy
Clan Mechanical Equipment
Type
Criticals
Tonnage
Heat
Comments
AMS
01
0.5
None
Intercept/destroy
missiles
CASE
0
0
0
Protect vital
internal spaces
Heat Sink/Sgl.
01
1.0
None
Dissipate heat
Heat Sink/Dbl.
02
1.0
None
Dissipate heat
Jump Jets
01
0.5
None
Allows fight
Inner Sphere Electronic Equipment
Type
Criticals
Tonnage
Heat
Comments
Artemis IV FCS
01
1.0
None
Speed missile locks
Beagle Active Probe
02
1.5
None
Enhance enemy
unit detection
C3 Computer
05
5.0
None
Increase radar range
C3 Slave
01
1.0
None
Part of C3 system
ECM Suite
02
1.5
None
Disable enemy
electronic equipment
MASC
03
3.0
Medium
Increase performance
NARC
02
3.0
None
Active missile
homing device
TAG
01
1.0
None
Target designator
Arrow IV system
Targeting
Computer
01
1.0
None
Increase targeting
accuracy
Inner Sphere Mechanical Equipment
Type
Criticals
Tonnage
Heat
Comments
AMS
01
0.5
None
Intercept/destroy
missiles
CASE
01
0.5
None
Protect vital
internal spaces
Heat Sink/Sgl.
01
1.0
None
Dissipate heat
Heat Sink/Dbl.
03
1.0
None
Dissipate heat
Jump Jets
01
0.5
Low
Allows flight






ARMOR TYPES / DESCRIPTIONS

There are 3 types of armor, standard, ferro-fibrous, and clan ferro-fibrous.

  • Standard - ( 16.0 points / ton ): Greatest weight for amount of protection (points) provided. However, standard armor utilizes no critical spaces, and is valuable in a mech design which is under weight, but has a shortage of critical spaces. 5 tons of standard armor provides 80 points of protection, and uses no critical spaces.
  • Ferro-fibrous - (17.9 points / ton ): Provides greater protection per ton of armor than standard armor, but utilizes a significant amout of critical spaces. 5 tons of ferro-fibrous armor provides 89 points of protection, and uses 14 critical spaces.
  • Clan ferro-fibrous - (19.2 points / ton ): Utilizes half the critical spaces as ferro-fibrous armor, and provides the greatest protection for the least amount of weight. 5 tons of clan ferro-fibrous armor provides 96 points of protection, and uses 7 critical spaces.

Tips for the distribution and utilization of armor.

  • You cannot have too much armor! Areas without adequate armor protection will be exploited by your opponents with maddening efficiency. Lightly armored rear torso areas, while maximizing frontal protection, will soon have an agile Strider or Puma chewing through it! Don't leave the back door unlocked!
  • Save weight where possible! In multi-player campaigns, arms have a tendency to be shot off first, vital weapons and equipment placement in the torso allows arms to be unarmored, the savings in weight can be better used for engine, equipment, or heat sink upgrades. Do not leave leg, head or torso areas unarmored!
  • Keep weak / damaged areas protected! When "circle-fighting", or in long battles, armor will often be damaged in one area more than another. Reversing the direction of the fight, or turning the stronger side towards an adversary can provide valuable time to dispatch a tenacious opponent or receive mobile field repair.
  • Use "Auto Distribute" when assigning armor points. This selection will place accumulated armor points into an entire chassis at once. You may desire to adjust the recommended values, however, the points assigned are usually quite effective in their default values.



Armor Types, Tonnage/Point values. 6 - 12.5 tons
Type Crit. 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0 10.5 11.0 11.5 12.0 12.5
Standard
0
96
104
112
120
128
136
144
152
160
168
176
184
192
200
Ferro-F
14
107
116
125
134
143
152
161
170
179
188
197
206
215
224
Clan F-F
7
115
124
134
144
153
163
172
182
192
201
211
220
230
240
Armor Types, Tonnage/Point values. 13 - 19 tons
Type Crit. 13.0 13.5 14.0 14.5 15.0 15.5 16.0 16.5 17.0 17.5 18.0 18.5 19.0
Standard
0
208
216
224
232
240
248
256
264
272
280
288
296
304
Ferro-F
14
233
241
250
259
268
295
304
-
-
-
-
-
-
Clan F-F
7
249
259
268
278
297
307
-
-
-
-
-
-
-








CHASSIS COMPARISON TABLES

Clan Mechs
General Data
Chassis
Type
Max
Tonnage
Armor
Points
Speed W/
300 Engine
360
Turn Rate
Agility
Factor
Torso
Twist
Combat Rating
1
2
3
4
5
6
7
8
9
10
Puma
Light
35.0
115
162.0 kph
2.7 sec.
60.00
No
-
-
-
-
-
-
-
-
-
-
Shadow Cat
Medium
45.0
153
108.0 kph
3.2 sec.
33.74
Yes
-
-
-
-
-
-
-
-
-
-
Black Hawk
Medium
50.0
163
97.2 kph
5.3 sec.
18.33
No
-
-
-
-
-
-
-
-
-
-
Vulture
Heavy
60.0
201
81.0 kph
4.0 sec.
20.25
Yes
-
-
-
-
-
-
-
-
-
-
Cauldron Born
Heavy
65.0
211
74.8 kph
3.8 sec.
19.68
No
-
-
-
-
-
-
-
-
-
-
Thor
Heavy
70.0
211
69.4 kph
4.4 sec.
15.77
Yes
-
-
-
-
-
-
-
-
-
-
Mad Cat
Heavy
75.0
230
64.8 kph
4.6 sec.
14.08
Yes
-
-
-
-
-
-
-
-
-
-
Supernova
Assault
90.0
278
54.0 kph
10.0 sec.
5.40
Yes
-
-
-
-
-
-
-
-
-
-
Daishi
Assault
100.0
307
48.6 kph
10.5 sec.
4.62
Yes
-
-
-
-
-
-
-
-
-
-

Inner Sphere Mechs
General Data
Chassis
Type
Max
Tonnage
Armor
Points
Speed W/
300 Engine
360
Turn Rate
Agility
Factor
Torso
Twist
Combat Rating
1
2
3
4
5
6
7
8
9
10
Firefly
Light
30.0
106
162.0 kph
2.5 sec.
64.80
No
-
-
-
-
-
-
-
-
-
-
Owens
Light
35.0
115
138.9 kph
2.5 sec.
55.56
No
-
-
-
-
-
-
-
-
-
-
Strider
Medium
40.0
134
121.5 kph
2.9 sec.
41.90
Yes
-
-
-
-
-
-
-
-
-
-
Bushwacker
Medium
55.0
182
88.4 kph
3.7 sec.
23.90
Yes
-
-
-
-
-
-
-
-
-
-
Champion
Heavy
60.0
201
81.0 kph
4.0 sec.
20.25
Yes
-
-
-
-
-
-
-
-
-
-
Avatar
Heavy
70.0
211
69.4 kph
4.9 sec.
14.16
Yes
-
-
-
-
-
-
-
-
-
-
Orion
Heavy
75.0
230
64.8 kph
5.1 sec.
12.70
Yes
-
-
-
-
-
-
-
-
-
-
Sunder
Assault
90.0
278
54.0 kph
5.6 sec.
9.64
Yes
-
-
-
-
-
-
-
-
-
-
Annihilator
Assault
100.0
307
48.6 kph
11.0 sec.
4.42
Yes
-
-
-
-
-
-
-
-
-
-



Uploaded: 04-25-01

MECHBAY
OLD