Difference between revisions of "C-LRM 20"

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(Created page with "{{WIP}} {{Semantic Equipment |image=LRM20.JPG |imagedropdown= |name=Clan Long Range Missile 20 |tech=Inner Sphere |type=Missile Weapon |damage= |damage_note=Does x damage per...")
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[[Category:Missile Weapons]][[Category:LRM]][[Category:Inner Sphere Weapons]]</noinclude>
[[Category:Missile Weapons]][[Category:LRM]]</noinclude>

Revision as of 00:24, 14 October 2014

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Equipment Overview
Clan Long Range Missile 20 
Tech Base: Inner Sphere 
Equipment Type: Missile Weapon 
Tonnage: 5 tons
Ammo per Ton: ( salvos) 
Critical Slots: 4  
Equipment Specifications
Minimum Range: 0-180m
Range: ~180 - 1000m 
Maximum Range: 1000m
Heat Scaling: 2?




At 5 tons, the LRM 20 is the largest of the Long Range Missile family. Its indirect fire allows support 'Mechs to pummel the enemy from safe distances. The LRM 20 is capable of heavy damage at range but the large number of missiles fired at once means ammunition shortages are fairly common. An LRM's minimum range is 180m, below which the damage decreases to nearly nothing at point blank range. The LRM 20 is subject to Heat Scaling.


While ECM makes the effective use of LRMs slightly more difficult, it is possible. If you are alone with an ECM equipped foe, staying within 181 and 200m will allow you to use your weapons with lock. If you have a TAG spotter, as long as they are at least 181m from the target and maintain the tag on the target, you will have your target. If you have a PPC spotter, you have your target as long as they keep the ECM disabled.

IS Comparison

Clan LRMs have several differences from their Inner Sphere counterparts.

  • They fire in a stream rather in groups of however many missiles there are tubes for.
  • Clan LRMs do more damage per missile and generate more heat.
  • Clan LRMs also require fewer Critical Slots and weigh less.

See Also


  1. Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
  2. How screen shake is calculated