MEKWARS: LEGENDS



AMMUNITION RULES

In addition to the basic munitions used by weapon systems, each faction in Mekwars: Legends has access to unique munitions for various weapon systems used to wage war in the 31st century.  Mankind has been seeking to improve the abilities of its weaponry since we first picked up a rock and club, the factions that struggle for supremacy in the Battletech universe are no exceptions.

Ammunition Loading Rules:

Ammo is divided up into two categories for purpose of deployments: Special and common. 
  • SPECIAL Ammo refers to ammo that is limited in availability to members of specific factions based on whether that particular faction has access to ammunition factories of that ammo type.
  • COMMON Ammo refer to munitions that are readily available to all factions in 3067 the campaign.

Players are allowed to load up to one ton of a specific SPECIAL ammo in each combat unit for each corresponding ammunition factory of that munition type that their faction has access to at the time of the beginning of the game. COMMON ammo may be loaded without restrictions.


SPECIAL AMMO includes the following:

  • Arrow IV Cluster
  • Arrow IV FASCAM
  • Conventional Artillery Cluster
  • LRM Thunder
  • LRM Thunder-Active
  • LRM Thunder-Vibro Bomb
  • LRM Swarm
  • LRM I-Swarm
  • LRM Semi-guided
  • Precision Autocannon
  • Armor-Peircing Autocannon
  • Arrow IV Inferno
  • ECM I-Narc
  • Haywire I-Narc
  • Nemisis I-Narc

COMMON
Ammo (Available to all factions without restriction):
  • SRM Narc-capable
  • LRM Narc-capable
  • SRM Artemis-capable
  • LRM Artemis-capable
  • Arrow IV Homing
  • Copperhead
  • SRM Fragmentation
  • LRM Fragmentation
  • SRM Inferno
  • Explosive I-Narc
  • Explosive Narc
  • Auto cannon Flak
  • ER ATM
  • HE ATM
 Any non-standard Ammo type not listed is considered RESTRICTED and may not be loaded into any launcher.