Mech Mods and Omnimechs - SpringMCLegacy/SpringMCLegacy GitHub Wiki

Mods are special modules, enhancements or pieces of equipment that can be bought and installed onto your Mechs to greatly boost performance or add new abilities. They are installed via an Upgraded Field Mechbay; loading a Mech into a Bay will show a menu of available mods that can be added to the Mech.

These mods differ from the hardwired, factory-built equipment Mechs come with, like Active Probes or ECM.

Not all mods are available to all Mechs. Mods that upgrade a piece of equipment a Mech doesn't have won't be available. Furthermore, some mods are unique to a specific faction, particularly alternate ammunition types.

Omnimechs and 'Omnitech'

Omnimechs are a special type of Mech that are designed to be highly modular and able to reconfigure their entire arsenal in a short period of time. Whereas normal Mechs would require extensive factory refits lasting weeks or months in order to change their weapons loadouts, Omnimechs have a modular Pod system that allows them to adapt to virtually any situation with little preparation.

Each Omnimech has a number of "configurations" that players can swap between. The Avatar, for example, has its base "Prime" configuration, as well as "A", "B" and "C" configurations, all of which have very different weapon loadouts, capabilities, and battlefield roles.

The downside to this system is that Omnimechs can not make use of mods, and can not change their structural components, armour, internal equipment or any other technology that isn't pod-mounted. Omnimechs can, however, use different ammunition types.

Omni configurations can be changed in an upgraded Field Mechbay. Instead of a selection of mods, players will see a menu showing the different configurations that their Mech can reconfigure into (as well as a menu for different ammunition, if applicable). Swapping configurations costs Salvage.

Salvage

In the cases of both Mods and Omnimech configuration swaps, Salvage is the currency used to purchase them, instead of C-Bills. See the Economy page for more details.

Integral Equipment

These pieces of equipment are too integral to the design of a Battlemech to be added in a field Mechbay; they require extensive factory refits and shuffling of internal equipment, and thus are only available on Mech variants factory-built to include them - in other words, the only way Mechs can have these is if they come pre-built with them.

Anti-Missile System

Technically a weapon; a small CISW that fires streams of small projectiles at incoming missile threats.

Beagle Active Probe

An advanced sensor suite that will show enemy units in radar range as translucent models rather than blips.

Endo-Steel Structure

The internal framework of the Mech is built using advanced Endo-Steel material, giving it more internal damage resistance.

Guardian ECM

Electronic Counter-Measure that projects a sensor-disruption field, hiding anything inside from enemy sensors, including Beagle Active Probes.

Jumpjets

Allows a Mech to "jump" from one place to a next over intervening terrain.

Narc Launcher

Technically a weapon, it fires a homing beacon that attaches to targets and broadcasts it as if it were spotted. When attached, target behaves as if it were being marked by a TAG laser (see below).

TAG Laser

Also technically a weapon, fires a powerful laser designator that allows lock-on missiles to accurately home in on anything it hits, ignoring ECM and other disruptions. Will also allow Arrow missiles to lock-on and track a target.

XL Engines

Lightweight engines that allow Mechs to save weight while maintaining the same speed profile. However, they are more fragile than standard engines and susceptible to catastrophic damage.

Equipment available as Mods.

Tactical Mods

Mobility

Actuator Enhancement System (AES)

Increases rotational speed of torso and arms.

Directional Thrusters

MECHS WITH JUMP-JETS ONLY. Allows Mechs to adjust their heading mid-air after a jump, removing the need to turn and face its jump location. Incompatible with Improved Jump Jets.

Improved Jump Jets

MECHS WITH JUMP-JETS ONLY. Increases Jump Range by 50%, and reduces heat generated by the same amount. Incompatible with Directional Thrusters.

Myomer Accelerator Signal Circuitry (MASC)

Gives Mechs a short burst of extreme speed. Good for making a quick escape, or pouncing on an unexpecting enemy. Incompatible with TSM.

Supercharger

Allows Mechs to 'Run', moving at higher speed (25%?) while also generating low amounts of heat. Destruction while running has a high chance of causing a fusion meltdown.

Triple-Strength Myomer (TSM)

Allows Mech to move slightly faster when heat levels are above 50%, and increases melee damage by 50% (if ever implemented). Incompatible with MASC.

Heat System

Coolant Pods

Coolant Pods are a self-contained backup storage of extra exotic coolant that can be injected into the Mech to offer an immediate emergency cooldown. Gives Mechs the "Coolant Flush" ability that instantly decreases heat levels, with a 5-second cooldown.

Double Heatsinks

Advanced Heatsinks that improves a Mech's maximum heat threshold. Though they are twice as effective as regular heatsink, they are three times the size, so the increase is 50% rather than actually double.

Electronics

Bloodhound Active Probe

MECHS WITH BEAGLE ACTIVE PROBE ONLY. Sensor upgrade that can penetrate Guardian ECM and detect units with Stealth armour.

Angel ECM

MECHS WITH GUARDIAN ECM ONLY. Slight range increase of jamming effect, and is protected from Bloodhound Active Probes.

Improved Sensors

Increases sensor range by 10%.


Defensive Mods

Equipment

CASE

AKA Cellular Ammunition Storage Equipment. Prevents extra damage to Mech from losing a weapon arm. Mech will take no damage when it loses an arm with a weapon.

Particle Field Damper

Reduces the amount of time electronics are affected by "PPC effect" from PPC hits.

Protected Actuators

Increases limb health by 25%.

Reinforced Legs

Jumpjet Mechs only. Damage taken by executing Death from Above attacks reduced by half.

Armours

Only one armour type can be taken at a time.

Ferro-Fibrous Armour

A general 12% increase in damage resistance against all forms of damage.

Hardened Armour

25% increased defense against all damage and nullifies the double-damage done by Autocannon Armour Piercing ammo and SRM Tandem-Charge warheads, but speed, acceleration and leg turn rate reduced by 20%.

Heat-Dissipating Armour

Makes the unit immune to heat damage from weapons like Flamers and PPCs.

Reactive Armour

25% increased defense against all missiles.

Reflec Armour

25% increased defense against damage from energy weapons - Lasers, PPCs and Plasma weapons.

Stealth Armour

Requires an ECM suite (Guardian or Angel) to function. When Stealth Armor is activated, the Mech is invisible to enemy sensors, including Beagle Active Probes (but not Bloodhounds), can not be targeted by lock-on weapons, and any unit that shoots at it will suffer 25% accuracy reduction. However, the Mech will generate a moderate amount of heat, and will have its own sensors disabled (and thus be unable to use lock-on weapons itself). Deactivating the armour will return the Mech to "normal".


Offensive Mods

Weapons/Targeting

Many of these systems are incompatible with other, similar systems; Artemis IV, which makes missiles more accurate, is incompatible with ER LRMs, which have longer range. When a new upgrade is installed, any incompatible upgrades will be automatically removed.

Apollo Fire Control System

MRMs only. Increases accuracy in a similar manner to Artemis and Targeting Computers.

Artemis LRM Fire Control System

APPLIES TO LRMS ONLY. Increases accuracy of missiles, but only if fired at target in the Mech's own LOS, as it effectively acts like the unit's own personal TAG. Is incompatible with Extended Range LRMs but can still use special ammunition. Base cost multiplied by the number of LRM launchers.

Artemis SRM Fire Control System

APPLIES TO SRMS ONLY. Increases accuracy of missiles. Base cost multiplied by the number of SRM launchers.

Extended Range LRMs

APPLIES TO LRMS ONLY. Increases LRM range by 50%, but reduces ammo by 50% and will not receive tracking/damage bonus from TAG. Incompatible with Artemis FCS upgrade and LRM special ammo.

Improved Heavy Gauss Rifle

MECHS WITH HEAVY GAUSS RIFLES ONLY. Shots do increased damage at short range, but decreased damage at long range.

PPC Capacitors

MECHS WITH PPCs ONLY. Increases damage of PPCs by 25% but increases heat generated by 50%.

Quickcharging Capacitors

MECHS WITH STANDARD GAUSS RIFLES ONLY. Rate of fire increased by 25%, but generates heat similar to a PPC.

Silver Bullet Gauss Rifle

MECHS WITH STANDARD GAUSS RIFLES ONLY. Transforms the Gauss into an LBX-like weapon that fires 15 flechette rounds. Incompatible with Quickcharging Capacitors.

Targeting Computer

Increases the accuracy of all ballistic and energy direct-fire weapons by 25%, except weapons which fire in bursts (such as Pulse lasers, Ultra and Rotary autocannons and LBX shrapnel shot).

iNarc

MECHS WITH NARC LAUNCHER ONLY. An improved Narc Launcher. 50% range increase and Homing Pod duration. It also unlocks additional iNarc Pod upgrades (see Special Ammunition section).


Special Ammunition

These upgrades replace the standard default ammunition of a weapon. Some types of weapon upgrades will prevent the use of special ammunition, such as Extended Range LRMs, while others will not.

AUTOCANNONS

Autocannon Precision Ammunition

Autocannons only. Increases range and accuracy of autocannons by 25%, but with 50% reduction in ammunition.

Autocannon Flak Ammunition

AC/2 and AC/5 only. Shells explode at target range even if they miss, dealing at least some HE damage to targets and making them very effective against aircraft, but less effective against ground targets.

Autocannon Armour-Piercing Ammunition

Autocannons only. Increases damage of shells by 25%, but with 50% reduction in ammunition and 25% reduction in accuracy.

Autocannon Caseless Ammunition

AC/10 and AC/20 only. Increases ammunition storage by 50%.

Autocannon Hypervelocity Ammunition

AC/5 and AC/10 only. Has 25% increased range over standard autocannon ammunition, but a 25% reduction in ammo capacity and Gauss-like reduced damage at long range.


ARROW IV MISSILE

Arrow Homing Missile

Arrow Artillery missile only. Allows Arrow missiles to track targets being painted with TAG, becoming much more accurate.

Arrow Cluster Missile

Detonates in midair before impact, showering target with explosive submunitions.

Air Defense Arrow Missile

A specialist anti-aircraft missile, the ADA loses it's ability to target ground units but becomes a dedicated anti-dropship weapon.

Arrow Thunder Missile

Also detonates in midair before impact, but showers target area with interdiction mines that do heavy damage to Mech legs and Vehicle tracks.


INARC LAUNCHERS

INarc Explosive Pods

iNarc upgrade only. Transforms the iNarc Launcher with an explosive warhead that deals 400 damage.

INarc ECM Pods

iNarc upgrade only. When it hits it imparts a miniature ECM field effect that forces the target's sensors OFF for the duration of the pod.

INarc Haywire Pods

iNarc upgrade only. Targets hit suffer similar electronic disruption effect of PPC hits, but no damage.


LRMS

LRM ARAD Warheads

LRMs only. Anti-Radiation warheads that can fire at units with ECM, though not at other units inside ECM, but have poorer tracking against non-ECM targets.

LRM Inferno Warheads

LRMs only. Missiles will apply heat damage to targets, but deal no damage.

LRM Mag-Pulse Warheads

LRMs only. Mag-Pulse Warheads deal the electronic disruption effect of PPC hits, but no damage.

LRM Semi-Guided Warheads/Smart Warheads

LRMs only. Missiles can track targets being painted with TAG, becoming much more accurate.

LRM Thunder Warheads

LRMs only. LRM hits deal 25% less damage, but missiles that impact the ground leave behind a small mine, allowing for planting of minefields.


NARC LAUNCHERS

Narc Bola Pod

Narc only. Replaces standard Homing Pod fired by Narcs with a Bola Pod that temporarily immobilizes (or heavily slows) target Mechs for several seconds.

Narc Explosive Pod

Narc only. Replaced standard Homing Pod fired by Narc Launchers with an Explosive Pod that deals 400 damage.

Narc Thermite Pod

Narc only. Contains a Thermite Warhead that, once attached to an enemy Mech, ignites and causes significant heat buildup and light damage.

SHORT-RANGE MISSILES

SRM Inferno Warheads

SRMs only. Missiles will apply heat damage to targets, but deal no damage.

SRM Tandem-Charge Warhead

SRMs only. Doubles the amount of damage SRMs do, but halves ammo capacity.

Discarded Mods

Either too complicated, not worth it, stupid, etc, but kept for posterity.

Mechanical Jump System

MECHS <40 TONS AND NO JUMP-JETS ONLY. Advanced hydraulic system allowing lighter Mechs to perform very limited, short-range jumps. [Removed: Stupid]

Laser AMS

Upgrade for AMS, replacing it with a more efficient laser. [Removed: LAMS will be a static Turret]

Anti-Aircraft Targeting Computer

Increases accuracy of all ballistic and energy direct-fire weapons by 50% when targeting flying units, except weapons that fire in bursts (such as Pulse lasers, Ultra and Rotary autocannons and LBX shrapnel shot). Incompatible with standard Targeting Computer. [Removed: AA buff provided by Flak ammunition for AC/2 & AC/5s]