Civil War
Update & Weapon System Upgrades

Year 3062 - 3067

Nine hundred and thirty-three bright sparks of vibrant prosperity spread across a thousand light years. A crown of jewels worthy of a Successor State to the golden age of the Star League. What is more, while the barbarians from beyond the Periphery battered us, they heralded a technological renaissance that has swept the Inner Sphere. Even now each Great House is arming their bright-eyed women and men with the latest tools to hoist their standards high. Alternate particle projector cannons from the Draconis Combine; a new Gauss from the Free Worlds League; a slew of technologies from my beloved Federated Commonwealth, from new fusion engines to targeting systems to rotary autocannons; even the Capellan Confederation and the barbaric Clans have new offerings!

And of course, the knight avatars of the last half-millennium still stalk enemies across remote star systems, with new BattleMechs walking off assembly lines. I was honored to witness the preliminary field trials for a new and deadly BattleMech from Defiance Industries: the Uziel. Other manufacturing conglomerates also continue to build new suits for the MechWarrior-knights across the Inner Sphere. Truly the light of another golden age dawns!

Yet folly! Hubris! Despite such overabundance of new weaponry and technologies we might use to safeguard—and yes, even expand—our borders, what have we done? Fallen to bitter rivalry and bickering, yet again! A realm of bounty that can only lead back to a true Star League beckons us all, and yet our eyes can only behold the affronts of our brethren. Though I risk certain incarceration, I care not which sibling ultimately holds the throne. I care only that they re-unite the only bastion of hope in our war-torn galaxy. The Federated Commonwealth must stand!

Civil War Tech Update

The advancement of MechWarrior Online’s timeline allows us the opportunity to introduce new weapons and equipment to the game. These additions both narrow the gap between Inner Sphere and Clan technology as well as give each of the factions unique pieces of technology to equip on their 'Mechs.

Below is a list of the new pieces of technology we plan to include in the game, as well as a brief description for each of them. However, it should be noted that this list and its descriptions are provisional and may change for the sake of game balance as they continue through the design and testing process.

While the release of the Civil War ‘Mech packs coincide with the release of this new technology, all of the tech listed below will be releasing as standard in-game equipment on July 18th. Owning a Civil War pack is not required for purchasing and utilizing the new equipment in your MechLab.

New Inner Sphere Technology

LB 2-X AC / LB 5-X AC / LB 20-X AC

Inner Sphere versions of the LBX Autocannons.

Ultra AC/2 / Ultra AC/10 / Ultra AC/20

Inner Sphere versions of the Ultra Autocannons.

ER Small Laser / ER Medium Laser

Inner Sphere versions of the ER Lasers.

Streak SRM 4 / Streak SRM 6

Inner Sphere versions of the Streak SRM launchers.

Light & Heavy Gauss Rifle
  • Light : A Gauss Rifle that weighs less and has a greater range, but deals less damage.
  • Heavy : A Gauss Rifle that deals more damage, but weighs more and has less range.
Rotary AC/2 / Rotary AC/5

Extremely rapid firing Autocannons with rotating barrels. They can jam if fired for too long. The spinning barrels will likely have a ramp up time before they start firing, and a ramp down time after they stop.

Light & Heavy Machine Gun
  • Light : A Machine Gun that has a longer range but deals less damage.
  • Heavy : A Machine Gun that deals more damage but has a shorter range.
MRM 10 / 20 / 30 / 40

Medium Range Missiles. Launchers that fire unguided, low damage missiles.

Rocket Launcher 10 / 15 / 20

One shot launchers that fire unguided, low damage rockets. Very low tonnage per launcher.

Light & Heavy PPC
  • Light : A PPC that weighs less, uses fewer slots, and generates less heat, but deals less damage.
  • Heavy : A PPC that deals more damage, but weighs more, uses more slots, and generates more heat.
Snub-Nose PPC

A PPC that weighs a little less, uses fewer slots, and has no minimum range, but its damage drops off quickly.

Light Engine

An Inner Sphere engine that can survive the loss of a side torso as it only occupies 2 critical slots in each side. Lighter than a standard engine, but heavier than an XL.

Light Ferro-Fibrous Armor

An armor type that takes up only 7 critical slots, but the weight savings is not as good as regular Ferro-Fibrous.

Stealth Armor

An armor type that takes up 12 critical slots and is used alongside an ECM Suite. When its stealth effects are toggled on the 'Mech becomes invisible to all sensors, remaining visible only to the naked eye. However, the system has some negative effects while active, such as a buildup of heat.

Targeting Computers

Inner Sphere versions of the Clan Targeting Computers.

Laser AMS

An alternative type of AMS. Uses no ammo, but generates heat while it fires.



New Clan Technology

Light & Heavy Machine Gun
  • Light : A Machine Gun that has a longer range but deals less damage.
  • Heavy : A Machine Gun that deals more damage but has a shorter range.
ER Micro Laser / Micro Pulse Laser

The smallest versions of the ER and Pulse Lasers.

Heavy Small Laser / Heavy Medium Laser / Heavy Large Laser

A family of lasers that do high damage at the cost of higher heat and less range.

Light TAG

A version of TAG that weighs less but has a shorter range.

ATM 3 / 6 / 9 / 12

Advanced Tactical Missile. A missile whose damage will vary based on the distance it travelled. Higher damage up close, lower damage at long range.

Light Active Probe

A version of the Active Probe that weighs less but has a shorter range.

Laser AMS

An alternative type of AMS. Uses no ammo, but generates heat while it fires.