IS LRMs (Lostech mod)

The base Inner Sphere Long Range Missile Launchers is still a staple on the Lostech Mod, and has several additional versions. The base IS LRM comes with 5-tube, 10-tube, 15-tube and 20-tube versions. They distinguis eachother by tonnage and recycle time, being otherwise basically the same weapon, and firing only 5 missiles at the time at different rates.

For all the LRM variants in the mod (including IS Inferno, Thunderdome, Artemis IV and Extended variants, as well as Clan versions), see LRMs (Lostech mod).

General characteristics
It's recycle time is 40% slower than in the base game (from 10 to 14 seconds cooldown), as LRMs were easily one of the best weapons (their cluster hit 1-5 makes them deal an average 3 damage and not the listed 1, which made them almost equivalent in DPS to the SRM, in addition to their long range, obstacle skip ability and relatively cheap price and high availability). This makes the LRM basically the only weapon that deals as much damage as its TableTop game counterpart (most MechCommander 1 weapons deal half or less the listed tabletop damage, to make fights longer and less random). The slower recharge time somewhat offsets this, and it retains its disadvantages such as making salvage harder and having even lower ROF. However, unlike the normal game version, it fires faster than the Clan equivalent (14 vs 16 second recycle time); the Clans more than offset this with 25% lower weight and no minimum range, however.

Each 5-tube increment saves 0.5 tons and divides the recycle time proportional to the number of tubes - The LRM-20 will recharge in 3.5 seconds compared to the original 14, but each salvo will deal the same amount of damage. Two LRM-5 would weight 8 tons, while one LRM-10 weights 7.5 tons (including the double ammo). Four LRM-5 weight 16 tons total, while a single LRM-20 saves 1.5 tons by weighting just 14.5 tons. However, the upfront damage of four simultaneous LRM-5 salvos might be preferrable and offset the extra tonnage in mech-vs-mech fights because of the anti-conterstrike nature of a high alpha strike. On the other hand, against infantry, Elementals, fragile explosives and other small targets, the higher Rate Of Fire could actually be more efficient.

Due to the MechCommander game system, different ammo sizes of LRMs are not intercompatible, but given every mounted weapon comes with their own ammo, they can still work together normally.

LRM-5
LRM-5 Racks deal slow-firing, front-loaded 5 cluster hit / 1 damage each. The IS base LRM-5 weights 4 tons including the attached Heatsinks and Ammo, a legacy of the undefined LRM-5/10 in the original MechCommander. This is compatible with being an IS LRM-5 since it is listed as generating 2 heat (even as this is unused), thus would require 1 heatsink per MC conventions, and it comes with 1 ton of LRM ammo. 2+1+1=4 tons of IS LRM-5 launcher.