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Author Topic: Weapons - Equipment  (Read 2480 times)

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wolfcannon

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Weapons - Equipment
« on: August 31, 2010, 03:13:53 AM »

From TRL again.

Weapons and Equipment

Note that under Fluff-status items, the Game Rules are "house rules"; with FASA-official weapons, the rules are those that were originally published for the item, and the text in quotes will contain the actual game rules.

Weapons - Equipment

BLW Blow Mark III Large Laser
Status: Fluff
First Appearance: Technical Readout: 2750 under Zero

"The Blow Mark III large laser uses five concentrations of firepower, ranging from a wide beam that does not inflict much damage but does disrupt the target's electronics and tracking systems, to a concentrated beam that can sear through even the most advanced armor. The pilot can control these settings, in contrast to other lasers that must be adjusted prior to combat by a ground-crew technician."

Game Rules:
For game purposes, only three settings of the Blow Mark III are useful. The settings are chosen before each Movement Phase. The first setting is that of a normal Large Laser. The second setting halves the damage to four (4) points, but if the target is hit, then during the next round's Fire Phase that unit will be affected as if covered by a Guardian ECM. The third setting widens the beam, giving the attacker a bonus of 2 to hit, but does only 2 points of damage. In addition, if the target is hit, then during the next round's Fire Phase that unit will be affected as if covered by a Guardian ECM (as with the Mark III's second setting), but the target will also receive a penalty of 2 to hit during that Fire Phase due to its thoroughly scrambled electronics and tracking systems.

Cyclops Eye Laser
Status: Fluff
First Appearance: Technical Readout: 3026 under Drillson

"The Drillson’s main weapon is the turret-mounted Cyclops Eye Laser, unique among heavy lasers for having a small emission blister instead of the typical long barrel. This gun uses both laser technology and particle-beam technology. Instead of firing a beam of coherent light or a stream of electrons, the Cyclops Eye fires a combination of both. The excited photons release electrons, which in turn release more excited photons, creating a beam of tremendous power. Though not any more effective in combat than the other lasers, the Cyclops Eye Laser is much easier to maintain and manufacture."

Game Rules:
The Cyclops Eye costs half as much time to maintain and repair as a regular Large Laser. Because of its unique combination of laser and particle damage, it is not affected by anti-laser Reflective armor or the anti-PPC Blue Shield system, but Glazed Armor suffers no extra damage from the Cyclops Eye.

Hawk Short Range Missiles
Status: Fluff
First Appearance: Technical Readout: 3025 under CRD-3R Crusader

"The Crusader's original Phoenix LRMs and Hawk SRMs have long since been exhausted, replaced by crude unguided missiles produced by the Successor States' munitions factories. These inferior substitutes cannot match the range or accuracy of the old missiles, but they are effective enough to keep the Crusader's opponents at a respectful distance."

Game Rules:
Hawk SRMs are part of an integrated system that requires both a launcher and special missiles for it. The launcher and its munitions cost double the normal amount in C-Bills for their size. When Hawk SRMs are used in a Hawk SRM launcher, treat the attack as having the benefit of Artemis IV guidance. The missiles and their launcher are otherwise identical to normal SRMs. Note that normal munitions used in a Hawk launcher have no special benefits. The same applies to Hawk munitions used in a standard SRM launcher.

Headhunter Missiles
Status: Fluff
First Appearance: Starleague Sourcebook, page 61

"The fruits of First Lord Jonathan's military renaissance began to appear in Royal units of the SLDF almost immediately. Improved 'Mechs, Headhunter Missiles, Snub-nosed PPCs, and countless new vehicles appeared, utilizing breakthrough research in such areas as energy and myomer technology."

Game Rules:
Headhunter missiles are fired from normal SRM launchers. They have sacrificed both overall accuracy and warhead strength to accomodate a crude seeker head that attacks the upper half of the missiles' target. Headhunter missiles do only 1 point of damage per missile; to determine the number of hits, roll 3D6 and use the lowest 2 dice. All damage is applied on the Punch table. Against non-Mech units, the missiles use the normal damage charts.

Holly Swivel Mounted LRM-20 Packs
Status: Fluff
First Appearance: ComStar Sourcebook under GRN-D-01-CRSD-R Grand Crusader

"[T]he manufacturer created an innovative mounting for the twin LRM-20 packs that slides up over the head and gives the ‘Mech 360-degree firing range for its deadly payload."

Game Rules:
Swivel Mounted LRMs are mounted rear-facing and can only be placed in the left and right torsos of a mech; they cannot be used on vehicles. Swivel Mounted LRMs can fire in any direction, though normal firing-arc restrictions apply when computing penalties for multiple targets. Though the cost is increased, as are headaches for technicians (double the C-Bill cost and repair time for a normal LRM), the SMLRMs are largely identical to normal LRM launchers. However, the swivel feature reduces the space available for ammunition feed-tubes and linkages, and consequently the ammunition allocation for each bin is slightly reduced to avoid potentially dangerous live-fire jams in the complex ammo feed mechanism. Number of shots per ton are reduced as follows: LRM5, 20 per ton; LRM10, 10 per ton; LRM15, 7 per ton; LRM20, 5 per ton.

Kinslaughter H-Class ER PPC
Status: Fluff
First Appearance: Rhonda's Irregulars / Technical Readout: 3058

"Because of the Kinslaughter's superior workmanship and special insulating cones installed in the H-Class ER PPC, this model produces less heat than other ER PPCs."

Game Rules:
The Kinslaughter generates 13 heat per shot but is only available to ComStar and Word of Blake; it costs 50% more than a standard ER PPC.

Listen-Kill Missiles
Status: Fluff
First Appearance: 20 Year Update, page 73

"Several defense industries in the Federated Commonwealth produced the Listen-Kill LRM and SRM missiles in 3038. A marked improvement over old designs, the L-K missile has a special computer and homing device the size of a small grenade that allows it to home in on the electronic noise from a 'mech or tank."

"After analyzing the Listen-Kill missile, Kurita scientists and engineers were able to counter it, by mid-3040, with a plug-in ECM module that effectively blurs a 'mechs emanations. They also began to manufacture their own version of the Listen-Kill missiles, which they used against the F-C during the last stages of the War of 3039, forcing the AFFC to invent its own ECM device in self-defense."

"By now, most of the 'mechs in the Inner-Sphere are equipped with both the missiles and the ECM device."

Game Rules:
In games set after 3045, LK missiles have no effect unless the target mech is particularly old, but even older mechs have had the appropriate ECM modifications made during periodic repairs and overhauls. In scenarios involving the War of 3039, however, LK missiles give the attacker a -2 bonus to hit any mech or vehicle target not covered by or carrying a Guardian ECM system. A shut-down target or a non-mech/vehicle target (like a woods hex or a building) gives the attacker no bonus. Clan Mechs have built-in counters to LK missiles, and grant no bonus.

Parti-Kill Heavy Cannon
Status: Fluff
First Appearance: Technical Readout: 3026 under Manticore

"The tank’s main weapon is the Parti-Kill PPC. Unlike other particle cannons, the Parti-Kill does not use an energy collection capacitor or similar chamber. Instead, it uses a series of magnetic collection bottles that gather their energy straight from the fusion reactor. These energies are then channeled through a larger magnetic bottle and released from the cannon. This fires an energy "shell" that loses cohesion and disintegrates at 540 meters. The Parti-Kill’s bolts are unstable at ranges under 90 meters."

Game Rules:
The Parti-Kill PPC cannot be fitted with a Capacitor to increase damage. Disengaging its field inhibitors to remove the minimum range penalties is still dangerous, but a failure on the disengage roll results in only 5 points of damage, and the roll itself receives a +1 bonus. Since the Parti-Kill's layout is structurally simpler than other PPCs, its repair and maintenance times are cut in half, and it receives a +1 bonus on repair rolls.

Phoenix Long Range Missiles
Status: Fluff
First Appearance: Technical Readout: 3025 under CRD-3R Crusader

"The Crusader's original Phoenix LRMs and Hawk SRMs have long since been exhausted, replaced by crude unguided missiles produced by the Successor States' munitions factories. These inferior substitutes cannot match the range or accuracy of the old missiles, but they are effective enough to keep the Crusader's opponents at a respectful distance."

Game Rules:
Phoenix LRMs are part of an integrated system that requires both a launcher and special missiles for it. The launcher and its munitions cost 2.5 times the normal amount in C-Bills for their size. When Phoenix LRMs are used in a Phoenix LRM launcher, treat the attack as having the benefit of Artemis IV guidance, as well as reducing the minimum range penalties normally assessed for LRMs: Range 1-2, +3; Range 3-4, +2; Range 5-6, +1. The missiles and their launcher are otherwise identical to normal LRMs. Note that normal munitions used in a Phoenix launcher have no special benefits. The same applies to Phoenix munitions used in a standard LRM launcher.

Snub-Nosed PPC
Status: Fluff
First Appearance: Starleague Sourcebook, page 61

"The fruits of First Lord Jonathan's military renaissance began to appear in Royal units of the SLDF almost immediately. Improved 'Mechs, Headhunter Missiles, Snub-nosed PPCs, and countless new vehicles appeared, utilizing breakthrough research in such areas as energy and myomer technology."

Game Rules:
Snub-nosed PPCs require only 2 critical slots instead of the normal 3. However, the space-saving improvements required the removal of some of the focusing and particle-cohesion mechanisms, resulting in a more inaccurate weapon. The Snub-nosed PPC receives a +1 penalty to hit at all ranges (in addition to any normal penalties), and it cannot be fitted with a Capacitor.

Weapons - Equipment

Advanced Electronic Probes
Status: Fluff
First Appearance: The Galtor Campaign, page 14

"Elazar's Battalion of Yoriyoshi's 17th Benjamin Regulars regiment led the attack. The lead company was equipped with Advanced Electronic Probes (AEP), specifically designed to to spot mines. The AEPs effectively cut a path through the first band of minefields in less than 15 minutes."

Game Rules:
The AEP weigh 1/2 ton and occupy 1 critical slot. They have a range of 3, within which all minefields of any type (Thunder FASCAM, conventional, command-detonated, vibrabomb, etc.) are automatically detected unless covered by Guardian ECM. Other units or obstacles (such as pits, mech traps, or others) are not detected at all, nor are any other units normally detected by an actual Beagle probe (hidden mechs, etc.).

Alexis Photon Targeting System
Status: Fluff
First Appearance: Technical Readout: 3025 under HER-1A Hermes and 2750 under HER-1S Hermes

"The single shining piece of equipment on the Hermes is the Alexis Photon Target Acquisition System. The Alexis paints the target with light before actually firing either laser. If the Alexis fails to lock onto a high-density target, such as an armored vehicle or 'Mech, the system suspends the order to fire. The fire order is held in a memory buffer until the system acquires a target. If no target is achieved within two seconds, the order is cancelled. While the heat buildup in the laser capacitor still has to be dissipated, the system saves wear and tear on the laser focusing apparatus, thus reducing maintenance requirements." (2750 version)

Game Rules:
The Alexis Photon Targeting System (APTS) takes up no critical slots or tonnage, though it does cost a great deal more than other targeting systems. The APTS affects only laser weapons. The APTS operates in a manner very similar to Streak SRMs. The attack roll is made; if it indicates a hit on the target, the weapon fires as normal. If the attack misses, the weapon builds the normal amount of heat but does not discharge. The game effect is to prevent damage to buildings or civilian structures or vehicles that may have otherwise been hit by stray laser fire, and to prevent checks for automatic fires in woods when those rules are in effect. In addition, if a hidden unit with APTS fires on a mech using the point-blank shots from hidden units rule, and if all weapons affected by the hidden unit's APTS miss their target (assuming only lasers were fired), then the hidden unit does not have to be placed on the mapboard unless the firing player chooses to do so, or unless the target was using thermal scanning in a double-blind game. Lasers on a mech using the APTS require only half the normal time required for repair and 1/4 the normal time for maintenance.

Tactical Operations Center
Status: FASA
First Appearance: First Somerset Strikers, p. 100

"As the Striker's Tactical Operations Officer, Lt. Rachel Specter uses a unique computer and communications setup to coordinate the battlefield activities of her unit. Her system laid the groundwork for the development of the Federated Commonwealth's version of the C3 network (Command/Control/Communications). Though similar in many ways to the C3 system, Rachel's equipment is more closely related to the Star League-vintage command console. The innovation of installing a slave computer in each unit in the network came along several years later, giving rise to the "true" C3 computer system. For game purposes, the Tactical Operations Center (TOC) mimics the abilities of the command console combined with the Guardian ECM Suite. Rules for the command console appear on p. 64 of the BattleTech Tactical Handbook. Rules for the Guardian ECM suite appear on p. 116 of the BattleTech Compendium: The Rules of Warfare. During the course of the BattleTech animated series, the TOC took several forms. Specific game rules for each version of Rachel's Tactical Operations Center are given below.

JumpShip-Based TOC

Rachel's system was initially installed on the JumpShip Katana. Though this placement safeguarded her from the dangers of combat, the considerable delay in transmissions from a planet to the jump point and back posed a major problem. The time lag meant that only small amounts of tactically useful information made it to the forces on the ground. To reflect this, players gain no game benefits when using a TOC system aboard a JumpShip.

Aerospace-Based TOC

During the fighting on Romulus (Episode Three), Rachel hastily installed a stripped-down version of her system aboard a Banshee fighter. Though the fighter's close proximity to the battlefield eliminated the time-delay problem, the cramped quarters of the fighter's cockpit allowed only for a small portion of communications equipment. To reflect this, players gain no game benefits when using a TOC system aboard an aerospace fighter.

Vehicle-Based TOC

By the time the Strikers reached Apollo (Episode Ten), Rachel had installed a full-sized version of her equipment in a Packrat LRPV and used it quite effectively during the subsequent battle. The vehicle-based TOC is represented in the BattleTech game by a Command Console and a Guardian ECM suite. Players who do not have the rules for these pieces of equipment should simply add a +2 bonus to the Strikers' initiative while the Packrat is in play.

'Mech-Based TOC

Rachel eventually installed a sophisticated version of the TOC in the cockpit of Adam's Awesome. Like the vehicle-based unit, the 'Mech-based TOC is represented in the BattleTech game by a command console and a Guardian ECM suite. Players who do not have the rules for these pieces of of equipment should simply add a +2 bonus to the Strikers' initiative while the Awesome is in play."

« Last Edit: August 31, 2010, 03:26:29 AM by wolfcannon »
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