Retry
06/18/18 11:07 PM
174.70.184.145
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The purpose of this is to expand the weapon & equipment list for the IS and Clans. Most of these are fairly common-sense ideas like ER versions of Light and Heavy PPCs, but there's a few new things sprinkled here as well.
----------------------------------------------------------------- PPCs The success of the Light and Heavy PPC led to variants of the two being created along similar lines of the original PPC. The Clans later started experimenting with light and heavy ER PPCs, starting with the Society using it as the main gun of the Boggart 3 protomech.
Light Snub-Nose PPC 5/4/2 damage 5 Heat 9/13/15 range 2.5 tons 1 crit Common 3068 E/X-X-F-D 225,000 C-Bills
Heavy Snub-Nose PPC 15/12/7 damage 15 Heat 9/13/15 range 8.5 tons 3 crits Common 3068 E/X-X-F-D 375,000 C-Bills
Light ER PPC 5 damage (8 clan) 8 Heat 7/14/23 range 3 tons (2.5 clan) 2 crits (1 clan, Protomech capable) Common 3070 E/X-X-E-D 225,000 C-Bills
Heavy ER PPC 15 damage (22 clan) 22 Heat 7/14/23 range 10 tons 4 crits Common 3070 E/X-X-E-D 375,000 C-Bills
PPC Interruptor 1.5 tons (1 clan) 1 crit Production 3080 E/X-X-E-D 150,000 C-Bills Description: The PPC Interruptor is a module designed to enhance PPC performance, but in a different way to the PPC capacitor. This module effectively "interrupts" the PPC stream into a longer-lasting "pulse" of streams similar to pulse lasers. This allows the PPC to make corrections more easily, and is especially more capable at knocking out aircraft. However, the Interruptor produces some excess heat in order to dissipate the PPC streams and consumes some power from the PPC device itself, reducing damage output slightly depending on the PPC type mated to the device. Like the regular PPC Capacitor, the Interruptor can be turned off to allow the PPC to operate normally. The PPC Interruptor is incompatible with the PPC Capacitor. Effects: -1 to-hit modifier when active to mated PPC -2 flak to-hit bonus +2 heat production -1/-2/-3 to damage for Light/Standard/Heavy PPCs Cannot make called shots ----------------------------------------------------------------- PPC ELECTRICAL OVERLOAD EFFECTS (Optional Rule) PPCs are often fluffed in such a way that hits by a PPC coincide with temporary negative effects, which are sometimes implemented in some form in stuff like 'Mechwarrior. Under this optional rule, getting hit by any PPC causes the following effects: -Targeting Computers are disabled the following turn -Sensors (including Beagle and Bloodhound probes) are disabled the following turn -Non-MRM missile weapons suffer a -1 modifier on the cluster hits table the following turn ----------------------------------------------------------------- ENHANCED ECM (Optional Rule) This slightly increases the scope and utility of GECM and AECM. In addition to their other effects, guided missiles (LRMs and SRMs) have some difficulty tracking targets with an ECM cloud, causing slight cluster roll maluses. ECM CLUSTER ROLL MALUS Guardian -1 Angel -2 Nova -3 Rolls reduced to below 2 are treated as a 2. ----------------------------------------------------------------- Gremlin FCS 2 tons (1.5 clan) 2 crits (1 clan) Production 2600 E/E-F(F*)-D-C 250,000 C-Bills Description:The Gremlin FCS was developed at a similar time to the Artemis IV FCS and is designed to increase the effectiveness of missile weapons against swift-flying targets. The Gremlin FCS is especially popular on certain BA models to threaten low-flying aircraft, but isn't common on ground vehicles except for anti-aircraft models due to its downsides. Effects: LRMs, Streak LRMs, SRMs, Streak SRMs, NLRMs, ELRMs, MMLs, and Thunderbolt Missile Launchers are compatible with the Gremlin FCS with all ammo types. The Gremlin FCS is not compatible with Artemis FCS. -Targeting air units causes a -2 to-hit bonus at the cost of a -1 malus on the cluster hits table -Targeting ground units has a +1 to-hit penalty and a -1 malus on the cluster hits table -T-Bolt missiles don't roll on the cluster hits table, naturally.
BA-Scale and Protomech-Scale Gremlin Missile Launchers A missile launcher can be designated as a Gremlin missile launcher at the cost of doubling its C-Bill cost and an increase in weight of the launcher by 20% rounded to the nearest kilogram. Ex: a BA-scale Gremlin LRM-5 launcher costs 60,000 C-Bills and weighs 360 kg. ----------------------------------------------------------------- SILVER BULLET MODULE 1 ton 1 crit Production 3120 F/X-X-X-E 75,000 C-Bills
The Silver Bullet Module is developed by the Republic of the Sphere from the Silver Bullet Gauss Rifle and can be installed on the Gauss Rifle, Light Gauss Rifle, and Improved Heavy Gauss Rifle. It effectively allows "Silver Bullet" ammunition to be used, which is basically LB-X for gauss rifles. The Light deals 8 cluster damage, standard deals 15 cluster damage, and Improved Heavy deals 22 cluster damage. Unlike the earlier Silver Bullet Gauss Rifle, a gauss rifle w/ the Silver Bullet Module can use both solid shot and silver bullet shot.
Silver bullet shot for the module costs 25,000 C-Bills and has a rating of E/X-X-X-E. ----------------------------------------------------------------- IMPROVED PROTOMECH AUTOCANNONS The PAC were experiments to lighten the autocannon further, and were basically lifted straight from old Clan prototypes with little additional development to rush the autocannon for Protomechs. This resulted in an unsuccessful sub-par weapon series. By 3120, the PAC series of autocannon was further refined and lightened using mostly composite components to an insane extent by the Clans who managed to get the PAC extremely light, losing nearly 50% of its weight in some cases. This came at the cost of durability: A PACi that takes a critical hit is completely destroyed with no chance of repairing or salvaging, and must be replaced with a completely new weapon. The low range and bulky ammunition of PACs also wasn't solved, but other than that, PACis are beginning to become a popular choice for protomechs and light clan vehicles & IFVs.
PAC/2i 2 Damage 0 Heat 7/14/20 Range 2 tons 2 crits 142,500 C-Bills Production Year 3120 F/X-X-X-E 40 shots/ton
PAC/4i 4 Damage 1 Heat 5/10/15 Range 3 tons 3 crits 199,500 C-Bills Production Year 3120 F/X-X-X-E 20 shots/ton
PAC/8i 8 Damage 2 Heat 3/7/10 Range 4 tons 4 crits 262,500 C-Bills Production Year 3120 F/X-X-X-E 10 shots/ton ----------------------------------------------------------------- UNIVERSAL AUTOCANNONS (Revised)
The Universal Autocannons are long-term refinement and modernization project made to Autocannons that aimed to incorporate advances made on the general AC series as well as its offshoots (LB-X, Ultras) into one single versatile weapons platform, and were first deployed in the 3140s.
The rules for the Universal Autocannon are as follows:
-The Universal Autocannon can use all ammunition available to both the LB-X series and Standard Autocannon Series -The Universal Autocannon can "double tap", firing twice and making two separate to-hit rolls. This doubles heat production and either to-hit roll that rolls a 2 results in jamming (if the 1st roll is a jam, the 2nd shot doesn't occur and no ammo is consumed for it). -Double-Tapping is compatible with any ammunition type -A Jammed Universal Autocannon can be unjammed in the same manner as a Rotary Autocannon.
UnivACs costs 2.5x that of a standard autocannon in C-Bills and have the rating F/X-X-X-F since they're a very new technology.
The Clans also have Protomech versions of the UnivAC, though these have yet to hit mass production.
IS UnivACs:
UnivAC/2 6 tons 2 Crits 0 Heat 9/18/27 Range 50 Shots/ton
UnivAC/5 8 tons 4 Crits 1 Heat 7/14/21 Range 20 Shots/ton
UnivAC/10 11 tons 6 Crits 2 Heat 6/12/18 Range 10 Shots/ton
UnivAC/20 14 tons 10 Crits 6 Heat 4/8/12 Range 5 Shots/ton
Clan UnivACs:
UnivAC/2 5 tons 1 Crit 0 Heat 11/22/33 Range 50 Shots/ton
UnivAC/5 7 tons 3 Crits 1 Heat 9/18/27 Range 20 Shots/ton
UnivAC/10 10 tons 4 Crits 2 Heat 7/14/21 Range 10 Shots/ton
UnivAC/20 12 tons 8 Crits 6 Heat 4/8/12 Range 5 Shots/ton
UnivPAC/2 2.5 tons 2 Crits 0 Heat 7/14/20 Range 40 Shots/ton
UnivPAC/4 3.5 tons 3 Crits 1 Heat 5/10/15 Range 20 Shots/ton
UnivPAC/8 4.5 tons 4 Crits 2 Heat 3/7/10 Range 10 Shots/ton ----------------------------------------------------------------- HAG/10 10 Damage 2 Heat (2)8/16/24 Range 12 Shots/ton 7 tons 4 crits Common 3072 F/X-F-E-D Rating 300,000 C-Bills Notes:(theoretically) Protomech Mountable ----------------------------------------------------------------- A long while after the end of the Clan Invasion, interaction between some clans and IS powers increased interaction between the two. With some clans migrating outside of the Kerensky Cluster and becoming "IS clans", some IS powers taking in some of the IS clans as "pet clans", and Clan Diamond Shark/Sea Fox's trade exchanges between IS and clan powers, clan manufacturing techniques and metallurgy was applied to some IS technology, resulting in improved components for some equipment.
In addition, some of the Republic of the Sphere's manufacturing base is capable of producing clan-quality equipment, so many of the "clan-tech" equipment may actually be produced primarily by the Republic.
GYROS, ENGINES & STRUCTURE
CLAN-SPEC XL GYRO Specs: As IS XL Gyro, but with 1 less crit consumed
CLAN-SPEC HEAVY-DUTY GYRO Specs: As IS H-D Gyro, but weighs 1.5x of normal gyro weight instead of 2x
CLAN-SPEC LIGHT FUSION ENGINE Specs: As IS Light Fusion Engine, but takes up 1 less crit in side torsos for Battlemechs. Takes up 0 slots in vehicles.
CLAN-SPEC COMPACT ENGINE Specs: As IS compact fusion engine, but weighs 1.25x of normal fusion engine weight instead of 1.5x
CLAN-SPEC REINFORCED STRUCTURE Specs: As IS Reinforced Structure but with a weight multiplier of 1.5x instead of 2x.
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IS-TO-CLAN WEAPON CONVERSIONS Many IS weaponry and equipment were eventually redeveloped with Clan techniques to make more compact and sometimes more capable variants.
Notably, while these are all called "clan tech", this is a bit of a misnomer since many of them are not even primarily fielded by the Clans. For example, the clan Heavy Gauss Rifle, while produced by Clan Wolf-In-Exile, is mostly produced for use by the Lyran Commonwealth. The "clan" iNarc is, in fact, only produced in the Republic of the Sphere and then only used among their elite regiments.
Clan Light Gauss Rifle (intro 3090) -1 crit, -3 tons
Clan Heavy Gauss Rifle (intro 3092) -1 crit, -3 tons
Clan Improved Heavy Gauss Rifle (intro 3102) -1 crit, -3 tons
Clan Extended LRM (intro 3105) -1 crit (min 1), 1/2 tons, -2 minimum range
(Protomech cELRM: 400kg/tube, 11.11 kg/missile, 12,000 C-Bills/tube)
Clan MRM (intro 3085) -1 crit, 1/2 tons
(Protomech cMRM: 150kg/tube, 4.16 kg/missile, 5,000 C-Bills/tube)
Clan MML 3/5/7/9 (intro 3110) -1 crit, -.5/-1/-1.5/-2 tons, no LRM minimum range
(Protomech cMML: 333kg/tube, SRM/LRM missiles, 15,000 C-Bills/tube)
Clan iNarc (intro 3115) -1 crit, -1.5 tons (Available for Protomechs)
Clan Coolant Pod (intro 3100) -.5 tons
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ALTERNATIVE MRM AMMUNITION While they're considered to be a cheap missile alternative to SRMs and LRMs, two basic alternative warheads for the MRM exists.
Smoke MRM 2,500 C-Bills /ton C/X-X-D-C rating Resolve a smoke MRM barrage as an equivalent barrage of smoke LRMs
Fragmentation MRM 10,000 C-Blls /ton C/X-X-D-C rating Resolve a fragmentation MRM barrage as an equivalent barrage of frag LRMs.
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ALTERNATIVE EXTENDED LRM AMMUNITION The initial ELRM system was rushed to the front lines with only a standard ammunition type to combat the Clans, but in 3075 Coventry Metal Works provided a modernization package for the ELRM system that greatly increased the flexibility of the system, including the software required for integration with Artemis systems and new ammunition lines that included most of the ammunition types available to the LRM.
ELRM alternative ammo functions similarly to its equivalent LRM ammo and is assumed to have the rating E/X-X-F-E for all types.
Artemis-Capable: 2x cost Artemis V-Capable: 3x cost Fragmentation: 2x cost Follow-The-Leader: 2x cost, 1/2 ammo rounded down Heat-Seeking: 2x cost, 1/2 ammo rounded down Mine Clearance: No modifiers Narc-Capable: 2x cost Semi-Guided: 3x cost Smoke: .5x cost Swarm: 2x cost I-Swarm: 3x cost Thunder: 2x cost Thunder-Augmented: 4x cost, 1/2 ammo rounded down Thunder-Active: 3x cost, 1/2 ammo rounded down Thunder-Inferno: 1/2 ammo rounded down Thunder-Vibrabomb: 2.5x cost, 1/2 ammo rounded down
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VEHICLE RECOILLESS RIFLE Recoilless rifles are lightweight, cheap, but bulky and short-ranged fire-support weapons that are popular on low-end, cheap technicals but sometimes find use on light 'Mechs and Protomechs. Recoilless Rifle ammunition can be installed in half-ton lots.
Vehicle Scale Recoilless Rifle Rating: C/B-B-A-A
Light Recoilless Rifle: 1 ton 1 crit 1 heat 75 ammo/ton, 1000 C-Bills ammo Other combat stats and costs: As BA LRR
Medium Recoilless Rifle: 1.5 ton 2 crit 2 heat 50 ammo/ton, 1000 C-Bills ammo Other combat stats: As BA MRR
Heavy Recoilless Rifle: 2 ton 3 crit 2 heat 50 ammo/ton, 1000 C-Bills ammo Other combat stats: As BA HRR
Edited by Retry (06/19/18 09:45 AM)
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