Difference between revisions of "ER Flamer"

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{{InfoBoxWeapon
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#REDIRECT [[Extended Range Flamer]]
| image = 
 
| name = ER Flamer
 
| Type = Energy (Heat inducing, Anti-infantry)<ref>''Tactical Operations'', p. 406</ref>
 
| Tech Base = [[Clan]]/[[Inner Sphere]] [[Advanced Technology|Advanced]]
 
| Year Availability =
 
Clan = [[3067]]
 
IS = [[3070]]<ref>''Tactical Operations'', p. 312</ref>
 
| Heat = 4
 
| Damage = 2
 
| Minimum Range = 0
 
| Short Range = 1-3
 
| Medium Range = 4-5
 
| Long Range = 6-7
 
| Tons = 1<ref>''Tactical Operations'', p. 407</ref>
 
| Critical Slots = 1
 
| Space Slots = 1
 
| Ammo Per Ton = N/A
 
| Cost (unloaded) = 15,000
 
| Ammo Cost (per ton) =
 
| BV (1.0) =
 
| BV (2.0) = 16<ref>''Tactical Operations'', p. 382</ref><ref>''Tactical Operations'', p. 384</ref>
 
}}
 
 
 
==Description==
 
Based on the standard [[Flamer]], the '''Extended Range Flamer''' uses tighter magnetic coils and narrower muzzle diameter to increase the weapon's range. The increased range comes at the expense of damage inflicted and the spread of the flame out from the muzzle. The ER Flamer also has high power requirements that restrict it to use on units with a fusion engine powering them.<ref>''Tactical Operations'', p. 312</ref>
 
 
 
Though it delivers the same damage as standard Flamer to armored targets, the narrow focus of the flames means it inflicts only half the heat of the standard Flamer.<ref>''Tactical Operations'', p. 312</ref> This narrower "fire stream" also reduces the effect against conventional infantry, where the ER Flamer is roughly half as effective.<ref>''Tactical Operations'', p. 312 - The ER Flamer inflicts 2D6 points of damage to conventional infantry instead of 4D6.</ref>
 
 
==Models==
 
As the ER Flamer is relatively new, there are no known versions.
 
 
 
==References==
 
<references />
 
 
 
==Bibliography==
 
*''[[Tactical Operations]]''
 
 
 
 
 
[[Category:Weapons]]
 

Latest revision as of 22:25, 11 January 2014