PPC Capacitor

PPC Capacitor.png
PPC Capacitor
Production information
Type Energy (Direct Fire)
Tech Base Inner Sphere (IS)
Clan Experimental[1]
Year Availability Inner Sphere 3081
Clan 3101[2]
Technical specifications
Heat 5
Damage +5 (Added to any type of PPC)
Minimum Range N/A
Short Range N/A
Medium Range N/A
Long Range N/A
Tons 1
Critical Slots 1
Ammo Per Ton N/A
Cost (unloaded) 150,000 C-bills
Ammo Cost (per ton) N/A
BV (2.0) PPC Capacitor+
Light PPC=132
Heavy PPC=370
PPC=264
ER PPC=343
Clan ER PPC=548[3]
SNPPC=252[4]



Description

The PPC Capacitor is an extra component that can be added to any type of Particle Projection Cannon. Its main purpose is to inflict more damage on an enemy in one shot. However, this comes at the expense of significantly raising the heat generated by each shot. The Inner Sphere introduced the prototype PPC Capacitor in 3060, and the production version in 3081, while the Clans wouldn't introduce it until 3101.[5]

Rules

Game Rules

The Capacitor must be located in the same location as the PPC to which it is mounted. The Capacitor is required to be charged before firing. So long as the capacitor is charged, the next shot fired by the associated PPC deals an additional five damage and increases the heat generated from firing that weapon by five points. If the associated PPC is not fired by the end of the firing phase, the energy may be permitted to dissipate, generating no heat, or else retain the charge, generating another five points of heat. The associated PPC may not be fired on the same turn that the capacitor is charged. An Attack roll of 2 with a capacitor-charged PPC burns out the system before it can fire, inflicting a critical hit on the capacitor slot as well as the first slot of the corresponding weapon (but does not explode), dealing no damage to the target.[6]

The PPC Capacitor is compatible with both standard and ER versions of the PPC, including Clan versions of the weapon.[7] The PPC Capacitor can be mounted on Combat Vehicles or other units which do not track heat (except for ProtoMechs) provided they carry enough heat sinks to compensate for what the PPC Capacitor produces when it is used, along with the heat produced by the PPC itself.[8]

Critical Hit effects: One critical hit to the Capacitor disables both the capacitor and the associated PPC, although the PPC is not considered damaged and may be rendered usable for combat with a five minute repair check at easy difficulty. Two critical hits to a PPC Capacitor renders it completely destroyed, and one hit causes a difficult repair job which costs 75% of the purchase price and takes three days of repair time.[citation needed]

Notes

References

  1. Interstellar Operations, p. 46
  2. Interstellar Operations, p. 46
  3. Interstellar Operations, p. 196
  4. Tactical Operations, p. 382
  5. Interstellar Operations, p. 46
  6. BattleMech Manual, pp. 105-106
  7. Technical Readout: 3145, pp. 217-218
  8. Tactical Operations, pp. 336-337
  9. Starterbook: Wolf and Blake, p. 111
  • Maximum Tech (Revised), p. 83
  • Starterbook: Wolf and Blake, p. 60

Bibliography