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- _______
-
- WEAPONS
- _______
-
- Unless otherwise noted, these weapons can be used by vehicles of all types.
-
- ANTI-MISSLE SYSTEM
- ~~~~~~~~~~~~~~~~~~
- The Anti-Missle System is a short ranged, rapid-fire,
- point-deffence machine gun capable of tracking, engaging, and
- destroying incoming missles. Though very effective, the ssytems
- main drawback is it's high ammunition consumption. Many pilots of
- Anti-Missle-equiped 'Mechs have attempted to engage incoming
- flights of missles, only to find that their ammo bins have long
- since run dry.
-
- GAME USE
- Whenever a 'Mech equiped with and Anti-Missle System is attacked by
- a flight of missles, the player can choose to engage the system prior
- to the To-Hit Roll. The defending player simply rolls 1D6 to determine
- how many missles the system has destroyed. The player rolls another
- 1D6 and multiplys the resuly by 2 to determine how much anti-missle
- ammunition was spent shooting down the attacking missles. Note that it
- is possible for the second die roll to result in more ammunition being
- expended than was available. In such a case, the results of the
- missles destroyed roll still apply. Then the missles make their attack
- as normal, if any remain, but the player uses the column appropriate to
- the reduced number on the Missle Hit Table. If the number of missles
- falls between two columns, use the column closest to that number,
- rounding down. For example, and LRM10 flight that was reduced to 9
- missles would still use the 10 column, but if the flight was reduced to
- 8 missles, it would use the 6 column. A flight reduced to 1 missle
- uses the 2 column. A flight cannot hit with more missle that it has
- after the attack, regardless of the result on the Missle Hit Table. The
- Anti-Missle System can only be used against missles.
-
- ARROW IV MISSLE SYSTEM
- ~~~~~~~~~~~~~~~~~~~~~~
- The Arrow IV missle is a long-range, surface-to-surface missle
- designed to suplement standard conventional artillery such as the
- Long Tom and Sniper. The main advantage of the Arrow IV system is
- its reletivly lightweight desight, compared to conventional
- artillery. The major drawback is the high cost of its ammunition.
- The Arrow IV system uses two types of missles. The most common and
- least expensive as the standard area-saturation missle. This is
- used to attack area targets, doing general explosive damage to any
- object withing a 45 meter blast radius The other type of missle
- activly homes in on a single target, doing only a small amount of
- collateral damage. This missle carries special targeting
- equiptment the allows it to home in in TAG-designated targets.
-
- GAME USE
- Arrow IV missle artillery is treated just like any other artillery
- piece, using all the Offboard Artillery Rules found on pages 41-2
- of the BattleTech Manual, unless otherwise noted below. If a
- standard area-saturation missle is fired, the location of the
- target hex and the turn of arrival should be noted on paper. The
- area saturation missles do 20 points of damage to all units in the
- impact hex and 10 points to all units in the surrounding hexes.
- Homing missles do not need to have a target hex plotted when fired,
- but the attacker must note which TAG (Target Acquisition
- Gear)-equipped unit he will use for designating during the turn of
- arrival. During the Offboard Artillery portion of the phase on the
- turn of arrival, the attacking player must designate a target with
- the unit previously noted. If the unit does not designate a
- target, the missle will impact harmlessly into the ground. To
- designate a target, a TAG-equiped unit must have a valid LOS to the
- target and be within 15 hexes. The Base To-Hit Number is found on
- the table below. All normal combat modifiers for attacks apply,
- including the attackers movement, partial cover, Gunnery Skill, and
- so on. If the target is designated, the missle strikes the target
- on a 2D6 roll of 4 or more. It will do 20 points of damage to the
- target and 5 points of normal artillery damage to any other unit in
- the hex. The damage location is discovered as though the
- designating unit were firing at the target. Therefore, if the
- designating unit is in the left-side arc of the target, use the
- left-side column of the Hit Location Table to find out what portion
- of the 'Mech was hit. If the attack misses, it does only 5 points
- of artillery damage to teh target and to any other unit in the hex.
-
- EXTENDED RANGE LARGE LASER AND PPC
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- These weapons improve on the basic large laser and PPC with the
- addition of superior beam focusing and targeting equiptment.
- Though this significantly increases range for the weapons, they do
- the same damage as their less sopisticated cousins and generate
- approximately 50 percent more heat when fired.
-
- GAUSS RIFLE
- ~~~~~~~~~~~
- The Gauss Rifle uses a series of magnets to propel the shell
- through the barrel toward the target. Though the weapon requires a
- great deal of power to operate, it generates very little heat and
- can accelerate a projectile to muzzle velocities twice that of
- conventional weapon systems.
-
- KWI ULTRA AUTOCANNON 5
- ~~~~~~~~~~~~~~~~~~~~~~
- The Kawabata Weapons Inc. Autocannon 5 Ultra resembles the standard
- AC/5 only in the general amount of damage that each round can
- inflict. The Ultra boasts a shorter, smooth bore barrel, a
- modified breech mechinism, a rapid-feed ammo reloader, and
- specially designed ammunition. These enhancements created an AC/5
- of normal tonnage and heat output that has a reduced minimum range,
- extended maximum range, and can shoot at either normal and double
- rates of fire.
-
- GAME USE
- Whenever the player fires the AC/5 Ultra, he can choose to fire at
- normal or double rates of fire. If he selects normal rate of fire,
- all normal combat rules apply. If he chooses double rate of fire,
- use the rules given below. An AC/5 Ultra firing at double rate
- generates twice as many heat points and uses two shots of
- ammunition instead of one. The standard To-Hit Roll is made. If
- the roll is successful, the player must roll in the "2" column of
- the Missle Hit Table to determine how many shots hit. For each hit
- on the target, roll to discover the hit location. Each shot that
- hit does 5 points of damage. Additionally, whenever the weapon in
- its double-fire mode, and the result of the To-Hit Roll is a 2, the
- arming circuitry fails and the weapon is useless until repaired by
- a Tech. To make this repair, roll 2D6. On a result of 3 or more,
- the wepon is completely repaired in a required time of 15 minutes,
- per the Repair Rules and Table on page 92 of MechWarrior.
-
- LB 10-X AUTOCANNON
- ~~~~~~~~~~~~~~~~~~
- This weapon is closely related to the common AC/10. The design of
- the LB 10-X uses several types of lightweight,
- rapid-heat-dissipation alloys. Though this makes the weapon
- costlier, its lighter weight and need for fewer heat sinks easily
- makes up for the expense. Another important feature of the LB 10-X
- is its Mercury-IV fire control equipment. This electronic system
- gives the cannon a better hit probability at all ranges, as well as
- extending its maximum effective range by 20 percent. In addition to
- firing standard Dual-Purpos Armor-Defeating Rounds, the weapon may
- also fire a special Cluster Round that acts like an anti-'Mech
- shotgun. After being fired, the round breaks up into several
- smaller submunitions. This improves the chance of striking a
- critical location on the target, but also reduces the overall
- damage done and it spreads it out over the entire target area
- rather than concentrating it in one hit location.
-
- GAME USE
- The player must specify at the start of the game which LB 10-X ammo
- is cluster type ammunition and which is normal ammunition. LB 10-X
- Cluster Rounds can only be designated in full-ton lots. When
- firing the ammunition, the player marks off the appropriate type.
- Any attacks made with the Cluster Round recieve a -1 modifier to
- the To-Hit Number at all ranges. Resolve hits by Cluster Rounds
- like a missle hit, with the player rolling on the 10 column of the
- Missle Hit Table the determine how many of the submunitions
- acctually strike the target. Make a seperate Hit Location Roll for
- each of the submunitions that strike, Each succesful hit does 1
- point of damage to the location struck.
-
- ONE-SHOT MISSLE PACKS
- ~~~~~~~~~~~~~~~~~~~~~
- It is possible for a vehicle or 'Mech to be equiped with a
- single-shot version of the standard missle launcher. Such a missle
- is designated by an "OS" after the missle nomenclature.
-
- GAME USE
- Single shot launchers weight half a ton more than standard
- missle-launchers, but the launchers incorporates a single shot or
- volley of missles into that weight. The player does not need to
- purchase any other ammunition for the launcher. The launcher can
- be fired only once in a game.
-
- PULSE LASER
- ~~~~~~~~~~~
- The pulse laser uses a rapid-cycling, high-energy pulse to generate
- multiple laser beams, creating a machine-gun effect that improves
- the weapon's hit probabilities. The weapon weighs more and
- generates slightly higher heat than its beam-firing counterparts,
- and increases their average damagethe pulse laser also tends to be
- shorter-ranged. Many soldiers think that the increased hit
- probabilities are worth any drawbacks to the weapon.
-
- GAME USE
- Pulse lasers are used in the same manner as normal weapons, but an
- automatic -2 applies to the Base To-Hit Number. When playing
- BattleTroops, the Small Pulse Laser can function as an automatic
- weapon.
-
- STREAK SRM-2
- ~~~~~~~~~~~~
- This short-range missle launcher is linked to a Targa/7
- fire-control system. The SRMs will automatically hit any target
- locked onto by the Targa system.
-
- GAME USE
- Before the Streak can fire, it must have a lock-on. To obtain a
- lock-on, the player makes a standard To-Hit Roll, just as when firing a
- normal SRM, during his turn of the Combat Phase. If succesful, the
- player may immediately fire his SRMs at the locked on target. Bith SRMs
- will automatically hit, and the player rolls in the usual way to
- determine hit locations. If the lock-on roll fails, the player does not
- need to fire the SRMs or build up any heat. The player must roll for a
- lock-on each turn, even if he achieved a lock-on the previous turn.
-
- SWARM LRMS
- ~~~~~~~~~~
- Swarm LRMs are special long-range weapons that use hundreds a
- submunitions to saturate an area with devastating firepower.
-
- GAME USE
- At the start of play, player should note whether or not their LRM
- ammunition is Swarm-type. LRM ammunition can be designated as
- swarm only in full-ton lots. Swarm LRMs operate like normal LRMs
- except that those missing their target will attack any units,
- friendly or enemy, that are adjacent or in the same hex as the
- original target. Any missle that misses may attack the closest
- unit adjacent to the original target, and so on. A new modified
- To-Hit Number is recalculated based on the new target's range,
- movement, and other determining factors. If there are two or more
- targets at the same distance from the original target , the
- defending player may choose the order of the attacks. Use the
- closest column on the Missle Hit Table, rounding down, to resolve
- each attack. For example, an LRM-20 equiped with Swarms fires at a
- target adjacent to two other units. The LRM-20 misses, and the
- defending player chhoses an adjacent unit for the next atack. This
- attack has a new modified To-Hit Number, and 15 LRMs hit the
- target. The remaining 5 LRMs are then used against the other
- adjacent target. They miss and so are lost. Swarm LRMs are fired
- and used as normal LRMs except that they cost three times as much.
-
- THUNDER LRMS
- ~~~~~~~~~~~~
- Thunder LRMs are used to deliver scatterable mine fields. Each
- round contains five small anti-vehicle and anti-personnel mines.
-
- GAME USE
- Players should note at the start of the game whether their
- ammunition is Thunder-type or not. LRM ammunition can be
- designated as Thunder-type only in full-ton lots. Thunder LRM
- attacks use all the normal LRM rules exept that, like artillery,
- the attack is always launched against a hex rather than against a
- unit. Thus, a Thunder LRM attack is only modified by the attackers
- movement and terrain, never by the movement of the unit that
- happens to be in the target hex. If the attack misses, it scatters,
- per normal Artillery Rules. Thunder LRM attacks that hit leave the
- target hex mined with a minefield equal in strength to the number
- of missles in the attack. Thus, an LRM-20 will lay a 20-point
- minefield, and an LRM-5 will lay a 5-point minefield. Unit,
- friendly or enemy, in a hex hit by a Thunder attack are not
- affected until they move out of the hex. At that point, the player
- must make a die roll to see if he steps on a min e. All other
- units that enter the hex during their movement must also roll to
- see if they step on a mine. Use the rules found on page 45,
- Conventional Mine Fields, of the BattleTech Manual to resolve the
- attack, remembering the attack's value varies with the size of the
- LRM launcher.
-
- ___________
-
- ELECTRONICS
- ___________
-
- Except for the Myomer Accelerator Signal Circuitry, which is usable
- only by 'Mechs, this equiptment can be used by vehicles of all
- types.
-
- ARTEMIS IV FCS
- ~~~~~~~~~~~~~~
- The Artemis IV is a fire-control system that improves accuracy of
- any short- or long-range missle systems that a 'Mech or vehicle might
- carry. Mounted in a dome on the side of the missle launcher, the
- Artemis IV locks onto any target designated by the pilotm illuminates
- the location with and IR beam, and fires a spread of missles. The
- system provides mid-course correction data to the missles via
- tight-beam, microwave communications link. The Artemis IV is not
- completely fool proof and cannot compens ate for inadequate Gunnery
- Skill. The Artemis guides the missles to whatever the pilot's
- crosshairs are targeting when he fires the missle, be it mech, vehicle,
- rock, or tree.
-
- GAME USE
- The Artemis IV can be mounted on any long- or short-range missle
- pack, with one Artemis system per missle pack required. All the
- 'Mech's missle systems must have the Artemis or none can have it.
- The Artemis IV is incompatible with the Streak SRM-2 system, the
- Narc Missle Beacon, and the Swarm and Thunder LRM missles.
- Additionally, the Artemis IV requires a special version of the
- standard SRM and LRM missles. For game purposes, these special
- missles differ from normal missles only in cost, which is doubled.
- Any missle launch from an Artemis-equiped 'Mech is treated exactly
- like a normal atteck, except that if the attack hits, apply a +2
- modifier when consulting the Missle Hit Table. This has the effect
- of increasing the number of hits on the target. An Artemis IV
- system weighs one tone and takes up one critical space.
-
- BEAGLE ACTIVE PROBE
- ~~~~~~~~~~~~~~~~~~~
- The Beagle Active Probe is the most advanced sensor system in the
- Inner Sphere. Capable of detecting and identifing even shut-down
- and camouflaged units at distances much greater than normal
- electronic warfare suites, the Beagle is a valued addition to any
- recon unit.
-
- GAME USE
- A 'Mech equipped with a Beagle Active Probe automatically gives a
- BattleForce lance and Active Electronic Probe chit. On the
- BattleTech map, a 'Mech so equiped will detect any hidden 'Mech or
- vehicle (not infantry) if it moves within four hexes of the unit's
- location, and would have a valid LOS to the hex in which the unit
- is hiding.
-
- GUARDIAN ECM SUITE
- ~~~~~~~~~~~~~~~~~~
- The Guardian ECM Suite is a broad-spectrum jamming and electronic
- countermeasure device designed to reduce the efficiency of enemy
- long-range scanning and surveillance equipment. The Guarding
- interferes with sensor readings, preventing identification at
- ranges of more than 180 meters. Closer than that, 'Mech pilots
- usually rely on their own vision in case their sensors cannot
- override the Guardian's jamming.
-
- GAME USE
- A lance with a 'Mech equiped with a Guardian ECM Suite
- automatically recieves an ECM chit in BattleForce.
-
- MYOMER ACCELERATOR SIGNAL CIRCUITRY (MASC)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The MASC system is a devise that increases a 'Mechs short-term
- speed. It works by boosting the electronic signal to the myomer
- muscles, which makes them contract more rapidly than normal. The
- system is effective in increasing the 'Mech's overall speed, but it
- can stress a 'Mech's legs to the point of catastophic failure of
- the various actuators, especially if used for too long a period.
-
- GAME USE
- Any player with a MASC-equiped 'Mech can announce that he is
- activating the system at the start of his Movement Phase. The
- player rolls a 2D6. On a result of 3 or more, the system works and
- the 'Mech is running at a speed twice its normal walking speed. On
- a result of 2, the leg actuators freeze up and the 'Mech is
- immobile for the rest of the game. If the player chooses to use the
- system the next turn, the activating roll is increased by 2, to 5
- or greater. The third turn of consecutive use increases the
- activating roll by 4, the forthe by 8, and the fifth turn results
- in automatic failure of the legs. Player can reduce the activating
- number by not utilizing the system. For each turn the system is
- not used, the number is reduced to the next lower step. For
- example, if a player used the MASC for three consecutive turns
- (giving it and activating target number of 7), one turn of non-use
- would reduce the target number to 5, and two turns of non-use would
- reduce the target number back to the original 3. The activating
- number can never fall below 3.
-
- NARC MISSLE BEACON
- ~~~~~~~~~~~~~~~~~~
- The Narc Missle Beacon uses special missles, called pods, which are
- powerful homing beacons mounted behind a magnetic head. When a hit
- is acheived, the pod emits a homing signal for other Narc-equiped
- missles. Like the Artemis system, the Narc vastly increases the
- number of hits from any missle barrage. Unlike the Artemis IV, the
- lock is never broken, because the transmiter is attached to the
- target 'Mech.
-
- GAME USE
- Players may fire one Narc Pod per launcher each turn as a normal
- SRM attack. If the attack is successful, the pod attaches to the
- target 'Mech. In any folowing Combat Phase, any successful missle
- attacks by a Narc-equiped unit add +2 to the roll against the
- Missle Hit Table. This effect stays with the targeted 'Mech for
- the length of the game. The Narc system is incompatible with the
- Artemis IV system, the Streak SRM-2 system, and the Swarm and
- Thunder LRM missles. Additionally, the cost of missles for a
- Narc-equiped unit is doubled, because its operation requires a
- modified version of the standard free-flight SRM and LRM missles.
-
- ______________________
-
- CONSTRUCTION MATERIALS
- ______________________
-
- Unless otherwise noted, the following materials may only be used in
- the construction of BattleMechs.
-
- CELLULER AMMUNITION STORAGE EQUIPMENT (CASE)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- CASE is a damage-control technology designed to mitigate the
- effects of an ammunition explosion. The system consists of layered
- Ferro-Fibrous plates along five of the six sides of the storage
- compartment. In the event of an explosion, the stronger Ferro-Fibrous
- plates contain the blast, channeling the force toward the back of the
- 'Mech. The loading doors blow open, releasing the force of the blast
- away from the 'Mech. In practice, this will destroy the armor plating
- on the back section of the 'Mech and damage of destroy any components
- housed near the CASE system. Though it destroys the torso section, the
- system protects the vital engine area, allowing the pilot to continue
- fighting or exit the battlefield.
-
- GAME USE
- The CASE system can be built into either torso side of a 'Mech. It
- does take up one critical space in the section that it is mounted
- and weight half a ton. Treat hit to the critical space where the
- CASE system is located as "no result" and make a new die roll. Any
- onboard ammunition that explodes in that section will do normal
- damage to the internal structure of that section. Excess damage is
- then applied to the back armor of the section. Any other remaining
- damage is not applied. Remember that if all the internal structure
- on either side of the torso, the coresponding arm will not work.
- CASE systems can only be mounted on 'Mechs or vehicles. In
- vehicles, the system can only be mounted in the body location. Any
- ammunition explosion results in the destruction of the back armor
- and puts the vehicle out of action. However, any crewmember or
- passengers in the vehicle will survive the explosion.
-
- DOUBLE HEAT SINKS
- ~~~~~~~~~~~~~~~~~
- Double heat sinks are the ultimate in heat-dissipation technology,
- with a heat-to-weight efficiency twice that of previos generations.
- They are three times as bulky as the standard heat sink, however.
- Though not a problem if mounted in a 'Mechs torso, there is not
- enough room for them in a 'Mechs legs. Because the two
- heat-dissipation technologys are not compatible, designers must
- make a trade off between greater heat dissipation and more room for
- weapon systems. A braketed number next to the heat sink number in
- the 'Mech's statistics indicates double heat sinks.
-
- GAME USE
- 'Mechs with double heat sinks dissipate 2 points of heat for each
- operating heat sink each turn. If submerged in water, the heat
- sink will dissipate 4 points of heat that turn. A 'Mech cannot be
- equiped with both single and double heat sinks. Vehicles cannot be
- equiped with double heat sinks.
-
- ENDO STEEL INTERNAL STRUCTURE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Endo Steel was special designed for use in 'Mech skeletons.
- Constructed by Zero-G manufacturing techniques that uniformly mix
- high-density steel with lower-density titanium and aluminum, the
- resulting metal is twice as stron per unit of weight as standard
- skeleton materials but considerably bulkier.
-
- GAME USE
- 'Mechs that use Endo Steel need allocate only half the normal
- weight to their Internal Structure (keeping all fractions).
- However, the bulk of this alloy reduces the number of free critical
- spaces by 14. The player can allocate this amount as he sees fit,
- even filling up one section totally, as long as a total of 14
- Critical Hit locations are filled in by the Endo Steel. A hit to a
- critical space taken up by Endo Steel structure is trwated as "no
- result" and should be rerolled.
-
- FERRO-FIBROUS ARMOR
- ~~~~~~~~~~~~~~~~~~~
- Ferro-Fibrous Armor is an improved version of normal 'Mech aromor.
- Utilizing a weave of ferro-steel and ferro-titanium fibers, this
- armor plating increases tensile strenght by 12 percent, compared to
- the older types of armor plating. Ferro-Fibrous armor is much
- bulkier than an equivalent weight of normal armor plating, however.
- A version known as Ferro-Aluminum armor is also available for
- AeroSpace Fighters.
-
- GAME USE
- 'Mechs that use Ferro-Fibrous Armor increase their armor factor.
- Calculate the armor Factor as normal, then multiply by 1.12, dropping
- all fractions. This is the 'Mech's total armor factor. The bulk of
- the armor reduces the number of free critical spaces by 14. The player
- can allocate this amount as he sees fit, even filling up one section
- totally if desired. A total of 14 Critical Hit locations must be
- filled in by the Ferro-Fibrous Armor. Hits to a critical space taken
- up by Ferro-Fibrous Armor are treated as "no result" and should be
- rerolled. Ferro-Fibrous Armor may also be used in vehicles and
- AeroSpace Fighters. In such cases, it reduces by 2 the maximum numbers
- of weapons and ammo that can be mounted in each side.
-
- XL ENGINE TECHNOLOGY
- ~~~~~~~~~~~~~~~~~~~~
- Advances in fusion power plant sheilding have allowed designers to
- retrofit their standard engines with new and lighter sheilding
- materials. The net result is a vastly decreased overall engine
- weight, though, once again, at the expence of compactness.
-
- GAME USE
- Players my designate any fusion plant as being equiped with XL
- technology. The result is that the normal engine weight is half
- (retain fractions) the published amount. The player must allocate
- three critical spaces for the Engine in both the left and the right
- torso of the Critical Hit Table of the 'Mech. Any hit to these new
- locations is treated as a normal Engine Hit. XL technology is not
- available for AeroSpace Fighters or vehicles.
-
- EQUIPMENT TABLE
-
- Type Heat Damage Min Short Medium Long Ton. Crit. Ammo
-
- WEAPONS
- ~~~~~~~
- Anti-Missle System 1 * - N/A N/A N/A .5 1 12
- Arrow IV System 10 20-10* - Artillery 5 15 15 5
- ER Large Laser 12 8 - 1-7 8-14 15-19 5 2 -
- ER PPC 15 10 - 1-7 8-14 15-23 7 3 -
- Gauss Rifle 1 15 2 1-7 8-15 16-22 15 7 10
- KWI Ultra AC/5 1 5 2 1-6 7-13 14-20 9 5 20
- LB 10-X AC 2 10 - 1-6 7-12 13-18 11 6 10
- Narc Missle Beacon 0 N/A - 1-3 4-6 7-9 3 2 6
- Pulse Laser (Lg.) 10 9 - 1-3 4-7 8-10 7 2 -
- Pulse Laser (Med.) 4 6 - 1-2 3-4 5-6 2 1 -
- Pulse Laser (Sm.) 2 3 - 1 2 3 1 1 -
- Streak SRM-2 2 * - 1-3 4-6 7-9 1.5 1 50
-
- OTHER EQUIPMENT
- ~~~~~~~~~~~~~~~
- Artemis IV FCS 1
- Beagle Active Probe 1.5
- CASE .5
- Double Heat Sink 1
- Guardian ECM Suite 1.5
- MASC Mech Tonnage/20* Mech Tonage/20*
- TAG 0 * - 1-5 6-9 10-15 1
-
- * See special rules for this equipment
-
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