Game Notes

Inner Sphere Item Game Notes
Energy Weapons
Large Laser -
Medium Laser -
Small Laser -
Flamer This weapon can be set from 'Damage mode' to 'Heat mode' where instead of delivering 2 points of damage to the target, the Flamer can deliver 2 points of heat to the target.
PPC The Particle Projector Cannon comes with a field inhibitor to prevent feedback at shorter ranges. A pilot can disengage the field inhibitor, but not without risk. The player can declare they are disengaging the inhibitor any time prior to the weapon being fired, this will remove the minimum range modifier. However, a 2D6 roll is made to determine if the shot causes particle feedback. If the roll fails, all 3 PPC critical slots are destroyed and the BattleMech takes 10 points of internal damage in the location where the PPC is mounted.

Target Distance / Avoid Feedback on
1 Hex / 10+
2 Hexes / 6+
3 or more hexes / 3+
ER Large Laser -
ER Medium Laser -
ER Small Laser -
ER PPC -
Pulse Laser (Large) -2 applied to all To-Hit rolls
Pulse Laser (Medium) -2 applied to all To-Hit rolls
Pulse Laser (Small) -2 applied to all To-Hit rolls
X-Pulse Laser (Large) This is not a weapon system, but an upgrade kit for the Pulse Laser. It was designed to combat the range advantage of Clan weapons. The cost listed is only for the kit, you must have or purchase the corresponding Pulse Laser separately. All other rules for Pulse Lasers apply.
X-Pulse Laser (Medium) This is not a weapon system, but an upgrade kit for the Pulse Laser. It was designed to combat the range advantage of Clan weapons. The cost listed is only for the kit, you must have or purchase the corresponding Pulse Laser separately. All other rules for Pulse Lasers apply.
X-Pulse Laser (Small) This is not a weapon system, but an upgrade kit for the Pulse Laser. It was designed to combat the range advantage of Clan weapons. The cost listed is only for the kit, you must have or purchase the corresponding Pulse Laser separately. All other rules for Pulse Lasers apply.
Laser AMS You will notice that it read 2D6 for heat generated per usage. This number is for both Heat and the total number of missiles the system strikes down. This version of the Anti-Missile System requires no ammunition, and therefore has a greater defensive potential, with the only drawback being the total heat that the system can generate, that being 12 heat points in a single turn. Unlike the ballistic version, the Laser AMS can be used as a weapon. The player must declare that they are using the system as a weapon in the round they intend to do so, however, once the switch is made, it cannot be used to strike down incoming missiles. As a weapon, the Laser AMS has a range of 1 hex, and generates 1 point of heat and 3 points of damage like a Small Laser.
Ballistic Weapons
Anti-Missile System To determine both the number of missiles struck down and the amount of ammunition used by the system, a 1D6 is rolled. If the AMS runs out of ammunition during the combat round it was used, so long as there was 1 round of ammunition remaining at the start, then the number of missiles struck down stands, and the AMS is out of ammo and therefore cannot be used until it has been reloaded.
Autocannon / 2 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Autocannon / 5 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Autocannon / 10 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Autocannon / 20 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Machine Gun A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon's damage potential. The controlling player must declare before combat that their machine gun is in rapid-fire mode, and it must remain in that mode until it has been changed back by a technician in a Mechbay. Each time the weapon is rapid-fired, a 1D6 roll is made, this determines both the heat generated by the weapon and how much damage is inflicted. It is possible to only inflict 1 point of damage. Each rapid-fire burst uses a number of rounds equal to the damage it inflicts x3. However, this mode does not work in this manner against unarmoured infantry. Use standard rules, including ammunition expenditure and heat.
Gauss Rifle Standard Gauss Rifle ammunition is not exlosive. Should the weapon take a critical hit, the weapon explodes causing 20 points of damage internally, and emcompasses all standard rules for ammunition explosions. Heat will not cause the weapon to explode. However, the Gauss Rifle can be powered down to prevent the possibility of the weapon exploding should it take a critical hit. During the End Phase of any turn, the player may power down the Gauss Rifle. The weapon may not fire during this time, but will not explode when it receives a critical hit. The weapon may be powered back up, however, this process requires a total of 3 rounds, during which the weapon may not fire and a critical hit to the Gauss Rifle will explode, but only causes half damage until the weapon is at full power and can be fired.
Light Gauss Rifle Standard Light Gauss Rifle ammunition is not exlosive. Should the weapon take a critical hit, the weapon explodes causing 16 points of damage internally, and emcompasses all standard rules for ammunition explosions. Heat will not cause the weapon to explode. However, the Light Gauss Rifle can be powered down to prevent the possibility of the weapon exploding should it take a critical hit. During the End Phase of any turn, the player may power down the Gauss Rifle. The weapon may not fire during this time, but will not explode when it receives a critical hit. The weapon may be powered back up, however, this process requires a total of 2 rounds, during which the weapon may not fire and a critical hit to the Light Gauss Rifle will explode, but only causes half damage until the weapon is at full power and can be fired.
LB 2-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 5-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 10-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 20-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
Ultra AC / 2 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 5 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 10 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 20 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Heavy Flamer This weapon can be set from 'Damage mode' to 'Heat mode' where instead of delivering 4 points of damage to the target, the Flamer can deliver 4 points of heat to the target.
Light AC / 2 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Light AC / 5 It is possible to hit multiple targets with a standard Autocannon. The two targets must be in adjacent hexes and within range of the weapon. Determine the to-hit roll for both targets and make separate to-hit rolls against each target, using the higher of the two to-hit numbers against each target and adding a +1 modifier for firing at multiple targets with a single shot. This is not a secondary target modifier, that modifier does not apply here. If the to-hit roll succeeds, the target is truck by a single hit that inflicts damage equal to half the normal damage done by the weapon, rounded down.
Long Tom Cannon Artillery Cannons are snub-nosed, short-range versions of standard artillery weapons. They work best against numerous enemies where the spill-over damage they do can be used to its greatest effect. Artillery Cannons are smaller and lighter than their full-sized counterparts, but are more expensive. They cannot be fired from off board, though they can be fired indirectly in the same manner as LRMs. Treat these as a ballistic weapon instead of an artillery weapon.
Sniper Cannon Artillery Cannons are snub-nosed, short-range versions of standard artillery weapons. They work best against numerous enemies where the spill-over damage they do can be used to its greatest effect. Artillery Cannons are smaller and lighter than their full-sized counterparts, but are more expensive. They cannot be fired from off board, though they can be fired indirectly in the same manner as LRMs. Treat these as a ballistic weapon instead of an artillery weapon.
Thumper Cannon Artillery Cannons are snub-nosed, short-range versions of standard artillery weapons. They work best against numerous enemies where the spill-over damage they do can be used to its greatest effect. Artillery Cannons are smaller and lighter than their full-sized counterparts, but are more expensive. They cannot be fired from off board, though they can be fired indirectly in the same manner as LRMs. Treat these as a ballistic weapon instead of an artillery weapon.
Missile Weapons
LRM 5 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit. The minimum range of the LRMs indicates the time required for the warhead to lock onto its target and arm the warhead. LRMs can be hot-loaded to offset the minimum range, however, hot-loaded LRMs fired in the same round they are armed while inside the weapon receive a +1 to-hit modifier. Hot-loaded LRMs fired one or more rounds after being armed while inside the weapon do not receive this to-hit modifier. Hot-loaded LRMs are less accurate, so to determine the number of missile hits, roll 3D6, take the lowest 2 and then consult the missile hits table. Should the launcher take critical damage with hot-loaded LRMs inside, the ammunition detonates, all damage is taken to the internal structure, and all of the weapon's critical slots are destroyed. This does not set the rest off the rest of the ammunition, and no further effects of ammunition explosions result.
LRM 10 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit. The minimum range of the LRMs indicates the time required for the warhead to lock onto its target and arm the warhead. LRMs can be hot-loaded to offset the minimum range, however, hot-loaded LRMs fired in the same round they are armed while inside the weapon receive a +1 to-hit modifier. Hot-loaded LRMs fired one or more rounds after being armed while inside the weapon do not receive this to-hit modifier. Hot-loaded LRMs are less accurate, so to determine the number of missile hits, roll 3D6, take the lowest 2 and then consult the missile hits table. Should the launcher take critical damage with hot-loaded LRMs inside, the ammunition detonates, all damage is taken to the internal structure, and all of the weapon's critical slots are destroyed. This does not set the rest off the rest of the ammunition, and no further effects of ammunition explosions result.
LRM 15 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit. The minimum range of the LRMs indicates the time required for the warhead to lock onto its target and arm the warhead. LRMs can be hot-loaded to offset the minimum range, however, hot-loaded LRMs fired in the same round they are armed while inside the weapon receive a +1 to-hit modifier. Hot-loaded LRMs fired one or more rounds after being armed while inside the weapon do not receive this to-hit modifier. Hot-loaded LRMs are less accurate, so to determine the number of missile hits, roll 3D6, take the lowest 2 and then consult the missile hits table. Should the launcher take critical damage with hot-loaded LRMs inside, the ammunition detonates, all damage is taken to the internal structure, and all of the weapon's critical slots are destroyed. This does not set the rest off the rest of the ammunition, and no further effects of ammunition explosions result.
LRM 20 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit. The minimum range of the LRMs indicates the time required for the warhead to lock onto its target and arm the warhead. LRMs can be hot-loaded to offset the minimum range, however, hot-loaded LRMs fired in the same round they are armed while inside the weapon receive a +1 to-hit modifier. Hot-loaded LRMs fired one or more rounds after being armed while inside the weapon do not receive this to-hit modifier. Hot-loaded LRMs are less accurate, so to determine the number of missile hits, roll 3D6, take the lowest 2 and then consult the missile hits table. Should the launcher take critical damage with hot-loaded LRMs inside, the ammunition detonates, all damage is taken to the internal structure, and all of the weapon's critical slots are destroyed. This does not set the rest off the rest of the ammunition, and no further effects of ammunition explosions result.
SRM 2 -
SRM 4 -
SRM 6 -
MRM 10 MRMs are unguided warheads, and therefore are less accurate than LRMs and SRMs. Apply a +1 to-hit modifier on all attack rolls. MRMs may not be fired indirectly, and may not be equipped with special enhancements like Artemis IV FCS, Thunder or Swarm missiles.
MRM 20 MRMs are unguided warheads, and therefore are less accurate than LRMs and SRMs. Apply a +1 to-hit modifier on all attack rolls. MRMs may not be fired indirectly, and may not be equipped with special enhancements like Artemis IV FCS, Thunder or Swarm missiles.
MRM 30 MRMs are unguided warheads, and therefore are less accurate than LRMs and SRMs. Apply a +1 to-hit modifier on all attack rolls. When determining missile hits for an MRM 30 rack, roll twice on the "15 Missiles" column and add the results together. Determine hit location per standard rules. MRMs may not be fired indirectly, and may not be equipped with special enhancements like Artemis IV FCS, Thunder or Swarm missiles.
MRM 40 MRMs are unguided warheads, and therefore are less accurate than LRMs and SRMs. Apply a +1 to-hit modifier on all attack rolls. When determining missile hits for an MRM 40 rack, roll twice on the "20 Missiles" column and add the results together. Determine hit location per standard rules. MRMs may not be fired indirectly, and may not be equipped with special enhancements like Artemis IV FCS, Thunder or Swarm missiles.
Narc Missile Beacon When a standard Narc Pod is attached to the target, all friendly units carrying Narc equipped missiles receive a +2 to Missile Hits Table when determining the number of missiles that strike the target.
Streak SRM 2 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak SRM 4 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak SRM 6 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Thunderbolt 5 The Thunderbolt launcher derives from the standard LRM rack, but fires a single missile with a destructive power roughly equivalent to a flight of LRMs. Unlike LRMs, damage delivered by the Thunderbolt is dealt to a single location. However, Thunderbolt missiles are easy targets for anti-missile systems. The warhead does not arm within it's minimum range, but should it strike a target while inside minimum range, damage dealt by the missile is cut in half, round down. Thunderbolt missiles can be fired indirectly like LRMs, but may not be hot-loaded or equipped with special enhancements like Artemis IV, Thunder, or Swarm.
Thunderbolt 10 The Thunderbolt launcher derives from the standard LRM rack, but fires a single missile with a destructive power roughly equivalent to a flight of LRMs. Unlike LRMs, damage delivered by the Thunderbolt is dealt to a single location. However, Thunderbolt missiles are easy targets for anti-missile systems. The warhead does not arm within it's minimum range, but should it strike a target while inside minimum range, damage dealt by the missile is cut in half, round down. Thunderbolt missiles can be fired indirectly like LRMs, but may not be hot-loaded or equipped with special enhancements like Artemis IV, Thunder, or Swarm.
Thunderbolt 15 The Thunderbolt launcher derives from the standard LRM rack, but fires a single missile with a destructive power roughly equivalent to a flight of LRMs. Unlike LRMs, damage delivered by the Thunderbolt is dealt to a single location. However, Thunderbolt missiles are easy targets for anti-missile systems. The warhead does not arm within it's minimum range, but should it strike a target while inside minimum range, damage dealt by the missile is cut in half, round down. Thunderbolt missiles can be fired indirectly like LRMs, but may not be hot-loaded or equipped with special enhancements like Artemis IV, Thunder, or Swarm.
Thunderbolt 20 The Thunderbolt launcher derives from the standard LRM rack, but fires a single missile with a destructive power roughly equivalent to a flight of LRMs. Unlike LRMs, damage delivered by the Thunderbolt is dealt to a single location. However, Thunderbolt missiles are easy targets for anti-missile systems. The warhead does not arm within it's minimum range, but should it strike a target while inside minimum range, damage dealt by the missile is cut in half, round down. Thunderbolt missiles can be fired indirectly like LRMs, but may not be hot-loaded or equipped with special enhancements like Artemis IV, Thunder, or Swarm.
ELRM 5 The extended long-range missile system was developed to help counter the tremendous ranges of Clan weaponry. Heat problems plagued initial missile designs, but engineers overcame this obstacle with a two-stage design. The booster of an ELRM powers the missile for the first 300 meters (10 hexes) of its flight. Because the ELRM's warhead is not activated during this time, the ELRM does only half its rated damage (round down) to a target during this phase. Once the booster burns itself out, the ELRM's primary stage take over and the warhead is armed. ELRMs cannot be hotloaded or equipped with special enhancements like Artemis IV, Thunder or Swarm.
ELRM 10 The extended long-range missile system was developed to help counter the tremendous ranges of Clan weaponry. Heat problems plagued initial missile designs, but engineers overcame this obstacle with a two-stage design. The booster of an ELRM powers the missile for the first 300 meters (10 hexes) of its flight. Because the ELRM's warhead is not activated during this time, the ELRM does only half its rated damage (round down) to a target during this phase. Once the booster burns itself out, the ELRM's primary stage take over and the warhead is armed. ELRMs cannot be hotloaded or equipped with special enhancements like Artemis IV, Thunder or Swarm.
ELRM 15 The extended long-range missile system was developed to help counter the tremendous ranges of Clan weaponry. Heat problems plagued initial missile designs, but engineers overcame this obstacle with a two-stage design. The booster of an ELRM powers the missile for the first 300 meters (10 hexes) of its flight. Because the ELRM's warhead is not activated during this time, the ELRM does only half its rated damage (round down) to a target during this phase. Once the booster burns itself out, the ELRM's primary stage take over and the warhead is armed. ELRMs cannot be hotloaded or equipped with special enhancements like Artemis IV, Thunder or Swarm.
ELRM 20 The extended long-range missile system was developed to help counter the tremendous ranges of Clan weaponry. Heat problems plagued initial missile designs, but engineers overcame this obstacle with a two-stage design. The booster of an ELRM powers the missile for the first 300 meters (10 hexes) of its flight. Because the ELRM's warhead is not activated during this time, the ELRM does only half its rated damage (round down) to a target during this phase. Once the booster burns itself out, the ELRM's primary stage take over and the warhead is armed. ELRMs cannot be hotloaded or equipped with special enhancements like Artemis IV, Thunder or Swarm.
Artillery Weapons
Arrow IV This format of artillery is the only kind that can be equipped on a BattleMech and still be used for both on-board and off-board attacks.
Other Equipment
Heat Sink Cannot be combined with other types of heat sinks.
A-Pod Only effective against Unarmoured Infantry, all armoured units receive no damage effects of any kind when this system is activated during the weapons attack phase. The Unarmoured Infantry must occupy the same hex as the BattleMech, and once activated the A-Pod does 1D6 - 1 damage to the infantry unit, and this attack is resolved BEFORE the infantry can make their attack. Once triggered, the A-Pod critical slot can take a critical hit and follows the same rules as those for an empty ammo bin. Should an A-Pod take a critical hit before being used, the item does not explode, it simply becomes inoperative until it is fixed.
Artemis IV FCS This system improves the accuracy of standard missile launchers. The system provides constant course-correction data to the missiles in flight using a tight-beam microwave communication link, which increases the number of missiles that hit the target. When resolving the number of missiles that strike the target, add 2 to the dice roll. The system can be attached to any standard long or short range missile launcher and it must be mounted in the same location as the launcher it controls, though launchers mounted in the Center Torso may be controlled by an Artemis system mounted in the head. If any type of missile system aboard a the BattleMech is equipped with the Artemis IV, all Artemis-compatible delivery systems of that class must be equipped in the same way. Artemis IV FCS may not be combined with any other type of enhancement.
Beagle Active Probe An Active Probe will detect any hidden BattleMech, Battle Armour Unit or Vehicle if, at the end of the a Movement Phase, the concealed unit lies inside the probe's range and line of sight would exist between the unit carrying the probe and the concealed unit (if the unit was not concealed). The probe detects and identifies shut-down and camouflaged units, but cannot detect units hidden underwater.
C.A.S.E. CASE is damage-control technology that mitigates the effects of internal ammunition explosions. When ammo explodes in a location protected by CASE, the force of the explosion blows out through specially designed panels and armour, directing the main force of the explosion away from the BattleMech's vital components, such as the cockpit or engine. If ammo (or any other explosive component, such as Gauss Rifles) in a CASE-equipped location explodes, it damages the internal structure in that location, then the excess damage simply dissipates, the damage does not transfer to an additional internal structure location. Remember that the loss of all internal structure in a side torso location also blows off the corresponding arm, though the arm is not damaged by the explosion. If an ammo explosion transfers into a location protected by CASE, the internal structure in that location take damage as normal, and CASE then acts as normal, directing the remaining force of the explosion through the specially designed panels and armour, and away from vital components of the BattleMech. Critical hits on slots occupied by CASE have no effect and should be rerolled.
C3 Computer The C3 computer system links up to four units together in a communicaitons network. The command 'Mech or vehicle must carry the "master" C3 computer system and each other 'Mech or vehicle linked to the network must carry a "slave" C3 computer system. Each unit linked to a C3 computer can use the targeting system of any other unit in the network. To make an attack using the C3 computer sytem, calculate the to-hit number using the range to the target from the network's unit nearest the target with line of sight. Use the firing unit's modifiers for movement, terrain effects, minimum range and so on. A weapon attack made using the C3 system must conform to standard LOS restrictions and cannot fire beyond its maximum range, though a well-placed lancemate may allow the firing 'Mech to use his weapon's short-range to-hit number at long range. According to BattleTech Master Rules, the C3 system itself has no maximum range, but only units actually on the map can benefit from the system, and the master unit must be on the map. For purposes of our game, in order to gain any benefits from the C3 system, units in the C3 network must be within 17 hexes (the length of 1 standard BattleTech map board) of the master computer.
C3 Slave See above.
Guardian ECM Suite ECM suites are a broad-spectrum jamming and electronic countermeasure devices designed to reduce the effectiveness of enemy long-range scanning and surveillance equipment. An ECM suite has an effect radius of 6 hexes that creates a "bubble" around the carrying unit. The ECM's disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM. The ECM suite negates the effects of Active Probes (probe will notice that it is being jammed), Artemis IV & V FCS, NARC Missile Beacon and C3 Computers. The ECM suite does not affect T.A.G. and Targeting Computers. A unit can mount only one ECM suite. For the purpose of determining ECM to ECCM, the Guardian ECM Suite counts as 1 ECM.
Hatchet A BattleMech uses a hatchet to make physical attacks per the standard club attack rules, but it can make this attack with only arm, rather than the two needed to swing a club. Though a BattleMech may mount two hatchets, one in each arm, it can only make one hatchet attack per turn. Only weapons mounted on the arm not carrying the attacking hatchet may be fired in the turn's Weapons Attach Phase. The hatchet does 1 point of damage for every 5 tons of the BattleMech making the attack. It weighs 1 ton and occupies 1 critical slot for every 15 tons of the BattleMech being equipped with the hatchet, and costs 5,000 c-bills for every ton of the hatchet.
Double Heat Sink Cannot be combined with other types of heat sinks.
M.A.S.C. MASC allows a BattleMech to put on a short burst of speed, at some risk to its fragile leg actuators. It works by boosting the signals to the myomer leg musculature, causing those muscles to contract and relax at a quicker rate than is usually possible. This increases speed, but the stress to the actuators and myomer can cause a catastrophic failure, especially after prolonged MASC use. Note that MASC only affects leg musculature. Any BattleMech with MASC can activate the system as it declares which movement mode it will use. The player declares that he is using the MASC system and rolls 2D6. On a result of 3 or higher, the BattleMech can run that turn at a speed equal to double its Walking MP. On a result of 2, the leg actuators freeze up for the rest of combat and the 'Mech must be collected by a salvage vehicle and returned to the Mechbay for repairs by a technician. The effects of which are identical to the 'Mech taking a critical hit to both hip actuators, though the unit is not considered an immobile target. A roll must be made each turn the MASC system is used to determine whether or not the system freezes up. On the second consecutive turn of MASC use, a result of 4 or less immobilizes the BattleMech. A result of 6 or less freezes the actuators on the third consecutive turn, 10 or less on the fourth and the legs automatically fail on the fifth turn of MASC use. For each turn the system is not used, reduce the target number at which the muscles will freeze by one interval, but never below 3. For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to stay mobile. After an intervening turn of not using the system, the player would need a 5 or higher to avoid freezing up. Two turns without using MASC then reduces the threshold to to the original 3. MASC is incompatible with triple-strength myomer. Inner Sphere MASC systems weight 1 ton for every 20 tons of BattleMech being equipped with the system, and occupies 1 critical slot for each ton of the system. The cost of the MASC system is 1,000 x MASC tonnage x Engine Rating. The cost in Power Points will depend on the size and cost (in c-bills) of the MASC system, GM will need to consult with the player on that issue on an individual basis.
Sword Most Mechwarriors consider the sword less effective in combat than the heavier hatchet, but the large katana blade better fits the samurai ideal of the Combine warrior. Additionally, the sword's lighter weight makes its attacks somewhat more accurate than those made with hatchets. Swords follow standard rules for hatchets, with the following exceptions. First, the sword weight is equal to the tonnage of the BattleMech carrying it divided by 20, rounded to the nearest half ton. Swords occupy 1 critical slot for every 15 tons or fraction thereof. Second, the base to-hit number for a sword attack is 3. Finally, to determine the damage caused by the sword, divid the BattleMech's tonnage by 10 (round up) and add 1. The sword costs 10,000 c-bills per ton of sword.
T.A.G. This system is used in conjuction with the Arrow IV. A spotter uses target acquisition gear to designate a target for an attack by a homing missile fired from an Arrow IV Missile Artillery System. The system "paints" the target while the artillery round is still in the air, should the spotter not designate the target during the off board attack phase, of the turn in which the missile arrives on the board, the missile automatically misses and explodes harmlessly. To use TAG equipment for target designation, the spotting unit must be within TAG range of the target and have line of sight during the off-board attack phase of the turn of arrival. The spotting unit cannot make any attacks of its own during the arrival turn. Calculate the to-hit number as for a standard weapon attack. If the spotter fails to designate the target, the missile explodes harmlessly. If the spotter successfully designates the target, a roll is made to see if the missile homed in successfully. On a result of 4 or greater on 2D6, the artillery missile strikes the target and delivers 20 points of damage to the target and 5 points of damage to the adjecent hexes. On a result of 2 or 3, the missile detonates in the target's hex, but only causes 5 points of damage to the target and any other units in that hex, no damage transfers to the adjecent hexes.
Angel ECM Suite Works similar to the Guardian ECM Suite, only with the following improvements. In addition to the systems that the Guardian ECM Suite blocks, the Angel ECM Suite blocks Streak Missiles. The missiles can still be fired at a unit carrying an Angel ECM Suite, but the volley is treated as a standard flight of missiles, requiring a roll to determine the number of missiles that strike the target. If an enemy unit is inside the field generated by an Angel ECM Suite, the Streak launcher now acts as a standard missile launcher in all respects. For the purpose of determining ECM to ECCM, the Angel ECM Suite counts as 2 ECMs.
Bloodhound Active Probe This is an improved version of the Beagle, which has twice the range at the cost of only a slight increase in weight. In addition, the Bloodhound can locate ANY hidden unit, even those with stealth or sneak ability, such as Kage and Infiltrator Battle Armour and 'Mechs equipped with a null-signature system. Bloodhound probes can even spot hidden unarmored infantry, unless the infantry troops are equipped with ECM systems.
C.A.S.E. II Works the same as CASE, but this version also protects the area holding the ammunition as well as preventing as explosion from spreading to other locations. The internal structure will only take 1 point of internal damage during an ammo explosion, the rest being applied to the rear armour as in regular CASE. CASE II also may safeguard critical slots in the protected location from damage. A separate 2D6 roll is made for each occupied critical slot in the location. On a result of 8+, the slot is undamaged, otherwise, the slot is destroyed.
Compact Heat Sink These were intended to be an alternative to the Double Heat Sink for large 'Mechs carrying energy weapons such as the Awesome, where space is of greater concern than weight. Compact heat sinks dissipate heat in the same way as standard heat sinks, but two of them can fit in a single critical slot. As with normal heat sinks, a 'Mech receives 10 free compact heat sinks that require no allocation of extra tonnage. Also, the number of heat sinks that need not be assigned to critical slots (per standard rules for completing the record sheet) is doubled. When a critical slot containing 2 compact heat sinks is hit, both heat sinks are destroyed. Vehicles cannot carry compact heat sinks, nor can they be combined with other types of heat sinks on the same 'Mech. These types of heat sinks are incompatible with Clan BattleMechs.
Coolant Pod Designed as an emergency "one-shot" cooling system, this device contains a reserve of compressed coolant that can be flushed into the heat sinks of an overheating BattleMech. It connects easily to a BattleMech's existing cooling system, but the pod explodes readily upon impact, which limits its usefulness in combat. The pod must be activated at the start of the heat phase and may only be used once, though the pod can be refilled after combat by a technician. When activated, the coolant pod dissipates 1 additional heat point from each of the 'Mech's heat sinks in that turn, regardless of type (single or double). A 'Mech may mount more than one pod, but only one pod can be used in a single turn. If the pod takes a critical hit before being used, the violent force of the pressurized coolant escaping causes 10 points of damage to the pod's location in exactly the same manner as an ammo explosion. Coolant pods are not compatible with Laser Heat Sinks (due the manner in which these heat sinks dissipate heat), and cannot be mounted on OmniMechs.
PPC Capacitor Inner Sphere scientists have been struggling to match the destructive power of the Clan particle projector cannon. The Inner Sphere's ER PPC has comparible range, but not comparible hitting power. The PPC Capacitor improves the hitting power of the PPC. The system features a bank of capacitors that are attached to the standard model PPCs and ER PPCs. The capacitors store up charaged particles over a period of several seconds until the attacker unleashes the beam against a target. Thought the rate of fire suffers due to the need to charge the weapon longer, the damage it can inflict increases by 50%. PPCs and ER PPCs may only mount 1 PPC Capacitor per weapon and must be placed in the same location as the weapon. PPCs (and ER PPCs) with a capacitor may always be fired as a normal weapon of its type. Instead of firing the weapon, the capacitor can be charged. This generates only 5 heat points. In the following turn, the weapon can be fired or the charge can be held in the capacitor. If the charge is held, it generates 5 heat points. The charge can be held indefinitely in this way. When the PPC is fired with a charged capacitor, it generate 5 more heat points than it normally does (15 for PCCs and 20 for ER PCCs). However, the weapon inflicts 15 points of damage, not 10, though the range for either weapon remains the same. Channeling such a massive blast through a weapon that is not designed to handle it creates the risk of overloading the weapon. When firing the PPC with a charged capacitor, a to-hit roll of 2 overloads the weapon and burns it out. The shot is still resolved normally, but the weapon suffers a single critical hit to one of its slots and is considered completely destroyed. If the PPC Capacitor takes a critical hit while it is charged or is holding a charge, the capacitor will explode, inflicting 15 points of damage in exact same manner as an ammunition explosion. If the system takes critical damage while not charged, the capacitor is destroyed, but there are no further effects.
Supercharger A major limiting factor on engine performance is safety; an engine driven too hard can literally shake itself apart. In the case of fusion reators, extra stress can cause engine shielding to crack and fail, leading to emergency shutdown. In war, however, safety often falls by the wayside in favour of performance. A supercharger maximizes engine performance by overriding normal inhibitors. At the press of a button, it pushes a fusion reator's output as high as 125% of normal. The supercharger weights 10% of the unit's engine weight, rounded up to the nearest half ton, and takes up 1 critical slot in ANY location that also includes engine critical slots. OmniMechs can mount the supercharger as a pod. The supercharger works like MASC, except that its failure does not freeze up the 'Mech's legs. Instead, a failure requires a roll to determine any critical hits. If there are any, they are to be applied directly to the engine, starting in the upper most undamaged slot in the Center Torso. Regardless if there are any criticals or not, the supercharger is burnt out and is completely destroyed. Superchargers can be combined with MASC, but failure rolls are made separately for each system, however, a -1 is applied to the dice rolls if both systems are engaged at the same time. When both systems are active in the same turn, the unit carrying them has a Running MP equal to its Walking MP times 2.5 (round down). The cost for this system is 10,000 x the unit's Engine Rating.
Targeting Computer NAIS uncovered the secrets of the Clan targeting computer. The system only works for direct fire weapons, and effects no other types. To make an attack using the targeting computer, use all standard rules for weapons fire of that type, but a -1 to-hit modifier is given to Lasers, PPCs, Guass Rifles and Autocannons. The targeting computer can be used to attempt to attack a specific hit location. Not all weapons linked to the targeting computer need make an aimed shot, but all weapons used for this type of attack must fire at the same lcoation, which must be visible to the firing unit. For example, an attack on the right side of the target cannot be directed against the left arm, left leg or left torso. Add a +3 modifier to the to-hit roll for all weapons used in the attack. Note: this replaces the -1 to-hit modifier normally associated with the targeting computer. The head may never be attacked in this manner. If a targeting computer aimed attack misses the desired hit location, it misses entirely. The targeting computer weighs 1 ton for every 4 tons, or fraction thereof, of weapons linked to it (not counting ammo), and all weapons capable of linking to the targeting computer must be included. The system takes up 1 critical slot for each ton of the targeting computer, and costs 10,000 x tonnage of the targeting computer.
Buzzsaw The weapon is a circular saw-blade mounted in place of a hand actuator on a BattleMech. This weapon system was built for close combat, allowing the attacker to maim the opposing BattleMech using the specially hardened and sharpened blade to cut through armour. However, the blade is somewhat fragile, on an attack roll of 2, the buzzsaw shatters and renders it useless until the blade can be replaced.
Blue Shield Project This system is a concentrated particle-field damper, which absorbs and disperses the energy of incoming PPC fire. Like the null-signature system, the Blue Shield Project requires 1 critical slot in each location except the head, however, a critical hit to any of the Blue Shield Project slots destroys the entire shield. The system cuts the damage of incoming PPC fire in half (round up). The system is activates each time incoming PPC fire is detected, requiring a 2D6 roll each time it activates. On a result of 2, the system overloads, destroying all the shield critical locations and inflicting 5 points of internal damage on each of the BattleMech's locations, except the head.

This page was created by: Copyright November 3, 2004.

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