| H2 Beam |
| Field Manual: Homebrew |
| Introduction |
| The H2 Beam is actually a laser optimized for raising the heat of the target as appose to puncturing (melting) holes in armor. The result is a weapon that in practice is the middle ground between a flamer and a standard laser. |
| By: Alex Warner |
| Lore |
| The arenas of Solaris 7 long one of the Inner Sphere's most fertile and innovative birthing grounds of new battle field technology has long had a facination with fire. This can be seen in the unusually high number of flamers mounted on 'mechs if for no other reason as to win crowd approval. As a consequence it didn't take long for the innovation to spill over into this somewhat limited type of weapon and try to yeild new crowd favorites. Among the most notorious replacements for flamers have been the specialized missile ammunitions, inferno and notoriously unexciting MPW, though a number of small firms have recently begun testing reconfigured laser weapondry. Lasers by their very nature are heat inducing weapon though modern lasers use such a highly confined beam that they simply melt holes in a target's armor. These new lasers used a wide beam that has proven highly ineffective as a means of combating armored opponents. Fortunately these new "High Heat" or H2 beams are extremely apt at both raising the internal temperature or modern armor (including mechs) and setting most flammable materials a blaze. |
| Navigation |
| Rules |
| H2 Beam Weight: 4 tons Criticals: 2 Heat: 8 Damage: 4 (May cause 4 damage or 4 heat as per flamer rules) Range: Short: 1-5 Medium: 6-10 Long: 11-15 Cost: 200,000 cbills Notes: The H2 Beam is treated as a flamer for the purposes of starting fires or clearing hexes. Also the H2 Beam has any damage it would due to a unit reduced as normal for special armor types that reduce either laser weapondry or flamers. |