New Technologies


Clan Rotary AC/10
Heat:3; Damage:10; SR:1-5, MR:6-10, LR:11-15; Tons:11; Crit:6; Ammo:10

After acquiring Rotary AC technology from trade with the Federated Suns, Clan Diamond Shark, recognizing the RAC's potential for Clan use, developed the Rotary AC/10 within months of its acquisition of the new technology.

In order to accomplish the relatively fast development of the RAC/10 (which the Inner Sphere had yet to effectively develop), Clan Diamond Shark used the same basic technology and production methods as the Inner Sphere. However, still not satisfied with the RAC/10's performance (seeing as it only had the same range as a Standard AC/20), Clan Diamond Shark eventually decided to re-engineer the weapon using the Clans' advanced knowledge.

The result of Clan Diamond Shark's hard work was the creation of a whole new family of Clan Rotary ACs, the most powerful of which was the Clan RAC/10.  

The Clan RAC/10 was considered to be the most powerful in the Clan RAC series because even though a Clan RAC/20 was developed into a prototype, it was found to be too inefficient during testing, as you could potentially use up one ton of Ammo in only one shot.  Therefore no mass produced model of the Clan RAC/20 was developed.

Clan RACs have the same ranges and heat potential as its Standard AC counterpart but, due to Clan Technology, weighs one ton less and takes up one less critical space. Other than that, Clan RACs follow the same rules as Inner Sphere RACs.

Clan Diamond Shark used the Clan RAC/10 to great effect during their Trial of Possession over the Ghost Bear planet of Trondheim. Facing inevitable defeat, Clan Ghost Bear, in order to save face, declared a Trial of Possession for the new weapon and won. As a result Clan Ghost Bear is the only other Clan with the new technology.

Type Heat Damage Min.
Range
SR MR LR Tons Crit. Ammo
Clan Rotary AC/2 1 2 - 1-8 9-16 17-24 5 1 45
Clan Rotary AC/5 1 5 - 1-6 7-12 13-18 7 3 20
Clan Rotary AC/10 3 10 - 1-5 6-10 11-15 11 6 10

Clan Fast Recharge Lasers & PPCs
Like the Clan Rotary range of Autocannons, the prototypes of the Clan versions of the Fast Recharge range of energy weapons was obtained by Clan Diamond Shark through trade with yet another Inner Sphere faction.  This time the faction in question was a minor Periphery power called the Niops Association - a civilization that evolved from a former Star League research station.

Initially, because the scientists of Niops were oblivious to the fall of the Star League, they (and later their descendants by virtue of tradition) had, over the three centuries since the fall of the Star League, been steadily continuing to work on a secret weapons research program that was commissioned by the SLDF.

The research program involved the R&D of what was dubbed the "fast recharge" capacitor.  These capacitors had the ability to quickly regain the huge amounts of charge they lost, through the discharge of a high energy weapon, in a matter of seconds.  Due to the lack of support from the vast resources of the Star League, the research was slow going.  However, despite the lack of further Star League support, steady progress was made over the centuries, until a break through prototype was made at the turn of the 32nd Century. 

The Niops version of a Fast Recharge energy weapon has the same weight, range, heat and damage potential as a standard version of the weapon.  However it is able to fire a second shot, though with a 50/50 chance of the weapon becoming damaged so that you will only be able to fire one shot from that point onwards.

When Clan Diamond Shark obtained Fast Recharge technology, thanks to trade with the Niops Association, they once again used their advanced technological knowledge to improve the technology further.

As a result, even though the Clan version of a Fast Recharge energy weapon still keeps its Inner Sphere weight, range, heat and damage potential, it can be re-fired with a reduced risk of damage to the weapon (it translates to a 2 in 6 chance of misfire).  Another advantage of the Clan version of the Fast Recharge technology is that it is capable of firing a mind-blowing third shot (though a 4 in 6 chance of a misfire is to be expected when firing the third shot).

Like the Clan Rotary Autocannon, Clan Ghost Bear obtained the Clan Fast Recharge Laser & PPC technology from Clan Diamond Shark through salvage taken from the field of battle over the planet Trondheim.

Type Heat Damage Min.
Range
SR MR LR Tons Crit. Ammo
FR PPC 10 10 - 1-6 7-12 13-18 7 3 -
FR Large Laser 8 8 - 1-5 6-10 11-15 5 2 -
FR Medium Laser 3 5 - 1-3 4-6 7-9 1 1 -
FR Small Laser 1 3 - 1 2 3 0.5 1 -

Compact XL Engine
The Compact XL Engine was developed by Clan Ghost Bear to enable its new generation of 'Mechs to run faster while still retaining decent armor.  The Compact XL Engine has all of the benefits (lower tonnage) of the XL Engine, without its disadvantages (no need for side torso critical spaces). However it costs three times as much as a Standard Fusion Engine and can not mount extra internal heat sinks.


Triple Heat Sink
To compensate for the Compact XL Engine's deficiency of not being able to mount extra internal heat sinks, Clan Ghost Bear developed the Triple Heat Sink. As the name suggests, the Triple Heat Sink works three times as efficiently as a Standard Heat Sink. The main drawback with the Triple Heat Sink is that it costs twice as much as a Double Heat Sink and needs one extra critical space when mounted outside of the Engine.


Carborundum Mesh Armor (The inspiration came from the "Fullerene" Armor found on the sci-fi show "Andromeda")

Developed by Clan Ghost Bear in order to better protect its Lighter 'Mech designs, Carborundum Mesh Armor weighs and has the same characteristics as Standard Armor (i.e.. no extra critical spaces needed), yet gives double the protection, meaning that 5 tons of Carborundum Mesh Armor is equivalent to 10 tons of Standard Armor. This means that you can effectively halve your armor tonnage without having to give up any critical spaces.

Carborundum Mesh Armor *is not* lighter than Standard Armor, however it is twice as hard, which translates to the doubling of armor points per ton (think of the opposite of Hardened Armor in terms of weight). The weight similarity is due to a series of "carborundum mesh" being layered onto Standard Armor (think carbon fiber) in order to give it the extra toughness. (A pure Carborundum armor is not feasible game wise because it would make the Mech virtually indestructible).

Carborundum Mesh Armor is sometimes referred to as "CarMA" for short, leading to an in-joke whereby someone asks a warrior who is piloting a 'Mech fitted with Carborundum Mesh Armor how he manages to survive battle after battle without so much as a scratch, to which the pilot will reply "Karma".


'Mech Turret
After decades of secret testing, Clan Ghost Bear finally unveiled the Mech Turret with the revelation of the new Ghost Bear OmniMech. The 'Mech Turret can only be mounted on the 'Mech's center torso and can provide room for up to 9 free critical spaces, at the expense of the center torso's two normal free critical spaces and one free critical space at each of the side torso locations.

The Turret's available critical space count and its weight varies on the type of Turret used. A Class 1 Turret can only accommodate 3 critical spaces, weighing in at 1.5 tons; a Class 2 Turret can fit 6 critical spaces, weighing in at 3 tons; and a Class 3 Turret can accommodate up to 9 critical spaces, weighing in at 4.5 tons. When installed, the 'Mech Turret can be considered as the 'Mech's third arm, following the same rules as an Arm in regards to armor and damage distribution.

As the name suggests, the 'Mech Turret can swivel in a 360 degree arc, enabling you to target objects regardless of where the 'Mech is facing. Only weapons and ammunition related to the weapon are allowed to be mounted on the 'Mech Turret, meaning that you can not use the Turret as extra space to mount heat sinks, jump jets, ammunition for a weapon not located in the Turret and/or other special equipment such as Ferro Fibrous Armor, Endo Steel, ECMs and Active Probes.

The 'Mech Turret needs a total of 4 normal critical spaces in the torsos regardless of the Weight Class - two in the center torso and one each in the side torsos. This is because the Turret needs space for its support structure and for its motor. As a result of this, if any torso critical that contains a component of the 'Mech Turret is hit, then the 'Mech Turret is stuck in the current position that it is pointed at.


Ghost Bear OmniMech
The Ghost Bear OmniMech is the pinnacle of Clan Ghost Bear's 'Mech design program. Using all of the Clan's most advanced technology as well as its huge pool of resources, the Ghost Bear Scientist Caste designed the best Assault Class 'Mech mankind had ever conceived.

The Ghost Bear Omnimech resembles a Kingfisher in appearance.  It weighs in at 100 tons and is outfitted with the most advanced technology available to the Ghost Bears.  The use of cutting edge technology, like the Compact XL Engine, Carborundum Mesh Armor and Triple Heat Sinks, allows the Ghost Bear Omnimech to mount 59 tons worth of weapons and equipment and room for 51 free critical spaces.

The Primary Configuration for the Ghost Bear OmniMech is fitted with 2 Clan Rotary AC/10s with 6 tons worth of ammunition, 1 ER Large Laser, 2 Large Pulse Lasers, 4 Medium Pulse Lasers, 7 extra Triple Heat Sinks, an ECM suite, an Active Probe and a MASC system.

One configuration of the Ghost Bear OmniMech, the Tau "Primary" Configuration, utilizes the 'Mech Turret. This reduces the Ghost Bear OmniMech's available tonnage to 54.5, however it increases the number of free critical spaces to 56 (47 + 9 in the Turret).  Other Ghost Bear configurations that utilize a 'Mech Turret are referred to as Tau "Alpha", Tau "Beta" etc.

The Tau "Primary" Configuration of the Ghost Bear OmniMech is fitted with one Clan Rotary AC/10 with three tons of Ammo (mounted on the Turret), two ATM 9 Launchers with five tons of Ammo (2 normal, 1 extended range and 2 high explosive), two Large Pulse Lasers, four Medium Pulse Lasers, seven Triple Heat Sinks, a Guardian ECM and a MASC system that when engaged allows the Ghost Bear to run at a speed of over 60kph.

A more radical variant of the Ghost Bear OmniMech - dubbed the "Avatar" Configuration because the Ghost Bears considered it to be the closest 'Mech embodiment of their totem animal - upgrades the engine to a Compact 400 XL, allowing it to run at a maximum speed of 64.8 kph.  The Avatar Configuration mounts 2 Clan Rotary AC/10s (one on a 'Mech Turret) with 2 tons of ammo each, 3 Fast Recharge Medium Lasers and a Targeting Computer for better accuracy.  The weapons load is combined with 7 extra triple heat sinks, an Active Probe and an ECM suite.

The Avatar Configuration can Alpha Strike all of its weapons to an unwary enemy (thanks to its ECM system) to deal a maximum of 165 targeting-computer-aided damage points, however this action generates 63 points of heat, which is 12 heat points above the 'Mech's recommended heat dissipation rate.

No further configurations have been developed yet as Warriors assigned with either Configurations have had little to complain about.


Werebear Elemental Enhancement Exoskeleton (the inspiration came from Ripley's Exoskeleton in "Aliens") 

Due to Clan Ghost Bear's lack of the Pilot phenotype, they are unable to deploy ProtoMechs. Rather than breed the physically inferior Pilots, the Ghost Bears have instead been looking for an alternative way to enable their Elementals to achieve the same capabilities as the average ProtoMech. It was because of this bias against the Pilot phenotype that spurred the Ghost Bear scientist caste into developing the Werebear Exoskeleton. 

The Wearbear is worn on "top" of a modified SRM-free Elemental Battlesuit, with the Elemental's arms exposed to the outside so that it can still fire its small laser and use its claw.  The Elemental's head, torso and legs are encased inside the Exoskeleton to provide extra protection as well as to augment the Elemental, giving it almost twice as much speed as a Standard Elemental.

The Werebear is also modular in design so that it's weapons can be reconfigured in the same fashion as an OmniMech.  The Werebear has enough pod space to mount approximately 4 tons worth of equipment in addition to it's Battlesuited Elemental, more than enough to counter a ProtoMech threat as well as some light 'Mechs.  

The weapons pods are located above the torso (reminiscent of the weapons pods of a Timber Wolf) and it has enough room for three critical spaces on each pod.  This feature is what led the Ghost Bear scientists to name the Exoskeleton the Werebear, because when combined, the exposed arms, the weapons pods, and the legs somewhat resembles a six-legged Ghost Bear hunched up on its hind legs.

Due to the Exoskeleton's weight and size (7.2 tons and 3.5 meters respectively, 8 tons with the Elemental inside), Elementals equipped with the Werebear can not swarm or "hitch" a ride with 'Mechs. However the Exoskeleton can be detached if it has taken too much damage, or when circumstances dictate (i.e. if you want to reach an area that can not accommodate a 3.5 meter tall frame), in much the same way as you detach a Standard Elemental suit's expended or damaged SRM launcher. 

This can leave you with a relatively undamaged "naked" Elemental to continue the fight. A small weakness to this technology is the fact that only "MechWarrior" sized Elementals (6.0 - 6.2 ft tall) can fit into the interlock chamber of the Werebear Exoskeleton, this means that if the Exoskeleton is detached the resulting Elementals are significantly smaller than "normal" Elementals.

The Werebear is totally dependent on a modified Elemental Battlesuit, also known as the Control Suit, to be able to move, as it only designed as an augmentation device for a suited Elemental.  This means that the Werebear can not be used by anyone who is not fitted with a Control Suit.  

The Control Suit is moderately armored for an Elemental (8+1), but it is equipped with two features found on a Standard Elemental, a small laser and a claw.  Because of the special modifications made to it, a Control Suit has less armor than a Standard Elemental and is not equipped with anti-personnel machine guns or jump jets, as bulky "control" interfaces to the Werebear Exoskeleton have replaced them.  

As a result, a "naked" Control Suit can only move at a Standard Elemental Battlesuit's walking speed, making them vulnerable to all but conventional infantry.  This liability does not, however, stop downed Werebear pilots from trying to continue to fight by whatever means they have against 'Mechs, Tanks or other, better equipped, Elementals.

Special sensors located at the Control Suit's knee joint allows the pilot to control the Werebear's bipedal movement.  Unlike the Control Suit's arms, which are exposed to allow the use of its weapons, a Control Suit's legs are partially encased inside the leg of a Werebear, with its knees positioned relative the Werebear's own knees.  This feature makes the Werebear appear to have short upper legs above the knees and extremely long lower legs below the knees.

The Werebear moves in the same fashion as a Standard Elemental Battlesuit, in that it uses myomer to enhance the movement of whoever is wearing it.  The only difference between the Werebear and a true ProtoMech is that the Werebear's "cockpit" is the Control Suit and when the pilot "ejects", the Control Suit can function independently.

Technology Base: Rasalhague Dominion (Clan Ghost Bear)
Tonnage: 8 (7,200kg Exoskeleton + 800kg Elemental)
Movement:

Walk: 4
Run: 6
Jump: 0

Armor: Carborundum Mesh
Armament: ER Medium Laser, Streak SRM 3
Elemental Armament: Small Laser, Claw
Communications: Unknown
Targeting and Tracking: Unknown

Primary Configuration

Equipment:

Component   Mass (kg)
Internal Structure  17 700 (no head assembly means less internals)
Engine 50 XXL 1,500
Heat Sinks 1 (2) 250 (add/remove as needed) (500 for this configuration)
Interlock   800 (Control Suit)
Armor Factor 28 700 (Carborundum Mesh)

Section I.S. Armor
Torso 8 11 + 6 + 1 (Control Suit Torso)
Left Arm (Pod) 2 5
Right Arm (Pod) 2 5
Legs 5 7 + 2 (Control Suit Legs)

Weapons & Ammo:

Equipment Loc. Mass (kg)
Streak SRM 3 RA 1,500
Ammo (Streak) 10 RA 300
Streak SRM 3 LA 1,500
Ammo (Streak) 10 LA 300

Alpha Configuration

Equipment:

Component   Mass (kg)
Internal Structure  17 700 (no head assembly means less internals)
Engine 50 XXL 1,500
Heat Sinks 1 (6) 250 (add/remove as needed) (1,500 for this configuration)
Interlock   800 (Control Suit)
Armor Factor 28 700 (Carborundum Mesh)

Section I.S. Armor
Torso 8 11 + 6 + 1 (Control Suit Torso)
Left Arm (Pod) 2 5
Right Arm (Pod) 2 5
Legs 5 7 + 2 (Control Suit Legs)

Weapons & Ammo:

Equipment Loc. Mass (kg)
ER Medium Laser RA 1,000
Streak SRM 3 LA 1,500
Ammo (Streak) 10 LA 300

Beta Configuration

Equipment:

Component   Mass (kg)
Internal Structure  17 700 (no head assembly means less internals)
Engine 50 XXL 1,500
Heat Sinks 1 (10) 250 (add/remove as needed) (2,500 for this configuration)
Interlock   800 (Control Suit)
Armor Factor 28 700 (Carborundum Mesh)

Section I.S. Armor
Torso 8 11 + 6 + 1 (Control Suit Torso)
Left Arm (Pod) 2 5
Right Arm (Pod) 2 5
Legs 5 7 + 2 (Control Suit Legs)

Weapons & Ammo:

Equipment Loc. Mass (kg)
ER Medium Laser RA 1,000
ER Medium Laser LA 1,000

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