Time for some more guns! Several of these will look familiar to people who've played the Mektek mods, and the Heavy ACs are based on something I saw on Sarna (but which has been removed).
Heavy Plasma Rifle
Type: Energy (Direct-Fire, Heat-Inducing, Anti-Infantry)
Tech Base: Inner Sphere (IS)
Available: 3094 LC
Heat: 15
Damage: 15 + 2d6 heat
* + 2d6 dmg vs BA
* + 4d6 dmg vs inf
Range: x/5/10/15(20)
Tons: 10
Crits: 5
Ammo/ton: 5
Cost (unl): 420,000
Ammo cost: 10,000
BV: 440
Ammo BV: 26
Desc:
The Lyrans' general reaction when they first began using the Plasma Rifle was "This is useful, but it could be bigger." To absolutely no one's surprise, Lyran military research and Defiance Industries began working on a way to scale up the weapon.
By 3094 the Heavy Plasma Rifle reached limited production. Though few production designs have mounted this weapon as yet, the LCAF is quite appreciative of a weapon with such a high damage profile, even if it does have problems with heat and ammunition dependence.
Addendum: The Heavy Plasma Rifle was rather quickly reverse-engineered, and could in theory be produced by any House if they wished to do so. In practice, however, only the Capellans and Lyrans make use of it in anything more than a token fashion.
Assault Laser
Type: Energy (Direct-Fire)
Tech Base: Inner Sphere (IS)
Available: 3072 CF/WoB
Heat: 20
Damage: 22/19/16
Range: x/2/4/6(8)
Other: Explodes for 20 damage if critted, or if a 2 is rolled to-hit. +1 to-hit penalty.
Tons: 8
Crits: 4
Cost: 254,000
BV: 331
Desc:
The Circinus Federation, trying to live up to their end of their alliance with the Word of Blake, threw some of their ill-gotten money and stolen technology towards the design and production of a new weapon. Working from knowledge garnered from the Lyran Bombast Laser, the Circinian techs added capacitors (often Gauss Rifle spares) to a Large Laser that had been modified to accept the increased power load. The thinking was that it would produce what amounted to a miniature Sub-Capital Laser on the cheap, giving something as small as a Hunchback or Clint the firepower to burn holes through an assault 'Mech.
Unfortunately, the results didn't live up to the theory.
While the damage potential of the horrifying jerry-rigged weapon is immense, it has the same heat and blooming problems as the Clans' Heavy Lasers, making it useless outside of short-range knife fights. Furthermore, the weapon itself garnered a reputation as a death trap, as the capacitor array is quite volatile when fully charged. Occasionally an Assault Laser would explode simply when powering up to fire.
The Blakists, for their part, never used the Assault Laser, finding it too risky to employ given their limited manpower. Few examples of the Assault Laser survived the Regulan nuclear attack on Circinus.
Addendum: Apart from a few unexpected showings in the Solaris gladiatorial circuit, the Assault Laser was simply too reckless a weapon to last. Republic R&D attempted to refine the idea a few years ago with our RISC project, but despite improvements it is still a highly unstable weapon.
Clan Linked-Capacitor PPC
Type: Energy (Direct-Fire, Rapid-Fire)
Tech Base: Clan
Available: 3069 CWX/AMC
Heat: 13
Damage: 11
Range: x/6/12/18(24)
Other: Explodes for 20 damage if critted. May fire twice per turn, as if it were an Ultra AC.
Tons: 8
Crits: 4
Cost: 254,000
BV: 301
Desc:
The destruction of Outreach and the arrival of the surviving Dragoons on Arc-Royal threw the Allied Mercenary Command into chaos. It also produced a host of unusual and unorthodox weapon designs, only a few of which were workable. One such was the Linked-Capacitor PPC.
The Linked PPC is based around a Clan ER-PPC, available from the Wolves-in-Exile. Unlike the usual Capacitor PPC, which increases the power of the existing particle blast, the Linked PPC actually *decreases* the power per shot in order to save enough power in the added capacitors for a second blast. This earned it the nickname of "Ultra PPC".
Unfortunately, the use of volatile capacitors makes the Linked PPC a hazard to anyone who uses it, as a hit on the weapon can cause a sizable explosion, as well as severe feedback to the pilot. Furthermore, the Linked PPC's reduced power per-shot also reduces its effective range to that of a standard Inner Sphere model. As many of the mercenaries (and nearly all of the Clanners) saw this as a waste of valuable Clan tech, the Linked PPC never caught on.
Clan Plasma Hellbore
Type: Energy (Direct-Fire, Heat-Inducing, Anti-Infantry)
Tech Base: Clan
Available: 3095 CJF
Heat: 25
Damage: 25/20/15 (10pt clusters) + 4d6/3d6/2d6 heat
* + 3d6/2d6/1d6 dmg vs BA
* + 6d6/4d6/2d6 dmg vs inf
Range: x/5/10/15(20)
Other: Explodes for 20 damage if critted. On a to-hit roll of 2,
the firing 'Mech's engine takes a critical hit. May not be used
on a Mech with a Supercharger.
Tons: 13
Crits: 7
Cost (unl): 480,000
BV: 356
Desc:
The Jade Falcons, of all people, have come up with a new and terrifying offensive weapon. The Plasma Hellbore (or "lava gun" as it is sometimes erroneously called) overcharges the Mech's engine, siphons some of the ultra-hot plasma into the gun, contains it within a powerful magnetic field, and then flings it at an opponent in the same way a Gauss Rifle flings shells. In fact, the Hellbore itself was produced based on a heavily modified Clan Gauss Rifle.
That said, the Hellbore has also inherited the Gauss Rifle's problems of high weight and bulk, along with the potential for the weapon to explode if damaged. In addition, the magnetic field containing the plasma doesn't last long, and the impressive damage of the weapon drops precipitously as it reaches longer ranges. Possibly worst of all, overcharging the engine is a very risky and potentially damaging maneuver, as anyone who has fitted a Supercharger on their 'Mech can attest.
For both practical and traditional reasons, the Hellbore has never gained popularity among the staunchly conservative Falcons. The Ghost Bears and Hell's Horses occasionally make use of the Hellbore, but it is rare even among them.
Addendum: This weapon was actually seen as early as the Jihad, but never entered full production until the 3090s. It has since been phased out as a dangerous waste of resources, as it fits none of the Clans' preferred combat styles.
Clan Heavy ACs
Type: Direct Fire (Ballistic)
Tech Base: Clan
Available: 3092 CGB
cHAC-3 cHAC-8 cHAC-15 cHAC-30
Heat: 1 1 3 7
Damage: 2 5 10 20
Range: 4/8/16/24(32) 3/6/12/18(24) x/5/10/15(20) x/3/6/9(12)
Other: Heavy ACs are automatically Armored Components: they can absorb
one critical hit and still function.
Heavy ACs get a -1 bonus to targeting when using non-Heavy ammo, due to better recoil
absorption. This bonus stacks with other bonuses, such as AES or a Targeting Computer.
Tons: 6 8 12 14
Crits: 2 5 8 11
Proto Space: 1 1 x x
Ammo/ton: 45 20 10 5
Cost (unl): 75,000 125,000 200,000 300,000
Ammo cost: 1,000 4,500 6,000 10,000
BV: 47 90 163 258
Ammo BV: 5 9 15 22
Ammo effects:
- Heavy AC Ammo
Does 50% more damage than the equivalent shot from a standard AC, rounded up (3,
8, 15, and 30, respectively), and also generates more heat (1, 2, 5, and 10
respectively). Heavy AC ammo has a chance to jam, like an Ultra AC; but if it
does, the jam can be cleared just like a Rotary AC. Heavy AC ammo is more
sensitive to high heat (follow Inferno ammo rules for ammo explosions).
- Standard AC Ammo
- Armor-Piercing AC Ammo
- Flak AC Ammo
- Precision AC Ammo
- Tracer AC Ammo
- Caseless AC Ammo
All these are identical to their IS versions -- in fact, they *are* their IS versions.
Desc:
The incredible logistical problems the Clans faced when invading the Blake Protectorate were only overcome with great difficulty, as well as quite a few commandeered JumpShips. These lessons were not lost on the Ghost Bears. As such, the Scientist-General directed the efforts of his caste towards solving these problems in the context of an offensive campaign.
One outgrowth of all this was the development of the Heavy Autocannon series, which takes advantage of superior Clan metallurgy to build more robust versions of the ubiquitous, centuries-old Inner Sphere autocannons. The cannons are very difficult to damage or destroy, acting almost as extra armor protection. Additionally, they can accept all the standard AC's ammunition types -- a must when dealing with potential long-range campaigns deep into hostile territory.
These autocannons have seen use in the current war between the Bears and the Draconis Combine. Several common Ghost Bear designs, such as the Ryoken II and the Gladiator, have been sighted on deep-strike missions using these weapons. We have also heard rumors of the guns being traded to the Snow Ravens, who doubtless will have many opportunities to make use of captured ammo from Davion stores.
Addendum: Clan Heavy ACs have spread to a number of places where standard autocannons still find use, and can often be retrofitted in their place, even on older machines. That said, the Dominion's forces never really took to these weapons, but did make a very lucrative trade with the Hell's Horses for the technology. Post-Blackout, Heavy ACs are a lot more common in Inner Sphere forces than among the Clans themselves, but few designs use them for anything more than refits of standard ACs of equivalent size.