My current state of equipment for my Society AU:New Society Equipment
One of the effects of our rebellion was that a lot of Society technology spread to the Homeworld and the Inner Sphere Clans. But thankfully at the beginning of the 32nd century our Society was sufficiently established to restart wide scale R&D, in an effort to regain the technological edge. Our infiltration of many local Clans, Houses and the Republic of the Sphere has helped to leap our own work forward.
Many of our new units and weapons have left prototype stage and are now entering mass production. These units have capabilities that haven't been seen before and weapons that should give us the edge in any conflict that we can't avoid.
HEAVY WEAPONS AND EQUIPMENTEndo-Steel, ProtoMechIntroduced: 3086?
Thanks to advancements in Endo-Steel processing and improvements to structure design, it became possible to implement Endo-Steel structure technology with ProtoMechs and Combat Vehicles.
Construction rules: ProtoMech Endo-Steel takes up one torso slot in a ProtoMech, in both regular ProtoMechs and Ultraheavy ProtoMechs.
Endo-Steel, Vehicular Introduced: 3095?
The development of Vehicular Endo-Steel is part of a program to enhance Society vehicle forces. This became only practical after the Society's advancements in Endo-Steel processing and innovations in structure design. However the complications of Vehicular Endo-Steel does make this relatively more expensive then regular Endo-Steel.
Construction rules: Takes up one equipment slot, in both for Combat Vehicles and Super-Heavy Combat Vehicles.
Modular Stealth SystemIntroduced: 3132
During the development of the Cephalus OmniMech the Society wanted to develop new stealth technologies. However nothing was ready for deployment when the Reavings began and the Society was forced to fall back on Null Signature System and Chameleon Light Polarization Shield technology. Further development, based upon various stealth and camouflage systems, was delayed until the 3120s. In comparison to most, the Modular Stealth System can be pod-mounted, it produces less heat and uses less internal space. But these advantages come at the cost of increased weight. Currently this experimental equipment isn't used in any standard variants or configurations, but is only incidentally used in customized units that are designed for special missions.
Game rules: The system provides all the benefits of the Null Signature System and the Chameleon Light Polarization Shield. When active it produces 8 points of heat. Any damage to it or the required CEWS will cause the system to turn off.
Construction rules: The Modular Stealth System can only be used by 'Mechs, Fighters and Combat Vehicles. The system weights 1.5 tons and it requires the use of a CEWS (Nova or Watchdog) to function. The system take up 6 criticals in 'Mechs (1 per arm, leg and side torso). With Fighters it takes up 1 slot in each wing. Vehicles must dedicate 1 slot in the front and rear locations to mount the system.
When calculating the BV of a unit equipped with a Modular Stealth System, double and add the long-range to-hit modifier, when calculating the unit’s Defensive Factor. But do not include the 8 points of heat generated by this system in all heat efficiency calculations.
Omni-ProtoMechIntroduced: 3086?
One of the longest running Society projects had been about improving and expanding omni-
technology. After a leap in omni-connector design and structure design, they were able to apply omni-technology to ProtoMechs.
Construction rules: Omni-pods for Omni-ProtoMechs can contain weapons, equipment, heat sinks and jump jets. Constructing Omni-ProtoMechs follows the same relative rules as with OmniMechs for creating a base configuration and primary or alternate configurations.
HEAVY WEAPONS AND EQUIPMENT DATA
Weapon/Item | Type | Heat | Damage | Range | Ammo | Intro | Cost | Battle Value | Weight (tons) | Space | Notes |
Endo Steel, Vehicular | Structure | NA | NA | NA | NA | 3086 | 3,200xTT | NA | TT : 20 | P1 |
Endo Steel, ProtoMech | Structure | NA | NA | NA | NA | 3095 | 3,200xTT | NA | TT : 20 | CV1 |
Modular Stealth System | E | 8 | NA | NA | NA | 3132 | 1,800,000 | ** | 1.5 | M6*, AF2, CV1 | Requires CEWS |
BATTLE ARMOR WEAPONS AND EQUIPMENTBattle Armor FusilladeIntroduced: 3090
The original fusillade was a prototype weapon system used by the Hobgoblin ProtoMech. The poor performance of this system led it to to be regarded as a failure and it was quickly abandoned. The Fusillade missile system main problem was the severe lack of sufficient missile reloads for its considerable weight.
After more then a decade, the underlying technology was reused to develop an one-shot launcher for Battle Armor suits. This one-shot launcher can fire six ATM or iATM missiles of its choice, but without Artemis or Streak level of missile guidance assistance. The expectation is that the increased range or increased salvo damage will help make the sparse Society BA formations more effective and survivable.
Battle Armor Chassis with HarJel Repair SystemIntroduced: 3140
The wide spread adaption of the Surat BA suit in the Clans sent a clear signal to the Society that the Clan BA chassis was becoming outdated. Seeking to regain a significant advantage the Society began to research ways to improve the basic technology. Eventually improved Endo Steel processing and innovations with HarJel systems, allowed for the replacement of the old integrated HarJel sealing system for a HarJel Repair System. To allow for easy adaptation of this technology the chassis are designed to be at an equal weight to the old chassis.
Although the down-scaled version can match the repair rate of the larger HarJel III system, it can't match its endurance. In an optimal situation it is limited to patching an amount of armor, that is equal, to the maximum amount that the chassis can mount.
Game rules: This chassis provides the same protections against armor breaches and bleeding as a normal Clan BA chassis. In addition to this, each turn a BA with this technology suffers armor damage, the unit will recover 4 points of armor protection during the following End Phase. A unit equipped with this technology automatically receives the Difficult to Maintain Design Quirk (see p. 198, SO).
Construction rules: The repair system of improved Clan BA chassis is only compatible with Battle Armor that employ standard armor.
BATTLE ARMOR WEAPONS AND EQUIPMENT DATA
Weapon/Item | Type | Damage | Range | Modifier | Intro | Cost | Battle Value | WT (kg) | Slots | Notes |
BA Fusillade | M | * | * | 0 | 3090 | 100,000 | 11 | 180 | 2 | Fires 6 ATM / iATM missiles |
BA Chassis, HRS | Structure | NA | NA | NA | 3140 | x1.2 | x1.2* | x1 | x1 |
HEAVY WEAPONS AMMUNITIONOver the years the Society has put a lot of effort into reverse engineering Inner Sphere special ammunitions to make them available for Clan-grade weapons. These new munitions are more expensive then regular ammunition, but they allow for more tactical options without having to develop new weapons or new combat units. The engineering work on new ammunition also stimulated innovation for the development of completely new munitions, such as Arrow IV Torpedoes and chemical laser based ammo for Rotary ACs.
Arrow IV TorpedoUnderwater combat can be extremely hazardous, victory can easily be gained by firing first, which motivated the development of the Arrow IV Torpedo. Most of the new torpedo is identical to normal Clan Arrow artillery missiles and it can use the same launcher while underwater. The special feature is that it is equipped with an advanced supercavitation propulsion system, so that it can move at the same speed as normal artillery missiles.
Game Rules: Arrow IV Torpedoes may only be fired from or into a water hex of Depth 1 or greater, and the attacker must trace LOS through water hexes (or maps) of Depth 1 or greater.
HAG (Dart) The large number of small projectiles that a HAG fires allow them to be effective Flak weapons, but many users complain about the lack of stopping power. To address this the Society invented HAG Dart ammunition, these fire fewer but larger projectiles to focus damage, but at the expense of losing their flak advantage. Depending upon the size class of the Hyper Assault Gauss they will fire, two, three or four, large darts at hyper sonic speeds.
Game Rules: With Dart ammunition a HAG will divide its possible damage in 10 point damage projectiles. This means that a HAG-40 will have to roll on the weapon size 4 column of the cluster hit table.
iATM ER-Fusion missilesThe loss of many of their Combat WarShips has forced the Society to invest in nuclear weaponry. Their solution is to resort to nuclear fusion tipped iATM ER ammunition, this combines an extra range propulsion section with an advanced 0.05 Kiloton yield fusion warhead. These were specifically designed to be used in anti-ship strikes and for preventing capture of Society assets. These missiles are usually stored in high security vaults and are regarded as means of last resort. Each missile has an integrated security system, that will wreck the warhead if tampering or unauthorized use is detected.
Game Rules: Each hit of an iATM ER-Fusion missile is resolved as an 0.05 Kiloton nuclear detonation (IO, p.169).
ROTARY LASER AMMO
Rotary Laser ammunition consists out of delicate laser components and improved chemical laser fuel. Pioneered as a way to increase combat endurance for rotary autocannons, it is lighter and smaller then regular rounds. This allows a doubling of the number of rounds in an ammo bin, while also allowing for flawless rapid loading. However this moved the source of possible jamming to the exhaust, which consist out of the vaporized laser components and other toxic compounds, which take longer to leave the barrel.
Game Rules: The jamming modifier for rapid fire (TW, 114) is used in the turn after the weapon has been fired. The player has to choice between not using the weapon for a turn, or to fire the weapon with a risk of jamming. If the player decides to use other type of rotary ammunition in the subsequent turn, then the player must use the sum of both jamming modifiers.
HEAVY WEAPONS AMMUNITION DATA
Weapon/Item | Used By | Dmg Type | Damage | Ammo | To-Hit Mod | Intro | Cost | Ref | Notes |
Arrow IV (Torpedo) | AIV | AE, M | ** | x1 | NA | 3095 | x1 | TM 230 |
HAG (Dart) | HAG | C10, DB | ** | x1 | NA | 3100 | x1.5 |
HAG (MC) | HAG | AE, DB | ** | x1 | NA | 3100 | x4 | TO 370 | Mine-Clearance |
IATM-ER (Fusion) | IATM, BAF | * | 10/msl* | x1 | NA | 3090 | x10 | IO 170 | Shame on you |
RAC (Laser) | RAC | DE, R/C | ** | x2 | NA | 3105 | x5 |
RAC (Flak) | RAC | DB, F, R/C | ** | x1 | * | 3105 | x1.5 | TO 352 |
RAC (Precision) | RAC | DB, R/C | ** | x0.5 | * | 3105 | x6 | TM 208 |
** as weapon
* see rules