Author Topic: The Bench Rest. New and Different Equipment from Der Tag  (Read 19027 times)

beachhead1985

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New Laser-Type Weapons in Der Tag
« Reply #60 on: 27 March 2020, 18:23:29 »
Tank Laser (Clan Hell's Horses, nearly exclusively)

Heat: 8
Damage: 15/10/5
Range: 6/13/20
Weight: 5
Critical Spaces: 2
Cost (in C-Bills, Equivalent): 300,000
Availability: XXF

The fighting in the Clan Civil War and during their long and painful withdrawal to the Inner Sphere took a terrible toll on the Touman of Clan Hell’s Horses. In keeping with Clan tradition; the realized goal of the Khans was to see that these losses fell mainly on their Garrison, Dezgra and Solahma troops and in this they were successful. Further conflicts against pirates, Dark Caste and skirmishes with their new Spheroid and Clan Neighbours claimed yet more. These events maintained much of the core of the Clan’s frontline Warriors and served to protect their Sibkos and Civilian Caste personnel. Such tactics also bought time for the Clan to evacuate the majority of the known Brian Caches in their territory and to mount successful raids on other such stockpiles, seizing more supplies and equipment from other Clans.

The ultimate result was that the Hell’s Horses suffered grievous material and personnel losses, but in their oldest, most disposable personnel and equipment. However; it also meant that while they sacrificed much of their industrial capacity in the short and middle-term, what they managed to maintain in terms of materiel to replace losses was likewise of the oldest vintages to be found in the homeworlds. Arriving in the Inner Sphere, this situation was exacerbated by disappointing overtures and missions by the Horses’ Merchant Caste.

The mercantile Sharks saw opportunity in the Horses’ misfortune and offered to help; knowing full well that the needs of their fellow exiles together with the state of their trading capacity meant that the Horses would be purchasing yet more obsolescent equipment with which to outfit their graduating Sibkos and Bondsmen, in job lots and on terms which would maximize both profit and the turnover of less-desirable inventory.

This, in turn led to the current state of affairs where the Horses count in their formations not only a near-encyclopedic variety of weapons and equipment from every corner of settled space, but that while this runs the gamut from the hyper-advanced to the truly archaic, their overall tech-level is almost certainly the lowest among any surviving Clans. It is a fact universally, if sullenly acknowledged among the Clan that the Capellan Confederation may have more ClanTech in service than the Horses do.

Never ones to simply accept a bad hand; the Horses embarked on several initiatives aimed at restoring pride and confidence in their Touman. In typically-diversified Hell’s Horses fashion; the goals of these programs ranged from the essential-to-survival revivification of dilapidated and damaged shipyards in former Pirate holdings to the idealistic; in the form of the ongoing, if bottle-necked QuadVee program. But it has been the less-resourced projects, with their more-modest goals (also in typical Horses’ fashion) which have so-far produced the most (if not most-visible) results.

The aggregate of Cache-sweeps, Merchant efforts, salvage and finally The Shark’s own trading policies was a stockpile which consisted, in the main of obsolete or obsolescent vehicles. While the Horses had recovered assets up to and including mobile space-stations; it was painfully fitting that most of what The Clan had on hand for use and issue after a few years in their new home were simple vehicles. While this inventory consisted of a vast array of types; most of them significantly out of date, particularly by Clan-Standards, several types among others were particularly prominent.

These were namely the Bulldog and Brutus Tanks, Turhan and Goblin Infantry Fighting Vehicles, Wyvern and Cyrano Attack Helicopters, Drillson Heavy Hovertanks and Marksman Self-Propelled Howitzers. While there were other types such as the Aldis Trio to be found in large numbers, what these all had in common was the burden of the basic Large-Laser. This was a particularly underwhelming weapon by Clan Standards and it was quickly realized that the Touman would benefit from a replacement of this one weapon system more than any other and it was given a priority just below that of the Horses’ Gauss Projects in the weapons R&D file.

Hell’s Horses Scientists were willing to sacrifice almost anything for a drop-in upgrade which would be an improvement over the original Large Laser with minimal alteration of the parent chassis required. This ultimately meant sacrificing on issues of cost and steady performance.

Taking inspiration from both the unconventional Cyclops-Eye Hybrid Particle Beam-Laser and BLW-Microwave-Laser concepts, the “Tank Laser” is the result. And while comparatively expensive, it may accidentally be the most efficient laser weapon ever devised within a tight range envelope; however, this efficiency drops off markedly as distance to target mounts. Although this too is compensated-for with an ultimate reach (albeit at reduced punch) slightly greater than that of a non-ER PPC.

While almost-all Tank Laser output is destined for the Horses’ industrious refit programs, a few have been offered for trade within the atmosphere of the much-improved economic relationship which now exists between the Diamond Sharks and the Hell’s Horses. Several have also been held back to investigate how they might be profitably integrated into other platforms. While most of the success so far has been in a similar refit program aimed at the Clan’s obsolete AeroSpaceFighter Inventory, a few Tank Lasers have been fitted experimentally in OmniMechs and in permanent fortifications located at advantageous positions defending the Horses’ vulnerable industrial sites and economic centres. None are known to have been captured intact.

Attempts to produce larger and smaller versions of the technology have been unsuccessful and most of the original development team has been transferred to the flagging Chemical Laser program.


Sniping Laser (Exclusive to Capellan Confederation)

Heat: 10/12
Damage: 20
Range: 7/10/20/30
Weight: 8
Critical Spaces: 3
Cost (in C-Bills, Equivalent): 1,650,000
Availability: XXX

The Capellan Confederation have developed the Sniping Laser in secret and have been deploying it on contested worlds in the hands of Death Commando operatives and Warrior House Cadres.

The weapon is used specifically to eliminate enemy leadership and key military, civil and industrial assets from long range.

Platforms for the Sniping Laser are invariably extremely stealthy and to-date; all RAF and AFFS reports on contact with the weapon and observation of its effects in action note complete surprise prior to engagement.

It is not known if the Capellans are currently producing the weapon or any platform for it in series. To 3099; all verified observations of the system in the field have been on custom-fabricated mountings on different types of ‘Mechs and Vehicles.

CC, +3 to hit on the move, -1 static, -3 if both target and firing unit are static, requires 2-turn charge-up, generating 10 heat each turn, plus the 12 when discharged. X2 damage vs buildings. May makes aimed/called shots. Does not work with a targeting computer as one is already built-in, along with an automated self-destruct which thoroughly destroys the weapon.


Production-Grade ER-Pulse Lasers (Available to all but the poorest Clans, some limited export)

ER-Small Pulse Laser (Production)

Heat: 4
Damage: 4
Range: 2/4/6
Weight: 1
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 40,000
Availability: XXF

ER-Medium Pulse Laser (Production)

Heat: 7
Damage:7
Range: 5/10/15
Weight: 2
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 165,000
Availability: XXF

ER-Large Pulse Laser (Production)

Heat: 14
Damage: 10
Range: 8/15/25
Weight: 6
Critical Spaces: 2
Cost (in C-Bills, Equivalent): 480,000
Availability: XXF

Production-Quality ER-Pulse Lasers represent the new generation of Superior Clan Tech now coming into use.

Unlike some other systems which represent proprietary developments or new uses of old technology; the ER-Pulse laser benefits from a long development period, dating from late 50s. The downside of this is that these weapons are becoming generally available across most of the Clans at about the same time, with only the most resource-poor; such as the Blood Spirits being left out.

While the modern ER-Pulse Laser mostly resembles its preproduction parent, few parts are interchangeable and older ER-Pulse Lasers are simply being withdrawn as the marginal experiments they have been and replaced where appropriate or their former hosts being modified where not.

In common with normal Pulse Lasers; ER-Pulse Lasers get a -2 to-hit bonus.


BLW Blow Microwave Lasers (Quite rare, overall. Most common on old Zero Fighters)

MkI (Small)

Heat: 1
Damage: 3
Range: 1/2/3
Weight: 0.5
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 15,000
Availability: CEC

MkII (Medium)

Heat: 3
Damage: 5
Range: 3/6/9
Weight: 1
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 52,000
Availability: CEC

MkIII (large)

Heat:8
Damage: 8
Range: 5/10/15
Weight: 5
Critical Spaces: 2
Cost (in C-Bills, Equivalent):130,500
Availability: CEC

The BLW-series lasers are an antiquated type of weapon, whose unique properties are only now coming to be appreciated.

The BLW “Blow” Series uses what is in actuality; MASER-technology: Microwave Amplification through the Stimulated Emission of Radiation. This technology; more applicable to industry and communication than the battlefield is also erroneously referred to as “Microwave-Laser”-Technology in some circles and while incorrect, is also a more popular appellation as it forms a useful shorthand for describing the function of the system.

Employed most famously on the SLDF’s Zero-Series of Fighters, but also used prominently on various spacecraft; the BLW possessed the unique feature of being able to be re-focused on the fly in order to produce broader-focusing patterns. This would be nearly useless and excessively cruel in a laser weapon; turning a battlefield tool into a device merely good for blinding unprotected enemy soldiers, but in a MASER; it has several applications.

Set to the normal wave-length this made BLW-Masers, in-effect more accurate; almost like an energy-based shotgun, but severely reduced damage output.

However, reproducible “Accidents” have recently revealed an unexpected additional advantage of the system. When the BLW is set to other frequencies; it loses all effect as an armour-defeating weapon. This, in turn is why the system never caught on as true competition to normal energy weapons. In the lab, this has no advantages; the target is simply undamaged. However; additional investigation of several laboratory and maintenance-shop accidents has revealed that these off-mode settings; typically the result of damaged, flawed or improperly-aligned focusing apparatus have the effect of disrupting even well-shielded electronic systems on battlefield units and cooking infantry alive in a flash.

BLW-Masers can provide a down-range effect identical to standard lasers, but have not yet been offered in an extended-range format. Alternatively; they can be tuned to be more accurate or provide more esoteric effects.

Broad Beam Setting 1; reduced damage for slightly increased accuracy
-Small 2 Damage, -1 to-hit
-Medium 3 damage, -1 to-hit
-Large 6 Damage -1 to-hit

Broad Beam Setting 2; sharply reduced damage for markedly improved accuracy
-Small 1 Damage, -3 to-hit
-Medium 2 Damage, -3 to-hit
-Large 3 Damage, -3 to-hit

The “Hacked” setting is the name of the mode enabled by the firmware update which first became widely available in 3092. However; other parties may have stumbled on it before then and kept it to themselves.

Against Heat-tracking targets; the weapons have an effect not unlike some EMP devices. These more-advanced units are sufficiently shielded to cope with the effect, if not overwhelmed by it. Treat the normal listed damage as heat; it’s actually trying to fry the electronics, but it works in much the same way. Normally heat-tracking units have too many buffers and safety relays to suffer like other units, but when overwhelmed; they fry just the same.

All weapon stats remain the same, but if the unit is forced to make a shutdown roll from the combined effect of normal heat and/or BLW “hacked” weapons, it has suffered enough to damage the electronics and all future piloting and gunnery rolls are at +1. This continues to stack with each shutdown roll until the unit fails. When that happens; critical relays have cooked from the heat and microwaves and fused. It will need very time-consuming, but simple repairs before it can be restarted.

Units that track heat, but do not suffer shutdowns, add the same cumulative +1s to their own heat-related rolls until they fail, with a similar result.

Units that do not track heat; such as Vehicles and Infantry suffer damage in the following ways;

Infantry add 1D6 and take the damage as a normal spread weapon. House-rules for lasers only being able to kill one soldier at a time would not apply here.

Vehicles and Battle Armour take the normal damage plus 1D6 as armour damage; this is to represent normal battlefield EM-shielding standard on all combat units; the thicker the armour; the stronger the EM protection. When normal damage and/or BLW-damage penetrates the armour, roll on the critical hit tables as normal, with a cumulative +1 modifier for every time that location is hit. If the unit is destroyed; count the crew as killed and vehicle as disabled, requiring similar repairs to a mech.

Support vehicles without the armoured chassis modification take this damage to their internal structure instead, rolling for critical as with normal IS hits, but follow other rules for combat vehicles. In instances where the basic weapon damage before the 1d6 is added would break the BAR value; the armour is ALSO damaged equally to the internal structure.

In these instances, armour bubbles eliminated by the BLW-weapons should be crossed-off, rather than filled-in, or marked out by some other means. This is because they would still be damaged as-normal by other weapons. No free rides.


Cyclops-Eye Large Laser

Heat: 8
Damage: 8/6 vs glazed armour and Blue Shield Device
Range: 5/10/15
Weight: 5
Critical Spaces:2
Cost (in C-Bills, Equivalent): 250,000
Availability: XED

Extended-Range Cyclops XII Large Laser


Heat: 12
Damage: 8/6 vs glazed armour and Blue Shield Device
Range: 7/14/19
Weight: 5
Critical Spaces: 2
Cost (in C-Bills, Equivalent): 500,000
Availability: XXE

The Cyclops-Eye is a unique approach to energy weaponry combining features of a Laser and a PPC. As a result; the weapon is 75% effective against both glazed armour and the Blue Shield Device. Currently found mainly on the Lyran Drillson Heavy Hovertank; this property was only discovered in the last 20 years and only generally known in the last five. This has sparked an increased demand for these weapons for refits. The newer, extended-range Cyclops XII version is equally effective and even more highly-sought.

The Cyclops remains one of the most rugged laser designs in existence, but now that the secret about the hybrid system is out; prices on the open market have shot up 250%. Cyclops for their part refuses to accelerate production in line with demilitarization directives and export restrictions imposed from Tharkad and Terra. Many have begun stripping operational Drillson’s of their lasers to sell them separately.
« Last Edit: 27 March 2020, 18:26:54 by beachhead1985 »
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

Retry

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #61 on: 27 March 2020, 18:31:07 »
Oh hey, ER Pulse lasers that don't suck!

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #62 on: 27 March 2020, 18:33:52 »
Oh hey, ER Pulse lasers that don't suck!

I know...I have this crazy idea that the Clans are supposed to be different in some way; that technological superiority was part of their whole deal.

Not much point if the sphereoids can do whatever you can do. Gotta keep that edge.
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #63 on: 29 May 2020, 17:37:15 »
Nova Particle Projection Cannon (NVPPC)

Heat: 7
Damage: 8
Range: 9/17/27
Weight: 3
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 225,000
Availability:XXC

SuperNova PPC (SUPPC)

Heat: 20
Damage: 20
Range: 3/8/16/24
Weight: 9
Critical Spaces: 3
Cost (in C-Bills, Equivalent): 450,000
Availability:XXC

The Nova and SuperNova PPCs are Nova Cat weapons and independent developments in their own right. Unlike the spheroid Light and Heavy PPCs, these are blank-slate creations, rather than variations on the extant theme of the standard old-tech PPC. They are not truly “Extended Range” weapons as there was never any previous basis for a range to extend. Much of the impetus for developing these new weapons is as sop to Nova Cat Pride and their traditional fondness for Particle-Beam weapons as much as a drive to gain an edge over their neighbours and other potential hostile forces.

The goal of the Nova PPC is to produce a long-range weapon which will fit in the space occupied by a Medium Pulse Laser, this it has not quite succeeded in, but it comes close. At half the weight and less than half the heat output of the larger ERPPC and with just over half the damage impact down range; the Nova PPC remains an outstanding achievement in weapons technology. While it remains inferior in damage output to an ER large laser and costs more; the Nova PPC was never intended to replace the Large Laser, but rather to give lighter units without the tonnage or heat sink capacity the change at a weapon in a similar range bracket. In this it has succeeded providing Nova Cat Light Forces an effective sniping weapon which fits well within their established doctrines and fighting style.

The SuperNova PPC is something else entirely.

The Nova Cats are a Clan inordinately fond of energy-based weapons and in action this gives them numerous advantages, even as it tends to make their mechs and fighters hotter-running, but in many cases this also entails a certain shortfall in terms of raw knock-out capability, such as that enjoyed by other clans employing weapons like Heavy Autocannon.

This is what the SuperNova was set out to supplement in Nova Cat Forces. The SuperNova PPC is, in effect; an energy-based answer to more damage-intensive ballistic weapons. In the Past the Nova Cats have had to resort to massed missile batteries to wear down armour so their lasers and ERPPCs could punch through, but with the SuperNova they now have a much more powerful weapon capable of delivering a net downrange effect which is roughly equivalent to that enjoyed by Heavy Autocannon and at a much greater range.

While comparisons between the Spheroid light and Heavy PPCs are inevitable, two factors much be remembered; first that these are fresh designs, not based on any previous work and secondly that the Nova Cats developed them in record time and in a form which is reliable and effective. While detractors from some other Clans are eager to point out the equivalency in weight as compared to the spheroid weapons, it must be remembered that the Cats never set out to make a ClanTech Light or Heavy PPC, they have created their own weapons, filling different roles and doing it more efficiently by comparison.

Nova PPCs are beginning to replace lighter laser clusters on Nova Cat OmniMechs, Fighters and newer version of second line machines. If they become available in surplus it is also expected that they might be seen as fighter-defence weapons on the Clan’s Warships. The SuperNova is seen much less often and rarely as more than a solo-mounted primary weapon; primarily due to heat as it lacks the Nova’s high efficiency. The massive heat output would keep these weapons out of combat vehicles even if the costs were not prohibitive and only the largest Omnis have been seen with a dual mount, with a single Khirgiz spotted mounting a fearsome triple battery.

The Diamond Sharks have been eager to acquire any for trade, but short supplies have kept all but very small number out of the hands of the Merchant Clan. Contrariwise; Khan Santin West supplied a number to the DCMS in hopes of beginning to heal the rift formed by the Clan’s abrogation of their Oath to the Dragon in the face of the WOB onslaught.

SLDF Forces were permitted to “Bench-Test” several pre-production examples as part of their ransom following the Munin trials against the Nova Cats. The Nova and SuperNova, as befit their independently developed nature, do not function at all when fitted with either the Falcon’s new Clan-Tech PPC Capacitator; nor with the Spheroid model, no matter the configuration or adaptor fitted. At best the safety systems engage and they fail to fire and at worst they explode.
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #64 on: 29 May 2020, 17:39:28 »
Short-Stop PPC (SSPPC)

Heat: 10
Damage: 17/13/10
Range: 11/16/19
Weight: 5
Critical Spaces: 2
Cost (in C-Bills, Equivalent): 310,000
Availability:XXD

The Short-Stop PPC is a Star-Adder-developed weapon intended to maximize short-range firepower in an ammunition-independent package. Based on the same line of long-forgotten research that had borne the Star League’s own Snub-Nosed PPCs, the new Clan-Tech model is even lighter, and while not any smaller; keeps to the same low heat load while increasing firepower dramatically though heavier gauge short-range-optimized emission capacitors.

While no SSPPCs were verified as being deployed on York, Star Adder Forces were seen using them with abandon in trials with other Clans and later in prosecuting their wars against the Invading Clans and the Ice Hellions. Those which may be encountered outside the Adders are likely battlefield salvage or Isorla as the Adders seem unwilling to do much, if any business with the Diamond Sharks in recent years. *Update: in recent months, this seems to have changed and the Adder Merchant Castes is now known to be actively trading these weapons themselves and the Sharks have been able to acquire a single gross for their own use and evaluation.

This Clan Snub-Nosed PPC seems particularly suited to OmniMech use, which is fortunate as the Adders seem to have don well to retain much of their OmniMech production capacity in the recent “troubles” as the SLDF’s Deep Recon units have termed them. They are uncommon on Omnifighters, where added space simplifies the problems of a fighting unit’s heat sink capacity and as-yet unknown on ground vehicles and other combat units, though the later may be a matter of priority. No new Second line mechs or variants have yet been observed mounting these weapons.

Interestingly; compatibility with the Falcon’s Capacitors is confirmed after Bench Tests conducted in mid 3071.

*Note; the name “Short-Stop” seems to be a semi-official one, as “Clan-Star-Adder-Snub-Nosed-PPC” is an awkward mouthful and pragmatic Clan Warriors quickly noted how a blast from the weapon at close range had the effect of causing a re-assessment of priorities in the mind of targets so-affected.
« Last Edit: 29 May 2020, 17:42:04 by beachhead1985 »
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #65 on: 29 May 2020, 17:41:36 »
Extended-Range Light PPC (ERLPPC)

Heat: 8
Damage: 5
Range: 2/8/15/24
Weight: 3
Critical Spaces: 2
Cost (in C-Bills, Equivalent): 250,000
Availability:XXE

The Draconis Combine has recently succeeded in mating ER-technology to their Light PPCs; but the smaller gauge and loading of the capacitors has meant a less-than optimal representation of the technology. However; Lord’s Light R&D have succeeded in creating a particular niche weapon which is expected to become a very popular feature on lighter mechs as well as military dropships as a light-weight, long-range sniping and harassment weapon.

Technically, the ER Light PPC is not the efficient weapon it’s simpler forebearers are; suffering some of a standard PPCs minimum range difficulties and combining this downfall with the ERPPCs traditional heat-intensive energy-drain. This limits the ERLPPC as a backup weapon and thus these are not expected to replace many of the LPPCs now in service on heavier designs. On lighter machines, however; the ERLPPC presents a leap forward into the range-gap between the Inner Sphere’s light forces and the heavily armed and long-ranged Light Omnimechs the Clans became so well known for in the 3050s.

As these weapons become available, one may expect to see ERLPPCs set a new standard on mechs in the 20-40-ton range and begin a consummate phase out of many Light PPCs now in service on these platforms.

Studies into applying ER-technology to Heavy PPCs in the Lyran Alliance have been put on-hold indefinitely pending a greater understanding of middle-tech Enhanced ERPPCs and their Clan descendants.
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #66 on: 29 May 2020, 17:43:25 »
Clan PPC Capacitator

Heat: +5
Damage: +5
Range: as Weapon
Weight: 0.5
Critical Spaces: 1
Cost (in C-Bills, Equivalent): 170,000
Availability:XXE

The Ghost Bears were the first Clan to incorporate PPC Capacitators into their forces with those found on the Leviathan III Heavy Battleship Sub-Class, however it has been the Jade Falcons who were first to create and deploy a ClanTech version of the technology in a stable, reliable form.

This equipment appears to have been extracted more or less at knife-point from the unadulterated mess that is the waste product of the Clan Civil War; now incorporated in desperation by what is left of the Jade Falcon Clan’s Scientist Caste. A thoroughly demoralized and almost utterly bereft secret society facing extinction has little choice but to take what refuge they can find and the ClanTech PPC Capacitor seems to be only the least of the heavy ransom The Society has paid for their very lives.

For their part; the modern-day Jade Falcons can use whatever help they can get. Outcasts. Pariahs. Unwitting fools. Unforgivable. Dupes and Puppets of their inferiors. These are all labels which fit the Falcons all too-well since the devastation they suffered when their fellow Clans chanced upon the incontrovertible evidence of the vast Scientist Caste conspiracy with it’s roots of Emerald-Green.

Now forced to work under what would otherwise be unbearable levels of scrutiny, the initiative and freedom of the Scientists has been utterly crushed. Were it not for the fact that the Falcons inherited such massive numbers of refugees from their former brethren, as well as absorbing vast stores of data, materiel and highly skilled personnel, they would certainly have crippled their own capacity to innovate for a century or more. As it is, only this vast influx of wealth keeps the bulging mass of the Scientist Caste from flailing uselessly under their bondage.

That the Falcons are incandescently aware of the cost in Warriors, war machines, worlds and other lower-castes which they unwillingly paid for this boon is starkly apparent in the demands they make of their Scientists. The Clan PPC Capacitor is but the least example of what the Falcon Clan can squeeze from their Scientists when their faces are pulped into the grindstone by Warriors quite literally ready to cleanse the Clan of their taint once and for all.

The Clan PPC Capacitor appears to function essentially as the Spheroid model, but when it fails; it fails “properly”, in as much as it feeds back into the strap-on unit itself, rather than the main weapon. This destroys the ClanTech Capacitor, but without additional damage to the unit and normally without even disabling the PPC.

While these new and safer capacitors are almost invariably affixed to Clan ERPPC; the Diamond Sharks own tests indicate that they work as readily with Spheroid systems as well, including Heavy PPCs.

To-date, proliferation of this equipment is widespread throughout the Falcon Touman, but small numbers have been secured through battlefield salvage from Falcon raiding and the SLDFiE is thought to have secured at least some during their recent war with the Jade Falcons. More, however have been exchanged with the Diamond Sharks in trade for badly needed resources and expertise in undisclosed projects. Through these means, it is thus possible that the technology has spread back to the homeworlds through the Shark’s most covert channels, but this is unlikely.

Rules: As PPC Capacitor. On a failure; mark capacitor as destroyed. No further effects.
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

beachhead1985

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Re: The Bench Rest. New and Different Equipment from Der Tag
« Reply #67 on: 29 May 2020, 17:44:47 »
ICOM Enhanced ERPPC

Heat: 15
Damage: 12
Range: 7/14/23
Weight: 7
Critical Spaces: 3
Cost (in C-Bills, Equivalent): 350,000
Availability:XXF

Classified Report, released to public archives 3rd of January 3251.

Derivation remains undisclosed. Further review under House Memoranda M-1089 slated for NLT 3JAN3301.

Report Follows:

ICOM Industries seems to have developed a limited production capacity for the vanishingly-rare late Star League-Early Clan Enhanced ERPPC.

The exact reasoning behind going to these efforts remains opaque. Yet in a time when the Republic and Federated Suns can manage to produce a statistically-significant quantity of copied or locally-grown ClanTech each year and each of the other major powers can manage a trickle, we have incontrovertible evidence that McKenna’s people *have NOT* simply happened on a cache of vintage super-PPCs.

In 3094, a 3rd League Spartan verified scientifically as having been built sometimes between 3089 and 3092 was knocked-out and examined following a false-flag raid by (REDACTED) in the (REDACTED), this mech incorporated a recently-produced Enhanced ERPPC bearing the hallmarks of mass-production techniques in its construction.

Conflicting theories abound, but some of the leading possibilities are that, despite being in bed with several Clans, McKenna’s military-industrial complex is lagging well-behind the Republic and others in reverse-engineering ClanTech for mass production. Another is that the findings of the raid were a plant aimed at deceiving us as to the true nature of the 3rd League’s technological fluency. However, this almost demands a high-level mole somewhere in (REDACTED) or (REDACTED). The alternative would demand a level of production for these weapons so great that it would almost demand an allocation of production capacity vast enough to handicap any actual ClanTech programs. The 3rd possibility, finding favour with (REDACTED) amongst others is that McKenna is pursuing a longer game than we though and wishes to gradual familiarize his soldiers, techs and civilian workers with more advanced technology and thus that the NERPPC is a stepping stone or a much later and more comprehensive roll-out of superior ClanTech ERPPCs en masse, perhaps another 20-40 years down the road, by which time we would be looking at an SLDFiE which is in process of shifting to a 100% ClanTech basis for it’s military materiel.

As such; the recommendation of this office is for RAF drawdowns to continue. This will see us backing away faster from the high-water mark of our troop strength to reap the political benefits, while we focus the RAF budget on stepping-up the ClanTech program with expanded development and procurement.

Yours very sincerely and respectfully, (REDACTED)

COMMENT:

Unless/until we can acquire an unredacted copy of the report with a pedigree, this amounts to a historical curiosity unfit for inclusion in the journal. It may be nothing but chaff. Suggest petitioning the right people to intercede on our behalf in this matter. Otherwise; keep eating your veggies and stay away from that natural-aging trend going around.
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

 

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