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.