This product of Solaris VII arenas is a simple but unusual augmentation of a classic BattleMech physical attack: a standard rocket launcher is mounted behind the hand actuator, generally on a forearm bracket, and is activated by a simple impact sensor after a MechWarrior triggers a punch attack (without which the "Streak Punch" system should be fairly safe against accidental impacts.) Rather than volleying rockets in a typical space sequence, the launcher salvos its rockets almost simultaneously to exploit the brief window of the punch. This tends to result in rocket fratricide and dispersal, but the point blank launch means even damaged rockets detonate against the target: effectively, none miss. This can greatly augment the effect of a punch for even light 'Mechs.
The genesis of the Streak Punch was an effort by a minor BattleMech stable to try to produce a "rocket fist," which would dramatically propel a hand actuator across an arena in a one-shot surprise attack. With limited funds to engineer such a complicated "rocket fist," let alone pay for regular replacement hand actuators, the stable hit upon the idea of impact-activated weaponry. Rocket launchers were selected because they were simple and robust enough to be used in such conditions and, frankly, the stable was still stuck on the idea of rocket punches.
The Streak Punch has a number of drawbacks. The mass-volley of rockets greatly overheats the launcher, potentially wrecking it and straining the 'Mech's coolant system. Quite often, the punching 'Mech's arm is also damaged by the nearby explosions of rockets against the target. If more than one launcher is carried in an arm, the heat flash and nearby explosions tend to detonate other launchers. It has proven all but impossible to safely trigger more than one launcher per punch, and thus the Streak Punch system will only trigger one launcher per turn.
Construction
A Streak Punch system is, like a machine gun array, an item added to other weapons. In this case, the BattleMech must have a rocket launcher (or launchers) of the same size (10, 15, or 20) in a punch-capable arm. Only one Streak Punch is needed per arm, no matter how many rocket launchers are in the arm.
The Streak Punch module may only be mounted in arms of BattleMechs or OmniMechs in conjunction with one or more RLs, and all actuators (shoulder, arm, and hand) must be present at the time the Streak Punch is installed. The Streak Punch (and its rocket launchers) may be pod-mounted.
The only melee attack with which Streak Punch is compatible is punching. It may not be combined with other melee attacks.
Combat
Basic operation is, well, basic: if a 'Mech executes a successful punch attack with an arm carrying a Streak Punch system and has an unused Rocket Launcher in that arm, then a single Rocket Launcher in the arm is fired and the target takes maximum damage from the launcher in the same hit location as the punch.
The system may be turned off in the end phase of a turn so unused Rocket Launchers are not triggered with subsequent punches. Rocket Launchers associated with the system may also be fired normally as ranged weapons, under the usual RL rules.
When used, the sudden mass-launch of rockets strains the cooling system of a 'Mech: the rocket launcher generates double normal heat.
There are a number of potential malfunctions in the Streak Punch:
1) On a successful attack that exactly rolls the required to-hit number (not higher), the punching 'Mech takes half damage from the rocket launcher (round down) to the punching arm.
2) If the punching attack rolls a "2," a brushing collision in close combat causes one of the unused RLs in the attacking arm to trigger improperly and explode in the launch tubes. This is treated like a critical hit on a randomly selected RL in the arm, with the addition that the RL inflicts damage to the arm's internal structure equal to its full damage value.
3) Having more than one RL in an arm has proved dangerous due to the heat flash of firing one. If an arm has one or more unused RLs during a successful attack, there is a risk of detonating the unused launcher(s). This only happens if the punching attack rolls above a certain number. The base is 12, and lowered by 1 for each of the following modifiers: -1 for each unused RL in the attacking arm; -1 if the attack is made with an RL/15; and -2 if the attack is made with an RL/20. If the roll indicates a detonation, follow the results of malfunction #2 above.
Statistics
Weight: 0.5 tons
Crits: 1
Cost: 20,000CB
Heat: 0 (but RL heat doubled)
Comments, suggestions, questions, jeers?