Author Topic: Siphon Pod Launcher  (Read 3247 times)

ATN082268

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Siphon Pod Launcher
« on: 04 February 2011, 21:34:41 »
  Siphon Pod Launcher

  Overview
 
  The Clans have noticed during the invasion of the Inner Sphere that many of
their opponents fight in a style that is dishonorable to the Clan rules of
engagement. All too often, multiple opponents have ganged up on a single Clan
'Mech. Most Clansmen wish to uphold their rules of engagement, even in some
cases when the enemy violates those rules. Clan scientists came up with the
Siphon Pod Launcher as a solution to the problem.

  The Siphon Pod Launcher is essentially a heavily modified Narc Beacon
launcher that fires a round that attaches itself to the target much in the same
way that a narc pods does but the Siphon Pod drains energy from any ground unit
it hits ('Mechs, vehicles etc) which reduces the effectiveness of that unit.
Since Clan units generally move faster and have longer firing ranges than Inner
Sphere units, Clan warriors can more easily place themselves in a favorable
position to units that have been hit with the Siphon Pod while dueling with
their current opponent.

  The Siphon Pod was designed for use against interlopers during a duel so that
a Clan warrior may at least reduce the effectiveness of the honorless unit
while he is engaging his current opponent in a duel. Alternatively, a warrior
may use the Siphon Pod when they are mismatched in some way such as weight
class to even up the odds.

Tech base: Clan
Tons: 3
Criticals: 2
Ammo: 4 shots/ton


Heat: 4
Damage: Special (See Below)


S: 1-3
M: 4-6
L: 7-9


Game Notes: A 'Mech that has been hit with a Siphon Pod can not fire any energy
weapon that generates more than 5 heat, fire any Gauss Rifle or use its jump
jets. The pod itself does no physical damage and the effects last for 3 rounds
starting in the physical attack phase after the fire phase in which the 'Mech
was hit. After 3 rounds the pod burns out and becomes useless. If a 'Mech is
hit with more than one pod, the most current pod burns out all other pods on
the 'Mech making them useless. A 'Mech that has a pod attached to it can make a
physical attack against it in the physical attack phase at a +3 to their
piloting skill number (in addition to any other possible modifiers) to break
the pod which will render it useless.


-ATN