Author Topic: Primirive Prototype Equipment for Retrotech/Primitive Units.  (Read 79 times)

Izzy193

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Now these are more of a Age of War era development that eventually get perfected into their SL-era counterparts with time. Orginally introduced for Areospace fighters of primtive construction during the 2400s, intitally these were uncommon to see on Aerospace fighters and Battlemechs of Primitive technological design, due to them being used by one periphery faction at first. Eventually went exinct by 2590s when standard technology started to become more prelavent though these double heat sinks and extra-light fusion engines and the primtive prototype equipment and new weapons. despite their drawbacks were taken and secretly worked on by the terran hegemony into the modern countersparts seen in the SL-era and 3040s onwards.

Primitive Double Heatsinks:
Tonnage: 1.5
Crits: 5
Heat Dissapation: 2 per a heatsink.
Cost: 1.2 times that of single heatsinks.

Primitive Extra-light fusion engines:
Tonnage: Half of a Primitive fusion engine of the same rating.
Cost: 2 times that of a primitive fusion engine.
Crits per a side torso: 4 crits
Heat generated: 2 heat
Cost: x3 of a Primitive Fusion Engine.

Primitive Prototype equipment:

CASE-PP:
Functionally the same as CASE-I except it weighs 1 ton and can only be mounted in the torsos/body of the applicable unit type(s).

Primtive Prototype ECM suite:
Tonnage: 3 tons
Crits: 4
Function: Same as Guardian ECM for gameplay rules Reffer to Guardian ECM/ECCM Rules.

Primtive Prototype Active Probe:
Tonnage: 3 tons
Crits: 4
Function: Same as Beagal Active Probe for gamepaly rules reffer to Beagle Active Probe rules.

Primtive Prototype Ultra Autocannon 5:
Tonnage: 12
Crits: 6
Gameplay Rules: Reffer to Ultra Autocannons.
Damage: 5/shot
Heat: 2/shot
Ammo per ton: 10 rounds of fire.

Primitive Prototype LB-10X-AC:
Tonnage: 14
Crits: 8
Gameplay Rules: Reffer to LB-X Autocannons.
Damage: 10(Slug), 1x10(Pellet)
Heat: 4
Ammo per ton: 5 rounds of fire.

Primitive Prototype Streak SRM-2:
Tonnage: 2
Crits: 2
Gameplay Rules: Reffer to Streak SRMs.
Damage: 2 per missile
Heat: 2
Ammo per ton: 25 rounds of fire

Primitive Prototype ER Large Laser:
Tonnage: 7
Crits: 3
Ranges: Reffer to Inner Sphere ER Large Laser.
Damage: 8
Heat: 15

Primitive Prototype Large Pulse Laser:
Tonnage: 9
Crits: 4
Gameplay Rules: Reffer to Pulse lasers.
Ranges: Reffer to Inner Sphere Large Pulse Laser.
Damage: 9
Heat: 14

Primitive Prototype Medium Pulse Laser:
Tonnage: 3
Crits: 2
Gameplay Rules: Reffer to Pulse lasers.
Ranges: Reffer to Inner Sphere Medium Pulse Laser.
Damage: 6
Heat: 6

Primitive Prototype Small Pulse Laser:
Tonnage: 2
Crits: 2
Gameplay Rules: Reffer to Pulse lasers.
Ranges: Reffer to Inner Sphere Small Pulse Laser.
Damage: 4
Heat: 4

Primitive Prototype ER PPC:
Tonnage: 10
Crits: 4
Gameplay Rules: Reffer to ERPPC.
Ranges: Reffer to Inner Sphere ER PPC.
Damage: 10
Heat: 20

Primtive Prototype Ferro-Fibrous:
Crits: 21
Armor per ton: 15 points

Primitive Prototype Endo-Steel:
Crits:21
Tonnage: half of primitive structure.

Now I understand prototype versions of these do exist in the IO books, but these were more for primitive mechs and ASF than vehicles(support vehicles more or less got the structural side of constuction rules for Primitives covered). To give some more options for primitive/retrotech mechs and ASF. I am posting this disclaimer here before anyone says 'just use standard tech if you want high tech options/high tech prototypes'. These are intended to be objectively worse than the normal prototypes to an extent, heat genereation for the PPXLFE's not fully listed just the heat generated when standing still is(but it should give you and idea of the pattern I'm going for heat generation PPXLFE's).