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Author Topic: Home-Brew Expanded Weapons & Equipment  (Read 213 times)

Retry

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Home-Brew Expanded Weapons & Equipment
« on: 04 June 2019, 17:42:23 »
The purpose of this is to expand the weapon & equipment list for the IS and Clans. Most of these are fairly common-sense ideas like ER versions of Light and Heavy PPCs, but there's a few new things sprinkled here as well.

PPCs
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The success of the Light and Heavy PPC led to variants of the two being created along similar lines of the original
PPC. The Clans later started experimenting with light and heavy ER PPCs, starting with the Society using it as the main
gun of the Boggart 3 protomech.

Light Snub-Nose PPC
5/4/2 damage
5 Heat
9/13/15 range
2.5 tons
1 crit
Common 3068
E/X-X-F-D
225,000 C-Bills

Heavy Snub-Nose PPC
15/12/7 damage
15 Heat
9/13/15 range
8.5 tons
3 crits
Common 3068
E/X-X-F-D
375,000 C-Bills

Light ER PPC
5 damage (8 clan)
8 Heat
7/14/23 range
3 tons (2.5 clan)
2 crits (1 clan, Protomech capable)
Common 3070
E/X-X-E-D
225,000 C-Bills

Heavy ER PPC
15 damage (22 clan)
22 Heat
7/14/23 range
10 tons (8.5 clan)
4 crits (3 clan)
Common 3070
E/X-X-E-D
375,000 C-Bills

PPC Interruptor
1.5 tons (1 clan)
1 crit
Production 3080
E/X-X-E-D
150,000 C-Bills
Description: The PPC Interruptor is a module designed to enhance PPC performance, but in a different way to the PPC capacitor. This module effectively "interrupts" the PPC stream into a longer-lasting "pulse" of streams similar to pulse lasers. This allows the PPC to make corrections more easily, and is especially more capable at knocking out aircraft. However, the Interruptor produces some excess heat in order to dissipate the PPC streams and consumes some power from the PPC device itself, reducing damage output slightly depending on the PPC type mated to the device. Like the regular PPC Capacitor, the Interruptor can be turned off to allow the PPC to operate normally. The PPC Interruptor is incompatible with the PPC Capacitor.
Effects:
-1 to-hit modifier when active to mated PPC
-2 flak to-hit bonus
+2 heat production
-1/-2/-3 to damage for Light/Standard/Heavy PPCs
Cannot make called shots

PPC ELECTRICAL OVERLOAD EFFECTS (Optional Rule)
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PPCs are often fluffed in such a way that hits by a PPC coincide with temporary negative effects, which are
sometimes implemented in some form in stuff like 'Mechwarrior. Under this optional rule, getting hit by any PPC causes
the following effects:
-Targeting Computers are disabled the following turn
-Sensors (including Beagle and Bloodhound probes) are disabled the following turn
-Non-MRM missile weapons suffer a -1 modifier on the cluster hits table the following turn

ENHANCED ECM (Optional Rule)
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This slightly increases the scope and utility of GECM and AECM.
In addition to their other effects, guided missiles (LRMs and SRMs) have some difficulty tracking targets with an ECM
cloud, causing slight cluster roll maluses.
ECM CLUSTER ROLL MALUS
Guardian -1
Angel -2
Nova -3
Rolls reduced to below 2 are treated as a 2.

GREMLIN FCS (Missile Add-On)
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2 tons (1.5 clan)
2 crits (1 clan)
Production 2600
E/E-F(F*)-D-C
250,000 C-Bills
Description:The Gremlin FCS was developed at a similar time to the Artemis IV FCS and is designed to increase the
effectiveness of missile weapons against swift-flying targets. The Gremlin FCS is especially popular on certain BA models
 to threaten low-flying aircraft, but isn't common on ground vehicles except for anti-aircraft models due to its downsides.
Effects:
LRMs, Streak LRMs, SRMs, Streak SRMs, NLRMs, ELRMs, MMLs, and Thunderbolt Missile Launchers are compatible with
the Gremlin FCS with all ammo types. The Gremlin FCS is not compatible with Artemis FCS.
-Targeting air units causes a -2 to-hit bonus at the cost of a -1 malus on the cluster hits table
-Targeting ground units has a +1 to-hit penalty and a -1 malus on the cluster hits table
-T-Bolt missiles don't roll on the cluster hits table, naturally.

BA-Scale and Protomech-Scale Gremlin Missile Launchers
A missile launcher can be designated as a Gremlin missile launcher at the cost of doubling its C-Bill cost and an increase
in weight of the launcher by 20% rounded to the nearest kilogram. Ex: a BA-scale Gremlin LRM-5 launcher costs 60,000
C-Bills and weighs 360 kg.

SILVER BULLET MODULE
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1 ton
1 crit
Production 3120
F/X-X-X-E
75,000 C-Bills

The Silver Bullet Module is developed by the Republic of the Sphere from the Silver Bullet Gauss Rifle and can be
installed on the Gauss Rifle, Light Gauss Rifle, and Improved Heavy Gauss Rifle. It effectively allows "Silver Bullet"
ammunition to be used, which is basically LB-X for gauss rifles. The Light deals 8 cluster damage, standard deals 15
cluster damage, and Improved Heavy deals 22 cluster damage. Unlike the earlier Silver Bullet Gauss Rifle, a gauss rifle
w/ the Silver Bullet Module can use both solid shot and silver bullet shot.

Silver bullet shot for the module costs 25,000 C-Bills and has a rating of E/X-X-X-E.

IMPROVED PROTOMECH AUTOCANNONS
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The PAC were experiments to lighten the autocannon further, and were basically lifted straight from old Clan
prototypes with little additional development to rush the autocannon for Protomechs. This resulted in an unsuccessful
sub-par weapon series. By 3120, the PAC series of autocannon was further refined and lightened using mostly composite
components to an insane extent by the Clans who managed to get the PAC extremely light, losing nearly 50% of its
weight in some cases. This came at the cost of durability: An iPAC that takes a critical hit is completely destroyed with no
 chance of repairing or salvaging, and must be replaced with a completely new weapon. The low range and bulky
ammunition of PACs also wasn't solved, but other than that, iPACs are beginning to become a popular choice for
protomechs and light clan vehicles & IFVs.

iPAC/2
2 Damage
0 Heat
7/14/20 Range
2 tons
2 crits
142,500 C-Bills
Production Year 3120
F/X-X-X-E
40 shots/ton

iPAC/4
4 Damage
1 Heat
5/10/15 Range
3 tons
3 crits
199,500 C-Bills
Production Year 3120
F/X-X-X-E
20 shots/ton

iPAC/8
8 Damage
2 Heat
3/7/10 Range
4 tons
4 crits
262,500 C-Bills
Production Year 3120
F/X-X-X-E
10 shots/ton

UNIVERSAL AUTOCANNON
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The Universal Autocannons are long-term refinement and modernization project made to Autocannons that aimed
to incorporate advances made on the general AC series as well as its offshoots (LB-X, Ultras) into one single versatile
weapons platform, and were first deployed in the 3140s.

The rules for the Universal Autocannon are as follows:

-The Universal Autocannon can use all ammunition available to both the LB-X series and Standard Autocannon Series
-The Universal Autocannon can "double tap", firing twice and making two separate to-hit rolls. This doubles heat
production and either to-hit roll that rolls a 2 results in jamming (if the 1st roll is a jam, the 2nd shot doesn't occur and
no ammo is consumed for it).
-Double-Tapping is compatible with any ammunition type
-A Jammed Universal Autocannon can be unjammed in the same manner as a Rotary Autocannon.

UnivACs costs 2.5x that of a standard autocannon in C-Bills and have the rating F/X-X-X-F since they're a very new technology.

The Clans also have Protomech versions of the UnivAC, though these have yet to hit mass production.

IS UnivACs:

UnivAC/2
6 tons
2 Crits
0 Heat
9/18/27 Range
50 Shots/ton

UnivAC/5
8 tons
4 Crits
1 Heat
7/14/21 Range
20 Shots/ton

UnivAC/10
11 tons
6 Crits
2 Heat
6/12/18 Range
10 Shots/ton

UnivAC/20
14 tons
10 Crits
6 Heat
4/8/12 Range
5 Shots/ton

Clan UnivACs:

UnivAC/2
5 tons
1 Crit
0 Heat
11/22/33 Range
50 Shots/ton

UnivAC/5
7 tons
3 Crits
1 Heat
9/18/27 Range
20 Shots/ton

UnivAC/10
10 tons
4 Crits
2 Heat
7/14/21 Range
10 Shots/ton

UnivAC/20
12 tons
8 Crits
6 Heat
4/8/12 Range
5 Shots/ton

UnivPAC/2
2.5 tons
2 Crits
0 Heat
7/14/20 Range
40 Shots/ton

UnivPAC/4
3.5 tons
3 Crits
1 Heat
5/10/15 Range
20 Shots/ton

UnivPAC/8
4.5 tons
4 Crits
2 Heat
3/7/10 Range
10 Shots/ton

HAG/10
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10 Damage
2 Heat
(2)8/16/24 Range
12 Shots/ton
7 tons
4 crits
Common 3072
F/X-F-E-D Rating
300,000 C-Bills
Notes:(theoretically) Protomech Mountable

CLAN-SPEC EQUIPMENT EXPANSION
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A long while after the end of the Clan Invasion, interaction between some clans and IS powers increased
interaction between the two. With some clans migrating outside of the Kerensky Cluster and becoming "IS clans", some
IS powers taking in some of the IS clans as "pet clans", and Clan Diamond Shark/Sea Fox's trade exchanges between IS
 and clan powers, clan manufacturing techniques and metallurgy was applied to some IS technology, resulting in
improved components for some equipment.

In addition, some of the Republic of the Sphere's manufacturing base is capable of producing clan-quality equipment, so
many of the "clan-tech" equipment may actually be produced primarily by the Republic.

GYROS, ENGINES & STRUCTURE

CLAN-SPEC XL GYRO
Specs: As IS XL Gyro, but with 1 less crit consumed

CLAN-SPEC HEAVY-DUTY GYRO
Specs: As IS H-D Gyro, but weighs 1.5x of normal gyro weight instead of 2x

CLAN-SPEC LIGHT FUSION ENGINE
Specs: As IS Light Fusion Engine, but takes up 1 less crit in side torsos for Battlemechs. Takes up 0 slots in vehicles.

CLAN-SPEC COMPACT ENGINE
Specs: As IS compact fusion engine, but weighs 1.25x of normal fusion engine weight instead of 1.5x

CLAN-SPEC REINFORCED STRUCTURE
Specs: As IS Reinforced Structure but with a weight multiplier of 1.5x instead of 2x.

IS-TO-CLAN WEAPON CONVERSIONS
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Many IS weaponry and equipment were eventually redeveloped with Clan techniques to make more compact and
sometimes more capable variants.

Notably, while these are all called "clan tech", this is a bit of a misnomer since many of them are not even primarily
fielded by the Clans. For example, the clan Heavy Gauss Rifle, while produced by Clan Wolf-In-Exile, is mostly produced
for use by the Lyran Commonwealth. The "clan" iNarc is, in fact, only produced in the Republic of the Sphere and then
only used among their elite regiments.

Clan Light Gauss Rifle (intro 3090)
-1 crit, -3 tons

Clan Heavy Gauss Rifle (intro 3092)
-1 crit, -3 tons

Clan Improved Heavy Gauss Rifle (intro 3102)
-1 crit, -3 tons

Clan Extended LRM (intro 3105)
-1 crit (min 1), 1/2 tons, -2 minimum range

(Protomech cELRM: 400kg/tube, 11.11 kg/missile, 12,000 C-Bills/tube)

Clan MRM (intro 3085)
-1 crit, 1/2 tons

(Protomech cMRM: 150kg/tube, 4.16 kg/missile, 5,000 C-Bills/tube)

Clan MML 3/5/7/9 (intro 3110)
-1 crit, -.5/-1/-1.5/-2 tons, no LRM minimum range

(Protomech cMML: 333kg/tube, SRM/LRM missiles, 15,000 C-Bills/tube)

Clan iNarc (intro 3115)
-1 crit, -1.5 tons
(Available for Protomechs)

Clan Coolant Pod (intro 3100)
-.5 tons

Clan Small/Medium/Large Re-Engineered Laser (intro 3140)
+1 damage, -0/-0/-2 tons, -0/-0/-1 crits
Range Brackets: 2/4/6 small, 4/8/12 Medium, 6/14/20 Large
(Available for Protomechs)

Clan TSEMP Cannon (intro 3140)
-2 tons, -1 crit

Clan Thunderbolt 5/10/15/20 (intro 3105)
Range Bracket (0)6/12/18 (no minimum range)
-1/-2/-3/-4 tons
(Thunderbolt 5 & 10 available for Protomechs)

Clan Chaff Pod
-.5 tons

MRM ALTERNATIVE AMMUNITION
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While they're considered to be a cheap missile alternative to SRMs and LRMs, two basic alternative warheads for the MRM exists.

Smoke MRM
2,500 C-Bills /ton
C/X-X-D-C rating
Resolve a smoke MRM barrage as an equivalent barrage of smoke LRMs

Fragmentation MRM
10,000 C-Blls /ton
C/X-X-D-C rating
Resolve a fragmentation MRM barrage as an equivalent barrage of frag LRMs.

ELRM ALTERNATIVE AMMUNITION
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The initial ELRM system was rushed to the front lines with only a standard ammunition type to combat the Clans,
but in 3075 Coventry Metal Works provided a modernization package for the ELRM system that greatly increased the
flexibility of the system, including the software required for integration with Artemis systems and new ammunition lines
that included most of the ammunition types available to the LRM.

ELRM alternative ammo functions similarly to its equivalent LRM ammo and is assumed to have the rating E/X-X-F-E for all types.

Artemis-Capable: 2x cost
Artemis V-Capable: 3x cost
Fragmentation: 2x cost
Follow-The-Leader: 2x cost, 1/2 ammo rounded down
Heat-Seeking: 2x cost, 1/2 ammo rounded down
Mine Clearance: No modifiers
Narc-Capable: 2x cost
Semi-Guided: 3x cost
Smoke: .5x cost
Swarm: 2x cost
I-Swarm: 3x cost
Thunder: 2x cost
Thunder-Augmented: 4x cost, 1/2 ammo rounded down
Thunder-Active: 3x cost, 1/2 ammo rounded down
Thunder-Inferno: 1/2 ammo rounded down
Thunder-Vibrabomb: 2.5x cost, 1/2 ammo rounded down

VEHICLE RECOIL-LESS RIFLE
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Recoilless rifles are lightweight, cheap, but bulky and short-ranged fire-support weapons that are popular on low-end,
cheap technicals but sometimes find use on light 'Mechs and Protomechs. Recoilless Rifle ammunition can be
installed in half-ton lots.

Vehicle Scale Recoilless Rifle Rating: C/B-B-A-A

Light Recoilless Rifle:
1 ton
1 crit
1 heat
75 ammo/ton, 1000 C-Bills ammo
Other combat stats and costs: As BA LRR

Medium Recoilless Rifle:
1.5 ton
2 crit
2 heat
50 ammo/ton, 1000 C-Bills ammo
Other combat stats: As BA MRR

Heavy Recoilless Rifle:
2 ton
3 crit
2 heat
50 ammo/ton, 1000 C-Bills ammo
Other combat stats: As BA HRR

 

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