BATTLETECH
Mech Weapons and Equipment:

PPC, ER PPC
Flamer
Laser, ER Laser, Pulse Laser
Gauss Rifle, Autocannon, Machine Gun
SRM, Inferno SRM, Streak SRM, LRM
ARTILLERY
A-Pod, AMS
CASE
ARTEMIS, Active Probe, TAG

Particle Projection Cannon (PPC)

Inner Sphere PPC Table
Heat: Damage: Minimum Short  Medium Long   Tons: Critical  Ammo:    
              Range:  Range: Range: Range:        Slots:            
 10     10    90m     180m   360m   540m    7        3     unlimited

PPCs (Particle Projection Cannon) are a particular kind of cannon that use fusion-derived plasma particles from the reactor as projectiles. In spite of the insignificant (for the reactor's working) removed mass, the extremely high speed and heat that they reach make them devastating projectiles.
To speed up the particles a synchrotron is used. This is a particle accelerator with a toroidal shape. Along the vacuum internal chamber there is a series of superconductor magnets and radio frequency units that produce the accelerator field. The name of this accelerator is derived from its working. During the acceleration phase there is a synchronism between the particle's motion and the electrical field that speed up the particles; continuously increasing the frequency of the electrical field and the intensity of the magnetic filed that maintains the particles in a round orbit. The accelerated mass nearly reaches the speed of light, though it can not match or surpass it according to Einstein's theory of relativity. When the particles reach their maximum speed, they increase their mass. As the reactor can produce up to 17.6 MeV, the particles can increase their mass up to 2%. Then the particles are ready to be fired. A series of electromagnets drive the accelerated particles toward the cannon's nozzle, where the particles are directed to the target. The PPC's reload time is represented by the seconds needed to speed up the particles.
The damage caused by a PPC shot is the consequence of a kinetic impact (like normal projectiles) and the extreme heat that it produces.


Extended-Range Particle Projection Cannon (ER PPC)

Clan ER PPC Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 15 15 none 210m 420m 690m 6 2 unlimited
Inner Sphere ER PPC Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 15 10 none 210m 420m 690m 7 3 unlimited

ER PPCs (Extended Range Particle Projection Cannons) work in the same way as standard PPCs; however the synchrotron is smaller than the original one. As the smaller size makes the particles move more quickly, the ER PPC has more powerful superconductor magnets to control the accelerated particles. Also, the barrel features a new superconductive system.
The synchrotron isn't strictly related to the range profiles. The greater obstacle is the weapon's barrel. The particles reach extreme speeds during the acceleration, and they must be "slowed" before they reach the fragile barrel. Extended Range PPCs employ a composite cylinder as a main structure, strengthened by four superconductor "rails": these rails force the projectile into a narrow area, not in contact with the barrel. This eventually increased the barrel size, but the projectile decelerator is smaller, and the range profile is greater than in the standard model.
The main difference between Clan and Inner Sphere model is the size of the synchrotron. Inner Sphere models have a bigger acceleration chamber because the raw materials needed to build the magnets are very rare and expensive (Clan manufacturers don't have this problem as their worlds are rich in these materials). As described above, the size of the synchrotron affects particle speed, one shot from an Inner Sphere ER PPC is weaker than the Clan counterpart.


Flamer

Clan Flamer Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 3 2 Heat Points none 30m 60m 90m 0.5 1 unlimited
Clan Vehicle Flamer Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 3 2 Heat Points none 30m 60m 90m 0.5 1 20
Inner Sphere Flamer Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 3 2 Heat Points none 30m 60m 90m 1 1 unlimited
Inner Sphere Vehicle Flamer Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo: Range: Range: Range: Range: Slots: 3 2 Heat Points none 30m 60m 90m 1 1 20

Flamers are one of the oldest weapon concepts in currently use. It is possible to say that mankind used flamers just after the discovery of fire, and the simple and cheap concept of flame thrower has survived to modern days.
Historically, the first flamethrower was reported during the Delo (Greece) siege, 424 bc; however, the first "real" flame thrower was tested during the First World War, at Malencourt (France) by German forces. These obsolete weapons used large tanks to store the combustible fuel and a gas to propel the fuel toward the rifle nozzle. The result was a stream of ignited fuel capable of burning all but the hardest materials. These flamers were susceptible to several problems, however. First, they needed continual recharge of the combustible fuel, and a direct hit to the fuel tanks produced an explosion capable of killing the soldier carrying the flamer and any nearby allies.
The flamers used today, tap directly into the engine, enabling them to work indefinitely. The absence of a fuel tank also makes the weapon safer than its predecessors. The flamer consists of two main parts, called emission lance and main body. The main body of the Flamer contains several security valves, the pressure control system, the gas filter, the connection to the engine, to the cooling system, the power manager and a small control computer. The emission lance contains the main security valve and the lighter.
The Flamer's working is very simple: the hot gases from the reactor are directed to the Flamer by simple tube. This tube is connected to the rear areas of the Flamer. Just after this connection, the gases are funneled toward a filter. This filter makes sure no foreign bodies enter the Flamer. The purified gases then pass into a pressure system, that compresses them. Before this system the first group of security valves ensures the pressure in the first part of the main body will not increase beyond normal levels. After being compressed the gases are pushed toward the pressure valve, for the final compression. The then compressed gas is injected into the emission lance.
Here, the gas is exposed to a live flame, created by a lighter and begins to burn as normal fuel. The final security system is located before the lighter, and is normally called the main valve. This valve does not allow to the burning gas to ignite the gases in the main body.
The whole Flamer is enclosed by a cooling jacket. This jacket enables the coolant to keep the Flamer's body and emission lance at safe levels. The jacket is connected to a standard cooling system, consisting of a coolant exchanger and purifier. These two complexes ensures the coolant in the jacket is always under hot temperatures and no foreign body is present in the jacket's pipings. The coolant box has two secondary filters for maximum safety.
Another version of the flamer, usually carried by ICE-equipped vehicles, standard infantry or low-tech BattleMechs, is similar to the old models cited above.
It uses the same nozzle and body of the standard flamer, but the source of the combustion material is a fuel mixture. As with most ballistic weapons, a critical hit to the fuel tanks will create a huge explosion capable of crippling the vehicle.
Both type of flamers are short range weapons, and they are normally used to repel infantry attacks. Very few vehicles or 'Mechs carry a flamer. However, some 'Mech designs, like the Firestarter, have proven their worth, if used in wooden lands. These 'Mechs can create several fires to slow down enemy 'Mechs. These tactics are useful only one time during several years, as trees require time to regrow.
The so-called vehicle flamer uses ammunition supplied by fuel in tanks rather than tapping into the fusion reactor. As such, it is considered a ballistic rather than energy weapon. This means vehicles need not mount heat sinks to dissipate the heat generated by vehicle flamers, making them ideal weapons for use on internal combustion-powered units. Despite the weapon's name, BattleMechs may also mount this type of flamer, but they must accommodate the heat generated by firing the weapon using heat sinks in the usual way.


Laser

Inner Sphere Standard Lasers Table Heat: Damage: Minimum Short Medium Long Tons: Critical Range: Range: Range: Range: Slots: Large 8 8 none 150m 300m 450m 5 2 Medium 3 5 none 90m 180m 270m 1 1 Small 1 3 none 30m 60m 90m 0.5 1

The LASER (Light Amplification by Stimulated Emission of Radiation) is a particular kind of MASER (Microwave Amplification by Stimulated Emission of Radiation) referred to visible light's radiations: the physical principles on which is based is the stimulated emission.
Ion atoms and molecules of a material occupy certain stationary conditions characterized by fair energy levels, and they can interact with an electromagnetical radiation: the interaction consists either in the atomic system (which pass from a lower energy level to a higher one) and in the emission of radiation by the atomic system (which at the start is in a higher energy level). The emission can be spontaneous or stimulated: the latter one, for an atomic system on thermic balance, at the wave length of the visible light is weaker than the spontaneous emission and it's very difficult to observe; the equality between stimulated and spontaneous emission can be reached for a wave length of about 60 microns; when the situation reaches the microwave field (1 cm) the stimulated emission is stronger than the spontaneous one.
To make a material act as a laser amplifier, an external action is needed. This action must modify the balance distribution, which means that this action must populate a higher energy level than the lower one; the resulting distribution is called population inversion and the material where it happens is called active material. The amplification will be greater as the inversion will be greater.
To make a particular material to work as a laser oscillator and to generate a coherent light radiation, the material must be placed in a resonant cavity, made with mirrors positioned as two parallel planes; one of these mirrors must be totally reflecting, while the other must be partially reflective. Due to the losses in the cavity (absorption, diffraction, etc.) and the contact with the external environment (transmission through the partially reflective mirror), the population inversion alone doesn't ensure the oscillation; to obtain it, the "gain" of the active material must surpass the losses in the cavity. Only when this happens the chain reaction that creates the stmiluated emission makes the laser oscillate. To maintain this situation, the change to a higher energy level must be continuous, and this requires a lot of energy. When a threshold limit is surpassed, a part of the radiation leaves the cavity through the partially reflective mirror, while the remaining part is "recycled". The radiation is emitted as a plain wave, as the partially reflecting mirror excludes all the radiations that could be emitted as a bundle; also, the stimulated light appears as a monochromatic ray because the amplified band composes the main part of the beam.
The reactive material used in the lasers depends on which model is examined: one material can act as a laser stimulator only when stimulated by a particular light, and no other colored light can stimulate it. For example, the tungsten (also called wolfram), can be stimulated only with an orange light. Every laser model has its own beam color; large lasers use stravy topaz (burned topaz), which is stimulated only by red light, so the resulting beam is red; medium lasers use red corundum (ruby), and the emitted light is green; the small model uses green beryl (emerald), stimulated only by blue light, there fore the emitted beam is blue.
Though the three models employ different active materials, their characteristics are nearly the same. Every material contains a 0.05% of impurities, usually chrome; the chrome is used a an additional reactive mass to help the main material. The reactive mass is shaped as a cylindrical rod, with plain and parallel silver-plated bases, to act as the mirrors described above. This rod is positioned in the middle of a helicoidal flash tube, and it fires a light impulse for a second or less. The laser action is retarted until the beam is at its maximum power, and this is the laser's recharge time.
The main effect of a laser hit is the fusion of the target, as well as the disruption of intermolecular ties. This effect is possible because the laser hit the target on a single, small area. Armor used on modern day vehicles can dissipate a portion of the laser energy, though they cannot be considered immune from these weapons.


Extended-Range (ER) Laser

Clan Extended Range Lasers Table Heat: Damage: Minimum Short Medium Long Tons: Critical Range: Range: Range: Range: Slots: Large 12 10 none 240m 450m 750m 4 1 Medium 5 7 none 150m 300m 450m 1 1 Small 2 5 none 60m 120m 180m 0.5 1 Micro 1 2 none 30m 60m 120m 0.25 1

Inner Sphere Extended Range Lasers Table Heat: Damage: Minimum Short Medium Long Tons: Critical Range: Range: Range: Range: Slots: Large 12 8 none 210m 420m 570m 5 2 Medium 5 5 none 120m 240m 360m 1 1 Small 2 3 none 60m 120m 150m 0.5 1

Extended Range versions of the standard lasers were tested in the last days of the Star League, and the majority of them left the Inner Sphere when General Kerensky self-exiled himself and the SLDF. Few models remained in the hands of the Great Lords, but the technological regression caused by the Succession Wars made it impossible to reproduce, or even the study, these weapons. When the Clans invaded the Inner Sphere, they used ER models derived from the original SLDF models. These models are lighter, less bulky and more efficient thanks to the Clans' manufacturing abilities. Inner Sphere scientist were able to duplicate the ER technology on the large laser first, then they nearly matched the Clan ER lasers with the ER medium and small lasers.
The longer range of this laser model is the result of an increased impurity ratio in the laser's reactive material: every crystal rod contains at least 0.07 % of chrome, plus the 0.03 % of carbon. The carbon is present to maintain the material integrity, as the higher percentage of chrome rendered the reactive mass very unstable and susceptible to micro-fractures both during combat and production stages. The carbon solved this problem, as it reinforces the mass' structure as it would be a reactive mass of a standard laser. However, the carbon had a side effect, even present in Clan models, it increases the heat generated by the laser. The carbon is used for high-efficiency brakes or to manufacture heat-resistive materials, as it can absorb high amounts of heat without enlarging (as the thermal expansion theory tells); so the carbon is perfect to maintain the material's structure, but when the colored light hits the reactive mass, the carbon absorbs and then releases higher amounts of waste heat. Clan models feature a more capable energy computer and better resistors to control the higher amount of energy pumped in the resonance cavity to obtain stronger laser beams than Inner Sphere models.


Pulse Laser

Clan Pulse Lasers Table Heat: Damage: Minimum Short Medium Long Tons: Critical Range: Range: Range: Range: Slots: Large 10 10 none 180m 420m 600m 6 2 Medium 4 7 none 120m 240m 360m 2 1 Small 2 3 none 60m 120m 180m 1 1 Micro 1 3 none 30m 60m 90m 0.5 1

Inner Sphere Pulse Lasers Table Heat: Damage: Minimum Short Medium Long Tons: Critical Range: Range: Range: Range: Slots: Large 10 9 none 90m 210m 300m 5 2 Medium 4 6 none 60m 120m 180m 1 1 Small 2 3 none 30m 60m 90m 1 1


The pulse lasers were first introduced by Clan forces as an alternative to standard and ER lasers. It is not possible to track the category origins, as the first models were distributed among the Clans in equal numbers.
The designation "pulse" comes from the workings of these lasers: rather than focus all the possible energy in a single, powerful laser beam, pulse technology allow to create multiple laser bursts, creating an effect similar to a machine gun fire. First models used separate beams to create this effect, but normal models use a single beam, that lasts longer than the standard, ER or heavy laser beam. Both effects make the pulse laser more accurate than other models, but range and damage have lower values. Heat output is lower because the reactive material doesn't contain carbon.
The workings of a pulse laser are the same of a standard model, until the pilot fires it: the material is stimulated by colored light until the beam reaches its maximum power, and then the laser is ready to fire; when the laser is fired, it doesn't simply "release" the beam to the target, but also restarts to stimulate the reactive mass, to increase the beam's length. Rather than stimulating the mass continuously, the pulse the mass is equipped with a special diaphragm that temporarily "cuts" the link between the mass and the flash tube, for decreasing overheat cases and micro-fractures in the reactive material. The diaphragm is made with a totally reflective surface; the diaphragm and the part of the flash tube that generates the colored light are enclosed in a mirror chamber similar to the resonance chamber where the mass is positioned, to recycle the redirected light; this system ensures that the reactive material will be not exposed too much to colored light and saves energy.
As for Extended Range models, Clan pulse lasers have an higher damage value thanks to their better energy control equipment.


Gauss Rifle

Clan Gauss Rifle Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: 1 15 60m 210m 450m 660m 12 6 8 Inner Sphere Gauss Rifle Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: 1 15 60m 210m 450m 660m 15 7 8 Inner Sphere Light Gauss Rifle Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: per ton: 1 8 90m 240m 510m 750m 12 5 16

Gauss Cannons are a true innovation in the world of projectile weapons. They do not use small amounts of explosives to propel the projectile through the barrel, but rather use a system called a RailGun. The RailGun system was created in the 20th Century, but manufacturing problems stopped the project.
Usually, the projectile is propelled through a small explosion, started by the firing pin located at the end of the barrel. This system made created a lot of friction between the projectile and the barrel, reducing the projectile speed. Also, the projectiles charged small amounts of explosive, creating ammunition affected by heat and direct hits. The RailGun system tried to solve this problem with a series of electromagnetic sectors and a projectile (electromagnetically charged oppositely). This system removed the friction and the problems related with the explosions, as the projectile became a big piece of metal. The study of this system was suspended due to the problems related with the power source.
Modern day Gauss Rifles are the direct evolution of this system. Gauss rifles use the same system to propel the projectile, a nickel-ferrous slug, and uses a series of capacitors to power the weapons. Thanks to the unlimited power that a MHD reactor mounted in the 'Mech torso can create, these capacitors can be charged infinitely.
The projectile coming from the ammo bin is introduced to a loading chamber, where the specific mechanism place the shell in the first section of the weapon's long barrel. The loading chamber (and the rest of the weapon) is divided from the barrel by a diaphragm. This diaphragm opens to let the passage of the shell, then seals the barrel to discharge the projectile. As described above, the projectile is moved by electromagnetic force, rather than the usual charge of gun powder. The barrel is composed by a series of electromagnetically charged sectors and isolation areas between these sectors; turned on and off progessively (starting from the innermost sector to the outer one), the sectors propel the shell toward the barrel nozzle. Without friction and other slowdowns, the projectile can achieve a speed of Mach 5 or greater.
These sectors are powered by a series of capacitors placed behind the loading chamber. A power line starts from the capacitors to the barrel, where a ring, called a power ring, collects the energy and passes it to the four power lines encircling the barrel; the barrels are named with the four cardinal points, north, south, west and east, due to their placement. The capacitors are connected to the main power line from the reactor. Due to the high amounts of power required by the capacitor, the power line of the Gauss rifle is unusually large for a ballistic weapon. Also, the capacitors are the weapon's weak point: For maximum energy performance, the lines are designed to redirect all the unused energy to the energy banks, and a direct hit to any part of Gauss is likely to create a destructive feedback, directed toward the capacitors, which aren't designed to receive large amounts of residual energy. Such feedbacks destroy the capacitors and the entire rifle with a powerful explosion.
The final part of the rifle is composed by the coolant circuit and recoil absorbing system. The recoil system is the only piece of machinery that generates a large amount of heat, and thus is the only part connected to the small cooling circuit in the cannon's back. The systems are linked with an heat exchanger for facilitating the heat conduction.
As described above, the Gauss rifle is as powerful as dangerous, due to the energy feedbacks. However, the explosion created by an overloaded capacitor is weak compared to the catastrophic explosions of normal ammunitions.
Technological differences made the Inner Sphere Gauss Rifle heavier and bulkier than the Clan version. These two versions have the same range and heat profiles. The Free Worlds League tried to duplicate the same structure used in the Clan model. Although this effort was not successful, they did create the so-called Light Gauss Rifle.
This version of the rifle works in the same way as normal rifles, but the Light Gauss employs a smaller and lighter shell. The shell reduction enabled the scientists to use smaller capacitors to power the rifle, therefore reducing the explosion created by the energy feedback.
The shell used by the Light Gauss travels faster in the barrel, increasing exit speed and the range covered. Also, the small size allows a 'Mech to carry twice as many rounds in a single ton, though the damage is reduced by 45%.


Autocannon

Standard AutoCannons Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: AC/2 1 2 120m 240m 480m 720m 6 1 45 AC/5 1 5 90m 180m 360m 540m 8 4 20 AC/10 3 10 none 150m 300m 450m 12 7 10 AC/20 7 20 none 90m 180m 270m 14 10 5

Clan LB-X AutoCannons Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: LB 2-X AC 1 2 120m 300m 600m 900m 5 3 45 LB 5-X AC 1 5 90m 240m 450m 720m 7 4 20 LB 10-X AC 2 10 none 180m 360m 540m 10 5 10 LB 20-X AC 6 20 none 120m 240m 360m 12 9 5

Inner Sphere LB-X AutoCannons Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: LB 2-X AC 1 2 120m 270m 540m 810m 6 4 45 LB 5-X AC 1 5 90m 210m 420m 630m 8 5 20 LB 10-X AC 2 10 none 180m 360m 540m 11 6 10 LB 20-X AC 6 20 none 120m 240m 360m 14 11 5

AUTOCANNONS: - Autocannons are rapid-fire auto-loading cannons which fire large explosive or high-penetration rounds. They operate much like a machine-gun, except for the extended barrel, recoil compensation, and larger diameter shells. Autocannon round diameters range from 20mm to 200mm, and have range depending on their ammunition size. AC/2s have the longest range, while the almighty AC/20 has a range roughly equal to the Medium laser. However, the AC/20 can be guaranteed to knock most BattleMechs over, if not destroy or cripple them, in one shot.
LB-X AUTOCANNON - The LB-X Autocannon makes use of light, heat-dissipating alloys to reduce weight and heat buildup. The reduced space and weight requirement of the LB-X Autocannon allows this weapon to mount more sophisticated fire-control systems. In addition to these advantages, the LB-X Autocannon can use special cluster munitions that act much like an anti-BattleMech shotgun in combat. When fired, the ammunition fragments into several smaller submunitions. This improves the chance of scoring a hit and striking a critical location, but reduces overall damage by spreading hits all over the target area rather than concentrating on one location. The 5X Autucannon causes 5 times as much damage as the common model, and the 20X causes 20 time more damage than the common model.
The LB-X series of Autocannons is an improvement on the standard Autocannon. Built from lighter, heat-dissipating materials, the LB-X series offers an overall more effective weapon. LB-X Autocannons can also fire cluster-ammunition, much like a massive anti-BattleMech shotgun. When cluster ammunition is fired, the round separates into multiple submunitions which follow separate trajectories toward the target. This scatter effect greatly increases the chance of achieving a critical hit on an enemy BattleMech.
ULTRA AUTOCANNON: - The Ultra Autocannon is a heavier, more durable variation of the Autocannon. The Ultra Autocannon, or UAC, is capable of firing at twice the rate of fire of a standard Autocannon. The UAC can safely undergo stresses that could easily tear a standard Autocannon apart. However, the high rate-of-fire does not come without its drawbacks. Even with all the built-in precautions, jams do occur occasionally. If the UAC jams, it more often than not will have an ammunition explosion in the barrel, destroying the weapon.
The Ultra Autocannon features a short, smooth-bore barrel, a modified breech mechanism, a rapid-feed reloader and specially designed ammunition. The AC/5 version, a multiple configuration possessed by the Clans, cause five times more damage than the common model. The Ultra AC/10 causes ten times the damage and more heat build-up, while the largest version causes 20 times the damage.


Machine Gun

Clan Machine Guns Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: Light 0 1 none 60m 120m 180m 0.25 1 200 Standard 0 2 none 30m 60m 90m 0.25 1 200 Heavy 0 3 none 30m 60m none 0.5 1 100

Inner Sphere Machine Gun Table Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: 0 2 none 30m 60m 90m 0.5 1 200

The Machine-gun, or MG, is a weapon that has been around since the late 19th century on Terra. The MG fires small explosive or solid rounds at a high rate-of-fire, making it especially effective against infantry. Unfortunately, the MG is not very effective against the toughened armour of a BattleMech.
The Clan Machine Gun is a rapid-fire weapon. It is one of the lightest, yet powerful weapons a BattleMech can carry. The sheer volume of Machine Gun bullets which can be shot at close range increases the probability of scoring a hit, but does not cause severe damage to its target.


Short-Range Missile (SRM)

Clan Short Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: SRM 2 2 2/missile none 90m 180m 270m 0.5 1 50 SRM 4 3 2/missile none 90m 180m 270m 1 1 25 SRM 6 4 2/missile none 90m 180m 270m 1.5 1 15

Inner Sphere Short Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: SRM 2 2 2/missile none 90m 180m 270m 1 1 50 SRM 4 3 2/missile none 90m 180m 270m 2 1 25 SRM 6 4 2/missile none 90m 180m 270m 3 2 15

Short Range Missiles, or SRMs as they are usually called, are missiles especially designed to hit targets within a 270 meter range profile.
Like their long range cousins, when a MechWarrior hits the fire button, the launcher releases all missiles which are programmed to fire. SRM launchers fire two, four, or six missiles at once, and a launcher cannot be used until all launch tubes are reloaded with the missiles from an ammo bin.
When the missiles are released, each missile's avionic equipment tries to acquire a lock onto the designated target; this usually happens within the first 15 meters. It is very rare that an SRM achieves a lock after it has surpassed that distance. Even with this locking system, it is possible that no missiles hit the target. It is rare that a full salvo hits the target, but it is more common when compared to LRM launchers.
Clan SRM systems are lighter and less bulky than comparable Inner Sphere systems. The missiles used have the same performances (damage allocated, distance covered and missile carried in a single ton).


Although the SRM-2 missile fires only two missiles at once, it can cause more the damage of a missile in the long range missile (LRM) group. The SRM-4 fires four missiles at once and the SRM-6 version delivers six missiles in one powerful shot.

Inferno Short Range Missile (Inferno SRMs)

Inferno missiles are normal missiles loaded with flammable fluid. They can be fired on BattleMechs to cause them to overheat. Missiles that hit the ground cause 30 square meters of land to catch on fire.

Streak SRM

Clan Streak Short Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: Streak SRM 2 2 2/missile none 120m 240m 360m 1 1 50 Streak SRM 4 3 2/missile none 120m 240m 360m 2 1 25 Streak SRM 6 4 2/missile none 120m 240m 360m 3 2 15

Inner Sphere Streak Short Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: Streak SRM 2 2 2/missile none 90m 180m 270m 1.5 1 50 Streak SRM 4 3 2/missile none 90m 180m 270m 3 1 25 Streak SRM 6 4 2/missile none 90m 180m 270m 4.5 2 15

One of the greatest achievements made by Clan scientists was the invention of the Streak technology. The Streak technology prevents costly and sometimes dangerous ammunition expenditures caused by the primitive SRM locking system.
Streak Short-Range Missiles are the same as the regular Short-Range Missiles with one addition. They have a lock on guidance system similar to that of the Long-Range Missile. At the closer range, these missiles never miss.
The typical Streak Short Range Missile rack features a pod, called a designator, that "paints" the target when the MechWarrior triggers the fire button. The designator is a low-density laser emitter coupled to a self contained computer, which directs the laser and transfers the target aspects (position, current speed, vector and other data) to the missile avionic equipment. The equipment tries to lock onto the "painted" target by following the laser fired by the designator with a laser collimator. When all missiles get a solid lock, the missiles are fired.
This system guarantees that all missiles will hit the target. If even a single missile does not achieve a lock, the Streak system suspends the fire order.
Clan Streak SRM launchers weigh less than their Inner Sphere counterparts because of the advanced materials used in rack construction. Clan Streak SRMs feature "re-heaters". Though these re-heaters are used only in the first 3 seconds of flight, they grant enough acceleration to increase the missile's effective range. Inner Sphere missiles do not feature the re-heater for costs and space reasons.


Long-Range Missile(LRM)

Clan Long Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: LRM 5 2 1/missile none 210m 420m 630m 1 1 24 LRM 10 4 1/missile none 210m 420m 630m 2.5 1 12 LRM 15 5 1/missile none 210m 420m 630m 3.5 2 8 LRM 20 6 1/missile none 210m 420m 630m 5 4 6

Inner Sphere Long Range Missile Table Type: Heat: Damage: Minimum Short Medium Long Tons: Critical Ammo Range: Range: Range: Range: Slots: Per Ton: LRM 5 2 1/missile none 210m 420m 630m 2 1 24 LRM 10 4 1/missile none 210m 420m 630m 5 2 12 LRM 15 5 1/missile none 210m 420m 630m 7 3 8 LRM 20 6 1/missile none 210m 420m 630m 10 5 6

The Long-Range Missile is a specialized weapon designed to make contact with its target at long range through the use of its guidance system. The LRM-5 sends off a five-pack of missiles at once. The LRM-10 fires off ten missiles with one blast. The LRM-15 fires off a 15-pack of missiles and the LRM-20 leads this family of missiles with a 20-pack of pure missile power. Its indirect hits have been known to be as effective as its direct hits due to area-effect explosions know as "splash damage."


ARTILLERY WEAPONS

These weapons are the ultimate in long-range hitting power. There are three main types of artillery fielded by the armies of the Inner Sphere: The "Long Tom", "Sniper", and "Thumper". By far the largest and longest-ranged is the Long Tom, and seems to be the most popular. The other two are not often used.


Anti-Personnel Pods (A-Pods)

The Clans have developed the A-Pod, an anti infantry weapon that fits on BattleMech legs. A-Pods can be used for defense and are triggered by proximity when a BattleMech is attacked by incoming infantry or armored soldiers. Their damage has a 30 meter radius, and an A-Pod can only be used once.


Anti Missile System (AMS)

Anti-missile systems have been around since the late 20th century Terra, where they were mounted on massive ocean-going vessels known as ‘aircraft carriers’. The AMS works by detecting incoming missile fire, and then using a computer to fire a modified machine-gun at the incoming missiles. Since even a glancing hit is enough to knock a missile off course, or even destroy the missile, the AMS system is highly effective. The only downside to this system is the extremely high use of ammunition, and the immense heat generated by the rapid-fire cannon.


Cellular Ammunition Storage Equipment (CASE)

The CASE equipment minimizes the effects of an ammunition explosion inside a BattleMech. It reduces an ammo explosion to affect only the body part where the ammo is stored. In Clan 'Mechs, CASE is built into the chassis, saving needed volume and mass in critical slots.


ARTEMIS

Artemis IV Fire Control System can be described as a missile-dedicated targeting computer. Developed before the breakthroughs that produced the Streak Missiles and the Direct-Fire Targeting Computer, the original Artemis FCS is no longer in use; the FC Systems used today are the fourth version of that system.
Clan technicians and scientists started to study an improved missile control system shortly before the development of ER Lasers, to keep the ancient LRM and SRM launchers up to date: the idea was to create a network composed by the missiles, the launcher and the BattleMech. Each launcher would be equipped with a dedicated Fire Control System, composed by a little radar and a computer-controlled hub, while the missiles would carry a special data transmitter; when a missile would get a solid lock onto the designated target, it would pass the target's information through the data transmitter to the hub, which would process and send them to the other missiles, effectively helping the modified missile avionic equipment to acquire the target.
The system proved its worth, but the radar and the data transmitters were too susceptible to ECMs. Version II and III changed the radar with an infra-red tracking equipment and the missile's data transmitters with a micro-wave modulator and emitter; this system is still susceptible to ECMs, but it is somewhat "stronger". The fourth version made all of the equipment lighter and less bulky.
Both LRMs and SRMs can be equipped with the Artemis IV FCS, but it must be mounted very near to the launcher. A 'Mech targeting and tracking computer cannot handle normal and Artemis targeting and tracking equipment with the same launcher type: if an LRM launcher is equipped with the Artemis FCS, all other LRM launchers must equipped with the same FCS, with the consequential expenditures in weight and space. Streak missiles, Narc Pods and MRMs and special missiles cannot be equipped with the Artemis IV FCS for compatibility problems; Clan ATM launchers include an Artemis IV FCS in every launcher in their
The Artemis IV FCS is one of the few items that Inner Sphere scientists were able to duplicate from the original Clan equipment.


Active Probe

Scientists and engineers have always tried to give enhanced detection capabilities to their targeting and tracking suites, but with little success, even during the Star League golden period. Those advanced suites were able to perform special tasks as long-range targeting, special land-to-air capabilities or superior network capabilities, but lacked the flexibility of normal suites; in addition, they required specialized technicians and advanced materials and production methods. These were quickly forgotten due to the Succession Wars. Clan scientists eventually perfected these suites to produce the deadly Targeting Computer, but were also able to build the Active Probe, a particular targeting device capable of enhancing even the Targeting Computer capabilities.
The Active Probe is essentially a second radar coupled with a sonar emitter/receiver and the necessary equipment to handle these devices. While the main 'Mech radar scans the surrounding area creating a virtual image of the landscape and the available targets, the Active Probe sonar equipment broadcast sound-type waves to detect objects that could be obscured by normal radio waves: when a radio wave (broadcasted by a radar system) hits an object, it bounces off of it, returning to its source. A sound wave, by contrast, continues to travel even when it hits an object, detecting every possible target in its designed area. With this combination of two types of detection waves, an Active Probe-equipped 'Mech can detect every target in 150 meters wide area. The Active Probe also sports a second radar system, used to detect "uncertain" targets: when neither the sonar or the primary radar can't agree with the nature of the suspected target, the Active Probe automatically activates its secondary radar system to double check if the signal was only a glitch of the other systems.
Usually the Probe is mounted in the highest position possible, as a taller horizon can partially enhance the Probe's scanning capabilities. When possible, the Probe is mounted directly into the radar dome, where it can scan a 360°-wide area with few difficulties.
As usual, Inner Sphere systems are inferior to their Clan counterparts, and the Active probe is one of the most penalized devices: bulkier and heavier, technical restrictions allows only a 120-meters long scan area; however, several research teams are studying a new type of Active Probe, code-named BloodHound, superior to any detection device, capable to target even stealth 'Mechs. The first tests were surprising, and only the extreme cost of the new Probe prohibits to use it during day-to-day fights.


Target Acquisition Gear (TAG)

TAG, Target Acquisition Gear, was developed shortly after the introduction of the Arrow IV Artillery Missile System to enhance its accuracy.
The TAG is essentially a low-density laser, that the spotter fires on the target. The spotter must maintain the TAG laser on the target until the missile is within 100 meters. Also, during the act of spotting for homing missiles, the spotter cannot fire weapons, to avoid homing errors by the incoming missile.
Usually the TAG is used by fast units, acting as spotters for artillery 'Mechs or vehicles placed behind the front lines. TAG is seldom mounted along with the Arrow IV missile system, because the benefits of an artillery weapon are lost. As artillery weapons are usually scorned by first-line Clan MechWarriors, the TAG is rare among Clan forces.
Inner Sphere scientists copied the TAG-homing Arrow IV system and developed a similar technology for semi-guided LRMs. Replacing the usual avionic equipment with a similar device used on Arrow IV homing missiles, these LRMs are more accurate.


WarhawkPPC Home
MECHBAY
OLD

12-29-00 CCW_WarhawkPPC