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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.
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| Extended-Range Particle Projection Cannon (ER PPC) |
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.
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| Flamer |
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.
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| Laser |
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.
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| Extended-Range (ER) Laser |
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.
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| Pulse Laser |
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| Gauss Rifle |
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.
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| Autocannon |
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.
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| Machine Gun |
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.
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| Short-Range Missile (SRM) |
Short Range Missiles, or SRMs as they are usually called, are missiles especially designed to hit targets within a 270 meter range profile.
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 |
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.
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| Long-Range Missile(LRM) |
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.
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| 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.
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| 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.
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MECHBAY OLD |