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(Copied From 4th Skye Rangers)
LAAF Equipment Index
AUTOCANNONS
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Standard Autocannon
Autocannon fire large caliber rounds that do most of their damage through sheer
force of impact. Standard Autocannon (or simply ACs) are the most common type of
autocannon. They are reliable and do good damage with low heat build-up, but
they weigh more than other weapons and must carry several tons of ammunition
(15-20 shots minimum) to be effective. Larger autocannon make good primary
weapons for Combat and Assault 'Mechs. Most ACs are too heavy to mount on Recon
/ Strike or Hunter Killer 'Mechs.
LB-X Autocannon
LB-X (Lighter Ballistics) autocannon can fire two types of shells: a standard
autocannon round and a cluster round. The cluster round has a bonus to hit, and
it fragments in flight, peppering the target with submunitions. LB-Xs are able
to punch through an opponent's armor with standard rounds, and then fire cluster
rounds to increase the chance of getting a critical hit. Because a separate hit
location is rolled for each submunition, the chance of hitting a certain
location at least once with an LB-X 10 or -20 is pretty good. LB-Xs weigh as
much as other autocannon but receive less ammo per ton. Be sure to carry at
least two tons of ammunition for each LB-X autocannon so you can use both
standard and cluster rounds.
Ultra Autocannon
The Ultra AC 20 is the most devastating weapon a 'Mech can carry and is the
primary armament of many Assault 'Mechs. Ultra autocannon weigh slightly more
than standard ACs, but they have greater range and they can fire two shells at
once, inflicting heavy damage with only moderate heat build-up. Unfortunately,
they are unreliable, hitting with both shots slightly less than half of the
time, and they go through ammunition quickly. Still, they are good primary
weapons if you can devote 3 or 4 tons to ammo (20-30 shots minimum).
Caseless Autocannon
Caseless autocannon have the same weight and range as standard ACs, but use
lighter ammunition. Each time they are fired there is a small chance that the
shell propellant will explode, destroying the autocannon. Of the new autocannon,
the Caseless is the closest to the standard AC and may replace it in many
designs. Although it lacks the special features of other ACs, its extra ammo
makes it a practical weapon and a good option if you can live with the risk of
propellant explosion.
Hyper-Velocity Autocannon
The Hyper-Velocity (HV) autocannon is a neat concept, but the rules fail to
follow through with it; they neither have significantly longer range, nor do
they inflict more damage than other autocannon. Also, they weigh more than
standard ACs and, like Caseless autocannon, there is a chance that their shell
propellant will explode, destroying the HV-AC. Unless your group adopts
alternate rules for the HV-AC, I wouldn't recommend using them. I suggest
allowing all HV-ACs to do 1.5 times normal damage and giving the HV-AC 10 a
maximum range of 24 hexes. These alternate rules make the HV-AC a viable
battlefield weapon and a good primary system for Hunter Killers, Combat, and
even Support 'Mechs.
Gauss Rifles
The Gauss Rifle uses a magnetic field to accelerate a water melon shaped metal
projectile. It is the best long-range, heavy-damage weapon available in the
Inner Sphere, and it has negligible heat build-up. Also, because it doesn't use
powder or propellant, its ammunition doesn't explode like missiles or autocannon
shells if the ammo bin is hit. The Gauss rifle itself will explode, however, if
it receives a critical hit. Because of its great size, the Gauss rifle is most
often carried by Support and Combat 'Mechs.
Machine Guns
Machine guns have only meager range and damage potential. They are useful for
fighting infantry, however. The biggest problem with machine guns is that they
carry enough ammunition for 100 firings. You will never use this much ammo so it
presents a greater than normal risk of explosion due to heat build-up or a
critical hit. If you carry machine guns, carry several so you can go through
ammo faster and reduce the risk of an explosion.
MISSILE SYSTEMS
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Long-Range Missiles
Long-Range Missiles (LRMs) are the most popular support weapons in the Inner
Sphere. Like artillery, they can even be fired indirectly at a target that is
hidden from the 'Mech launching the missiles. Their minimum range make them a
poor choice as a primary weapon for anything but Support 'Mechs. Generally, only
half of the usual number of missiles will hit the target. Thus, while LRM 'Mechs
are not completely helpless at short range, they still need other weapons to
defend themselves. Small LRM systems make okay secondary weapons on Combat or
Assault 'Mechs, but they really lack enough punch to be effective. It's wise to
use an Artimis IV FCS or a NARC missile beacon with LRM 15s and -20s because it
gives them one more damage group and 3-4 more points of damage per hit on
average.
Short-Range Missiles
Short Range Missiles (SRMs) are excellent secondary weapons because they are
light, versatile, and deadly against damaged opponents. Each SRM that hits rolls
a separate hit location so there is always a good chance of getting a critical
hit, especially if your opponent is already damaged. The large variety of
special SRM warheads makes them the most versatile weapon in use. Be sure to
carry several tons of ammo for your SRM launchers so you can use some of these
"special" missiles. It is not necessary to use Artimis IV or NARC systems with
SRM 2s and -4s; on average most of the missiles hit anyway and almost all
"special" warheads are incompatible with Artimis and NARC systems. Still, if you
can spare the tonnage, an Artimis greatly improves the SRM 6, giving it one more
missile hit on average.
Streak SRMs
The advantage of Streak SRMs is that they don't automatically fire when used.
Instead, you roll to lock-on. If the roll succeeds, the Streak SRM fires and
automatically hits with all missiles. If the lock-on fails, the Streak doesn't
fire and builds up no heat that round. The targeting systems of Streak launchers
can be interlocked so that several launchers fire at once, requiring only one
lock-on roll. If you have a high probability of hitting, this is a good idea.
For harder shots, however, it is better to fire the Streaks individually.
Because they conserve ammunition, you never need to allocate more than one ton
of ammo to a Streak launcher. Also, they do not need Artimis or NARC systems.
Streaks are the most reliable missile systems and should be used if you don't
plan to use any "special" missiles; they are incompatible with all "special"
warheads. Note that if you are using Artimis systems, you must carry an Artimis
for each missile launcher except Streaks. Therefore, it is a good idea to use
Streak SRMs instead of other SRMs on 'Mechs that use Artimis (for LRMs perhaps)
to avoid having to carry additional Artimis systems.
Dead-Fire Missiles
Dead-Fire Missiles (DFMs) do more damage than conventional missiles, but they
have less range and they are extremely inaccurate; you are lucky to hit with
even half of a salvo. Carrying DFMs is risky. They are deadly if they hit, but
they are more likely to miss. The average damage done, however, turns out to be
about the same: half of the usual number of missiles hit, but each hit does more
damage. If you use DFMs, try to tip the odds in your favor; close to short range
and take advantage of every good shot you have. Long-Range DFMs are not support
weapons. DFMs are appropriate for Combat and Assault 'Mechs.
Extended LRMs
Extended LRMs (ELRMs) are just that; they have the best range of any battlefield
weapon. Unfortunately, they are almost twice as heavy as standard LRMs, and they
have a large minimum range. If you use ELRMs, carry several short-range weapons
to use when the enemy gets too close for the ELRMs to arm. Unless you are
playing on a large, open field, it is unlikely you will have more than a couple
of good shots before the enemy gets within their minimum range. ELRMs should
only be used on Support 'Mechs.
'Mech Mortars
'Mech Mortars are envisioned as a replacement for LRMs. They have comparable
weight and range but are much less accurate. Due to their arcing trajectory, 'Mech
Mortars cannot be shot down by anti-missile systems and are not penalized for
firing over forests or smoke-filled hexes. Like LRMs, 'Mech Mortars can be fired
indirectly. In some cases, 'Mech Mortars are advantageous, in others, they are a
burden. If you will be fighting against 'Mechs with good long-range capabilities
or in a hilly or forested region, 'Mech Mortars are a good choice. On an open
field, however, conventional LRMs are better.
Thunderbolt Launchers
Thunderbolt missiles are the ultimate Hunter Killer weapon. They are light, have
good range, and do enough damage to kill or disable a light 'Mech with one or
two shots. Also, they don't need Artimis or NARC systems like other big missile
launchers to ensure reasonable damage with each hit. They have only several
shots per ton of ammunition, however, so make sure you include enough ammo to
give each Thunderbolt launcher 10 to 12 shots.
MISSILE GUIDANCE SYSTEMS
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Artemis IV FCS
If you use Artemis IV FCS, you must carry an Artemis system for each missile
launcher you carry except for Streaks and DFMs. This does not become a burden
unless you have more than 4 missile systems, however. Because the Artemis is not
restricted by range like the NARC, it is better for use with LRMs.
NARC Missile Beacon
The NARC system requires that you first hit the target with a homing beacon
before your missiles gain the NARC bonus. Because of the NARC beacon launcher's
limited range, it is not a good guidance system to use with LRMs. The advantage
of the NARC system is that NARC guided missiles launched by any friendly 'Mech
receive the NARC bonus. Therefore, a 'Mech can "mark" a target with a NARC
beacon, and its allies can destroy the target with missile fire.
ANTI-MISSILE SYSTEMS
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Standard Anti-Missile System
The standard Anti-Missile System (AMS) destroys 1 to 6 missiles, but expends
2-12 shots in the process. Since it only has 12 shots per ton of ammunition, it
can go through a ton or two of ammo very quickly. It shoots down enough missiles
to destroy an entire SRM flight, but not enough to disrupt an LRM salvo. To be a
worthwhile investment, the AMS needs at least 2 tons of ammunition; that makes
it a 2.5 ton system. Unless your 'Mech already has maximum armor, it would be
better to devote this tonnage to additional armor. The AMS is a good defensive
weapon, but it is not good enough to warrant wide-spread use.
Laser Anti-Missile System
The Laser AMS shoots down twice as many missiles as the standard AMS and doesn't
require ammunition. It does, however, build up 3 to 18 point of heat each time
it fires, making it very hard to control heat build-up. The Laser AMS is
effective against both SRMs and LRMs and is a good defensive system for Support
or Assault 'Mechs. If you use it, make sure you have enough heat sinks to deal
with the 11-13 points of heat it will build up on average. Carrying a Coolant
System would eliminate much of the risk of sudden heat build-up.
BEAM WEAPONS
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Lasers
Small, medium, large, and Extended Range (ER) large lasers are among the most
common weapons used in the Inner Sphere. The small laser is a good secondary,
point-defense weapon for lighter 'Mechs. Its range is too limited for it to be
useful on larger 'Mechs. The medium laser is an excellent all around weapon. It
has good range and damage potential, and it builds up only a little heat. Medium
lasers are the perfect secondary weapons. Because they are so light, 'Mechs can
easily carry three or four. Large and ER large lasers have enough range to be
considered primary weapons, but they do only moderate damage for their weight.
They are okay for Combat and Strike 'Mechs, but Thunderbolt launchers and PPCs
are better. As secondary weapons, they offer good range for their weight and do
not need ammo. Thus, they are appropriate for Assault 'Mechs and even Support 'Mechs.
Pulse Lasers
Pulse lasers have less range than standard lasers; they also weigh more. They
are much more accurate, however, and they do slightly more damage. The small
pulse laser is not a good weapon for its weight. The medium laser, which has
greater range and damage potential, is much better. Medium pulse lasers, on the
other hand, are excellent weapons. Although they don't have quite the range of
medium lasers, they are more accurate at 1-2 and 4 hexes and are just as
accurate at other ranges. They are the best short-range weapons available for
Recon / Strike and Combat 'Mechs. The large pulse laser has such short range for
its weight that it is not an effective primary weapon; several medium or medium
pulse lasers would be better. It is an excellent secondary weapon for Assault 'Mechs,
however, offering heavy damage and high accuracy at short range.
Particle Projection Cannons
Standard and Extended Range (ER) Particle Cannons (PPCs) have been a favorite
main weapon since the age of the Star League. They are common in the Inner
Sphere, often used in symmetric arm mounts on 'Mechs such as the Warhammer and
Marauder. The Clan Masakari carries four ER PPCs. PPCs make excellent primary
weapons for Strike, Combat, Hunter Killer and Support 'Mechs. They are light
enough that Assault 'Mechs can carry them for long-range fire. The ER PPC has
only slightly greater range, but it builds up much more heat. Still, double heat
sinks make it an affordable weapon. Its lack of a minimum range is also a great
advantage. The standard PPC is still in use on 'Mechs that can't deal with the
heat build-up of the ER version. By disengaging the PPC field inhibitors you can
ignore the minimum range penalties for firing a standard PPC at a nearby target.
This is risky, however, as particle feedback can destroy your PPC and damage
your 'Mech if you are unlucky.
Flamers
Flamers are more useful for setting fires than for damaging opponents. They are
light enough that most 'Mechs can carry them with little modification. Recon /
Strike 'Mechs can make good use of flamers to disrupt an enemy's rear area or to
block pursuit.
PHYSICAL WEAPONS
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Hatchets
The hatchet is the "standard" club weapon. It does twice the damage of a punch
to the upper torso, arms, and head of an enemy 'Mech. Hatchets are best when
used by 'Mechs that weigh at least 60 tons because they can decapitate a foe
with one swing. A hatchet-wielding 'Mech needs to be fast so it can close in and
make physical attacks. Triple Strength Myomer doubles hatchet damage and should
be used if the 'Mech has enough room. The 'Mech should also carry some
long-range weaponry to use if enemies stay out of range of physical attacks.
Claws
The claw is identical to the hatchet in many ways: it weighs the same and does
the same damage. A successful claw attack locks the attacker and defender
together and gives them bonuses to hit each other until the claw's grip is
broken. Because of this, it is a good idea to mount a claw on a heavier 'Mech
with plenty of short-range weaponry to use while locked up with its foe. Heavy
armor is also a must as both 'Mechs will have easy shots. Triple Strength Myomer
greatly enhances a claw-wielding 'Mech.
Maces
Maces are similar to claws and hatchets, having the same weight but doing twice
the damage. Because it does double normal clubbing damage, a 30 ton 'Mech with a
mace can decapitate any foe with one swing. Triple Strength Myomer makes a
mace-carrying 'Mech the deadliest 'Mech on the battlefield. A 50 ton 'Mech with
Triple Strength Myomer can do massive damage with a mace attack. Mace-wielding 'Mechs
will be among the enemy's first targets so make sure they are fast enough to
close with the enemy or to hide until they have a better opportunity.
SPECIAL ARMOR
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Ferro-Fibrous Armor
Ferro-Fibrous armor is the most common "special" armor, and is the best in many
respects. It provides 12% more protection than standard armor and does not have
any major weaknesses like Blazer and Glazed armor. Ax warheads do extra damage
to it, however. Because it is so bulky, Ferro-Fibrous is typically used only on
light, fast 'Mechs or those that have few weapons or other equipment to mount. A
quick glance at the armor table shows that it is always better to use Endo Steel
II internal structure and devote more tonnage to standard armor than to use
Ferro- Fibrous armor. Therefore, you should only use Ferro- Fibrous if you have
room left over after mounting Endo Steel II and other desired components on your
'Mech.
Blazer Armor
Blazer armor is even bulkier than Ferro- Fibrous, taking up 16 critical spaces.
Thus, it is even more likely to fit only on light 'Mechs. The main advantage of
using Blazer armor is that it reduces damage by missiles, mortars, and artillery
by half. It also protects the 'Mech from internal damage due to Tandem Charge (TC)
warheads. Unfortunately, if a 'Mech suffers a critical hit that does not damage
a component (i.e., an empty critical space or a space occupied by Endo Steel II,
CASE, or Blazer armor), half of the 'Mech's armor in that location is destroyed.
This is not likely to happen, however. Mech's usually take critical hits only
after their armor in a location has been destroyed. Lucky critical hits can only
occur in the torso, and they are extremely rare. Also, the torso is usually
filled with equipment: the engine, gyro, and some weapons. Thus, the chance that
Blazer armor will malfunction is slim, and it is a good deal if your 'Mech has
enough room.
Glazed Armor
Like Blazer armor, Glazed armor takes up extra critical spaces (17) and negates
some of the damage from certain weapons, in this case lasers. It's weakness,
extra damage from PPCs, is much more likely to come up in play, however. With
the sheer number of PPC carrying Warhammers, Marauders, Battlemasters, and
Masakaris in service throughout the Inner Sphere, it is hard to justify a risk
as large as Glazed armor. In some cases, Glazed armor will work brilliantly, in
others, it will fail miserably. If your 'Mech is fast enough to hide from PPC
carrying 'Mechs, or if you will be facing a known enemy unit, Glazed armor might
be okay. Otherwise, you're better off with something else.
ELECTRONICS
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Beagle Active Probe
Beagle Active Probe are excellent reconnaissance tools. Their main use is to
reveal hidden units before they can initiate a surprise attack. They cannot
detect infantry or mines, or penetrate ECM suites, however. All Recon 'Mechs
should carry a Beagle Active Probe. It is also a good idea to mount a Beagle
Probe on Combat and Assault 'Mechs in case they lead an advance into enemy
territory.
C3 Computer
The C3 Computer allows a lance of 4 'Mechs to fight as one, using the range
modifiers of the 'Mech closest to the target. C3 lances are deadly in almost any
situation. The C3 slave system is light enough to be carried by any 'Mech with
little modification. The master system, however, is quite heavy and should be
placed in a larger Combat, Support, or Assault 'Mech. The variation possible
within a C3 lance is unlimited, but there are a few general concepts that should
be considered.
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Speed: The C3 works better with at least two fast 'Mechs that can close or retreat at will in the C3 lance. | |
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Weaponry: A mix of weaponry is best. Some 'Mechs need to be effective at close range, others need to be able to inflict damage from afar. Versatility is highly desirable. | |
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Armor: Because C3 equipment is so valuable, good armor is essential, especially for the command 'Mech; if it is destroyed, the whole C3 network is lost. |
Guardian ECM Suite
The Guardian ECM Suite nullifies any Artimis IV, Beagle, NARC, or C3 system used
within or passing through its 6 hex area of effect. It is an extremely valuable
defensive system and should be carried on all Recon 'Mechs. It is also suitable
for all other 'Mech types as it protects them from Artimis and NARC directed
missiles and detection by Beagle Probes. It provides no protection, however,
against Bloodhound or Clan Watchdog probes or Clan targeting computers.
Target Acquisition Gear
Target Acquisition Gear (TAG) allows a 'Mech to "mark" an enemy for a
devastatingly accurate attack by friendly Arrow IV missile artillery. The TAG is
lightweight and has good range. It is an excellent system for any 'Mech to carry
because it allows a 'Mech to direct artillery fire where it is needed most.
Something that is otherwise very difficult to do.
Enhanced Optics
New optics augment a ’Mech’s zoom reticle by increasing the size of the zoom
window.
Angel ECM Suite
The Angel ECM Suite weighs as much as the Guardian but also counters Streak
missiles, Bloodhound and Watchdog probes, and Clan targeting computers. If your
group uses Level III rules, use the Angel ECM Suite in place of the Guardian on
all of your designs.
IFF Jammer
A defensive unit added to a ’Mech’s sensor system that creates confusion in
enemy systems for the identification of friend or foe (IFF). The IFF Jammer
causes enemy heads-up displays (HUD) to display the ’Mech as a neutral entity.
Bloodhound Active Probe
The Bloodhound Active Probe has a longer range and greater detection
capabilities than the Beagle. It can even defeat the Guardian ECM suite. The
Bloodhound weighs much more than the Beagle, however, and may be too heavy to
mount on some light 'Mechs. Therefore, the Bloodhound should only be used on 'Mechs
designed with a strong emphasis on reconnaissance. Use the Beagle Probe on other
'Mechs that won't be doing as much recon duty.
SPECIAL MISSILE WARHEADS
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Infernos
Infernos can only be used with SRM 2s and Streak SRM 2s. Judicious use of
Infernos can cause an enemy 'Mech to build up additional heat for an entire
battle, unless it is able to immerse itself in water. The heat build up is not
great enough to severely hamper most 'Mechs, however, it is significant against
traditionally hot-running 'Mechs like the Marauder, Rifleman, and Awesome.
Infernos have other uses as well. They can easily start a fire in any wooded hex
or building, forcing out infantry and vehicles caught in the blaze. They are
also deadly against vehicles; a vehicle hit by an Inferno must roll above an 8
in each of the next three turns or it is destroyed. The chance of the vehicle
surviving is pretty slim.
Swarm LRMs
Swarm missiles are best when used against tightly packed enemy units. The chance
of enemy units being close enough to each other for a successful Swarm missile
attack is greater if you are playing in rough terrain or on a small map or if
you are attacking an entrenched foe. They are also effective against fixed
emplacements. The faster and more spread out the enemy is, however, the less
effective Swarm LRMs are. If you carry Swarms, only carry a ton or two; the
opportunities to use them are limited and you will need to have normal missiles
to use when your allies are too close to the enemy for a Swarm attack.
Thunder (FASCAM) LRMs
Laying minefields with Thunder LRMs has two major advantages over conventional
mining. First, you can lay mines directly in the path of approaching enemy units
to disrupt their advance instead of having to guess which approach to mine
beforehand. Second, you can mine the enemy's rear area, making it difficult for
him to resupply his troops or withdraw from battle. Also, minefields last
throughout the game, doing damage again and again. As all mine damage is done to
a 'Mech's legs, you can cripple or destroy enemy 'Mechs but still leave much
salvageable materiel intact. If you use Thunders, you should carry a good supply
of standard missiles as well.
Ax (Acid) Warheads
Ax warheads can only be fitted on SRMs. They do more damage against Ferro
Fibrous armor than standard missiles, but are less effective against other types
of armor. Ax missiles are a good choice when fighting against Clan units or
elite Inner Sphere units where Ferro Fibrous armor might be more prevalent. You
should also carry plenty of standard missiles in case no enemy 'Mechs have Ferro
Fibrous armor.
Anti-Personnel Warheads
Anti-Personnel (AP) warheads can decimate an unarmored infantry unit in a matter
of seconds. They are ineffective against other units however. Although they are
not as deadly as machine guns, AP warheads have greater range and you are not
forced to carry around 100 rounds of ammo for a system you will use a dozen
times at most. Carry AP warheads only if you anticipate encountering many enemy
infantry units; enemy infantry are common when you are storming a fortification
or fighting in a city.
Heat-Seeking Guidance Systems
Heat-Seeking Guidance Systems can be mounted on Long- or Short-Range missiles.
If your 'Mech carries several tons of ammo, it is a good idea to carry a ton of
Heat-Seeking missiles into a major engagement. There is a good chance that at
least one enemy 'Mech will run hot enough to make a good target for the
missiles. Always wait until after your opponent has fired so you can see if he
has built up enough heat to make a Heat-Seeker attack possible. When used in
conjunction with MPWs, Heat-Seekers are particularly deadly. One 'Mech attacks
with MPWs, causing the target's heat to spike to dangerous levels, then another
'Mech follows up with a Heat Seeker attack.
Magnetic-Pulse Warheads
Magnetic-Pulse Warheads (MPWs) can be used with either Short- or Long- range
missiles. Instead of doing damage, they cause the target's heat to rise
dramatically, and they scramble its targeting systems, penalizing its attacks in
the next turn. As well as setting up an enemy for a Heat-Seeker attack, MPWs can
effectively neutralize it for the next round: it must cool down, and it won't
have a good shot. Thus, it is a good tactic to hit an opponent with MPWs and
then rush in to deliver a devastating short-range attack. This makes MPWs a good
choice for Strike, Combat, Assault, and Hunter Killer 'Mechs. Carrying a ton of
MPW ammunition is a good idea regardless of the missile launcher your 'Mech has.
Smoke Warheads
The most common use for Smoke warheads is to disrupt an enemy's fire support.
Thus, they are best when fitted on LRMs. Saturating the area between enemy
Support 'Mechs and the main part of the battle with smoke forces the Support 'Mechs
to move in closer, making them easier targets for your Combat and Assault ÔMechs.
Smoke can also be used to cover a retreat or to hide the advance of friendly
units. LRM Support 'Mechs should carry a ton or two of Smoke warheads since
there is nearly always a need for them.
Tandem-Charge Warheads
Tandem-Charge (TC) warheads can only be used on SRMs. They damage both the
target's armor and internal structure with each hit. They can only get critical
hits after all the armor is gone in a location, however. TC warheads are best
when used en masse against heavily armored 'Mechs or vehicles. If an enemy 'Mech
has maximum armor, it will only take 2/3 the normal number of missile hits to
destroy a location. Used in conjunction with other weapons, they are less
efficient because the damage you inflict is spread more thinly over the target's
armor and internal structure. Also, hits with other weapons do not affect the
number of TC missile hits you need to destroy a location unless they damage the
internal structure. If you have several SRM systems, TC warheads are a good
choice. Otherwise, they are not very useful.
OTHER EQUIPMENT
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CASE
Cellular Ammuntion Storage Equipment (CASE) protects a 'Mech from damage due to
an ammo explosion. It can only be mounted in the 'Mech's torso. If the explosion
was severe enough to destroy the location that the ammo was stored in, that
location is still destroyed. The CASE prevents excess damage from transferring
to another location, however. Therefore, a CASE equipped 'Mech with an XL engine
will still be disabled by a side torso ammo explosion because the engine
shielding in the torso will be destroyed. CASE is more useful on 'Mechs with
standard engines as it allows them to continue to fight after an ammo explosion.
Still, it is good practice to mount CASE on other 'Mechs because it will greatly
increase the pilot's chance of survival, and make repairing the 'Mech much
easier. Note that carrying ammunition in the center torso is foolish even if the
'Mech is equipped with CASE; an ammo explosion will still destroy the 'Mech's
fusion reactor, and the resulting secondary explosion will probably kill the
pilot.
Endo Steel II Internal Structure
Using Endo Steel II internal structure and standard armor is always better than
using just Ferro- Fibrous armor. It is impractical, however, on 'Mechs weighing
90 tons or more or those that carry many small weapons. Endo Steel II should be
used on any 'Mech that has enough critical spaces.
Jump Jets
Jump Jets enable 'Mechs to traverse bad terrain such as forests and hills
quickly. They also allow 'Mechs to execute devastating Death From Above attacks.
Mounting Jump Jets is always almost always a good idea. Only on extremely light
and extremely heavy 'Mechs (lighter than 30 or heavier then 80 tons) are Jump
Jets inefficient. A new rule in the Tactical Handbook allow 'Mechs with Jump
Jets to fire weapons while in flight. The attacking 'Mech has only standard
modifiers to fire; attacks against it receive a slight bonus. Jumping fire is a
good tactic when you want to fire at a target you could not otherwise get line
of sight to (i.e., you are in deep woods or the middle of a valley). Be careful,
however, to expose yourself to as little return fire as possible.
MASC Systems
Myomer Accelerated Signal Circuitry (MASC) systems give 'Mechs a quick burst of
speed. They are unreliable, though, the more often you use them, the more likely
they will fail. If you give the MASC enough time to recharge between uses,
however, the chances of it failing are almost nil. MASC systems are better with
'Mechs that are already fast.
Triple Strength Myomer
Triple Strength Myomer weighs nothing but takes up 6 critical spaces. It gives a
'Mech several bonuses. Before it activates, however, the 'Mech must build up 9
points of heat. As long as the 'Mech runs hot, it receives one extra walking
movement point and does double damage with physical attacks. Triple Strength
Myomer is best when used with fast 'Mechs that carry melee weapons such as
clubs, claws, and hatchets. Good heat control is also essential. The 'Mech needs
to build up nine points of heat and stay there for as long as necessary.
XL Engines
Extra-Light (XL) engines weigh only half as much as standard engines. They free
up anywhere from 5-25% of the 'Mech's tonnage for other equipment.
Unfortunately, 'Mechs that carry XL engines are vulnerable to side torso damage;
critical hits to the side torso can destroy engine shielding, and if the side
torso is destroyed, the engine shuts down. This is only a minor drawback,
however, and should not discourage you from using XL engines on most designs.
The amount of extra armor and equipment the 'Mech can carry more than makes up
for its extra weakness. New defensive systems like ECM suites and AMSs can also
give the 'Mech extra protection. If your 'Mech is really slow, however, it is a
good idea to use a standard engine. Slow 'Mechs are easier targets, and because
small engines are so light, the tonnage saved by using an XL engine is not
great.
Command Consoles
The Command Console can only be mounted in 'Mechs that weigh more than 60 tons.
Having a commander on the field to coordinate actions can greatly increase the
performance of any unit. This is reflected in the initiative bonus the commander
gives the unit. A Command Console works best in a well rounded 'Mech with good
long-range capabilities. The Battlemaster is the archetypal command 'Mech. The
command 'Mech needs to be well armored and have the weaponry to deal with foes
at any range. A powerful primary weapon and several secondary weapons are a
must. Other electronics such as an ECM suite or even a C3 system can also
enhance the command 'Mech.
Coolant System
Each Coolant System weighs one ton and can be used once in a game. It allows
each heat sink to dissipate an extra point of heat, cooling down even the
hottest running 'Mech quickly. The Coolant System can prevent massive
over-heating from MPW or inferno attacks, or negate a sudden heat spike caused
by engine criticals or a Laser AMS. Although no 'Mech should rely on Coolant
Systems to control its heat, it is a good idea to carry a couple of Coolant
Systems in any heavy 'Mech that can spare the tonnage and critical spaces.
Advanced Gyro
This component dampens the concussive effects of enemy weapons.
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