Variable Speed Pulse Lasers
Description: Developed by Word of Blake and Free Worlds League technicians, the Variable Speed Pulse Laser (VSP) family has only been seen on a few units when they first appeared during the Jihad. Similar to a Snub-Nose PPC the VSP inflicts more damage at close range in exchange for a drop-off in damage at longer ranges. Unlike the Snub-Nose PPC, which fires a single bolt of energy, the modified pulse laser system can alter the speed of the pulses fired based on the distance to the target. This allows the Variable Speed Laser to generate more damage and increase the odds of a hit at short range, but the damage and hit probabilities drop off at medium and long range.
Variable Speed Pulse Lasers initially were available only to the Word of Blake and Free Worlds League Military in small, medium, and large sizes. After the Jihad, the weapons would soon be used throughout the Inner Sphere by the thirty-second century.
How they could work: I would say, this weapon could act as a mix between ATM damage and the pulse laser family. The longer you are, the lesser the damage, the closer you are, the higher the damage.
PPC Capacitor
Description: The PPC Capacitor is an extra component that can be added to any type of Particle Projection Cannon. Its main purpose is to inflict more damage on an enemy in one shot. However, this comes at the expense of significantly raising the heat generated by each shot. The Inner Sphere introduced the prototype PPC Capacitor in 3060, and the production version in 3081, while the Clans wouldn't introduce it until 3101.
How they could work: You wouldn’t have to add them as equipment, but you could turn them into PPC variants like the light and heavy ppcs. MekTek’s Mechwarrior 4 also did this with their PPC Capacitors as well.
Plasma Rifle
Description: The plasma rifle was developed by the Capellan Confederation. Based upon their man-portable version, the Confederation created what is essentially a massive flamer. Plasma weapons use the power of the fusion engine or power amplifiers to power an electromagnetic accelerator to a stream, pulse, or toroid of plasma (i.e. very hot, energetic, and excited matter). The plasma is created by using a lasing process to flash cartridges of plastic foam into white-hot projectiles that cause thermal, as well as physical, damage. Because this foam ammo is inert, it will not explode even if destroyed.
How they could work: Because the Plasma Rifle has been described as an ammo-dependent flamer, it could act as a laser disgusted as a flamer. MekTek's Mechwarrior 4 did something similar to this, but with a purple flame.
Bombast Laser
Description: Developed by the Lyran Alliance in 3064, the Bombast Laser was designed to be the ultimate word in laser weapons. During the design process, its engineers had to reduce the weight of the weapon. This sacrifice came from the power supply, which made the weapon slow at charging. To make up for this, the engineers added the ability for the warrior to adjust the yield of damage inflicted by the weapon. The power management, however, proved to be impractical and distracting in the field for its users. The weapon reached prototype production by 3064. Its unusual glow from building up its power became a popular visual effect on Solaris VII, making the weapon popular as well.
How they could work: Bombast Lasers would be the laser equivalent of ATMs, the longer the range the lesser the damage, the shorter the higher the damage.
Multi-Missile Launchers
Description: The Multi-Missile Launcher is capable of firing both short-range missiles and long-range missiles, including any special munitions designed for them, as well as using the Artemis IV fire control system. Originally designed by members of the Battle Magic mercenary unit in 3067, the MML helps simplify logistical needs of cash-strapped mercenaries, while simultaneously allowing them to take maximum advantage of special munitions.
How they could work: Just like the Clan ATMs, the MMLs could be the Clan equivalent for the: The longer the range, the lesser your damage, the shorter the range, the higher your damage. After all, PGI did this for the ATM to compensate for the lack of ammo switching between Standard, ER and High Explosive rounds.
Inferno Missiles
Description: The Inferno technology was introduced as an SRM ammunition type, but has been used in LRMs, bombs, and Arrow IV missiles. In addition, vehicle flamers, fluid guns, and sprayers can also use an "Inferno fuel" that replaces the ammo with tanks of incendiary chemicals.
Inferno SRMs deal no damage, however for every missile that strikes the target, increase the unit’s heat level by 2 points during the Heat Phase of the turn in which the infernos hit.
How they could work: They wouldn't cause damage, but every missile that lands cause the target to heat by +2.
Rifles
Description: The "Rifle" family. The precursor to the modern Autocannon, the Rifle was based on the main guns used by tanks on pre-spaceflight Terra. The Rifle used heavier rounds and larger propellant loads to fire its shells. It was phased out of service with most major powers because it lacked stopping power against most battlefield units.
How they could work: They could act like Autocannons, but with less damage.
Edited by Will9761, 22 January 2024 - 02:23 AM.