A brief run-down of what tech is available later in the timeline. Especially useful InfoDump for for those BattleTech players that have not played any tech level beyond 3025 era technology (ie introductory rules) and are curious about Total Warfare (standard) rules. An easy way to sum up the difference between Introductory rules and Standard rules. Using Introductory rules, Mechs were always running out of tonnage, without filling all the available critical slots. Using Standard technology rules, Mechs will run out of available critical slots before all the BattleMech’s tonnage is used up.

STRUCTURAL COMPONENTS

CASE

Description: Cellular Ammunition Storage Equipment (CASE) is used to mitigate the effects of ammunition explosions. It is designed to direct the force of an ammo explosion outward, destroying the location protected by CASE, but preventing damage to adjacent locations. CASE is installed in a BattleMech’s left and/or right torsos.



Pros: Prevents ammo explosions from destroying the Mech



Cons: requires 1 critical per location; weighs 0.5 tons per location protected







Double Heat Sinks



Description: Advances in materials science allowed for more efficient heat sink production. New heat sinks are better at dissipating heat for the same weight, though they are bulkier than previous versions.



Pros: Same weight as previous heat sink; each heat sink dissipates 2 points of heat



Cons: Each heat sink takes up 3 critical spaces







Endo Steel

Description: Using zero-G manufacturing techniques, high density steel is uniformly mixed with lower density titanium and aluminum, making the steel twice as strong for half the weight. This process also increased the overall bulk of the skeleton.



Pros: Internal structure weighs half as much; critical hit sink



Cons: Takes up 14 critical slots







Ferro-Fibrous Armor

Description: An improved version of standard armor that uses woven fibers of ferro-steel and ferro-titanium to greatly increase the armor’s strength, while also increasing it’s bulk.



Pros: Carry more armor points for the same weight; critical hit sink



Cons: Takes up 14 critical slots







MASC

Description: Myomer Accelerator Signal Circuitry (MASC) allows a BattleMech to gain a short burst of speed by boosting the signals to the Mech’s leg myomers. This causes the leg muscles to relax and contract quicker than before, increasing the Mech’s speed but stressing the actuators and myomers.



Pros: Running speed is twice walking speed while MASC is in use



Cons: Takes up weight and critical slots; leg actuators may freeze up (same as a critical hit)







Triple Strength Myomers

Description: A special myomer muscle that becomes exceedingly strong when a ‘Mech is running hot. All benefits only apply if the ‘Mech is at a heat level of 9 or above.



Pros: Reduces some of the heat movement penalties; doubles physical attack damage.



Cons: Takes critical slots; requires excellent heat management skills.







XL Engines



Description: 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. The amount of extra armor and equipment the 'Mech can carry more than makes up for its extra weakness.



Pros: Saves weight for use in armor and weapons.



Cons: Takes critical slots; easier to disable a 'Mech through engine hits.







ENERGY WEAPONS

Extended Range Lasers

Description: These lasers offer longer ranges than their standard counterparts, but at a considerably higher cost in heat production.



Pros: Same damage, weight and critical space as standard lasers; extended range



Cons: Much higher heat production







Extended Range PPC



Description: Similar to the PPC, this version offer extended range at the cost of higher heat



Pros: Same damage, weight and critical space as standard PPC; extended range



Cons: Much higher heat production







Pulse Lasers



Description: These fire a rapid cycle/high energy pulse that acts like a machine gun, spraying the target with laser fire. This design makes it easier to hit a target and causes more damage per hit, but at a cost of increased heat and shorter effective range.



Pros: -2 bonus to hit; more damage



Cons: Generates more heat; shorter ranges; weighs more







BALLISTIC WEAPONS

Gauss Rifle

Description: Uses a series of magnets to propel a projectile through the barrel toward a target. Requires a great deal of energy to operate, but generates very little heat and achieves a muzzle velocity twice that of any conventional weapon. Comes in a lighter version as well (reduced weight/damage/critical slots, extended range).



Pros: High damage; very little heat; excellent range; ammo is non-explosive



Cons: Very heavy; high # of critical slots; low shots per ton of ammo; rifle itself explodes on a critical hit.







LB-X Autocannons

Description: An improved version of the common autocannon, the LB-X uses light, heat dissipating alloys in its construction to reduce weight and heat build-up.



Pros: better range; may fire cluster ammo; slightly less heat per shot



Cons: more critical slots.







Ultra Autocannons



Description: Allows the selection of firing a single or double shot at the target. Single shot mode follows all normal targeting rules



Pros: Allows you to take the double shot when your to-hit number is low; slightly longer range



Cons: Generates more heat in single shot mode; weighs more; can potentially jam; double shot mode uses twice the ammo and generates twice the heat at once







MISSILE WEAPONS

MRMs

Description: Considered by some a step backward in weapons development, these missiles contain no guidance system and are fired over “iron sights”. Though this makes the system less accurate, it does allow far more missiles to be carried per ton.



Pros: carries twice as much ammo as LRM counterpart



Cons: +1 penalty to hit; may not be fired indirectly







Single Shot Missile Launchers

Description: These weapon systems carry enough ammo for a single volley at the target. They can be used in LRM, SRM, and MRM system.



Pros: No need to carry ammo



Cons: 1 shot only; slightly higher system weight







Streak SRMs

Description: Streak missiles contain a targeting device that prevents the missile from launching unless it has locked onto the target. Once locked on, all the missiles launched automatically hit their intended target



Pros: All missiles hit target on successful attack roll; system does not fire on failed attack roll; saves ammo and heat



Cons: Higher weight than standard SRM systems







MUNITIONS

Inferno Round



Description: Usually used in SRM but also seen in LRMs.



Pros: +2 Heat during heat phase for each missile hit

Cons: No weapon damage. Greater chance of ammunition explosion (causing heat instead of damage)



Precision Ammo

Description: Precision ammunition grants the firer a . This comes at a cost, however, of only being able to carry half as many rounds per ton (round down)



Pros: 2 point reduction to the Target Movement Modifier

Cons: Increased weight, units are able to carry half as many round per ton (round down)







Flak Ammo



Description: Ammunition design to explode on air. Good against fast moving units. Less effect against slow moving ground units.



Cons: -2 to-hit-modifier against moving VTOLs, Fighters and WiGEs



Cons: Flak ammo only inflicts half the normal damage on all targets except moving VTOLs and Fighters and WiGEs (TacOps).







Flechette Ammo



Description: Flechette ammunition is a special munition that can be used by standard autocannons. Engineered to be effective against conventional infantry .



Pros: Flechette rounds deal double damage against unarmored infantry and wooded hexes.



Cons: Half damage against all other targets







Armor Piercing Ammo



Description: Ammunition used solely in standard and light autocannons



Pros: Unit gains a critical hit chance anytime it strikes an enemy unit, even without damaging the internal structure



Cons: +1 to hit modifier and an ammo bin carrying AP ammunition can only carry half as many rounds (round down)







Incendiary Ammo



Description: Ammunition used in standard and light autocannons.



Pros: Inflicts 2 additional points of damage against unarmored infantry, lowers the threshold for starting fires to +5, and decreases to-hit modifier for night combat to +1



Cons: If a critical hit is scored against an autocannon during the same turn it has fired incendiary ammunition, treat it as an ammunition explosion equal to damage inflicted on the autocannon. Incendiary LRMs check for heat-induced ammunition explosions as Inferno Missiles







Tracer Ammo

Description: Ammunition used in autocannons.



Pros: Reduces to-hit modifiers for night combat to +1 and eliminating dusk/dawn modifiers



Cons: It inflicts -1 point of damage per shot (down to a minimum of 1)







ELECTRONICS

Artemis IV Fire Control System

Description: Mounted on a dome on the side of the launcher, the Artemis IV FCS improves the accuracy of standard missile launchers. The FCS locks onto the target and illuminates it with an IR beam, providing constant course correction to the missiles in-flight. This in turn increases the number of missiles that hit the target.



Pros: Add +2 to the die roll when determining the # of missiles that hit.



Cons: Only used with standard LRM and SRM launchers; takes up weight and critical slots







Beagle Active Probe



Description: Advanced sensors that enable the detection of shut-down and camouflaged units at greater distance than standard sensors.



Pros: Allows detection of hidden units (if using those rules).



Cons: Takes up weight and critical slots.







C3 Computer System

Description: 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.



Pros: Allows a lance of 'Mechs to fight very effectively



Cons: Takes up weight and critical slots; no benefit for indirect fire







Guardian ECM Suite

Description: The Guardian ECM is a broad-spectrum jamming and electronic countermeasure device. It is used to nullify the effects of enemy Beagle active probes, Artimes IV FCS, Narc missile beacons, or C3 computer networks



Pros: Nullifies enemy advanced electronics.



Cons: Takes up weight and critical slots.







MISC EQUIPMENT

Anti-Missile System

Description: A rapid fire, point defense machine gun that tracks, engages, and destroys incoming missiles. Though very effective, it has a high ammunition consumption rate.



Pros: Automated system; reduces # of missiles fired



Cons: Requires ammo; takes up weight and critical slots; only used once per turn







NARC Missile Beacon

Description: A heavily modified missile launcher that fires a magnetic homing beacon at the target. If the beacon hits, it broadcasts a signal for all friendly missile systems. This produces a similar effect to that of the Artemis IV FCS.



Pros: Add +2 to the die roll when determining the # of missiles that hit.



Cons: Only compatible with standard LRM and SRM launchers; takes up weight and critical slots; requires ammo

