6
Weapons
We’ve provided you with a number of stock weapons per our
contract. Most of the ’Mechs are outfi tted with offensive
and defensive weapons systems, and many of them feature
jump jets.
OFFENSIVE WEAPONS
The weapons listed here are the best we have to offer. Most
are standard battle technology with a few new additions.
No customizations have occurred.
ENERGY WEAPONS
As you are aware, these weapons require stored energy and
take time to charge before fi ring. They also produce a fair
amount of heat you’ll need to manage.
Pulse Laser
The pulse laser is rapid-fi re and
particularly useful against vehicles.
It is possible to fi re off a new burst every
fraction of a second. Accuracy depends on how well you
can track the target.
Laser
This is the standard beam laser. It fi res
a single long beam of energy with a
tracking ability that continues to do
damage even if the target moves.
PPC
The Particle Projection Cannon
(PPC) is a ball of energy with a trail
effect and slight seeking capability.
Charge the PPC by pulling and holding the Right trigger until
fully charged, and then releasing the trigger to unleash the
bolt of energy.
Mad Cat
The Mad Cat was the fi rst to appear in the Inner Sphere. It also
has been the most used. It offers an array of weapons but is
particularly lethal with its missile packs.
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Class:
Assault BattleMech
Tonnage:
100
Speed:
20 mph
Offensive Weapons:
PPC, Machine Gun,
Javelin Missiles
Defensive/Special:
Target Jamming
Atlas
The sight of an Atlas still makes even the most experienced
MechWarrior break out in hives. The head, torso, and weaponry
create a perfect combination of function and fear factor. It is built
to infl ict a lot of damage on its enemies.
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Class:
Assault BattleMech
Tonnage:
100
Speed:
20 mph
Offensive Weapons:
Pulse Laser,
Autocannon, Javelin Missiles
Defensive/Special:
AMS