Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  ER Flamer
Type (Category):  Weapon (Energy)
Technology:  Inner Sphere, Clan
Available To:  BattleMechs
Reference:  Tactical Operations: Advanced Units & Equipment (p. 124)

Description:
First developed by the Clans, the fusion-based extended-range (ER) flamer variation relies on improved magnetic coils and a narrower muzzle aperture to achieve more focus and propulsion at the cost of damage and spread. Though now commercially available to both the Inner Sphere and the Clans, this weapon system has yet to find a home on standard vehicles or íMechs.

Game Rules:
In game play, the ER Flamer operates as a fusion-based (non-vehicle) flamer. Against non-infantry targets, it delivers the same armor damage as a standard flamer, but with only half the heat effects (rounded down, to a minimum of 1 heat point). Against conventional infantry, the ER Flamer delivers only 2D6 burst-fire damage, rather than 4D6.

Construction Rules:
May be mounted on any available unit type with adherence to the following construction rules:
 Not allowed if Fission, Fuel Cell, Internal Combustion, Primitive Fission, Primitive Fuel Cell, or Primitive Internal Combustion is selected for the unitís Engine Type
Inner Sphere Data
Prototype Date:  —
Production Date:  3070
Extinction Date:  —
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
4 (4)
2* (2)
–/3/5/7 (Short)
D
X-X-E-D
15,000
1
1
16.000
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3070
3080
Advanced
3081
Tournament Legal

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
4
0.2
0.2
Heat

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Heat (HT)
Units with this ability apply heat to the targetís Heat scale during the End Phase of the turn in which they deliver a successful weapon attack. If the target is a unit type that does not use a Heat Scale, the heat this ability would normally produce is added to the normal attack damage instead.

A unit with a Heat value at a range it does not normally deal damage at may make a special weapon attack in place of its standard weapon attack that only deals the effects of the Heat special ability.

MTF Output → Weapon List:  ER Flamer
MTF Output → Critical Slot:  ER Flamer
PDF Output → Critical Slot:  ER Flamer
Clan Data
Prototype Date:  ~3065
Production Date:  3067
Extinction Date:  —
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
4 (4)
2* (2)
–/3/5/7 (Short)
D
X-X-E-D
15,000
1
1
16.000
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3065
3066
Experimental
3067
3080
Advanced
3081
Tournament Legal

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
4
0.2
0.2
Heat

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Heat (HT)
Units with this ability apply heat to the targetís Heat scale during the End Phase of the turn in which they deliver a successful weapon attack. If the target is a unit type that does not use a Heat Scale, the heat this ability would normally produce is added to the normal attack damage instead.

A unit with a Heat value at a range it does not normally deal damage at may make a special weapon attack in place of its standard weapon attack that only deals the effects of the Heat special ability.

MTF Output → Weapon List:  ER Flamer
MTF Output → Critical Slot:  CLERFlamer
PDF Output → Critical Slot:  ER Flamer