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Weapon & Equipment Information
General Details
Name:  Large Re-engineered Laser
Type (Category):  Weapon (Energy)
Technology:  Inner Sphere
Available To:  BattleMechs
Reference:  Interstellar Operations (p. 89)

Description:
The “re-engineered” laser weapon was developed in an attempt to mate the high-power effects of Clan heavy lasers with the enhanced accuracy and high-firing rate of a pulse laser. Numerous revisions to balance the heat, damage, and range factors that made such a design impractical, finally resulting in a weapon scarcely more effective than standard-model lasers, but for one curious feature: the ability to completely defeat the beneficial effects of anti-laser specialty armors. This effect is largely due to a high-frequency/short-pulse compromise system that emerged in the laser’s redesign, which delivers a powerful twin burst to roughly the same impact point that, while not potent enough to produce a great deal more damage than standard hits, has the benefit of boring away through several of the newer armor types introduced since the Jihad—including laser-reflective, ferrolamellor, and even hardened armor—while still delivering enough explosive force to make up for the damage lost in the effort.

Game Rules:
Even though they are technically pulse lasers, reengineered lasers only apply a –1 to-hit modifier to weapon attacks, as their pulses are too brief and close together to gain the full targeting modifier of such weapons. Re-engineered lasers ignore the damage-reducing effects of laser-reflective armor, ferro lamellor armor, and even hardened armor. (In all of these cases—even hardened armor—this means that the armor is damaged as if it is standard armor when hit by a re-engineered laser, with the number of armor points lost equal to the re-engineered laser’s damage value.)

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Inner Sphere Data
Prototype Date:  ~3120
Production Date:  3130
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
9 (9)
9 (9)
–/5/10/15 (Medium)
E
X-X-X-E
250,000
8
5
161.000

Additional Construction Rules
The following construction rules extend the ones previously listed and are applicable for this technology base:
 May be equipped with a Laser Insulator

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3120
3129
Experimental
3130
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
9
0.945
0.945
Reengineered Lasers

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Reengineered Lasers (REL)
A unit that carries re-engineered lasers is able to offset many of the benefits presented by several types of specialty armors, such as reflective. When a unit with this ability successfully attacks a unit featuring reflective armor (RFA special), ignore that armor’s damagereducing effects. Furthermore, if a unit with this ability successfully attacks a unit that features the critical-resistant (CR) special, replace the target’s normal –2 modifier for any critical hit rolls with –1.

MTF Output → Weapon List:  Large Re-engineered Laser
MTF Output → Critical Slot:  Large Re-engineered Laser
PDF Output → Critical Slot:  Large Re-engineered Laser