Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Plasma Cannon
Type (Category):  Weapon (Energy)
Technology:  Clan
Available To:  BattleMechs
Reference:  TechManual (p. 235)

Description:
Clan Diamond Shark engineers were stymied in their own efforts to utilize fusion plasma as an effective long-range weapon when news of the Capellan innovation somehow reached them in late 3068. After some hasty, desperate efforts, the Sharks apparently managed to obtain enough samples of the Capellans’ man-portable technology to reverse-engineer the process and adapt it to their own weapon design, ultimately producing their plasma cannon by mid-3069—a year after the Confederation had already begun to field its own vehicle-scale version. Compared to the Spheroid plasma rifle, the Clan version is much smaller and more compact, with a slight advantage in range for the same battlefield endurance of 10 shots per ton. However, the Clan model cannot match the armor-defeating capabilities of the House Liao innovation, and is effectively a “heat gun” in battle, able to spike a target ’Mech’s heat levels without inflicting hard armor damage.

Game Rules:
A plasma cannon delivers no damage, aside from 2D6 points of heat, to ’Mechs, aerospace fighters and small craft during the Heat Phase (see Outside Heat Sources). For any other unit type, apply 3D6 damage. After determining Damage Value by rolling 3D6, divide the damage from a plasma cannon into 5-point Damage Value groupings (assign any remaining damage to a final grouping), with each grouping assigned to a different location using the appropriate Damage Location Table (provided the target has separate locations).

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Clan Data
Prototype Date:  ~3068
Production Date:  3069
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
7 (7)
0* (0*)
–/6/12/18 (Medium)
F
X-X-E-D
320,000
3
1
170.000
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3068
3068
Experimental
3069
Tournament Legal

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
10
F
X-X-E-D
12,000
1
21.000
~3068
3069
TM (p. 234)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
7
0
0
0
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 target’s 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:  Plasma Cannon
MTF Output → Critical Slot:  CLPlasmaCannon
PDF Output → Critical Slot:  Plasma Cannon