Tactical Operations: Advanced Units & Equipment (p. 100)
Initially researched as another exotic weapon for the Solaran arenas, myomer-cable “whips” were first tested during the initial Blakist attacks on Solaris VII as a special means of close combat aimed at entangling and capturing invader units. Though these initial prototypes failed, the so-called chain whip emerged when the Word of Blake forces on Solaris modified the concept with armor-alloy chains for added strength and resilience. Though the damage from a chain whip impact is not terribly impressive, the entangling effect has proven useful for limiting the mobility of opposing ’Mechs.
Against all unit types, the Chain Whip delivers its attack using the same rules as a BattleMech Sword, with the same to-hit modifiers, and basic Physical Attack rules. However, the whip’s damage is not modified for the use of Triple-Strength Myomer or the weight of the Attacker, as the heavy chain and its myomer cable lack rigidity. Against ’Mech and ProtoMech units, the whip can perform additional bonus attacks if the hit location result yields a target’s arms or legs, and the hit does not destroy the limb struck.
In the case of a leg hit on a ’Mech, the whip-wielding unit may attempt to pull its opponent off balance by making a second (bonus) attack immediately after the successful whip attack occurred (during the same Physical Attack Phase). This bonus attack applies an additional –2 modifier if the whip-wielding unit has active Triple-Strength Myomers and the target does not. If successful, the attack delivers no damage, but the defending unit must make a successful Piloting Skill roll at a +3 target modifier to avoid falling.
In the case of an arm hit on a ’Mech (or either the arms or legs of a ProtoMech), the whip-wielding unit may attempt to grapple its opponent, preventing either unit from moving out of their respective hexes the following turn. Once again, this is treated as a bonus attack in the same Physical attack Phase that applies an additional –2 to-hit modifier if the whip-wielding unit has active Triple-Strength Myomers and the target does not. For every weight class (ProtoMech, Light, Medium, Heavy and so forth) the Attacker outweighs the Defender, a –1 to-hit modifier applies to the grapple attack; if the Defender outweighs the Attacker, a +1 modifier applies for each weight class of difference.
If this bonus attack is successful, the Defender is grappled. Neither unit may move from their respective hexes in the following turn (unless the Attacker chooses to release the Defender by expending any MP in the following Movement Phase). While grappled, both units may make weapon and physical attacks normally, using weapons in any location except for the grappling unit’s whip arm and the grappled arm. Apply a –2 to-hit modifier to any attack made by either of the units against the other.
Each turn after making a successful grapple, the grapple roll (but not the initial to-hit roll) must be made to maintain the grapple. If a grapple roll fails, the target is freed. Destruction of the whip or the entangled limb also breaks the grapple, at the end of that Phase. The target falling while grappled does not break the grapple.
May be mounted on any available unit type with adherence to the following construction rules:
May only be mounted in the Arms May only be mounted if a Hand Actuator is present in the same location Not allowed if Claws, Flail, Hatchet, Lance, Mace, Retractable Blade, Sword, Small Vibroblade, Medium Vibroblade, or Large Vibroblade is mounted in the same location May mount up to one per location