|
|
Viewing Weapons & Equipment |
|
Weapons & Equipment » Search » Ground-Mobile HPG
|
Weapon & Equipment Information |
General Details
Name: Ground-Mobile HPG
Type (Category): Equipment (Other)
Reference: Tactical Operations: Advanced Units & Equipment (p. 142)
Description: Description not provided
Game Rules: Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be split across multiple locations May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
– (–)
– (–)
F
—
4,000,000,000
12.000
12
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ISGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
Clan Data (BattleMechs)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be split across multiple locations May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
– (–)
– (–)
F
—
4,000,000,000
12.000
12
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ClanGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
Inner Sphere Data (IndustrialMechs)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be split across multiple locations May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
–
–
F
—
4,000,000,000
12.000
12
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ISGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
Clan Data (IndustrialMechs)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be split across multiple locations May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
–
–
F
—
4,000,000,000
12.000
12
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ClanGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
Inner Sphere Data (Combat Vehicles)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May be split across multiple locations Not allowed if Fission, Fuel Cell, or Internal Combustion is selected for the unit's Engine Type May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
–
–
F
—
4,000,000,000
12.000
1
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ISGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
Clan Data (Combat Vehicles)
Prototype Date: | ~2740 |
Production Date: | 2751 |
Extinction Date: | — |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
May be split across multiple locations Not allowed if Fission, Fuel Cell, or Internal Combustion is selected for the unit's Engine Type May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
–
–
F
—
4,000,000,000
12.000
1
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Hyperpulse Generator
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Hyperpulse Generator (HPG) The hyperpulse generator is a transmission device used to send communications signals through hyperspace. Rare and expensive in the extreme, it is almost never seen on the battlefield, and many factions in the BattleTech universe consider attacking or willfully endangering such devices a crime against humanity. Nevertheless, some mobile versions of the HPG do exist, and thus can make an appearance in battle under extreme circumstances.
If a unit equipped with a mobile HPG (noted by the HPG special) is operating inside an atmosphere, it may use the device to send a signal once every 6 turns. Doing so, however, draws incredible amounts of power and produces an immense electromagnetic pulse that affects all units in the general vicinity—including the HPG-carrying unit itself. These effects can vary with the operating unit.
Aerospace units operating in space may use an HPG in any turn they wish, but will generate no significant game effects when doing so.
Charging and Firing: Charging and firing an HPG requires two full, consecutive combat phases to perform, during which time the HPG unit cannot move or use any weaponry. If the unit is an extremely large unit in the process of being boarded or repelling a boarding action, its marines and other infantry defenses may continue to function normally, but all mounted weaponry is inert. At the end of the second combat phase, the HPG fires, instantly shutting down the firing unit for 1 turn. (The unit reactivates in the End Phase of the following turn.)
HPG Effects Radius: As long as there is an atmosphere (or, if the Atmospheric Density rules are in effect, an atmosphere of Thin or greater density), the HPG pulse will affect all units within a radius of 16 inches if the firing unit is not a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will affect all units on or above the play area.
HPG Effects: The HPG pulse inflicts a +4 Target Number modifier on all non-conventional infantry units within the area of effect for a period of 6 combat phases after the firing takes place. This effect persists even if an affected unit subsequently moves outside of the initial effect radius. This modifier will apply only to weapon attacks and most special ability attacks during this time, however; physical attacks (including those using the MEL special) will remain unaffected, as will any special Control Roll target numbers.
Receiving HPG Signals: Technically, the receiving of an HPG signal is far beyond the scope of these rules, but should an event happen within an atmosphere, there will be no significant game effects in Alpha Strike play.
Note: Where the signal from an HPG goes is irrelevant to Alpha Strike game play. As an HPG is a hyperspace-capable communications system intended to send signals up to 50 light years at a shot, anywhere the message is sent will simply be too far beyond the scope of the game at hand to have any relevance. An HPG cannot be used to directly attack a target unit; the pulse is merely a secondary effect.
MegaMek Output → Critical Slot: ClanGroundMobileHPG
Record Sheet Output → Critical Slot: Ground-Mobile HPG
|
|
|
|
|
|