Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Mech Taser
Type (Category):  Weapon (Ballistic)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 157)

Description:
Description not provided

Game Rules:
Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date:  3065
Production Date:  3084
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with 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 unit's Engine Type

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
6
1* (1)
–/1/2/4 (–)
E
200,000
4.000
3
40.000
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3065
3083
Experimental
3084
Advanced

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
5
E
2,000
1
5.000
3065
3084
TO:AUE (p. 157)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
6
0.1
Taser

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Taser (MTAS)
A unit with the MTAS# special is carrying a ’Mech Taser.

For MTAS special abilities, the # in this special indicates the quantity of Taser weapons mounted by the unit in question, each of which may attempt one attack per turn against any targets that lie in the unit’s firing arc and within its Short range bracket.

All Taser attacks are resolved separately, and may be made in addition to the unit’s normal weapon or physical attacks.

The Taser attack itself delivers no damage, but a successful hit will cause either interference or shutdown any target that is not conventional infantry, a DropShip, or possesses the LG, VLG, or SLG ability. Conventional infantry, DropShips, and units with the LG, VLG, or SLG abilities ignore the Taser effects entirely.

When a Taser attack hits a target that can be affected by it, the attacker rolls 2D6, applying a –2 if the target is a BattleMech, and a +2 modifier if the target is battle armor infantry. On an 8+, the target is shut down for 1 turn. On a 7 or less, the target suffers interference effects that apply a +1 Target Number modifier to all of its attack and Control rolls the unit makes for 1 turn (additional Taser hits do not add to this effect). Taser effects wear off in the End Phase of the turn after a Taser’s successful attack.

MegaMek Output → Weapon List:  Mech Taser
MegaMek Output → Critical Slot:  Mek Taser
Record Sheet Output → Critical Slot:  Mech Taser