Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Plasma Rifle
Type (Category):  Weapon (Energy)
Technology:  Inner Sphere
Available To:  BattleMechs (BM), IndustrialMechs (IM)
Reference:  TechManual (p. 235)

Description:
The plasma rifle began as an attempt to deploy a long-range flamer technology for use as a heat-inducing “’Mech stunner” weapon system. Capellan engineers soon realized, however, that their new infantry support weapon, the plasma rifle, could be modified for a similar role if they could upgrade it to a vehicular scale. This realization led to the deployment of these bigger-sized rifles before the end of 3068, and several such weapons proved themselves on the battlefields of Taygeta and New Syrtis during the Capellan counterattack against Duke George Hasek’s Capellan March forces. The Confederation promptly shared this technology with their Canopian allies on Sian, who helped turn back a Blakist assault there in 3070.

Though the Sharks managed to mimic this weapon system the following year—leading many Spheroid leaders and experts to be wary of the Clan’s possible impact on future commercial-industrial relations—the Capellan version has proven deadly in the battlefield for its ability to blast away armor with PPC force while causing a heat spike that can overtax an enemy’s sinks in short order.

Game Rules:
In addition to its standard Damage Value of 10, a plasma rifle delivers 1D6 points of heat to ’Mechs, aerospace fighters, and small craft during the Heat Phase (see Outside Heat Sources). For any other unit type, add 2D6 extra damage. After determining the extra Damage Value by rolling 2D6, combine that damage with the standard 10-point Damage Value. Then divide that total into 5-point Damage Value groupings (assigning 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; in the case of battle armor, apply each grouping as per the normal rules for attacks against battle armor).

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Inner Sphere Data
Prototype Date:  ~3061
Production Date:  3068
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
10 (10)
10 (10)
–/5/10/15 (Medium)
E
X-X-E-D
260,000
6
2
210.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3061
3067
Experimental
3068
Standard

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
10
E
X-X-E-D
10,000
1
26.000
~3061
3068
TM (p. 234)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
10
1
1
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 Rifle
MTF Output → Critical Slot:  ISPlasmaRifle
PDF Output → Critical Slot:  Plasma Rifle