Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  RISC Repeating TSEMP
Type (Category):  Weapon (Energy)
Reference:  Interstellar Operations: Alternate Eras (p. 88)

Description:
Description not provided

Game Rules:
Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date:  3133
Production Date:  
Extinction Date:  3138
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 Not allowed if Fuel Cell, Internal Combustion, 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
10
* (*)
–/5/10/15 (Medium)
E
1,200,000
8.000
7
600.000
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3133
3137
Experimental

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
10
Tight-Stream EMP Weapons

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Tight-Stream EMP Weapons (TSEMP)
A unit with this special ability carries tight-stream EMP weapons (TSEMPs), which function much like an energy-based version of the taser (see above).

As with taser weapons, the numerical value for this special ability indicates the number of TSEMP weapon attacks the unit may attempt per turn.

TSEMP attacks may only be attempted in the unit’s Combat Phase, and may only be directed against targets within the unit’s Short or Medium range brackets on the ground map. (TSEMP weapons are ineffective in airborne combat, but may be part of an air-to-ground attack by fighters so equipped.)

A successful TSEMP attack will have no effect against conventional infantry units, DropShips, or any other units that possess the VLG or SLG specials. For all other unit types, a successful TSEMP attack must be followed by a second 2D6 roll, applying a –1 roll modifier if the target is a BattleMech or aerospace unit, a –2 if the target has the LG special, and a +2 if the target is a support vehicle unit.

If the modified roll result is 8 or higher, the target shuts down for 1 turn. On a 7 or less, the target instead suffers a +1 target modifier for all attacks and Control Rolls required of it for 1 turn. Multiple TSEMP attacks against the same target will not increase these modifiers, but each attack each should make its effects roll as long as the target has not been shut down. TSEMP effects against a target automatically wear off in the End Phase of the following turn.

MegaMek Output → Weapon List:  RISC Repeating TSEMP Cannon
MegaMek Output → Critical Slot:  ISRISCRepeatingTSEMPCanon
Record Sheet Output → Critical Slot:  RISC Repeating TSEMP