Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Spikes
Type (Category):  Equipment (Melee)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 102)

Description:
Though long used as a popular cosmetic enhancement, providing BattleMechs with a fearsome and barbaric look, it was not until after the demonstrated effectiveness of the hatchet as a ’Mech-scale physical attack weapon that spikes were seriously considered as a potentially viable new weapon (and passive defense system) for close combat. Through the testing grounds of the Game World, spikes gradually evolved from simple decorative cones to the much more effective protrusions they are today. Despite their proven capability, however, spikes remain a rare sight beyond the arenas.

Game Rules:
Defensively, a cluster of spikes reduces the damage from any successful physical attacks against a spiked location by 4 points (to a minimum of 1) that an Attacker would otherwise inflict; if that location is also protected by Ferro-Lamellor Armor, the damage reduction from the spikes is applied first, then the damage reduction from the Ferro-Lamellor Armor is applied. In addition, the attacker suffers 2 points of damage (divided equally) to the body location(s) that delivered the attack (center torso for a ’Mech charge; the appropriate arm for a single-armed punch; the appropriate leg for a kick; both legs for Death From Above; both arms for a push), unless the attack was delivered using a club or other physical attack weapon (like a hatchet).

Offensively, an attacking ’Mech mounting spikes in torso locations may increase the damage inflicted on its opponent during a Charge Attack by declaring such intent before making the to-hit roll. A successful charge with spikes used in this fashion adds 2 points of damage for every torso cluster of spikes the attacking unit has, and absorbs 4 points of damage as normal for any damage groups the Attacker sustains to a spike-protected location.

The Attacker must also roll 2D6 each time a location with spikes suffers damage. On a result of 9 or higher, the cluster suffers a critical hit and is destroyed. If the spike’s location is also protected by Ferro-Lamellor Armor, and the damage is reduced to 0, this roll for a possible critical hit is ignored.
Unit Type Availability
BattleMechsIndustrialMechs
Inner Sphere Data (BattleMechs)
Prototype Date:  3051
Production Date:  3082
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 May mount up to one per location

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
2* (–)
–/1/–/– (–)
C
X-E-E-D
50xTT
0.5
1
4.000 †
* See rules for this equipment
Defensive Battle Value
TT = Total Unit Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3051
3081
Experimental
3082
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Melee

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Melee (MEL)
This special ability indicates that the ’Mech is equipped with a physical attack weapon, and adds 1 additional point of physical attack damage on a successful Melee-type physical attack.

MegaMek Output → Critical Slot:  Spikes
Record Sheet Output → Critical Slot:  Spikes