Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Electric Discharge ProtoMech
Type (Category):  Armor (Core)
Reference:  Interstellar Operations (p. 64)

Description:
ProtoMech pilots are taught to engage their enemies in close proximity, and often resort to physical attacks. In an effort to maximize the potential damage resulting from this tactic, Clan scientists devised a spike-laden armor system that drew power from the ProtoMech’s fusion engine and into compound capacitors distributed throughout. Though relatively successful in delivering overload-capable jolts to enemy units, the long recharge time and close-quarters nature of the system limited its deployment.

Game Rules:
Whenever a ProtoMech with charged EDP armor successfully executes a Frenzy attack, the armor will deliver a powerful discharge that works as an automatic hit from a BattleMech Taser. But, when rolling on the Taser Effects Table, EDP armor applies a –2 modifier to the roll result.

Against conventional infantry, a ProtoMech with charged EDP armor will deliver 1 additional point of damage on a successful Frenzy attack (or 2 points, if the infantry unit is cybernetically enhanced).

The EDP armor’s capacitors need 6 turns to recharge after any discharge, during which time none of the ProtoMech’s weapons that require heat sinks will function. The ProtoMech warrior can switch this charge cycle on and off, however, so these 6 turns need not be consecutive; the ProtoMech’s player can elect in every End Phase to “pause” charging the EDP armor for the following turn, thus re-enabling his energy weapons. Each turn that the EDP armor is being charged must be recorded on the ProtoMech’s record sheet.

Finally, whenever the Torso location of a ProtoMech with EDP armor suffers 1 or more critical hits following a check on the Determine Critical Hits table, immediately assign 5 points of damage to that location after the resolution of that critical damage, as a result of the explosive surge caused by the ruptured capacitors in that location.
Unit Type Availability
ProtoMechs
Clan Data (ProtoMechs)
Prototype Date:  ~3071
Production Date:  
Extinction Date:  3085
Recovery Date:  

ProtoMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
 Requires one critical slot to be allocated in each of the Torso

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
– (–)
– (–)
– (–)
F
X-X-F-X
1,250xAP
*
1*
32.000
* See rules for this equipment
AP = Armor Points

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3071
3084
Experimental