AMS & LAMS – Anti-Missile
System & Laser Anti-Missile System
These two systems provide a degree of protection
from missile strikes. The AMS is the IS version and is ammo based. Therefore,
it can run out of ammo. It lays out a net of shrapnel with the intention of
detonating closing missiles. The LAMS is the Clan version and is a laser based
also it does not run out of ammo but it does produce heat. This unit lays out a
screen of destructive lasers in the path of incoming missiles. Neither system
can be used against IS SRM’s, MRM’s or Thunderbolts. They are only useful
against missiles with homing or tracking abilities.
Artillery Beacon
Unlike most other weapons available, the Artillery Beacon is not a weapon
in itself but a locater beacon for you mother ship. Either once the beacon is
placed on a Mech or on the ground, it takes 7 seconds for your mother ship to
target, load, drop, and the bomb hitting your target causing 40 points of
damage. Using the Artillery Beacon takes some skill when targeting a moving
Mech because if you attach it to the Mech itself you will never hit your target
because of the delay. You must be within 350 meters of the intended target. That is the range that the missile
that carries the beacon has. It has a heat rating of 5, a 6 second recycle time
and weighs 5 tons with only 2 rounds. Its ammo per ton rating is 2.
BAP – Beagle Active Probe
This component extends your sensor range as the table below indicates. Like the ECM, however it also decreases the time needed to achieve a
missile lock by 30 percent.
***Note – The affect of reducing the time needed to achieve missile lock is cumulative with the ECM & BAP. If you employ both, the time necessary will be cut by approximately 60 percent.
Here is range needed for a mechs ability to detect a target.
|
Condition |
Target is shut down |
Target has sensors off |
Target has basic sensors |
Target has ECM |
|
Sensing Mech is shutdown |
0 |
0 |
0 |
0 |
|
Sensing Mech has sensors off |
0 |
0 |
250 |
100 |
|
Sensing Mech has basic sensors |
0 |
500 |
1000 |
500 |
|
Sensing Mech has Beagle Active Probe |
100 |
600 |
1200 |
800 |
ECM – Electronic Counter Measures
This component helps to mask your presence from enemy mechs. It does
come at a price however. If you are detected the ECM will reduce the amount of
time the enemy needs to achieve a missile lock by 30 percent.
Flares
The only application I have found useful is you can manage to blind
someone using Light Amplification with it. This is only if you can manage to
hit them on their cockpit.
High Explosivesc
Of the components listed in this section, this is the only one that
actually inflicts damage by itself. High Explosives are classified as a missile
weapon. The primary disadvantage to High Explosives is that you self-destruct
which deducts from your score as well as your teams score. This weapon is of
limited practical use. In order for it to work you must be within 30 meters to
‘potentially’ cause up to 100 points of damage to the intended target. The use
of High Explosives are frowned upon bye Clan Wolverine as well as most other
Clans because of the dishonor it brings with it.
Jump Jets
The Jump Jet enables the Mech to briefly take flight. Jump Jets have
different weight requirements for each Mech that can employ them. For instance,
the Jump Jets for an Osiris weigh only 2-tons but the Mad Cat MKII Jump Jets
weigh 6-tons. The lift created by all Jump Jets is the same. The only
difference is how fast the Mech lifts off and reaches maximum height. An Osiris
at full speed will fly further forward than a Mad Cat MKII. One thing that I
have found out about the Jump Jet is that your throttle setting still
influences your forward motion in flight even while airborne. Pulling back on
the throttle will shorten your flight distance. Likewise, you do not need to be
running at full speed to reach maximum height. This does not influence your
vertical lift. A slower speed at a closer range will achieve the same results
in height.
Light Amplification
This is not infrared technology. It does not penetrate fog or smoke.
It simply amplifies whatever light is available to the point where you can
distinguish objects. When you are using this component, keep in mind that the
Big City map and all of its derivatives have streetlights.
NARC Beacon ![]()
Like the Artillery Beacon these two components simply mark the
target, only these are for guided missiles such as the Streak and both the IS
& Clan LRM’s. The IS SRM, MRM and Thunderbolt do not have homing devices.
The ranges for these devices are 450 meters for the IS version and 600 meters
for the Clan version. They both have a Heat rating of 1 and recycle of 3
seconds. They last anywhere from 15 to 20 seconds unless the target Mech has
ECM. ECM may reduce the affective life of beacon but not necessarily also every
time the targeted Mech is hit there is a chance that the beacon will fail.