Sarna News: Bad 'Mechs - Icestorm

Editing BattleMech Taser

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The Taser has a +1 to-hit modifier. It cannot target flying units and is useless against buildings or units that weigh more than 100 tons. When it hits a conventional infantry platoon, one trooper is killed. After a successful hit by the harpoon, roll 2D6. BattleMechs and grounded AeroSpace Fighters/small craft will shut down on a roll of 11 or more. IndustrialMechs, ProtoMechs, vehicles and conventional fighters are shut down on a roll of 8 or more. A single Battle Armor suit hit by a harpoon is automatically shut down. If the shut down roll fails, the target still suffers a +2 penalty to piloting and gunnery rolls for three (BattleMechs and Aerospace units) or four (IndustrialMechs, ProtoMechs, vehicles, conventional fighters) turns. Heat tracking units also generate five extra heat points while under the +2 modifier effects as the taser system interferes with the unit.<ref name="TOp345+"/>
 
The Taser has a +1 to-hit modifier. It cannot target flying units and is useless against buildings or units that weigh more than 100 tons. When it hits a conventional infantry platoon, one trooper is killed. After a successful hit by the harpoon, roll 2D6. BattleMechs and grounded AeroSpace Fighters/small craft will shut down on a roll of 11 or more. IndustrialMechs, ProtoMechs, vehicles and conventional fighters are shut down on a roll of 8 or more. A single Battle Armor suit hit by a harpoon is automatically shut down. If the shut down roll fails, the target still suffers a +2 penalty to piloting and gunnery rolls for three (BattleMechs and Aerospace units) or four (IndustrialMechs, ProtoMechs, vehicles, conventional fighters) turns. Heat tracking units also generate five extra heat points while under the +2 modifier effects as the taser system interferes with the unit.<ref name="TOp345+"/>
  
In addition the gauss system that fires the harpoon will explode if hit by weapons fire and inflict 6 points of damage on the carrying unit. The Taser ammunition is also explosive, and if hit, will inflict 6 points of damage per remaining shot on the carrying unit. <ref name="TOp345+"/>
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When an attack is successful, the firing unit must check for feedback from the Taser system by rolling 2D6. If the roll is 6 or below, the feedback from the Taser causes the system to explode, inflicting damage. A roll of 7 or higher means that that unit mounting the Taser will suffer a +1 penalty to all targeting and piloting rolls for three turns.<ref name="TOp345+"/>
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In addition the gauss system that fires the harpoon will explode if hit by weapons fire and inflict 6 points of damage on the carrying unit. The Taser ammunition is also explosive, and if hit, will inflict 6 points of damage per remaining shot on the carrying unit. (Ammunition will not explode due to feedback, but the Taser system itself will explode.)<ref name="TOp345+"/>
 
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