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Difference between revisions of "PPC Capacitor"

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| Year Availability = [[3060]]
 
| Year Availability = [[3060]]
 
| Heat = 5
 
| Heat = 5
| Damage = +5 (Added to any type [[PPC]])
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| Damage = +5 (Added to any type of [[PPC]])
 
| Minimum Range = N/A
 
| Minimum Range = N/A
 
| Short Range = N/A
 
| Short Range = N/A
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| Ammo Cost (per ton) = N/A
 
| Ammo Cost (per ton) = N/A
 
| BV (1.0) =  
 
| BV (1.0) =  
| BV (2.0) = PPC Capacitor +<br>-------------------<br>[[Light PPC]]=132<br>[[Heavy PPC]]=370<br>[[PPC]]=264<br>[[ER PPC]]=343<br>[[Snub-Nose PPC|SNPPC]]=252<ref>''Tactical Operations'', p. 382</ref>
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| BV (2.0) = PPC Capacitor+<br>[[Light PPC]]=132<br>[[Heavy PPC]]=370<br>[[PPC]]=264<br>[[ER PPC]]=343<br>[[Snub-Nose PPC|SNPPC]]=252<ref>''Tactical Operations'', p. 382</ref>
 
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==Description==
 
==Description==
<br />Must be located in the same location as the PPC to which it is mounted.
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The '''PPC Capacitor''' is an extra component that can be added to any type of [[Particle Projection Cannon]]. It's main purpose is to inflict more damage on an enemy in one shot; this comes at an expense though, as it significantly raises the heat generated by each shot.
<br />1 firing action, 5 heat: Charges the PPC Capacitor. So long as the capacitor is charged, the next shot fired by the associated PPC deals +5 damage and increases the heat generated by firing that weapon by 5 points. If the associated PPC is not fired by the end of the firing phase, the energy may be permitted to dissipate, generating no heat, or else retain the charge, generating 5 points of heat. The associated PPC may not be fired on the same turn that the capacitor is charged. The PPC Capacitor is compatible with both standard and ER versions of the PPC. <br />
 
  
 
==Rules==
 
==Rules==
 
<div class="gamerules">
 
<div class="gamerules">
 
===Game Rules===
 
===Game Rules===
'''Critical Hit effects''': 1 critical hit to the Capacitor disables both the capacitor and the associated PPC, although the PPC is not considered damaged and may be rendered usable for combat with a 5 minute repair check at easy difficulty. Two critical hits to a PPC Capacitor renders it completely destroyed, and 1 hit is a difficult repair job costing 75% of the purchase price and 3 days repair time. {{citation needed}}
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The Capacitor must be located in the same location as the PPC to which it is mounted. The Capacitor is required to be charged before firing. So long as the capacitor is charged, the next shot fired by the associated PPC deals an additional five damage and increases the heat generated from firing that weapon by five points. If the associated PPC is not fired by the end of the firing phase, the energy may be permitted to dissipate, generating no heat, or else retain the charge, generating another five points of heat. The associated PPC may not be fired on the same turn that the capacitor is charged. The PPC Capacitor is compatible with both standard and ER versions of the PPC.
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'''Critical Hit effects''': One critical hit to the Capacitor disables both the capacitor and the associated PPC, although the PPC is not considered damaged and may be rendered usable for combat with a five minute repair check at easy difficulty. Two critical hits to a PPC Capacitor renders it completely destroyed, and one hit causes a difficult repair job which costs 75% of the purchase price and takes three days of repair time.{{citation needed}}
 
</div>
 
</div>
  

Revision as of 21:36, 29 January 2014

PPC Capacitor
Production information
Type Energy (Direct Fire)
Tech Base IS Experimental[1]
Year Availability 3060
Technical specifications
Heat 5
Damage +5 (Added to any type of PPC)
Minimum Range N/A
Short Range N/A
Medium Range N/A
Long Range N/A
Tons 1
Critical Slots 1
Ammo Per Ton N/A
Cost (unloaded) 150,000 C-bills
Ammo Cost (per ton) N/A
BV (2.0) PPC Capacitor+
Light PPC=132
Heavy PPC=370
PPC=264
ER PPC=343
SNPPC=252[2]

Description

The PPC Capacitor is an extra component that can be added to any type of Particle Projection Cannon. It's main purpose is to inflict more damage on an enemy in one shot; this comes at an expense though, as it significantly raises the heat generated by each shot.

Rules

Game Rules

The Capacitor must be located in the same location as the PPC to which it is mounted. The Capacitor is required to be charged before firing. So long as the capacitor is charged, the next shot fired by the associated PPC deals an additional five damage and increases the heat generated from firing that weapon by five points. If the associated PPC is not fired by the end of the firing phase, the energy may be permitted to dissipate, generating no heat, or else retain the charge, generating another five points of heat. The associated PPC may not be fired on the same turn that the capacitor is charged. The PPC Capacitor is compatible with both standard and ER versions of the PPC.

Critical Hit effects: One critical hit to the Capacitor disables both the capacitor and the associated PPC, although the PPC is not considered damaged and may be rendered usable for combat with a five minute repair check at easy difficulty. Two critical hits to a PPC Capacitor renders it completely destroyed, and one hit causes a difficult repair job which costs 75% of the purchase price and takes three days of repair time.[citation needed]

Notes

References

  1. Tactical Operations, p. 410
  2. Tactical Operations, p. 382
  3. Starterbook: Wolf and Blake, p. 111
  • Maximum Tech (Revised), p. 83
  • Starterbook: Wolf and Blake, p. 60
  • Tactical Operations, pp. 336-337

Bibliography