Spinal N-Gauss
An extension of Gauss Riffle Technology, Spinal Nacal Gauss weaponry were inspired by the mass drivers used by the Belter population that immigrated into the Taurian Concordat during their colonization boom. Unlike the mass driver, the Spinal N-Gauss is a dedicated weapon of war with a higher muzzle velocity and using lighter projectiles that have terminal guidance systems installed in them. Beyond the weapon it self, the spinal N-guass requires the installation of a set of supplementary targeting thrusters to help aim the weapon.
Game Rules:
Spinal weapons have a +3 penalty to hit targets under fifty thousand tons and cannot achieve a target lock on units under five hundred tons. Spinal weapons also receive a +5 penalty to hit when the unit they are mounted on has taken a critical hit to its maneuvering thrusters.
A Spinal N-Gauss may make attacks against static targets (aerospace units with station keeping thrusters and ground map hexes) beyond its normal maximum range. Such an attacks use the rules for Bearings-Only Launches Not Directly on the Playing Area (S.O. Pp 101) except the projectile velocity is twice the extreme range of the Spinal N-Gauss.
Prototype Rules: Whenever a prototype Spinal N-Gauss fires, roll 1d6: on a 1-2 the terminal guidance package fails and the range penalties on the to-hit roll are doubled.
Construction Rules:
Spinal N-Gauss cannot be installed on units bellow a minimum mass listed in the table bellow. Only one spinal weapon may be mounted on a warship. In order to aim, the spinal N-Gauss requires supplemental targeting thrusters to be installed. These targeting thrusters weigh 0.004 x Unit's mass.
Model | Heat | Damage
(Capital) | Short Range | Medium Range | Long Range | Extreme Range | Base Weight | Ammo per ton | Min Unit Mass |
Light | 35 | 60 | 1-17 | 18-34 | 35-51 | 52-68 | 17,000 | 1/15 | 750,000 |
Medium | 55 | 100 | 1-16 | 17-32 | 33-48 | 49-64 | 29,000 | 1/25 | 1,500,000 |
Heavy | 75 | 140 | 1-15 | 16-30 | 31-45 | 16-60 | 37,000 | 1/35 | 2000000 |
Naval Pulse Lasers
Naval pulse lasers are a natural extension of pulse laser technology following the development of Heavy Point Defense lasers which do nearly as much damage as a light naval laser. Early naval pulse lasers suffered many problems with overheating, often suffering failures to their internal coolant pumps and optics. The doctrines of naval warfare had changed greatly since the originally development of naval lasers, with naval lasers mainly being used as defenses against assault dropships rather than warships.
Game Rules:
Capital pulse lasers have a -2 bonus to attack roles agaisnt units over 500 tons and a +3 penalty to hit units under 500 tons. Sub-capital pulse lasers have a -3 bonus to hit units over 500 tons and a +1 penalty to hit units under 500 tons. Capital and Sub-Capital pulse lasers otherwise follow the normal rules for capital and sub-capital direct fire weapons respectively.
Prototype: if the too hit roll of a Naval Pulse laser bay is a 2, the optics of of the largest active laser working naval pulse laser in the weapons bay are destroyed that weapon cannot fire again until its optics are repaired after battle.
Model | Heat | Damage
(Capital) | Short
| Medium
| Long
| Extreme
| Weight
|
NPL40 | 60 | 4 | 10 | 20 | 29 | 38 | 800 |
NPL55 | 80 | 5.5 | 11 | 22 | 32 | 42 | 1000 |
NPL80 | 100 | 8 | 12 | 24 | 35 | 46 | 1200 |
L-SCPL | 28 | 1.5 | 9 | 17 | 25 | 31 | 175 |
M-SCPL | 32 | 2.5 | 8 | 13 | 17 | 21 | 225 |
H-SCPL | 36 | 3.5 | 7 | 12 | 16 | 20 | 275 |
Subcapital Autocannon
In a triumph of the combine's counter-intelligence operatus, House Kurita was able to develop sub-capital autocannons to completion without any one else in the Inner Sphere noticing. Subcapital auto-canons were designed with the goal of being a counter to the Federated Sun's Dart Missile launchers by allowing Draconis Combine to field assault dropships that could threaten warships and other dropships at capital weapon ranges.
Subcapital lasers
When most of the Inner Sphere was scrambling to develop a counter measure to dropships armed with the Federated Suns's Dart Missile launchers, the Rim World Republic decided to attempt and imitate some of the Taurian's first naval pulse lasers. Subcapital laser technologies were sold off to anyone who could buy them in order to pay off war reparations after the Ameris Civil War.