BattleMech Taser

The BattleMech Taser system was developed by the Federated Suns in 3065 based on the Battle Armor Taser system. First deployed by the Word of Blake, The BattleMech Taser uses a specially modified metal harpoon that sends a massive electrical pulse down a wire connected to the firing unit. This electrical pulse is designed to overload the target's electrical system and hopefully cause the target unit to shut down. This allows the Taser carrying unit to capture the target rather than destroying it. The BattleMech Taser was introduced by two stables on Solaris VII, both backed by the Federated Suns. The benefits in the arena were obvious, but it still took several years for it to appear on the battlefield.

Despite being effective, the BattleMech Taser has several limitations that make it vulnerable. First the launching system is based on Gauss Rifle technology and subject to explosions if hit by enemy fire. Second, the harpoon used to transmit the electrical pulse cannot use any guidance system, so it is more difficult to hit the target. A Taser can only affect units that are on the ground (including grounded aircraft of all types), but will not affect any unit heavier than 100 tons. This renders it useless for boarding operations. Most devastating though is the fact that there is a chance the vast amounts of electrical energy used by the Taser will feed back along the wire and firing system and inflict damage on the unit using the Taser. This can disable the attacking unit and leave it vulnerable at a critical time. In addition the Taser cannot function underwater or use a Targeting Computer.

Game Rules
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.

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.

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.)