Heatclaw



The Heat-claw is a variation of the standard Claw weapon, able to overheat opponents and cut off limbs. A related development is the Heat-talon.

History
Developed by the Consortium for surprise melee attacks, the Heat-claw was designed to be mounted into melee-focused combat units like the Mook.

The antecessor of the Heat-claw was the Industrial Heated Claw.

Operation
The Heatclaw currently only exists in 'mech size. Both Industrialmechs and combat units can mount it.

Standard attack
The Standard attack is similar to the claw's normal attack. Besides its lower physical prowess, the main difference is that it generates heat both on the firer and the receiving 'mech. Considering the mechs mounting it will be designed to dissipate the heat, this allows them to keep the enemies shut down.

Cutting attack
To use a cutting attack, a Heat-claw must charge its heat to maximum, whereupon the normal red glow will become a searing white. Then the weapon is ready to cut off the enemies's limbs.

Timeline
Prototyped: 3054 (Silent Pact) Production: 3061 (Consortium) Common: - Extinct: 3083 (Board Remnant)

Game Rules
A Heatclaw is a melee weapon that can only be mounted in an arm and takes the place of a hand actuator. The Heat-claw standard attack inflicts 1 point of damage and 1 point of heat for every 9 tons of weight. The attack generates 1 heat to the firing unit for every 9 tons of weight (even if the attack doesn't hit). It uses up one critical slot for every 9 tons of 'Mech weight (.5 rounds up in all cases). Against non-heat tracking units, the heat dealt and/or received is converted into the same amount of damage. Because the Heat-claws are bulkier and less agile than the standard hand actuator, they inflict a +1 to hit penalty. DUAL OR MORE HEAT-CLAW ATTACKS A 'mech with more than one Heat-claw can use them to attack all in the same round, in any of its modalities. Claws beyond the first will have a +4 to hit modifier. (a 'mech with two hand actuators can mount only two Heat-claws)

Advanced rules
UNHEATED ATTACK The Heatclaw can make an unheated attack, generating no heat for either the attacking unit or the receiving one while dealing the same amount of damage and keeping the +1 to-hit penalty. However, due to the components not being designed for this use, on a hit, the attacker must roll 2d6+4. If the result doesn't reach the hit section's armor BAR rating (normally 10 for the most common battle armors), the Heatclaw is destroyed in the attack (damage is dealt as normal). CUTTING ATTACK A Heat-claw has, besides its standard attack, a Cutting attack for which it needs to charge 1 turn beforehand. It acts like the charge-up of a PPC capacitor. Similar to the standard attack, charging the Heat-claw generates 1 heat to the firing unit for every 9 tons of weight, and additionally again when utilized. The charge can be held by mantaining the heat buildup each turn, at no additional benefit. The later attack needs to be aimed to an arm or leg component, without the standard +1 to hit Heat-claw penalty, but with normal aiming penalties. If hit, there will be a roll to determine if the component is completely cut. The formula is: if 2d6 + the claw damage rating + (1 for each 10 heat in hit mech, rounded up) >= the BAR rating of armor in the component hit (10 for standard armor and comparable), succeding this roll, the targeted section is cut and instantly destroyed, as a "limb cut off" event. The armor, structure and components in the cut section are considered as receiving no further damage for salvage and repair purposes. If that roll is failed (yet the original attack had to hit), it will deal its normal Heat, plus 1d6 additional, but no damage. The heat dealt is still replaced by damage for non-heat tracking units (if any had 'mech arms or legs).