The success of low-heat, long-range, large-punch Gauss rifles has led to various experimentation with the basic electromagnetic rifle design. The Inner Sphere created light Gauss rifles to match the mass and range of more advanced Clan Gauss rifles. TME Industries incorporated Gauss technology into longer-ranged and more powerful machine guns. Now TME Industries is experimenting with heavier versions of the Gauss rifle.
The TME/BTSTS-HGR:3060 (or HGR:3060 for short) is a 33% more massive version of the standard Gauss rifle. Its longer barrel, extra magnetic propulsors, and larger capacitors increase the range of the standard ferrous-nickel shell by 20% and the higher muzzle velocity accounts for the 20% increase in damage potential. It does use standard 125-kilogram Gauss rifle shells, making ammunition easy to find.
The HGR:3061 is as large as the HGR:3060 and also uses a 250-kilogram shell, twice as massive as normal shells. The range is decreased back to standard Gauss rifle specifications but the damage potential is increased by 33%. 250-kilogram shells are produced only by TME Industries, putting a stranglehold on ammunition supply.
The RG:3061 Gauss railgun is a monsterous weapon surpassing any other conventional weapon ever built. It is as massive and nearly as large as a Long Tom artillery weapon and fires a one-ton shell identical to the type used by 35-class naval autocannon. It has an artillery range of 9 kilometers and a direct-fire range of 1.32 kilometers. It triples the damage potential of the standard Gauss rifle and has a 45-meter blast radius from sheer kinetic energy. The recoil is so fierce that the user must stay stationary while firing it, and even then bipedal BattleMechs become very unstable. Its power requirements are so great that it actually requires a fusion reactor; the capacitors take a full ten seconds to recharge after every firing; and in the time it takes to recharge the fusion reactor suffers a "brownout," decreasing the speed of the firing unit and reducing the effectiveness of its energy weapons. Despite its drawbacks, the RG:3061 is a brutal weapon that can quickly destroy anything it comes up against.
GAME RULES
HGR:3060 Heavy Gauss Rifle (Hvy Gauss) "Long Shot"
Heat: 2 Damage: 18 Ranges: 3-10 / 10-19 / 20-27 Mass: 20t
Critical: 9 Ammo/ton: 8
Special: As per standard Gauss Rifle rules (BMR and Max Tech), 30-point critical-hit
explosion
Cost: 600,000 C-Bills
Ammo Cost / ton: 20,000 C-Bills
HGR:3060-C Heavy Gauss Rifle (Clan Hvy Gauss) "Clan Long
Shot"
Heat: 2 Damage: 18 Ranges: 3-10 / 10-19 / 20-27 Mass: 16t
Critical: 8 Ammo/ton: 8
Special: As per standard Gauss Rifle rules (BMR and Max Tech), 30-point critical-hit
explosion
Cost: 600,000 C-Bills
Ammo Cost / ton: 20,000 C-Bills
HGR:3061 Heavy Ammo Gauss Rifle (Hvy Ammo Gauss)
"Punisher"
Heat: 2 Damage: 20 Ranges: 2-7 / 8-15 / 16-22 Mass: 20t Critical:
9 Ammo/ton: 4
Special: As per standard Gauss Rifle rules (BMR and Max Tech), 30-point critical-hit
explosion
Cost: 600,000 C-Bills
Ammo Cost / ton: 30,000 C-Bills
HGR:3061-C Heavy Ammo Gauss Rifle (Clan Hvy Ammo Gauss)
"Clan Punisher"
Heat: 2 Damage: 20 Ranges: 2-7 / 8-15 / 16-22 Mass: 16t Critical:
8 Ammo/ton: 4
Special: As per standard Gauss Rifle rules (BMR and Max Tech), 30-point critical-hit
explosion
Cost: 600,000 C-Bills
Ammo Cost / ton: 30,000 C-Bills
RG:3061 Electromagnetic Gauss Rail Gun (Railgun)
"Deathblow"
Heat: 5 Damage: 45 / 20 Ranges: 4-14 / 15-30 / 31-44 Mass:
30t Critical: 20 Ammo/ton: 1
Special: As per standard Gauss Rifle rules (BMR and Max Tech); 75-point critical-hit
explosion; 1-hex blast radius; unit must be stationary when firing; bipedal 'Mechs must
make successful Piloting Skill roll after firing to prevent from falling down; fires every
other turn; after firing unit suffers "brownout:" -1 Cruise/Walk MP, all energy
weapons fire at half-range and half-damage (and half-heat); must be mounted in
left/right/center torso of BattleMech
Cost: 1,350,000 C-Bills
Ammo Cost / ton: 105,000 C-Bills
RG:3061-C "Clan Deathblow" identical to RG"3061