A nifty new gadget from TME Industries' weapon shops, the Radio-Frequency (RF) Flamers are a surefire-hit for any aspiring Mechwarrior due to their unique ability to bypass armor. Using an amplitude magnification system similar to that found in lasers and masers, RF flamers use RASER (Radio Amplification through Stimulated Emission of Radiation) technology to form radio waves into a powerful coherent pulse. The long wavelength of radio allows it to bypass armor plate while its large amplitude gives it enough energy to interfere with electronic equipment. While not one-hundred percent effective in its armor-piercing role because of the difficulty in maintaining radio wave coherence, it does have the same basic effect as a standard flamer because it can excite water molecules and force them to steam up, which not only heats 'Mechs but has a very dangerous effect on organic tissue, very similar to a microwave.
Two models of the RF Flamer have been created and are ready to serve you. The TME/BTSTS-RFF:3060 is the standard model, built to standard flamer specifications. It can easily be retrofitted into a flamer hardpoint and has the exact same power and heat dissipation requirements. The TME/BTSTS-RFF:3060/a is a heavy model that uses special semi-crystalline graphite "cores" to maintain coherence of the greater amount of radio waves beamed out by the RFF:3060/a. These cores can only sustain a single burst from the RF Flamer before completely crystalizing, at which point they become useless, so a ammunition-feed system has been developed similar to those found on heavy flamers. The RFF:3060/a meets heavy flamer specifications, and has the added vonus of when it runs out of cores it still has the damage potential of a standard RF Flamer (albiet retaining its higher heat requirement).
GAME RULES
RFF:3060 Radio Frequency Flamer (RF Flamer) "Needle"
Heat: 3 Damage (in Heat): 3 Ranges: 1 / 2 / 3 Mass: 1t Critical: 1
Special: Causes internal damage (3 points) automatically on 3+ on 1D6 (with chance
for a critical hit); automatically kills a powered-armor trooper on same chance.
Standard damage against regular infantry.
Cost: 10,000 C-Bills
GMG:3060/a High Power Output Radio Frequency Flamer (Heavy RF
Flamer) "Icepick"
Heat: 5 Damage (in Heat): 5 (until ammo gone, then 3) Ranges: 1-2 / 3-4
/ 5-6 Mass: 1t Critical: 1 Ammo/ton: 10
Special: Causes internal damage (5 points while ammo lasts, 3 points after ammo
gone) automatically on 3+ on 1D6 (with chance for a critical hit); automatically kills a
powered-armor trooper on same chance. Standard damage against regular infantry.
Cost: 20,000 C-Bills