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Weapons Info[]

  • image =
  • name = Mjolnir Pod
  • Type = Missile 2D6
  • Tech Base = Star League Technology
  • Year Availability = 2916 Outer Colonies
  • Year Introduced = 2916
  • Year Extinction = N/A
  • Year Reintroduced = N/A
    Tech Rating 
    List Availability & Levels
    (Overall Rating) Availability Rating = F
    Age of War Era / Star League Era = X
    Succession Wars Era = F (Outer Colonies), X (Inner Sphere)
    Clan Invasion Era – Present = F (Outer Colonies), X (Inner Sphere)
  • Legality Rating = Unknown
  • Heat = 0
  • No. Missiles Fire = 1 (per firing)
  • Damage = 4 (per missile)
  • Minimum Range = 0
  • Short Range = 4
  • Medium Range = 9
  • Long Range = 15
  • Tons = 3
  • Critical Slots = 2
  • Ammo Per Ton = 5
  • Cost (unloaded) = 100,000 C-Bills
  • Ammo Cost (per ton) = N/A
  • BV (1.0) =
  • BV (2.0) = 75[1]

Description[]

An offshoot of the NARC missile beacon, the Mjolnir Pod fires a missile containing a high-voltage capacitor rather than an explosive warhead. When it hits its target it acts like a massive Taser, shorting out or overloading systems within the target. This can lead to disabled limbs, inoperative weapons, of in the case of the pod connecting with the cockpit, an electrocuted pilot.

The Mjolnir Pod is a favorite weapon of the Colonial Marshals Service as it allows them to disable Mech's and vehicles with ease.

Game Rules[]

Game Effects[]

  • Weapon explodes when hit, doing 5 damage
  • Ammo explodes when hit
  • Works with Targeting CPU: No
  • On a roll of 2: Does Nothing
  • To-hit modifier: 0
  • Does not work with Artemis IV SRM
  • Does not work with Artemis IV LRM

See Also[]

References[]

Bibliography[]

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