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renegadelegionneveren dingoffensive - Catsden.net

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CONSTRVCTION<br />

Boosters<br />

Not to be confused by the medical instruments of the<br />

same name, Boosters were developed on the gravracing<br />

circuit popular within the Commonwealth<br />

areas. Boosters are incredibly simple devices--large<br />

solid-fuel rocket motors used to provide a massive,<br />

albeit temporary, boost in acceleration.<br />

Game Notes:<br />

Boosters cannot be retrofitted equipment, as they<br />

must be strongly tied in with the vehicle’s internal<br />

structure. A designer may elect to devote as many<br />

tons as they wish to boosters, and often place<br />

enough for several boosts. During the race (or<br />

combat) a pilot may, at the start of the turn, decide to<br />

use a certain tonnage of boosters. This provides an<br />

immediate gain of thrust points that can only be used<br />

to increase the vehicle’s velocity. The thrust points<br />

gained are determined by this formula:<br />

(Tons of Rocket Used x 75) / Weight of Vehicle<br />

Round fractions off. A piloting roll is required<br />

when the boosters are ignited, modified for the safe<br />

velocity of the terrain (consider the acceleration to<br />

be instantaneous for this purpose), plus a -1 per 3<br />

points (or fraction thereof) of acceleration gained.<br />

Booster’s are one shot items--each ton of booster can<br />

be used but once during a race.<br />

Commander’s Turret<br />

Commander’s Turrets (CTs or ‘seats’ as they have<br />

become known) are not a new idea, once having<br />

been popular on many tank designs. CTs are exactly<br />

as they sound: small turrets mounted atop the main<br />

turret, essentially giving the commander a cupola<br />

from which they can get a better battlefield sense<br />

as well as direct their own fire towards targets of<br />

opportunity. As time progressed, however, their<br />

use grew more limited as the weapons they could<br />

carry became more and more superfluous, and as<br />

better mechanised sensors rendered the added sight<br />

capacity less and less of an advantage. Commanders<br />

were once again relegated to the main turret, riding<br />

next to the gunner and directing painting laser fire<br />

via more remote means.<br />

With the advent of powerful, low-recoil weapons<br />

though, some designers are once again beginning<br />

to take a second look at the idea of a Commander’s<br />

Turret. While there remains little need for an<br />

‘improved battlefield view’, the capacity to direct<br />

fire at a third target has sparked the interest anew.<br />

While the choice of arms is indeed limited to lowrecoil<br />

weapons, this by no means implies low-power<br />

weapons. Lasers, MDCs, Missiles and Recoilless<br />

Rifles are all eligible to be used on a CT.<br />

While it can take a few combat exercises for<br />

a commander to learn the use of their CT,<br />

Commonwealth trials have found that once this<br />

occurs, the CT adds great flexibility to split fire when<br />

the need arises. It is quite probable that new designs<br />

with CTs may begin cropping up on Commonwealth<br />

drafting tables within a few years.<br />

Game Notes:<br />

The CT is constructed in exactly the same manner<br />

as is a regular turret, save it may only carry the<br />

low-recoil weapons outlined above. Remember to<br />

add the weight of the CT and its components when<br />

calculating the weight of the primary turret. In<br />

combat, the CT operates independently of the main<br />

turret, giving the vehicle the ability to fire at three<br />

targets at once, if it so desires. However, because<br />

it is the tank commander who is operating the CT,<br />

weapons mounted in the CT may only direct their<br />

fire at the same target the tank painted that turn<br />

(which may limit overall target selection somewhat).<br />

All other rules pertaining to turrets and weapons fire<br />

still apply.<br />

XXXII

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