renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
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