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STEP 5: ADD WEAPONS,<br />

AMMUNITION AND OTHER<br />

EQUIPMENT<br />

The weapons, ammunition and equipment that may be<br />

mounted on a Combat Vehicle are listed in <strong>the</strong> Weapons and<br />

Equipment Tables shown on p. 341. In addition <strong>to</strong> any heat,<br />

damage and range statistics, <strong>the</strong>se tables provide <strong>the</strong> <strong>to</strong>nnage<br />

<strong>the</strong>se items may occupy on a Combat Vehicle, what technology<br />

base (Clan or Inner Sphere) is required <strong>to</strong> use <strong>the</strong>m, and<br />

any special construction rules that might apply <strong>to</strong> installing<br />

<strong>the</strong> equipment. The Ammo column notes how many shots a<br />

given weapon or item carries per <strong>to</strong>n (only machine guns and<br />

nail/rivet guns may carry ammunition in half-<strong>to</strong>n lots).<br />

Remember that <strong>the</strong> <strong>to</strong>tal <strong>to</strong>nnage <strong>of</strong> a given Combat<br />

Vehicle’s structure, engine, controls, armor, heat sinks, weapons<br />

and o<strong>the</strong>r components may never exceed <strong>the</strong> <strong>to</strong>nnage<br />

established for <strong>the</strong> vehicle in Step 1. Any lef<strong>to</strong>ver weight that<br />

cannot be allocated <strong>to</strong> cargo space (see Cargo Bays, p. 239) or<br />

o<strong>the</strong>r equipment (due <strong>to</strong> item slot constraints or o<strong>the</strong>r fac<strong>to</strong>rs)<br />

will be considered wasted <strong>to</strong>nnage.<br />

Weapons and items placed in any non-turret location<br />

received a fi xed fi ring arc in that direction (a front-mounted<br />

weapon would have a front firing arc, while a left-side<br />

mounted weapon can only fi re in<strong>to</strong> <strong>the</strong> left side arc, and so<br />

forth). Turret-mounted weapons have a fi ring arc determined<br />

by <strong>the</strong> turret’s facing during game play. No equipment may be<br />

mounted in a Ro<strong>to</strong>r location. Items mounted in <strong>the</strong> vehicle’s<br />

“Body”—indicating a central position on <strong>the</strong> unit—may not<br />

have a fi ring arc at all; only items that are not weapons (such<br />

as ammunition and sensors) may be placed in this area.<br />

Trac<strong>to</strong>r/Trailer units may not fi re in<strong>to</strong> any arc that would<br />

hit ano<strong>the</strong>r unit in <strong>the</strong>ir “chain”. For instance, a Trac<strong>to</strong>r with a<br />

rear-mounted hitch may not fi re in<strong>to</strong> its Rear arc while <strong>to</strong>wing<br />

Trailers, and armed Trailers with hitches in both <strong>the</strong> front and<br />

back may not fi re in<strong>to</strong> ei<strong>the</strong>r <strong>of</strong> those arcs if units are attached<br />

at both ends.<br />

For special rules on any item, consult its entry under Weapons<br />

and Heavy Equipment (pp. 200–273).<br />

Tech Base: The Heavy Weapons and Equipment Tables note<br />

which items are available <strong>to</strong> which technology base. Clanmade<br />

Combat Vehicles may use only items available <strong>to</strong> <strong>the</strong><br />

Clans, while Inner Sphere-made Combat Vehicles must use<br />

only those items available <strong>to</strong> <strong>the</strong> Inner Sphere.<br />

Space: Because <strong>of</strong> <strong>the</strong>ir open construction, and unless <strong>the</strong><br />

rules for <strong>the</strong> item specifi cally state o<strong>the</strong>rwise, Combat Vehicles<br />

treat each weapon or equipment item mounted as a 1-slot<br />

item for purposes <strong>of</strong> tracking equipment slots, regardless <strong>of</strong><br />

<strong>the</strong> amount <strong>of</strong> critical space occupied in a BattleMech design.<br />

Combat Vehicle items may never be broken up among multiple<br />

locations under <strong>the</strong>se rules.<br />

Ammunition: All ammunition-dependent weapons except<br />

for machine guns (including <strong>the</strong>ir Light and Heavy versions)<br />

and nail or rivet guns require at least a <strong>to</strong>n <strong>of</strong> ammunition.<br />

(Machine guns, nail guns and rivet guns may carry ammo in<br />

half-<strong>to</strong>n lots instead.) Each ammo bin occupies one item slot,<br />

but may be <strong>of</strong> any weight desired, so long as <strong>the</strong> ammunition<br />

is devoted <strong>to</strong> one or more <strong>of</strong> <strong>the</strong> vehicle’s weapons <strong>of</strong><br />

<strong>the</strong> same type (for example, a vehicle with 3 Au<strong>to</strong>cannon/5s<br />

may s<strong>to</strong>re all AC/5 ammunition in a single bin <strong>of</strong> any size). All<br />

ammunition is presumed <strong>to</strong> have a Body location.<br />

Heat Sinks: Remember that Combat Vehicles only require<br />

heat sinks for energy weapons used by <strong>the</strong> vehicle, and that <strong>the</strong><br />

number <strong>of</strong> heat sinks required equals <strong>the</strong> waste heat produced<br />

by all <strong>of</strong> <strong>the</strong> vehicle’s energy weapons fi ring simultaneously.<br />

Power Amplifi ers: Any ICE-powered Combat Vehicle may<br />

carry heavy energy weapons such as lasers and PPCs, but <strong>to</strong><br />

do so, <strong>the</strong>y must also mount power amplifi ers. Power amplifi<br />

ers weigh 10 percent <strong>of</strong> <strong>the</strong> weight <strong>of</strong> <strong>the</strong> energy weapons<br />

carried but take up no item slots on <strong>the</strong> Combat Vehicle’s<br />

record sheet. Unlike most o<strong>the</strong>r rounding conventions for <strong>to</strong>nnage-standard<br />

units, power amplifi ers round up <strong>to</strong> <strong>the</strong> nearest<br />

0.1-<strong>to</strong>n increment, ra<strong>the</strong>r than <strong>the</strong> nearest 0.5-<strong>to</strong>n increment.<br />

Fusion-powered Combat Vehicles do not require power<br />

amplifi ers for energy weapons.<br />

Trailer units drawing power from a Trac<strong>to</strong>r’s power plant are<br />

subject <strong>to</strong> <strong>the</strong> Power Amplifi er rules <strong>of</strong> <strong>the</strong> Trac<strong>to</strong>r, and thus<br />

require power amplifi ers if <strong>the</strong> Trac<strong>to</strong>r is powered by an ICE.<br />

Trailers with an independent engine are subject <strong>to</strong> <strong>the</strong> standard<br />

rules for Power Amplifi ers.<br />

Turrets: Under <strong>the</strong>se rules, all Combat Vehicles (except<br />

VTOLs) may possess no more than 1 turret at <strong>the</strong> designer’s<br />

option. The mass <strong>of</strong> this turret’s mechanisms must equal no<br />

less than 10 percent <strong>of</strong> <strong>the</strong> weight <strong>of</strong> all items (excluding<br />

ammunition) mounted within <strong>the</strong> turret itself. This turret<br />

weight must be rounded up <strong>to</strong> <strong>the</strong> nearest half <strong>to</strong>n.<br />

OmniVehicles: Though it is unusual, weapons and<br />

equipment may be established as fixed components <strong>of</strong> an<br />

OmniVehicle’s base confi guration just like heat sinks, armor<br />

and <strong>the</strong> like. In such cases, <strong>the</strong>se “fi xed” items must be mounted<br />

(placed among <strong>the</strong> vehicle’s Weapon Inven<strong>to</strong>ry and assigned <strong>to</strong><br />

vehicle locations) before <strong>the</strong> completion <strong>of</strong> <strong>the</strong> base confi guration.<br />

After this, <strong>the</strong>se items may not be altered in <strong>the</strong> completed<br />

primary or alternate confi gurations <strong>of</strong> <strong>the</strong> OmniVehicle.<br />

Manticore Heavy Tank, Thirty-fi rst Division (Word <strong>of</strong> Blake)<br />

RA<br />

INTRODUCTION<br />

CONSTRUCTION<br />

BASICS<br />

BATTLEMECH<br />

CONSTRUCTION<br />

INDUSTRIALMECH<br />

CONSTRUCTION<br />

PROTOMECH<br />

CONSTRUCTION<br />

COMBAT VEHICLE<br />

CONSTRUCTION<br />

SUPPORT VEHICLE<br />

CONSTRUCTION<br />

CONV. INFANTRY<br />

CONSTRUCTION<br />

BATTLE ARMOR<br />

CONSTRUCTION<br />

AEROSPACE UNIT<br />

CONSTRUCTION<br />

WEAPONS AND<br />

HEAVY EQUIPMENT<br />

INFANTRY WEAPONS<br />

AND EQUIPMENT<br />

COSTS AND<br />

AVAILABILITY<br />

BATTLE VALUE<br />

INDEX<br />

RECORD SHEETS<br />

107

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