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the shape of things to come

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MM<br />

Originally developed by <strong>the</strong> Clans, battle armor (also referred<br />

<strong>to</strong> as battlesuits or simply suits) represents <strong>the</strong> ultimate in infantry<br />

protection, mobility and fi repower. Based on advanced variations<br />

<strong>of</strong> industrial exoskele<strong>to</strong>ns, <strong>the</strong>se hardened, powered suits have<br />

made it possible for o<strong>the</strong>rwise insignifi cant numbers <strong>of</strong> infantry<br />

<strong>to</strong> infl ict real damage against armored battlefi eld units. Soon after<br />

<strong>the</strong> start <strong>of</strong> <strong>the</strong>ir invasion, captured samples <strong>of</strong> Clan Elemental<br />

armor made it possible for <strong>the</strong> Successor States <strong>to</strong> fi eld <strong>the</strong>ir own<br />

versions in short order, leading <strong>to</strong> a tech race that produced more<br />

than 20 models <strong>of</strong> battle armor in less than a decade.<br />

The following system enables players <strong>to</strong> construct unique battle<br />

armor for Classic BattleTech games that conforms <strong>to</strong> <strong>the</strong> standard<br />

rules presented in Total Warfare; this includes <strong>the</strong> exoskele<strong>to</strong>ns and<br />

power armor that preceded <strong>the</strong>ir development (both as weapons<br />

<strong>of</strong> war and as industrial <strong>to</strong>ols). As <strong>the</strong>se rules can be fairly mathintensive,<br />

battle armor designers are encouraged <strong>to</strong> do all work<br />

on scratch paper before committing <strong>the</strong> resulting design’s fi nal<br />

specifi cations <strong>to</strong> an appropriate blank Battle Armor Record Sheet.<br />

Note: In Total Warfare <strong>the</strong> term “battle armor” refers <strong>to</strong> any<br />

unit built using <strong>the</strong> rules in this section. Unless specifi cally stated<br />

o<strong>the</strong>rwise in this section, <strong>the</strong> term “battle armor” also refers <strong>to</strong> any<br />

unit built using <strong>the</strong> rules in this section.<br />

BATTLE ARMOR BASICS<br />

Battle armor construction (as well as <strong>the</strong> construction <strong>of</strong><br />

power armor and exoskele<strong>to</strong>ns) relies on three primary fac<strong>to</strong>rs:<br />

technology base, weight and space. These fac<strong>to</strong>rs were broadly<br />

overviewed in <strong>the</strong> Construction Basics section (see p. 18). The<br />

notes in this section expand on <strong>the</strong>se fac<strong>to</strong>rs.<br />

Raiden battle armor squads leap through a small facility just behind a Daimyo’s castle.<br />

TECHNOLOGY BASE<br />

In Total Warfare standard rules play, battle armor (and its kin)<br />

fall in<strong>to</strong> one <strong>of</strong> two available technology bases: Inner Sphere or<br />

Clan. Unless o<strong>the</strong>rwise noted, Inner Sphere battle armor may only<br />

use Inner Sphere equipment, while Clan battle armor may only<br />

use Clan equipment. Some components—such as ground MP systems,<br />

jump jets, manipula<strong>to</strong>rs, and <strong>the</strong> base chasses <strong>of</strong> industrial<br />

exoskele<strong>to</strong>ns—are considered universal, and so are available <strong>to</strong><br />

Clan and Inner Sphere technology bases (when noted).<br />

Tech Rating<br />

In <strong>the</strong> Weapons and Equipment Tables used for creating battle<br />

armor and o<strong>the</strong>r units in this book, all items receive a Technology<br />

Rating in addition <strong>to</strong> a technology base. This rating (expressed as<br />

a series <strong>of</strong> letter grades that defi ne <strong>the</strong> level <strong>of</strong> technology, and<br />

its availability through <strong>the</strong> major eras <strong>of</strong> Classic BattleTech his<strong>to</strong>ry)<br />

helps determine <strong>the</strong> item’s level <strong>of</strong> sophistication and may<br />

be used <strong>to</strong> help standardize <strong>the</strong> level <strong>of</strong> advancement <strong>the</strong> unit<br />

demonstrates for purposes <strong>of</strong> era-based campaigning. Beyond<br />

this, however, an item’s Technology Rating has no bearing on<br />

battle armor design. See Costs and Availability (p. 274) for more<br />

on Tech Rating.<br />

Modular Technology<br />

Similar <strong>to</strong> <strong>the</strong> Omni technologies occasionally used in BattleMechs,<br />

vehicles and aerospace fighters, battle armor may<br />

incorporate modular components at certain stages <strong>of</strong> development.<br />

These modular technologies, however, are limited <strong>to</strong> <strong>the</strong><br />

battle armor’s manipula<strong>to</strong>rs (hands) and o<strong>the</strong>r items. Motive<br />

systems, chassis and armor are never considered modular, and so<br />

<strong>the</strong>re are no true “Omni-Battle Armor” units.

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