03.01.2013 Views

the shape of things to come

the shape of things to come

the shape of things to come

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

STEP 1: DESIGN THE CHASSIS<br />

The first step in battle armor, power armor or exoskele<strong>to</strong>n<br />

construction is <strong>the</strong> creation <strong>of</strong> <strong>the</strong> battle armor’s framework, or<br />

chassis. This step establishes some <strong>of</strong> <strong>the</strong> design’s most basic<br />

aspects, determining its tech base, weight class and body type<br />

(humanoid or quad). These choices will restrict <strong>the</strong> designer’s<br />

access <strong>to</strong> certain equipment, and will also determine <strong>the</strong> weight<br />

<strong>of</strong> <strong>the</strong> battle armor’s internal structure and controls.<br />

CHOOSE TECHNOLOGY BASE<br />

Battle armor (and its kin) may be constructed using Clan or<br />

Inner Sphere technology bases. Battle armor designed using<br />

ei<strong>the</strong>r technology base may incorporate modular components.<br />

Keith is designing <strong>the</strong> Tunnel Rat, an<br />

industrial exoskele<strong>to</strong>n intended for mining<br />

and digging operations. He decides<br />

this battle armor design will use an Inner<br />

Sphere Technology Base.<br />

Lou chooses <strong>the</strong> Clan Technology Base<br />

for his battle armor design. He decides <strong>to</strong><br />

name his battle armor <strong>the</strong> Sylph.<br />

Max wants <strong>to</strong> develop <strong>the</strong> last word in<br />

Inner Sphere stealth technology for <strong>the</strong><br />

Word <strong>of</strong> Blake. Choosing an Inner Sphere<br />

Technology Base, he calls his battle armor<br />

<strong>the</strong> Purifi er.<br />

Peter chooses an Inner Sphere Technology<br />

Base for his battle armor as well. He<br />

sees this battle armor—<strong>the</strong> Fenrir—as a<br />

fearsome mobile weapons platform.<br />

CHOOSE WEIGHT<br />

Battle armor may weigh anywhere from 80<br />

<strong>to</strong> 2,000 kilograms (measured in full-kilogram increments). Within<br />

<strong>the</strong>se limits, <strong>the</strong> designer may choose any weight desired. The<br />

<strong>to</strong>tal weight <strong>of</strong> <strong>the</strong> battle armor’s chassis, weapons, armor and<br />

o<strong>the</strong>r components may not exceed this amount. Any unspent<br />

<strong>to</strong>nnage left after <strong>the</strong> creation process is considered wasted<br />

or—if space permits—may be used <strong>to</strong> determine <strong>the</strong> capacity <strong>of</strong><br />

any modular mounts or cargo spaces, such as AP weapon mounts<br />

and mission equipment items.<br />

Because <strong>the</strong> core components <strong>of</strong> a battle armor design vary by<br />

weight class, ra<strong>the</strong>r than <strong>the</strong> battle armor’s target number <strong>of</strong> kilograms,<br />

<strong>the</strong> designer may defi ne <strong>the</strong> suit’s class—ra<strong>the</strong>r than its<br />

actual weight—at this point. This enables <strong>the</strong> designer <strong>to</strong> establish<br />

a minimum and maximum possible weight limit for <strong>the</strong> battle<br />

armor, within which any fi nal kilogram weight <strong>to</strong>tal may be con-<br />

sidered acceptable. The Battle Armor Structure Weights Table (see<br />

p. 163) defi nes <strong>the</strong>se weight classes by <strong>the</strong>ir minimum and maximum<br />

kilogram weights under <strong>the</strong> Total Suit Weight column.<br />

As an exoskele<strong>to</strong>n, Keith’s Tunnel Rat—in<br />

accordance with <strong>the</strong> Battle Armor Structure<br />

Weights Table—has a range <strong>of</strong> 80 <strong>to</strong> 400<br />

kilograms <strong>to</strong> work with.<br />

Lou chooses a light battle armor weight<br />

class for his Sylph, providing a weight<br />

range <strong>of</strong> 401 <strong>to</strong> 750 kilograms.<br />

Max has a standard medium-weight<br />

range in mind for his Purifi er. According <strong>to</strong><br />

<strong>the</strong> Battle Armor Structure Weights Table,<br />

that means he’s looking for his suit <strong>to</strong> fall<br />

anywhere from 751 kilograms <strong>to</strong> a maximum<br />

<strong>of</strong> 1,000.<br />

To maximize his armor and weapon<br />

options, Peter chooses <strong>the</strong> assault weight<br />

class for his Fenrir, which <strong>of</strong>fers him a<br />

weight range <strong>of</strong> 1,501 <strong>to</strong> 2,000 kilograms.<br />

ALLOCATE WEIGHT FOR INTERNAL STRUCTURE<br />

Like most units, battle armor (including power armor and<br />

exoskele<strong>to</strong>ns) has an internal structure, which represents its<br />

framework, joints and control systems—including <strong>the</strong> weight<br />

<strong>of</strong> <strong>the</strong> controlling trooper. The weight <strong>of</strong> this structure (chassis<br />

weight) depends on <strong>the</strong> tech base and weight class <strong>of</strong> <strong>the</strong><br />

battle armor itself. This chassis weight is summarized in <strong>the</strong> Battle<br />

Armor Internal Structure Weight Table (see p. 163), along with <strong>the</strong><br />

amount <strong>of</strong> weapon slots available <strong>to</strong> <strong>the</strong> battle armor, based on its<br />

body type (humanoid or quad).<br />

Unlike ’Mechs, Pro<strong>to</strong>Mechs and vehicles, <strong>the</strong> chassis weight<br />

for a suit <strong>of</strong> battle armor does not provide a certain number <strong>of</strong><br />

internal structure points. Regardless <strong>of</strong> <strong>the</strong>ir weight and class, all<br />

suits constructed under <strong>the</strong>se rules receive only 1 point <strong>of</strong> internal<br />

structure, which represents <strong>the</strong> trooper inside.<br />

Technology Base: Inner Sphere battle armor (including exoskele<strong>to</strong>ns<br />

and power armor) may only be constructed using an<br />

Inner Sphere chassis weight. Battle armor made with a Clan Tech<br />

Base must use a Clan chassis weight if <strong>the</strong>y are built for combat at<br />

a weight <strong>of</strong> 401 kilograms or more. Clan-made battle armor chassis<br />

(including those for power armor) run heavier due <strong>to</strong> HarJel<br />

technology, a feature <strong>the</strong> Clans do not consider economical on<br />

exoskele<strong>to</strong>n designs intended for industrial use only. Thus, Clanmade<br />

exoskele<strong>to</strong>ns designed for industrial work only may—at <strong>the</strong><br />

designer’s option—use an Inner Sphere chassis weight instead.<br />

Body Type (Humanoid/Quad): Light, medium, heavy and<br />

assault-class battle armor may be constructed as quadrupeds<br />

(quads). Exoskele<strong>to</strong>ns and PA(L) suits may only be constructed<br />

with a humanoid body type.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!