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the shape of things to come

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BATTLE ARMOR NON-GROUND MOTIVE SYSTEMS TABLE<br />

Jump Jets (Clan / IS) VTOL System (Clan Only) UMU System (Clan Only)<br />

Battle Armor Weight Class Max Jump MP Weight* Max VTOL MP Weight* Max UMU MP Weight*<br />

PA(L) / Exoskele<strong>to</strong>n 3 25 7 30 5 45<br />

Light 3 25 6 40 5 45<br />

Medium 3 50 5 60 4 85<br />

Heavy 2 125 NA NA 3 160<br />

Assault 2 250 NA NA 2 250<br />

* Weight in kilograms per MP, regardless <strong>of</strong> tech base<br />

Sphere chassis weight), <strong>the</strong> Vertical Take-Off and Landing system<br />

enables battle armor so equipped <strong>to</strong> move as a VTOL.<br />

UMUs: Available <strong>to</strong> Clan battle armor <strong>of</strong> any weight class<br />

(including Clan industrial exoskele<strong>to</strong>ns with an Inner Sphere<br />

chassis weight), Underwater Maneuvering Units enable troopers<br />

so equipped <strong>to</strong> move underwater as submarine units (see<br />

Submarines, p. 56, Total Warfare).<br />

Space: Non-Ground battle armor motive systems do not<br />

occupy equipment slots in <strong>the</strong> battle armor design.<br />

Modular Technology: Battle armor motive systems may<br />

never be considered modular under <strong>the</strong>se construction rules,<br />

and so cannot be varied from mission <strong>to</strong> mission.<br />

Even though it is a humanoid design,<br />

and so may be equipped with non-<br />

Ground MP systems, Keith decides that<br />

jump jets would be <strong>to</strong>tally inappropriate<br />

for his subterranean Tunnel Rat, and its<br />

Inner Sphere Tech Base makes it incompatible<br />

with VTOL or UMU technologies<br />

(which he feels would also be inappropriate anyway).<br />

Lou has decided that his Sylph will<br />

take advantage <strong>of</strong> its Clan Technology<br />

Base and humanoid design <strong>to</strong> make<br />

use <strong>of</strong> <strong>the</strong> VTOL systems. As light battle<br />

armor, <strong>the</strong> Sylph can attain a maximum<br />

<strong>of</strong> 6 VTOL MP, at a cost <strong>of</strong> 40<br />

kilograms per MP. Lou settles on 5 VTOL<br />

MP, however, hoping <strong>to</strong> save some weight for armor<br />

and o<strong>the</strong>r systems. He spends 200 kilograms on VTOL<br />

equipment for his battle armor (5 VTOL MPs x 40 kg per<br />

VTOL MP = 200 kg). This leaves <strong>the</strong> Sylph with up <strong>to</strong><br />

400 kg left <strong>to</strong> spend for its weight class.<br />

As an Inner Sphere battle armor <strong>of</strong><br />

humanoid design, Max’s Purifi er may<br />

only employ Jumping MP as a non-<br />

Ground MP option. Because his<br />

medium battle armor has only 1<br />

Ground MP, he decides <strong>to</strong> install jump<br />

jets, <strong>to</strong> attain <strong>the</strong> maximum <strong>of</strong> 3 Jumping<br />

MP. The weight for such jets is 50<br />

kilograms per MP, and so Max has <strong>to</strong> spend 150 kilos (3<br />

Jumping MP x 50 kg per Jumping MP = 150 kg) for this<br />

capability. This leaves <strong>the</strong> Purifi er with up <strong>to</strong> 675 kg <strong>of</strong><br />

unspent weight (825 kg – 150 kg = 675 kg).<br />

Because Peter’s Fenrir is a quad<br />

design, it may not mount non-Ground<br />

MP systems.<br />

SPECIAL PHYSICAL ENHANCEMENTS<br />

(JUMP BOOSTER, AND PARTIAL WING)<br />

A number <strong>of</strong> motive enhancements are available <strong>to</strong> battle<br />

armor (and <strong>the</strong>ir kin) at this stage <strong>of</strong> design. Jump boosters<br />

and partial wings (<strong>the</strong> latter <strong>of</strong> which is limited <strong>to</strong> Inner Sphere<br />

factions), enhance a jump-capable battle armor’s distance in<br />

certain circumstances. As <strong>the</strong>se enhancements are considered<br />

equipment items, <strong>the</strong>y may be installed at <strong>the</strong> latter stages<br />

<strong>of</strong> battle armor design, but because <strong>the</strong>y can directly aff ect<br />

mobility, <strong>the</strong>se systems have been included here.<br />

The Battle Armor Special Enhancements Table (see p. 166)<br />

describes in detail <strong>the</strong> various enhancements by type, tech<br />

base, weight and weapon slot space occupied.<br />

Jump Booster: Available <strong>to</strong> any jump-capable Clan or Inner<br />

Sphere battle armor design (and thus unavailable <strong>to</strong> quads),<br />

<strong>the</strong> jump booster adds 1 Jumping MP <strong>to</strong> <strong>the</strong> battle armor’s<br />

existing jump range, even if this additional MP exceeds<br />

<strong>the</strong> unit’s normal Jumping MP maximum. This enhancement<br />

requires <strong>the</strong> installation <strong>of</strong> jump jets and may not be<br />

combined with partial wings. The jump booster weighs 125<br />

kilograms (regardless <strong>of</strong> tech base) and occupies 2 slots in <strong>the</strong><br />

battle armor’s Body location.<br />

Partial Wing: Available only <strong>to</strong> jump-capable Inner Sphere<br />

battle armor designs (and thus unavailable <strong>to</strong> quads), <strong>the</strong> partial<br />

wing adds 1 Jumping MP <strong>to</strong> <strong>the</strong> battle armor’s existing jump<br />

range in atmosphere (not in vacuum), even if this additional MP<br />

exceeds <strong>the</strong> unit’s normal Jumping MP maximum. This enhancement<br />

requires <strong>the</strong> installation <strong>of</strong> jump jets and may not be<br />

combined with <strong>the</strong> jump booster. The partial wing weighs 200<br />

kilograms and occupies 1 slot in <strong>the</strong> battle armor’s Body location.<br />

Modular Technology: Battle armor special enhancements<br />

may never be considered modular under <strong>the</strong>se construction<br />

rules, and so cannot be varied from mission <strong>to</strong> mission.<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 />

165

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