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the shape of things to come

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engage in anti-’Mech attacks or mechanized battle armor<br />

actions in ei<strong>the</strong>r its base or its default industrial drill confi gurations.<br />

If, however, he were <strong>to</strong> swap <strong>the</strong> right-arm industrial drill<br />

with ano<strong>the</strong>r basic manipula<strong>to</strong>r, his battle armor would meet<br />

<strong>the</strong> qualifi cations for <strong>the</strong>se capabilities.<br />

Lou decides that his humanoid Sylph<br />

battle armor will use a single standard<br />

battle claw, which he places on <strong>the</strong> battle<br />

armor’s left arm. This claw occupies no<br />

weapon slots and weighs 15 kilograms.<br />

Deciding <strong>to</strong> place no manipula<strong>to</strong>r in <strong>the</strong><br />

right arm, Lou calculates that his Sylph has up <strong>to</strong> 385<br />

unspent kilograms remaining (400 kg – 15 kg = 385 kg).<br />

As light humanoid battle armor with a battle claw, Lou fi nds<br />

that his Sylph qualifi es for anti-’Mech and mechanized battle<br />

armor capabilities.<br />

Max also wants <strong>to</strong> give his Purifi er battle<br />

armor anti-’Mech and mechanized battle<br />

armor capabilities, so he also installs a single<br />

battle claw on <strong>the</strong> design, placing his<br />

claw on <strong>the</strong> right arm. At <strong>the</strong> same cost in<br />

weight—15 kilograms—<strong>the</strong> Purifier will<br />

have 660 unspent kilograms remaining<br />

(675 kg – 15 kg = 660 kg). As <strong>the</strong> mediumweight<br />

humanoid Purifi er meets <strong>the</strong> minimum manipula<strong>to</strong>r<br />

requirements for <strong>the</strong> desired actions, Max is content <strong>to</strong><br />

move on <strong>to</strong> <strong>the</strong> next step.<br />

Because Peter’s Fenrir battle armor is a<br />

quad design, it may not mount manipula<strong>to</strong>rs,<br />

and also may not engage in anti-’Mech<br />

attacks or deploy using Mechanized Battle<br />

Armor rules.<br />

CSO ??<br />

Word <strong>of</strong> Blake forces hold <strong>the</strong>ir ground against Dragoon retaliation.<br />

STEP 4: ADD ARMOR<br />

Like Pro<strong>to</strong>Mechs, battle armor (including power armor and<br />

exoskele<strong>to</strong>ns) mount <strong>the</strong>ir armor on a point-by-point basis, ra<strong>the</strong>r<br />

than in half- or full-<strong>to</strong>n lots. Based on <strong>the</strong> type <strong>of</strong> armor chosen,<br />

<strong>the</strong>se armor points vary in weight and many even occupy weapon<br />

slots in <strong>the</strong> battle armor’s design. Unlike Pro<strong>to</strong>s, however, battle<br />

armor need not allocate armor points across multiple areas; in<br />

Total Warfare standard rules, battle armor is treated as having as a<br />

single “location” per trooper.<br />

The maximum number <strong>of</strong> armor points battle armor may carry<br />

is based on <strong>the</strong> battle armor’s weight class. Beyond this, an additional<br />

point is always applied <strong>to</strong> a given battle armor <strong>to</strong> represent<br />

<strong>the</strong> trooper inside (as noted in Step 1). On <strong>the</strong> battle armor’s record<br />

sheet, a suit’s armor is tracked by <strong>the</strong> white dots <strong>to</strong> <strong>the</strong> right <strong>of</strong><br />

<strong>the</strong> gray-shaded circle that refl ects <strong>the</strong> trooper. Any excess armor<br />

dots beyond <strong>the</strong> suit’s armor value should be blacked out after<br />

<strong>the</strong> right-most armor point.<br />

A single battle armor may not combine multiple armor types.<br />

Suits built as battle armor or PA(L)s, or exoskele<strong>to</strong>ns using a Clan<br />

chassis weight, consider this armor fully enclosed and so may<br />

operate in hostile environments such as vacuum and underwater.<br />

Battle armor designed as exoskele<strong>to</strong>ns with an Inner Sphere chassis<br />

weight are considered “open” unless <strong>the</strong>y feature extended<br />

life-support (see p. 254) and at least 1 point <strong>of</strong> armor.<br />

The weight, tech base, slot requirements and special abilities<br />

<strong>of</strong> all armor types available under <strong>the</strong>se rules are provided in <strong>the</strong><br />

Battle Armor Protection Table (see p. 169). This table also lists <strong>the</strong><br />

maximum armor levels permitted for each battle armor’s weight<br />

class. A dashed entry (“—”) on a table column for an armor type’s<br />

weight means that a battle armor <strong>of</strong> that tech base may not use<br />

that particular armor type.<br />

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

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

listed in <strong>the</strong> Inner Sphere weight column <strong>of</strong> <strong>the</strong> Battle Armor Armor<br />

Types Table. Battle armor made with a Clan Tech Base (including<br />

power armor and exoskele<strong>to</strong>ns—even those constructed with an<br />

Inner Sphere chassis weight) must use only those armor types<br />

and weights listed under <strong>the</strong> Clan armor weight column.<br />

Space: The amount <strong>of</strong> space armor takes up in terms <strong>of</strong> weapon<br />

slots on <strong>the</strong> battle armor design varies with <strong>the</strong> type <strong>of</strong> armor<br />

chosen. Armor slots may be broken up among <strong>the</strong> battle armor’s<br />

various body locations.<br />

Modular Technology: Armor is never considered modular<br />

under <strong>the</strong>se construction rules, and so cannot be varied from mission<br />

<strong>to</strong> mission.<br />

Special Abilities: Some armor types provide special abilities,<br />

which are listed in <strong>the</strong> Battle Armor Armor Types Table. A listing<br />

<strong>of</strong> “Range Modifi ers” provides <strong>the</strong> <strong>to</strong>-hit modifi er <strong>to</strong> attack battle<br />

armor using that armor at short, medium and long range (respectively,<br />

in paren<strong>the</strong>ses). A listing <strong>of</strong> “Movement Modifi ers” provides<br />

<strong>the</strong> <strong>to</strong>-hit modifi er <strong>to</strong> attack battle armor that move 0, 1, 2 and<br />

3+ hexes (respectively, in paren<strong>the</strong>ses). A listing <strong>of</strong> “Invisible <strong>to</strong><br />

Probes” indicates that when using <strong>the</strong> Hidden Units rules (see p.<br />

259, Total Warfare), active probes may not detect battle armor<br />

with that armor type.

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