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the shape of things to come

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Peter wants <strong>to</strong> reserve as much space<br />

and weight as possible for weapons on<br />

his Fenrir, so he opts for only 5 points <strong>of</strong><br />

standard armor ra<strong>the</strong>r than <strong>the</strong> 18 points<br />

he could place on <strong>the</strong> assault-class battle<br />

armor. As standard Inner Sphere armor<br />

weighs 50 kilos per point, this costs <strong>the</strong><br />

Fenrir 250 kilograms in weight, but occupies no slot space<br />

in <strong>the</strong> design. The Fenrir has 880 kilograms left over (1,130<br />

kg – 250 kg = 880 kg)<br />

STEP 5: ADD WEAPONS, AMMUNITION<br />

AND OTHER EQUIPMENT<br />

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

mounted on a battle armor (or on power armor and exoskele<strong>to</strong>ns)<br />

are listed in <strong>the</strong> Battle Armor Weapons and Equipment Tables<br />

shown on pp. 347–348. In addition <strong>to</strong> any damage and range<br />

statistics, <strong>the</strong>se tables provide <strong>the</strong> weight and weapon slots<br />

<strong>the</strong>se items may occupy on battle armor, what technology base<br />

(Clan or Inner Sphere) is required <strong>to</strong> carry <strong>the</strong>m and any special<br />

construction rules that might apply <strong>to</strong> installing <strong>the</strong> equipment.<br />

The Ammo column notes how many shots a given weapon or<br />

item carries per magazine and its weight (though in Total Warfare<br />

game play, only missile ammunition is tracked). Remember that<br />

<strong>the</strong> <strong>to</strong>tal weight <strong>of</strong> a given battle armor design’s structure, motive<br />

systems, manipula<strong>to</strong>rs, armor, weapons and o<strong>the</strong>r components<br />

may never exceed <strong>the</strong> weight range established for <strong>the</strong> battle<br />

armor in Step 1. Any lef<strong>to</strong>ver weight that cannot be allocated <strong>to</strong><br />

mission equipment s<strong>to</strong>rage or o<strong>the</strong>r equipment (due <strong>to</strong> critical<br />

space constraints or o<strong>the</strong>r fac<strong>to</strong>rs) is considered “wasted” weight.<br />

For purposes <strong>of</strong> Total Warfare game play, regardless <strong>of</strong> where<br />

weapons are placed on a battle armor—be it in <strong>the</strong> body or<br />

arms—<strong>the</strong>y are presumed <strong>to</strong> have a 360-degree fi ring arc.<br />

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

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

Tech Base: The Battle Armor Weapon and Equipment Tables<br />

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

battle armor may use only items available <strong>to</strong> <strong>the</strong> Clans,<br />

while Inner Sphere-made battle armor must use only those items<br />

available <strong>to</strong> <strong>the</strong> Inner Sphere.<br />

Weight and Space: The weight and slot space occupied by all<br />

battle armor weapons and equipment are shown in <strong>the</strong> table. As<br />

most items may not be divided among locations on battle armor<br />

Battle Armor Location Maximum Weapon Load<br />

BATTLE ARMOR WEAPON LIMITS TABLE<br />

(unless o<strong>the</strong>rwise noted), <strong>the</strong> limited slot space available <strong>to</strong> battle<br />

armor (see <strong>the</strong> Battle Armor Structure Weights Table, p. 163) must<br />

be taken in<strong>to</strong> consideration at all times.<br />

Weapon Location Restrictions: In addition <strong>to</strong> <strong>the</strong> straight<br />

weapon slot limits given by <strong>the</strong> Battle Armor Structural Weights<br />

Table, a hard limit exists on <strong>the</strong> quantity and types <strong>of</strong> weapons<br />

that may be mounted in battle armor’s locations. Regardless <strong>of</strong><br />

<strong>the</strong>ir weight class, <strong>the</strong> maximum number and type <strong>of</strong> weapons<br />

permitted in a battle armor’s locations are outlined in <strong>the</strong> Battle<br />

Armor Weapon Limits Table below.<br />

For purposes <strong>of</strong> this table, anti-’Mech weapons include all <strong>the</strong><br />

weapon items listed on <strong>the</strong> Battle Armor Weapons and Equipment<br />

Table, while anti-personnel weapons are all those weapons shown<br />

under <strong>the</strong> Conventional Infantry Weapons Table (see p. 349) specifi<br />

cally identifi ed as Standard (under <strong>the</strong> Weapon Type column).<br />

Battle armor may not mount conventional infantry weapons<br />

designated as Melee or Support.<br />

The listed weapon limits do not include ammunition, nor are<br />

<strong>the</strong>y aff ected by <strong>the</strong> weight <strong>of</strong> any additional ammunition.<br />

Non-Missile Ammunition: Unlike missile launchers, all o<strong>the</strong>r<br />

weaponry carried by battle armor (including power armor and<br />

exoskele<strong>to</strong>ns) au<strong>to</strong>matically incorporates a single default magazine<br />

<strong>of</strong> ammunition in its base weight. The size <strong>of</strong> this magazine<br />

(given in shots and bursts) varies with <strong>the</strong> weapon, as shown<br />

on <strong>the</strong> Battle Armor Weapons and Equipment Table. Though<br />

non-missile ammunition is not tracked for battle armor in Total<br />

Warfare standard rules play, an allowance for additional shots<br />

may be made for <strong>the</strong> benefi t <strong>of</strong> a role-playing campaign setting.<br />

Any additional ammunition (including charge packs for energy<br />

weapons) may thus be added <strong>to</strong> <strong>the</strong> weapon’s weight without<br />

taking up additional weapon slots on <strong>the</strong> battle armor’s design.<br />

Arms (Humanoid) 1 Anti-’Mech Weapon and 1 Anti-Personnel Weapon or 2 Anti-Personnel Weapons<br />

Body (Humanoid) 2 Anti-’Mech Weapons and 2 Anti-Personnel Weapons<br />

Body (Quad) 4 Anti-’Mech Weapons and 4 Anti-Personnel Weapons<br />

?? RA<br />

A company <strong>of</strong> Cavalier and Infi ltra<strong>to</strong>r MkII battle armor quick-marches through <strong>the</strong> ruins <strong>of</strong> Avalon City.

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