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the shape of things to come

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Peter has 880 kilograms <strong>to</strong> spend on<br />

weapons, and 11 weapon slots in <strong>the</strong> Body<br />

location <strong>to</strong> place <strong>the</strong>m. He decides <strong>to</strong> start<br />

by making <strong>the</strong> Fenrir’s armament modular,<br />

choosing <strong>the</strong> confi gurable turret mount for<br />

his design (see p. 263). As <strong>the</strong> confi gurable<br />

turret requires a certain pre-determined<br />

size for its mount—<strong>to</strong> determine its weight and slot capacity—Pete<br />

selects a 3-slot capacity for <strong>the</strong> mount, meaning<br />

<strong>the</strong> entire turret mount will weigh 80 kilograms and occupy<br />

5 slots (3-slot capacity + 2 for <strong>the</strong> turret mechanism = 5).<br />

In <strong>the</strong> turret—and also fi xed <strong>to</strong> <strong>the</strong> Fenrir’s body—Peter can<br />

install 800 kilograms’ worth <strong>of</strong> weaponry that can occupy a<br />

grand <strong>to</strong>tal <strong>of</strong> 9 slots (3 in <strong>the</strong> Confi gurable Turret + 6 in <strong>the</strong><br />

Body). Per <strong>the</strong> Weapon Limits Table, Peter can install up <strong>to</strong> 4<br />

anti-personnel and 4 anti-BattleMech weapons in all this<br />

space. He decides at this point that <strong>the</strong> base confi guration for<br />

his Fenrir is complete.<br />

For one configuration, Peter decides <strong>to</strong> place an SRM-4<br />

launcher in <strong>the</strong> confi gurable turret mount. The SRM weighs 240<br />

kilograms and occupies 2 slots on its own, leaving 1 slot open<br />

in <strong>the</strong> turret for ammunition. Peter decides <strong>to</strong> give <strong>the</strong> SRM<br />

<strong>the</strong> maximum ammunition load <strong>of</strong> 4 shots, which takes up <strong>the</strong><br />

remaining turret weapon slot, and costs 160 kilos in weight (4<br />

SRM-4 shots at 40 kg per volley = 160 kg). Though <strong>the</strong> resulting<br />

weapon weight is only 400 kilograms, leaving <strong>the</strong> SRM-4 Fenrir<br />

400 kilos shy <strong>of</strong> its 2,000-kg maximum (800 kg – 400 kg = 400<br />

kg), Peter cannot allocate more weaponry <strong>to</strong> <strong>the</strong> Fenrir without<br />

making it a completely diff erent design (because he reserved<br />

all <strong>the</strong> lef<strong>to</strong>ver weight for his confi gurable turret).<br />

RA ??<br />

A Wolf’s Dragoons Daishi Widowmaker plows through a battle armor squad.<br />

STEP 6:<br />

COMPLETE THE RECORD SHEET<br />

By <strong>the</strong> time <strong>the</strong> designer has chosen all chassis, motive systems<br />

and manipula<strong>to</strong>rs for his battle armor, power armor or exoskele<strong>to</strong>n,<br />

and added <strong>the</strong> motive systems, manipula<strong>to</strong>rs, armor and<br />

equipment, all items must be allocated <strong>to</strong> <strong>the</strong>ir proper places<br />

on <strong>the</strong> Battle Armor Record Sheet. On a completed record sheet,<br />

<strong>the</strong> designer must be sure <strong>to</strong> have fi lled in all data for <strong>the</strong> battle<br />

armor’s Unit Data block (including name, MP and motive type).<br />

All weapons and equipment must be noted, including ranges,<br />

damage and ammunition in shots per weapon (at least <strong>the</strong> missiles).<br />

All extraneous armor points must be blacked out on <strong>the</strong><br />

armor rows, and any modifi ers for special armor types and stealth<br />

gear must be noted. In Total Warfare game play, all troopers in<br />

a given squad must be <strong>the</strong> same type and variant; only <strong>the</strong> use<br />

<strong>of</strong> a Squad Support Weapon—fi red by one <strong>of</strong> <strong>the</strong> squad’s troopers—may<br />

diff erentiate one trooper from ano<strong>the</strong>r in combat. Thus,<br />

all troopers in a squad should have <strong>the</strong> same statistics, with <strong>the</strong><br />

Squad Support Weapon trooper designated as such at <strong>the</strong> end <strong>of</strong><br />

<strong>the</strong> design process.<br />

Once all <strong>of</strong> <strong>the</strong> above is completed, <strong>the</strong> battle armor squad is<br />

ready for Total Warfare game play.<br />

RECOMMENDED BATTLE ARMOR<br />

FORMATIONS TABLE<br />

Tech Base (Affi liation) Force Size (Troopers per Squad)<br />

Clan (All)<br />

Inner Sphere<br />

5<br />

Generic / Mercenary 4<br />

Capellan Confederation 4<br />

Draconis Combine 4<br />

Federated Suns 4<br />

Free Rasalhague Republic 4<br />

Free Worlds League 4<br />

Lyran Alliance 4<br />

ComStar / Word <strong>of</strong> Blake 6<br />

Periphery (General)* 4<br />

Marian Hegemony 5<br />

Taurian Concordat 4<br />

Calderon Protec<strong>to</strong>rate 4<br />

*Includes Circinus Federation, Magistracy <strong>of</strong> Canopus, Niops Association, Outworlds<br />

Alliance, Nueva Castile, Hanseatic League and Pirates

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