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the shape of things to come

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laser-guided targeting system. All <strong>of</strong> this is tied in<strong>to</strong> a fi re control<br />

computer, which utilizes <strong>the</strong> main computer’s sensor array,<br />

allowing it <strong>to</strong> extend its tracking capability hundreds <strong>of</strong><br />

kilometers away even while <strong>the</strong> ship is traveling at as<strong>to</strong>nishing<br />

speeds.<br />

Depending on <strong>the</strong> amount <strong>of</strong> weapons on a ship, <strong>the</strong> weapons<br />

station might be a single person with several viewing panels<br />

<strong>to</strong> be able <strong>to</strong> watch from every angle—sometimes even<br />

<strong>the</strong> pilot, who already has <strong>the</strong> system built in<strong>to</strong> his station—<strong>to</strong><br />

many more personnel ei<strong>the</strong>r on <strong>the</strong> bridge or in <strong>the</strong> weapon<br />

blisters, each with a pair <strong>of</strong> screens <strong>to</strong> view <strong>the</strong>ir primary zone<br />

<strong>of</strong> fi re and any adjacent ones. While <strong>the</strong> DropShip’s computer<br />

does <strong>the</strong> calculating and actual aiming with a constant stream<br />

<strong>of</strong> optimal target suggestions, <strong>the</strong> crew uses <strong>the</strong> sensor-enhanced<br />

viewscreens <strong>to</strong> select targets and fi re <strong>the</strong> weapons.<br />

Each DropShip gunnery station also provides <strong>the</strong> gunner<br />

with vital information, like recharge and reload times remaining<br />

per weapon, <strong>the</strong> weapons’ heat burden and damage<br />

pr<strong>of</strong>i les for all targets—friend and foe. These pr<strong>of</strong>i les are<br />

thumb-nailed on sidebar screens for at-a-glance viewing.<br />

Though <strong>the</strong> computers can be manually overridden from <strong>the</strong><br />

bridge stations or <strong>the</strong> bay itself, <strong>the</strong> calculations needed <strong>to</strong><br />

take in<strong>to</strong> account <strong>the</strong> massive distances and high speeds typical<br />

<strong>of</strong> aerospace combat are so diffi cult that no one short <strong>of</strong> a<br />

ma<strong>the</strong>matical genius—and I know none <strong>of</strong> you here qualifi es<br />

for that label—could make <strong>the</strong>m correctly and fast enough<br />

<strong>to</strong> be <strong>of</strong> any use. Manual override is thus only for last resort,<br />

when your ship is running on emergency power, <strong>the</strong> main<br />

computer is shut down and you have a shuttle <strong>of</strong> marines<br />

bearing down on you getting ready <strong>to</strong> dock.<br />

MARINES<br />

Speaking <strong>of</strong> which, if <strong>the</strong>re’s ano<strong>the</strong>r combat system most<br />

people overlook in space warfare—but which we certainly<br />

don’t—it’s marines. When you want <strong>to</strong> take any ship <strong>of</strong> worth<br />

intact, you need marines for <strong>the</strong> job. Equipped and trained <strong>to</strong><br />

fi ght inside spacecraft at various gravity levels in a multitude<br />

<strong>of</strong> directions, <strong>the</strong>se steel-balled individuals have my utmost<br />

respect. While on <strong>the</strong> <strong>of</strong>f ensive, <strong>the</strong>se guys will load in<strong>to</strong><br />

extremely vulnerable shuttles, brave enemy fi re in <strong>the</strong> void,<br />

dock under <strong>of</strong>ten high-velocity situations, and systematically<br />

elude a hostile crew’s traps <strong>to</strong> defeat <strong>the</strong> on-board security<br />

teams and take <strong>the</strong> ship intact.<br />

Did I say steel-balled? Try tungsten.<br />

Marines and security teams are <strong>of</strong>ten spread throughout<br />

a ship’s key locations. You’ll generally fi nd one or two <strong>of</strong><br />

<strong>the</strong>m at each airlock and cargo bay, with <strong>the</strong> rest guarding<br />

<strong>the</strong> bridge, engineering decks and o<strong>the</strong>r key control systems.<br />

Every marine squad is trained in operating a Dropper’s critical<br />

systems, and most likely two <strong>of</strong> every man can operate a station,<br />

in case <strong>of</strong> casualties. So you bridge bunnies be careful<br />

when you’re being boarded by a group <strong>of</strong> enemy marines; in<br />

a pinch, you are quite expendable.<br />

Most marine units are equipped with special airtight suits for<br />

fi ghting in a vacuum, laser rifl es and o<strong>the</strong>r recoilless weaponry.<br />

The best ones use needlers, as <strong>the</strong>y can shred fl esh with minimal<br />

recoil and won’t risk damage <strong>to</strong> vital internal systems and<br />

power lines. The downside is that needlers are almost worthless<br />

against armor, so we only issue <strong>the</strong>m if we suspect we won’t<br />

<strong>come</strong> up against well-equipped defenders. If anyone’s using<br />

battlesuits, you may see gyrojet weapons <strong>come</strong> in<strong>to</strong> play, but<br />

<strong>the</strong> risks are huge <strong>the</strong> minute folks start hurling explosive shells<br />

that can penetrate walls and set <strong>of</strong>f a passing fuel line.<br />

CARGO<br />

As <strong>the</strong> glorifi ed delivery craft <strong>the</strong>y are, every Dropper carries<br />

passengers or—more importantly—cargo <strong>of</strong> various<br />

sorts. Depending on <strong>the</strong> type <strong>of</strong> DropShip, cargo will ei<strong>the</strong>r<br />

be a few dozen <strong>to</strong>ns <strong>of</strong> food and medical supplies, or a mass<br />

<strong>of</strong> goodies up <strong>to</strong> three quarters <strong>of</strong> <strong>the</strong> ship’s <strong>to</strong>tal weight.<br />

That’s a lot <strong>of</strong> crap <strong>to</strong> haul.<br />

If it’s a military ship, most <strong>of</strong> <strong>the</strong> time <strong>the</strong> cargo bays are<br />

designed <strong>to</strong> carry—you guessed it—military cargo. While<br />

BattleMechs, vehicles and fi ghters can all be safely s<strong>to</strong>red inside<br />

normal cargo bays, each requires specially designed bays<br />

<strong>to</strong> take advantage <strong>of</strong> a DropShip’s ability <strong>to</strong> launch and recover<br />

manned units quickly in a wide variety <strong>of</strong> environments.<br />

BattleMech cubicles are <strong>the</strong> most complex bays in existence.<br />

In addition <strong>to</strong> <strong>the</strong> normal latches and straps <strong>to</strong> keep<br />

those oversized, articulated dolls safe and upright during<br />

transit and combat maneuvers, each cubicle has at least one,<br />

normally two, adjustable platforms for technicians <strong>to</strong> perform<br />

maintenance and repairs on each machine. This allows crews<br />

<strong>to</strong> make sure <strong>the</strong> BattleMech inside is combat-ready, and<br />

even features an air-locking system and a retractable drop cocoon<br />

nearby <strong>to</strong> encase and release <strong>the</strong>se machines for combat<br />

drops. The launch mechanism allows a Dropper <strong>to</strong> release<br />

’Mechs during atmospheric fl ight or even from low orbit.<br />

Some designers also set aside a certain amount <strong>of</strong> <strong>to</strong>nnage<br />

per BattleMech cubicle <strong>to</strong> create a larger central bay,<br />

equipped for more extensive repairs and refi ts, and—in our<br />

case—modifi cations. Resourceful crews <strong>of</strong>ten s<strong>to</strong>re additional<br />

’Mechs inside this central bay, strapped down at special anchor<br />

points, but from <strong>the</strong>re <strong>the</strong>y cannot be launched during a<br />

drop situation. Our own crews like <strong>to</strong> load up as many ’Mechs<br />

in <strong>the</strong> bay as possible and hot drop <strong>the</strong> ones inside <strong>the</strong> cubicles<br />

<strong>to</strong> establish a safe landing zone. Once <strong>the</strong>re, <strong>the</strong> rest <strong>of</strong><br />

our machines unload via <strong>the</strong> heavy-duty ramps that <strong>come</strong> out<br />

from each ’Mech bay and <strong>the</strong>n load back up, arms fi lled with<br />

swag. These, <strong>of</strong> course, are options <strong>the</strong> House militaries generally<br />

don’t rely on. Instead, <strong>the</strong>y use <strong>the</strong> extra bay space for<br />

bare-bones quarters <strong>the</strong> MechWarriors and <strong>the</strong>ir “pit crews”<br />

can use during transit. Now, if we had time for luxury like that,<br />

we’d be mercs, not pirates. Remember that distinction.<br />

Fighter bays are only slightly less complicated and extensive.<br />

Though <strong>the</strong>y include integral refueling and repair<br />

faculties, <strong>the</strong>y lack <strong>the</strong> huge central bay BattleMechs have<br />

available <strong>to</strong> <strong>the</strong>m. Each cubicle does, however, include a catapult<br />

and arresting mechanisms for launching and recovery<br />

operations in deep space, similar <strong>to</strong> that <strong>of</strong> BattleMechs, but<br />

with no need for ablative cocoons and fancy restraints. Yes,<br />

it is possible <strong>to</strong> carry fi ghters in normal cargo bays, just as it’s<br />

possible <strong>to</strong> carry BattleMechs—if you’re not <strong>to</strong>o attached <strong>to</strong><br />

<strong>the</strong>ir paint jobs and small parts. But if we did that, <strong>the</strong>n we<br />

couldn’t launch our fi ghters very safely, and would typically<br />

have <strong>to</strong> wait until landfall <strong>to</strong> unload <strong>the</strong> <strong>things</strong> on <strong>the</strong> ground.<br />

Nobody has craft <strong>to</strong> spare for such a deployment.<br />

Now, even though most Droppers can launch and recover<br />

fi ghters, <strong>the</strong>y do have limits. It’s generally unsafe <strong>to</strong> launch or<br />

recover inside atmosphere, as wea<strong>the</strong>r, wind and drag condi-<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 />

177

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