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the shape of things to come

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secondary control stick instead. On <strong>the</strong> plus side, if your<br />

helmet’s visor is cracked, <strong>the</strong> central <strong>to</strong>uchpad screen can<br />

switch over <strong>to</strong> a mini-HUD mode, placing sensor and<br />

squadron readings on <strong>the</strong> secondary screens.<br />

Many conventional atmospherics, by <strong>the</strong> way, rely<br />

on <strong>the</strong> older tried-and-true methods<br />

<strong>of</strong> sticks and screens, but<br />

even <strong>the</strong>n many use <strong>the</strong> reliable<br />

helmet HUDs <strong>to</strong> get <strong>the</strong> job done<br />

right, so don’t discount <strong>the</strong> abilities<br />

<strong>of</strong> conventional jets against<br />

aerospace fi ghters during a raid.<br />

FIGHTER ENGINES<br />

Aerospace fighters are powered<br />

by a fast-pumping, dualchambered<br />

fusion power plant.<br />

Damn, that sounds cool, doesn’t<br />

it? Anyway, <strong>the</strong> first chamber<br />

is a fairly conventional fusion<br />

reac<strong>to</strong>r like you’ll find on<br />

BattleMechs. This uses a small<br />

quantity <strong>of</strong> hydrogen from <strong>the</strong><br />

tanks as fuel <strong>to</strong> produce enormous<br />

power. Most <strong>of</strong> that’s spent<br />

in <strong>the</strong> second chamber, which superheats<br />

a lot more hydrogen like<br />

<strong>the</strong> combat drives <strong>of</strong> DropShips. Or<br />

BattleMech jump jets, for that matter.<br />

Some <strong>of</strong> <strong>the</strong> larger fighters keep fuel efficiency<br />

up by dumping reac<strong>to</strong>r plasma<br />

in<strong>to</strong> <strong>the</strong> second chamber.<br />

Conventional fi ghters may use fusion engines<br />

similar <strong>to</strong> <strong>the</strong>se, or gas-burning jet turbines, but <strong>the</strong>y<br />

also function far more effi ciently in <strong>the</strong>ir element. Bear<br />

that in mind if you’re an aerospace fi ghter jockey engaged<br />

in battle with a swarm <strong>of</strong> conventionals: when<br />

you’re in <strong>the</strong>ir playground, most <strong>of</strong> <strong>the</strong>se guys can<br />

manage tighter turns and stay in <strong>the</strong> fi ght longer just<br />

because <strong>the</strong>y were born <strong>to</strong> fi ght in <strong>the</strong> wild blue yonders,<br />

while your plane was meant <strong>to</strong> suck void more <strong>of</strong>ten<br />

than not.<br />

FIGHTER WEAPONS<br />

An aerospace fi ghter’s weapon controls are extremely similar<br />

<strong>to</strong> those on Droppers, only designed more effi ciently for a<br />

single gunner. Once a target is selected, <strong>the</strong> integral targeting<br />

systems do <strong>the</strong> rest: calculating lead and speed, while <strong>the</strong><br />

pilot maneuvers <strong>to</strong> keep <strong>the</strong> target within his fi ghters’ slim<br />

fi ring arc. Once <strong>the</strong> battle computer fi nishes reloading and<br />

recharging <strong>the</strong> weapons, <strong>the</strong> pilot fi res with <strong>the</strong> click <strong>of</strong> a trigger—or<br />

a twitch <strong>of</strong> a fi nger in those fancy old SLDF gloves.<br />

The computer <strong>the</strong>n unleashes a volley enhanced by its target<br />

tracking s<strong>of</strong>tware, sometimes with a miniscule delay for optimum<br />

fi re resolution.<br />

Bear in mind that, unlike BattleMech targeting computers,<br />

those on armed spacefaring (and air-breathing) fi ghter craft<br />

can track prey eff ectively at hundreds <strong>of</strong> kilometers. Ironically,<br />

this is not in spite <strong>of</strong> <strong>the</strong> extreme speeds with which combat<br />

occurs in space and atmosphere, but because <strong>of</strong> <strong>the</strong>m. Unlike<br />

ground combat, where most combatants<br />

can s<strong>to</strong>p, turn and change direction at<br />

<strong>the</strong> drop <strong>of</strong> a coin, a fi ghter or DropShip going<br />

several thousand kilometers an hour can’t<br />

change directions easily unless you dedicate a lot <strong>of</strong> thrust<br />

<strong>to</strong> that task. Up-<strong>to</strong>-date databases onboard every vessel can<br />

recognize what craft <strong>the</strong> target is and au<strong>to</strong>matically calculate<br />

how long it would take that craft <strong>to</strong> change direction enough<br />

<strong>to</strong> evade fi re; in most cases, it takes quite a bit <strong>of</strong> time. Yes,<br />

craft can take “evasive” maneuvers using <strong>the</strong>ir attitude thrusters,<br />

but <strong>the</strong>se are minor and serve only <strong>to</strong> delay or screw up<br />

a calculated lead on lasers and au<strong>to</strong>cannons. In addition, if<br />

you’re doing this, don’t expect your own computer <strong>to</strong> ever<br />

get a good bead on anything; it’ll be <strong>to</strong>o busy trying <strong>to</strong> take<br />

in<strong>to</strong> account all <strong>the</strong> sudden movements you and your targets<br />

are doing <strong>to</strong> ever get it right.<br />

That’s all <strong>the</strong> time we have for <strong>to</strong>day. We’ll meet here, same<br />

time <strong>to</strong>morrow, <strong>to</strong> delve in<strong>to</strong> <strong>the</strong> wonders <strong>of</strong> specifi c fi ghters,<br />

Droppers and maybe even JumpShip technologies. For now,<br />

consider what you learned here. It may save your worthless<br />

lives someday.<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 />

179

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