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the shape of things to come

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Scott’s Sabutai is an aerospace fighter<br />

powered by a fusion engine, and thus not<br />

only receives 10 heat sinks free, but also can<br />

use double heat sinks. It is also an Omni-<br />

Fighter and not bound <strong>to</strong> any minimum<br />

heat sink requirement (beyond those <strong>of</strong><br />

<strong>the</strong> engine, that is), but will generate heat<br />

for energy and non-energy weapons alike (unlike Robert’s<br />

conventional fi ghter).<br />

Scott technically does not need <strong>to</strong> place additional sinks<br />

on <strong>the</strong> base design. Because he sees <strong>the</strong> Sabutai as a heavy<br />

dogfi ghter, however, he realizes that high-heat weapons<br />

may well be <strong>the</strong> norm. He <strong>the</strong>refore chooses <strong>to</strong> designate<br />

<strong>the</strong> fi ghter’s 10 free heat sinks as doubles, and adds 5 more<br />

double heat sinks <strong>to</strong> <strong>the</strong> base design, for a <strong>to</strong>tal <strong>of</strong> 15 double<br />

heat sinks. Having spent 5 <strong>to</strong>ns on <strong>the</strong> added heat sinks, <strong>the</strong><br />

Sabutai has 44.5 unspent <strong>to</strong>ns remaining (49.5 <strong>to</strong>ns – 5 <strong>to</strong>ns<br />

= 44.5 <strong>to</strong>ns).<br />

As a Small Craft powered by a fusion<br />

engine, Bruce’s Astrolux can use standard<br />

(single) or double heat sinks, as desired.<br />

Bruce, however, sees no need for <strong>the</strong>m as he<br />

plans <strong>to</strong> leave <strong>the</strong> craft completely unarmed. Never<strong>the</strong>less,<br />

<strong>the</strong> Astrolux does receive 1 free heat sink (which Bruce<br />

decides will be a standard sink) free with its engine (65 <strong>to</strong>ns<br />

<strong>of</strong> engine weight ÷ 60 = 1.08, rounded down <strong>to</strong> 1).<br />

As Chris plans for his Nekohono’o-class<br />

DropShip <strong>to</strong> engage o<strong>the</strong>r DropShips and<br />

fi ghters in heavy combat, he foresees a lot<br />

<strong>of</strong> weaponry in its future. Because Drop-<br />

Ships generate heat for energy and<br />

non-energy weapons alike, he also foresees<br />

a correspondingly high number <strong>of</strong> heat sinks <strong>to</strong> go<br />

with <strong>the</strong>m. Checking <strong>the</strong> Aerospace Unit Heat Sinks Table,<br />

he fi nds that <strong>the</strong> 5,200-<strong>to</strong>n engine <strong>of</strong> his military spheroid<br />

DropShip provides 188 free heat sinks (√[5,200 <strong>to</strong>ns engine<br />

weight x 6.8]) = 188.04 heat sinks, rounded down <strong>to</strong> 188).<br />

Chris decides <strong>to</strong> add ano<strong>the</strong>r 107 heat sinks (at 107 <strong>to</strong>ns),<br />

and declares that <strong>the</strong>se will all be double heat sinks <strong>to</strong><br />

maximize <strong>the</strong>ir eff ect, thus providing his Nekohono’o with<br />

295 double heat sinks (a heat capacity <strong>of</strong> 590 points; 295<br />

sinks x 2 points <strong>of</strong> heat capacity per sink = 590 points <strong>of</strong><br />

heat sink capacity). The Nekohono’o now has up <strong>to</strong> 9,596<br />

<strong>to</strong>ns remaining (9,703 <strong>to</strong>ns – 107 <strong>to</strong>ns = 9,596 <strong>to</strong>ns).<br />

As a 3,000-<strong>to</strong>n military aerodyne Drop-<br />

Ship, Dawn’s Arcadia receives 54 free heat<br />

sinks thanks <strong>to</strong> its 1,098-<strong>to</strong>n engine (1,098<br />

<strong>to</strong>ns <strong>of</strong> engine weight ÷ 20 = 54.9, rounded<br />

down <strong>to</strong> 54). Because she expects <strong>to</strong> arm<br />

this vessel for heavy combat, she adds<br />

ano<strong>the</strong>r 160 heat sinks <strong>to</strong> <strong>the</strong> design, bringing <strong>the</strong> Arcadia<br />

<strong>to</strong> a <strong>to</strong>tal heat sink count <strong>of</strong> 214 sinks, which she declares<br />

will be double-strength. Subtracting <strong>the</strong> 160 <strong>to</strong>ns <strong>of</strong> added<br />

sinks from her remaining weight, Dawn fi nds that she has<br />

up <strong>to</strong> 1,300.5 <strong>to</strong>ns remaining (1,460.5 <strong>to</strong>ns – 160 <strong>to</strong>ns =<br />

1,300.5 <strong>to</strong>ns).<br />

STEP 5: ADD WEAPONS,<br />

AMMUNITION AND OTHER<br />

EQUIPMENT<br />

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

mounted on an aerospace unit are listed in <strong>the</strong> Weapons and<br />

Equipment Tables shown on p. 341. In addition <strong>to</strong> any heat, damage<br />

and range statistics, <strong>the</strong>se tables provide <strong>the</strong> <strong>to</strong>nnage <strong>the</strong>se<br />

items occupy on an aerospace unit, what technology base (Clan<br />

or Inner Sphere) is required <strong>to</strong> use <strong>the</strong>m and any special construction<br />

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

The Ammunition column for each item’s entry also notes how<br />

many shots a given weapon or item caries per <strong>to</strong>n (only machine<br />

guns may carry ammunition in half-<strong>to</strong>n lots). Note, however, that all<br />

non-fi ghter units must carry a minimum <strong>of</strong> 10 turns <strong>of</strong> fi re for each<br />

ammunition-dependent weapon (for multi-fi ring weapons, such<br />

as Ultra and rotary au<strong>to</strong>cannons, this 10-turns rule assumes <strong>the</strong><br />

weapon is fi ring at its maximum rate, so an Ultra AC would require<br />

a minimum <strong>of</strong> 20 shots, while a rotary AC would require a minimum<br />

<strong>of</strong> 60 shots). Non-fi ghter aerospace units armed with ATM launchers<br />

may not use <strong>the</strong> various special munitions unless <strong>the</strong>y carry at<br />

least 10 shots <strong>of</strong> each ammo type per ATM launcher. For example, a<br />

unit carrying 4 ATM-12s would need 24 <strong>to</strong>ns <strong>of</strong> ATM ammo—6 per<br />

launcher—<strong>to</strong> reach <strong>the</strong> required 10 shots <strong>of</strong> each ammo type per<br />

launcher, as each <strong>to</strong>n <strong>of</strong> ATM ammo equals 5 shots (2 <strong>to</strong>ns <strong>of</strong> ammo<br />

per launcher x 5 shots per <strong>to</strong>n = 10 shots per <strong>to</strong>n; 3 ammo types per<br />

ATM x 2 <strong>to</strong>ns per ammo type x 4 ATMs = 24 <strong>to</strong>ns <strong>of</strong> ammo).<br />

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

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

Remember that <strong>the</strong> <strong>to</strong>tal <strong>to</strong>nnage <strong>of</strong> a given aerospace unit<br />

design’s structure, engine, controls, armor, heat sinks, weapons<br />

and o<strong>the</strong>r components may never exceed <strong>the</strong> <strong>to</strong>nnage established<br />

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

<strong>to</strong> o<strong>the</strong>r equipment is considered cargo or wasted <strong>to</strong>nnage, at <strong>the</strong><br />

designer’s option.<br />

Tech Base: The Weapon and Equipment Tables (starting on p.<br />

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

Clan-made aerospace units may use only items available <strong>to</strong> <strong>the</strong><br />

Clans, while Inner Sphere-made aerospace units must use only<br />

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

Capital Weapons: Only DropShips may mount capital missile<br />

launchers. Small Craft and fi ghters may not carry capital weapons<br />

under <strong>the</strong>se rules.<br />

Weapon Bays and Firing Arcs: As a means <strong>of</strong> simplifying <strong>the</strong>ir<br />

use in combat, <strong>the</strong> weapons usable by aerospace units are sorted<br />

in<strong>to</strong> weapon classes. These weapon bay classes are: Point Defense,<br />

Laser, Pulse Laser, PPC, Au<strong>to</strong>cannon, LB-X AC, ATM, LRM, MRM,<br />

SRM, Rocket Launcher and Capital Missile.<br />

When mounted on fi ghters, weapons <strong>of</strong> <strong>the</strong> same class—as<br />

shown on <strong>the</strong> Aerospace Weapons Classes beginning on p.<br />

352—may be grouped <strong>to</strong>ge<strong>the</strong>r (at <strong>the</strong> designer’s option) for ease<br />

<strong>of</strong> fi ring, but only if <strong>the</strong> weapons are <strong>of</strong> <strong>the</strong> same type and size.<br />

O<strong>the</strong>rwise, fi ghter weapons may be listed and fi red separately.<br />

Small Craft and DropShips also may group weapons <strong>of</strong> <strong>the</strong> same<br />

class <strong>to</strong>ge<strong>the</strong>r in weapon bays that are fi red as a single weapon in

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