03.01.2013 Views

the shape of things to come

the shape of things to come

the shape of things to come

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

combat. Unlike fi ghters, however, <strong>the</strong>se aerospace units may<br />

combine weapons <strong>of</strong> diff erent sizes (such as a mix <strong>of</strong> large<br />

and medium lasers) in a single weapon bay—so long as <strong>the</strong><br />

weapons remain <strong>of</strong> <strong>the</strong> same class. The damage delivered by<br />

each weapon bay is <strong>the</strong>n determined by adding <strong>to</strong>ge<strong>the</strong>r <strong>the</strong><br />

values that apply at each range for <strong>the</strong> weapons in question.<br />

For example, a DropShip may combine 2 large lasers (8 damage<br />

points each, with a maximum range <strong>of</strong> Medium) with 3<br />

medium lasers (5 damage points each, maximum range Short)<br />

in a single bay, producing a laser weapons bay that delivers 31<br />

damage points at Short range ([3 Medium Lasers x 5 damage<br />

per Medium Laser] + [2 Large Lasers x 8 damage per Large<br />

Laser]), but only 16 at Medium range (2 Large Lasers x 8 damage<br />

per Large Laser = 16).<br />

The only limit <strong>to</strong> <strong>the</strong> number <strong>of</strong> weapons that can be grouped<br />

<strong>to</strong>ge<strong>the</strong>r in a single weapon bay is a maximum attack value<br />

limit—after adding up all weapon damage—<strong>of</strong> 700 standard<br />

damage points (70 capital damage points) per bay. If a combination<br />

<strong>of</strong> desired weapons exceeds this amount in a single<br />

fi ring arc, <strong>the</strong> vessel simply requires additional weapon bays <strong>to</strong><br />

handle <strong>the</strong> excess weaponry, with <strong>the</strong> damage capability split<br />

as evenly as possible among any additional weapon bays.<br />

Fighters (conventional and aerospace), aerodyne Small<br />

Craft and aerodyne DropShips may divide <strong>the</strong>ir weapons<br />

among four fi ring arcs: Nose, Left Wing, Right Wing and Aft.<br />

Aerodyne Small Craft and DropShips may also opt <strong>to</strong> assign<br />

<strong>the</strong>ir wing-mounted weapons <strong>to</strong> a rearward facing. Spheroid<br />

Small Craft and DropShips may divide <strong>the</strong>ir weapons among<br />

six fi ring arcs: Nose, Fore-Left, Fore-Right, Aft-Left, Aft-Right<br />

and Aft. Side- and wing-mounted weapons must be identical<br />

on both sides <strong>of</strong> a given craft—so if a fi ghter carries 2 large<br />

lasers and an SRM-6 in its left wing, it must carry 2 large lasers<br />

and an SRM-6 in its right wing as well. In ano<strong>the</strong>r example, a<br />

spheroid DropShip that carries 4 ER large lasers in its Aft-Left<br />

arc must carry 4 ER large lasers in its Aft-Right arc.<br />

Ammunition for all fi ghter-based weapons is located in <strong>the</strong><br />

fi ghter’s fuselage. Small Craft and DropShips allocate <strong>the</strong>ir<br />

ammunition <strong>to</strong> <strong>the</strong> same bays as <strong>the</strong> weapons that use <strong>the</strong>m.<br />

Crew Quarters: In addition <strong>to</strong> <strong>the</strong> minimum crew required<br />

<strong>to</strong> man all Small Craft and DropShips, such units require gunners<br />

<strong>to</strong> man any weapons, and may also carry passengers for<br />

long-distance transportation. These crew and passengers<br />

require quarters. Rules for establishing <strong>the</strong> crew needs <strong>of</strong> a<br />

given unit appear under Add Control and Crew Systems in Step<br />

3 (see p. 184). DropShip and Small Craft designers must assign<br />

quarters <strong>of</strong> some kind <strong>to</strong> all crew and passengers.<br />

Bay personnel—which includes personnel associated with<br />

o<strong>the</strong>r units being transported, such as infantry, vehicles, fi ghters<br />

and ’Mechs—need not be allocated quarters, as <strong>the</strong>ir bays<br />

already incorporate basic amenities. Additional quarters for<br />

such personnel may be added as passenger quarters, refl ecting<br />

an added level <strong>of</strong> comfort and support, but are not required.<br />

Fighters—conventional and aerospace—may not incorporate<br />

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

Heat Sinks: Remember that conventional fighters need<br />

heat sinks only <strong>to</strong> handle <strong>the</strong> heat load <strong>of</strong> all energy weapons,<br />

and that <strong>the</strong> number <strong>of</strong> heat sinks required for such units must<br />

equal that <strong>of</strong> all energy weapons fi red simultaneously. Aerospace<br />

fi ghters, which can push <strong>the</strong>ir heat limits better, may<br />

mount as many heat sinks as desired after <strong>the</strong>ir initial 10 free<br />

sinks are added with <strong>the</strong> engine.<br />

DropShips and Small Craft may not generate heat in excess<br />

<strong>of</strong> <strong>the</strong>ir heat sinks. When determining weaponry and fi ring<br />

arcs, designers should note how many heat sinks <strong>the</strong> unit has<br />

available, <strong>to</strong> make certain that <strong>the</strong> use <strong>of</strong> any weapon bay<br />

does not exceed <strong>the</strong> craft’s ability <strong>to</strong> handle <strong>the</strong> load.<br />

Power Amplifi ers (turbine-powered conventional fi ghters<br />

only): Conventional fighters powered by ICE (Turbine)<br />

engines may carry heavy energy weapons such as lasers and<br />

PPCs only if <strong>the</strong>y also mount power amplifi ers. These amplifi<br />

ers weigh 10 percent <strong>of</strong> <strong>the</strong> weight <strong>of</strong> <strong>the</strong> energy weapons<br />

carried (rounded up <strong>to</strong> <strong>the</strong> nearest half-<strong>to</strong>n), but take up no<br />

equipment slots on <strong>the</strong> fi ghter’s record sheet. Fusion-powered<br />

conventional fighters, aerospace fighters, Small Craft and<br />

DropShips do not require this equipment for energy weapons.<br />

Transport Bays and Doors (DropShips and Small Craft<br />

only): Bays for cargo and unit transport <strong>of</strong>ten make up all<br />

remaining <strong>to</strong>nnage on larger aerospace units such as Small Craft<br />

and DropShips. These bays can be specifi c cubicles for ’Mechs,<br />

fi ghters and o<strong>the</strong>r units, or <strong>the</strong>y may be generic cargo bays <strong>to</strong><br />

s<strong>to</strong>re supplies, spare parts or even additional ammunition and<br />

fuel s<strong>to</strong>res. How much <strong>of</strong> <strong>the</strong> generic cargo space is allocated <strong>to</strong><br />

A Shilone fi ghter from <strong>the</strong> First Alliance Air Wing begins a strafi ng run against an unidentifi ed pirate Juggernaut.<br />

DF<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 />

195

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!