the shape of things to come
the shape of things to come
the shape of things to come
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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