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the shape of things to come

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As nei<strong>the</strong>r quarters nor cargo bays occupy weapon<br />

slots in aerospace unit design, Bruce simply records <strong>the</strong>m<br />

under <strong>the</strong> Astrolux’s Notes block.<br />

Chris plans <strong>to</strong> equip his Nekohono’o<br />

with an array <strong>of</strong> weapons, fighter<br />

and Small Craft bays, battle armor<br />

bays, and even some escape pods for<br />

emergency use. Choosing <strong>to</strong> begin<br />

with weapons, Chris remembers that<br />

DropShips have a default limit <strong>of</strong> 12 individual weapons<br />

per weapon arc, and that spheroid DropShips like<br />

his Nekohono’o have six such arcs <strong>to</strong> work with: Nose,<br />

Fore-Left, Fore-Right, Aft-Left, Aft-Right and Aft. Chris<br />

also knows that weapons must be grouped in<strong>to</strong> bays by<br />

weapon class (such as Laser, Au<strong>to</strong>cannon or LRM) and<br />

that weapons mounted on Fore or Aft Side arcs must be<br />

duplicated on <strong>the</strong> opposing side arc. Finally, Chris notes<br />

that all ammunition for <strong>the</strong>se weapons must be placed<br />

in <strong>the</strong> same bays and with <strong>the</strong> same weapons as he<br />

chooses <strong>to</strong> mount, and that each weapon must have a<br />

minimum <strong>of</strong> 10 shots <strong>to</strong> be considered eff ective.<br />

Beginning with <strong>the</strong> Nose arc, Chris decides <strong>to</strong> center<br />

<strong>the</strong> DropShip’s fi repower on 3 Kraken-T capital missile<br />

launchers (220 <strong>to</strong>ns each; 660 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 30<br />

missiles between <strong>the</strong>m (100 <strong>to</strong>ns per missile; 3,000 <strong>to</strong>ns<br />

<strong>to</strong>ge<strong>the</strong>r). Backing <strong>the</strong>se up, he adds 2 MRM-40 launchers<br />

(12 <strong>to</strong>ns each; 24 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 36 shots (1 <strong>to</strong>n<br />

per 6 shots; 6 <strong>to</strong>ns for 36), and 5 Streak SRM-6s (4.5 <strong>to</strong>ns<br />

each; 22.5 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 60 shots (1 <strong>to</strong>n per 15<br />

shots; 4 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r). This <strong>to</strong>tals out <strong>to</strong> 10 individual<br />

weapons in <strong>the</strong> Nose, broken in<strong>to</strong> three weapon bays<br />

(Capital Missiles, MRMs and SRMs). The weapons and<br />

<strong>the</strong>ir ammunition weigh a grand <strong>to</strong>tal <strong>of</strong> 3,716.5 <strong>to</strong>ns<br />

(660 <strong>to</strong>ns [3 Kraken-Ts] + 3,000 <strong>to</strong>ns [Kraken ammo] + 24<br />

<strong>to</strong>ns [2 MRM-40s] + 6 <strong>to</strong>ns [MRM ammo] + 22.5 <strong>to</strong>ns [5<br />

Streak SRM-6s] + 4 <strong>to</strong>ns [Streak-6 ammo] = 3,716.5 <strong>to</strong>ns.<br />

Because he kept below <strong>the</strong> 12-weapon limit per arc, Chris<br />

does not need <strong>to</strong> add any extra fi re control systems here.<br />

For <strong>the</strong> Fore-Left arc, Chris chooses <strong>to</strong> mount 3 MRM-<br />

20s (10 <strong>to</strong>ns each; 30 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 32 shots between<br />

<strong>the</strong>m (1 <strong>to</strong>n per 8 shots; 4 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r), 2 gauss rifl es (15<br />

<strong>to</strong>ns each; 30 <strong>to</strong>ge<strong>the</strong>r) with 32 shots between <strong>the</strong>m (1<br />

<strong>to</strong>n per 8 shots; 4 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r), 2 LRM-20s with Artemis<br />

IV (11 <strong>to</strong>ns each; 22 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 36 shots between<br />

<strong>the</strong>m (1 <strong>to</strong>n per 6 shots; 6 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) and 5 ER PPCs (7<br />

<strong>to</strong>ns each; 35 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r). The <strong>to</strong>tal here is 12 weapons<br />

in <strong>the</strong> Fore-Left arc, broken in<strong>to</strong> four weapon bays<br />

(MRMs, Au<strong>to</strong>cannon, LRMs and PPCs). These weapons<br />

weigh 131 <strong>to</strong>ns in <strong>to</strong>tal (30 <strong>to</strong>ns [3 MRM-20s] + 4 <strong>to</strong>ns<br />

[MRM ammo] + 30 <strong>to</strong>ns [2 Gauss Rifl es] + 4 <strong>to</strong>ns [Gauss<br />

ammo] + 22 <strong>to</strong>ns [2 LRM-20s] + 6 <strong>to</strong>ns [LRM ammo] + 35<br />

<strong>to</strong>ns [7 ER PPCs] = 131 <strong>to</strong>ns. Because <strong>the</strong> Fore-Left and<br />

Fore-Right arcs must be identical, Chris doubles this<br />

weight cost <strong>to</strong> 262 <strong>to</strong>ns (131 <strong>to</strong>ns per Fore-Side x 2 Fore-<br />

Side arcs = 262 <strong>to</strong>ns), and notes <strong>the</strong> exact same weapons<br />

array exists on <strong>the</strong> Fore-Left and Fore-Right arcs. As he<br />

has not exceeded <strong>the</strong> 12-weapon limit for this arc, Chris<br />

notes his Nekohono’o requires no added <strong>to</strong>nnage for fi re<br />

control systems.<br />

For <strong>the</strong> Aft-Left arc, Chris starts with a screen launcher<br />

capital weapon (40 <strong>to</strong>ns) with 20 shots (10 <strong>to</strong>ns per shot;<br />

200 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r), and adds 5 LB 10-X ACs (11 <strong>to</strong>ns each;<br />

55 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 200 shots between <strong>the</strong>m (10 shots<br />

per <strong>to</strong>n; 20 <strong>to</strong>ns for 200 shots), 3 Streak SRM-4s (3 <strong>to</strong>ns<br />

each; 9 <strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) with 75 shots (1 <strong>to</strong>n per 25 shots; 3<br />

<strong>to</strong>ns <strong>to</strong>ge<strong>the</strong>r) and 3 ER medium lasers (1 <strong>to</strong>n each; 3 <strong>to</strong>ns<br />

<strong>to</strong>ge<strong>the</strong>r). This yields a <strong>to</strong>tal <strong>of</strong> 12 weapons in <strong>the</strong> Aft-Left<br />

arc, spread across 4 classes (Screen, LB-X ACs, SRMs and<br />

Lasers). Their <strong>to</strong>tal weight is 330 <strong>to</strong>ns (40 <strong>to</strong>ns [Screen<br />

Launcher] + 200 <strong>to</strong>ns [Screen ammo] + 55 <strong>to</strong>ns [5 LB 10-<br />

Xs] + 20 <strong>to</strong>ns [LB-X Ammo] + 9 <strong>to</strong>ns [3 Streak SRM-4s] +<br />

3 <strong>to</strong>ns [Streak-4 ammo] + 3 <strong>to</strong>ns [3 ER Medium Lasers]<br />

= 330 <strong>to</strong>ns). As with <strong>the</strong> Fore-Left arc, Chris doubles <strong>the</strong><br />

weight spent on <strong>the</strong> Aft-Left arc and duplicates this<br />

weapon load on <strong>the</strong> Aft-Right arc, spending a <strong>to</strong>tal <strong>of</strong><br />

660 <strong>to</strong>ns on <strong>the</strong> Aft-Side arcs <strong>to</strong>ge<strong>the</strong>r. Because he has<br />

not exceeded <strong>the</strong> 12-weapon arc limit, Chris requires no<br />

extra fi re control weight.<br />

For <strong>the</strong> Aft arc, Chris opts for a much simpler weapon<br />

load <strong>of</strong> just 7 large pulse lasers at 7 <strong>to</strong>ns apiece. This<br />

provides an Aft arc with 7 individual weapons in a single<br />

weapon bay (Pulse Lasers), weighing 49 <strong>to</strong>ns (7 Large<br />

Pulse Lasers x 7 <strong>to</strong>ns per Laser = 49 <strong>to</strong>ns).<br />

With 4,687.5 <strong>to</strong>ns spent on weapons (3716.5 <strong>to</strong>ns<br />

[Nose] + 262 <strong>to</strong>ns [Fore-Sides] + 330 [Aft-Sides] + 49<br />

<strong>to</strong>ns [Aft] = 4,687.5 <strong>to</strong>ns), Chris goes on <strong>to</strong> add 6 fi ghter<br />

cubicles at 150 <strong>to</strong>ns each (for a <strong>to</strong>tal <strong>of</strong> 900 <strong>to</strong>ns; 150 <strong>to</strong>ns<br />

x 6 = 900 <strong>to</strong>ns), 9 Small Craft cubicles at 200 <strong>to</strong>ns each<br />

(1,800 <strong>to</strong>ns <strong>to</strong>tal; 200 <strong>to</strong>ns x 9 = 1,800 <strong>to</strong>ns) and 27 battle<br />

armor squad cubicles at 10 <strong>to</strong>ns each (270 <strong>to</strong>ns <strong>to</strong>tal; 10<br />

<strong>to</strong>ns x 27 = 270 <strong>to</strong>ns). For each <strong>of</strong> <strong>the</strong>se three bays (1 for<br />

<strong>the</strong> fi ghters, 1 for <strong>the</strong> Small Craft and 1 for <strong>the</strong> battle<br />

armor), he assigns 2 doors each at no weight cost. He<br />

<strong>the</strong>n adds 6 escape pods <strong>to</strong> <strong>the</strong> DropShip at 7 <strong>to</strong>ns apiece<br />

(42 <strong>to</strong>ns <strong>to</strong>tal; 6 pods x 7 <strong>to</strong>ns per pod = 42 <strong>to</strong>ns). The <strong>to</strong>tal<br />

for <strong>the</strong>se non-weapon items <strong>come</strong>s <strong>to</strong> 3,012 <strong>to</strong>ns (900<br />

[Fighters] + 1,800 [Small Craft] + 270 [Battle Armor] + 42<br />

[Escape Pods] = 3,012 <strong>to</strong>ns).<br />

Next, Chris looks at his crew needs. With <strong>the</strong><br />

Nekohono’o’s minimum <strong>of</strong> 8 crew defi ned earlier, Chris<br />

notes that because it carries a <strong>to</strong>tal <strong>of</strong> 5 capital weapons<br />

(3 Krakens + 2 Screen Launchers) and 60 standard<br />

weapons, 15 gunners are needed ([5 Capital Weapons x<br />

1 Gunner per Capital Weapon] + [1 Gunner per 6 Standard<br />

Weapons x 60 Standard Weapons = 60 Standard<br />

Weapons ÷ 6] = 15 Gunners). This means his DropShip<br />

has a <strong>to</strong>tal minimum crew count <strong>of</strong> 23 (8 Minimum Crew<br />

+ 15 Gunners = 23 crew). Chris decides <strong>to</strong> add 19 extra<br />

crewmen <strong>to</strong> this count, as a buff er against casualties, for<br />

a <strong>to</strong>tal <strong>of</strong> 42 crewmen. Of <strong>the</strong>se crewmen, he fi nds that<br />

at least 9 should be <strong>of</strong>fi cers (42 crew ÷ 5 = 8.4, rounded<br />

up <strong>to</strong> 9). Chris decides <strong>to</strong> double this <strong>of</strong>fi cer count, and<br />

so determines that 18 <strong>of</strong> his 42-man crew are <strong>of</strong>fi cers.<br />

For <strong>the</strong>se crew counts (18 <strong>of</strong>fi cers, 24 enlisted/non-<strong>of</strong>fi -<br />

cer crewmen), Chris must provide quarters, and so he<br />

assigns standard crew quarters (7 <strong>to</strong>ns per person) <strong>to</strong><br />

<strong>the</strong> enlisted crewmen and <strong>of</strong>fi cer quarters (10 <strong>to</strong>ns per<br />

person) <strong>to</strong> <strong>the</strong> <strong>of</strong>ficers. These quarters cost 348 <strong>to</strong>ns<br />

al<strong>to</strong>ge<strong>the</strong>r ([18 <strong>of</strong>fi cers x 10 <strong>to</strong>ns per <strong>of</strong>fi cer] + [24 crew x 7<br />

<strong>to</strong>ns per crewman] = 348 <strong>to</strong>ns).<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 />

197

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