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the shape of things to come

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BATTLE ARMOR<br />

Battle armor (battlesuits) must consider a specifi c weight<br />

range limit per body location when adding weapons and<br />

equipment <strong>to</strong> <strong>the</strong>ir inven<strong>to</strong>ries. In addition, battle armor uses<br />

a weapon slots system that parallels <strong>the</strong> one used by BattleMechs<br />

and IndustrialMechs, and so each item mountable<br />

on a battlesuit occupies a certain amount <strong>of</strong> internal space.<br />

Some (but not all) ammunition mounted on battle armor also<br />

consumes space.<br />

COMBAT VEHICLES AND AEROSPACE UNITS<br />

Using a more open construction system, Combat Vehicles<br />

and aerospace fi ghters track only <strong>the</strong>ir non-structural parts<br />

(weapons and equipment) in <strong>the</strong> form <strong>of</strong> a straight inven<strong>to</strong>ry<br />

<strong>of</strong> items. Combat Vehicles receive a fl at number <strong>of</strong> such<br />

weapon slots based on <strong>the</strong>ir weight, while aerospace and<br />

conventional fi ghters have a static number regardless <strong>of</strong> size,<br />

and Small Craft/DropShips may expand <strong>the</strong>ir slot limits by<br />

expanding <strong>the</strong>ir targeting systems. In all <strong>of</strong> <strong>the</strong>se unit types,<br />

weapons and o<strong>the</strong>r non-structural equipment (unless specifi -<br />

cally stated o<strong>the</strong>rwise) occupy a single “weapon slot” on <strong>the</strong><br />

unit’s inven<strong>to</strong>ry, regardless <strong>of</strong> <strong>the</strong>ir bulk, and ammunition<br />

(unless o<strong>the</strong>rwise specifi ed) is considered free.<br />

CONVENTIONAL INFANTRY<br />

Conventional infantry units do not track internal space.<br />

PROTOMECHS<br />

Like Combat Vehicles and aerospace units, core structural<br />

components (including heat sinks and jump jets) are not<br />

counted <strong>to</strong>ward <strong>the</strong> unit’s equipment space. This leaves<br />

only weapons and o<strong>the</strong>r optional items <strong>to</strong> be tracked by a<br />

weapons inven<strong>to</strong>ry similar <strong>to</strong> that <strong>of</strong> Combat Vehicles and<br />

aerospace units, where each item—regardless <strong>of</strong> bulk—occupies<br />

one weapon slot. However, because <strong>of</strong> <strong>the</strong>ir small size,<br />

Pro<strong>to</strong>Mechs must bear in mind <strong>the</strong> weight <strong>of</strong> <strong>the</strong>ir weapons<br />

when installing <strong>the</strong>m, as each body location has a specifi c<br />

weight range limit.<br />

SUPPORT VEHICLES<br />

Though built along <strong>the</strong> same lines as Combat Vehicles<br />

and aerospace units, Support Vehicles handle internal space<br />

somewhat differently. Because Support Vehicles are not<br />

built for military use, heavy weapons mounted on such units<br />

take up multiple item slots, and ammunition also consumes<br />

internal space.<br />

TECHNOLOGY BASE<br />

The technology base (tech base) <strong>of</strong> a given unit determines<br />

its access <strong>to</strong> components and its general level <strong>of</strong> sophistication.<br />

Most units in standard rules (as presented in Total<br />

Warfare) game play fall in<strong>to</strong> two broad technological categories:<br />

Clan and Inner Sphere. Clan technology is more advanced,<br />

lighter, more powerful and generally more compact than<br />

Inner Sphere technology. The broader industrial capacity <strong>of</strong><br />

<strong>the</strong> Inner Sphere and Periphery, however, means that such<br />

equipment is generally more varied, less expensive and easier<br />

<strong>to</strong> obtain and maintain.<br />

Equipment and components are generally assigned a Clan<br />

or Inner Sphere technology base in <strong>the</strong> core construction rules,<br />

as well as in <strong>the</strong> Equipment section (starting on p. 200) and <strong>the</strong><br />

Equipment Tables (starting on p. 341). Units built with a Clan<br />

Technology Base may only use equipment and components<br />

available <strong>to</strong> <strong>the</strong> Clans, while units built with an Inner Sphere<br />

Technology Base may only use equipment and components<br />

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

SHARED TECHNOLOGY<br />

In some cases, a given component or item may be available<br />

<strong>to</strong> both Clan and Inner Sphere technology bases, but will have<br />

diff ering statistics for each (such as ER large lasers or double<br />

heat sinks). In such cases, designers must use <strong>the</strong> statistics<br />

appropriate <strong>to</strong> <strong>the</strong> unit’s chosen technology base.<br />

O<strong>the</strong>r items and components may be available <strong>to</strong> both<br />

tech bases with no statistical diff erences (such as single heat<br />

sinks or standard ’Mech armor). These items are considered<br />

universal components, and may be used equally well by units<br />

designed under both tech bases.<br />

PROTOMECHS<br />

Pro<strong>to</strong>Mechs may only be constructed using a Clan Technology<br />

Base.<br />

SUPPORT VEHICLES<br />

Support Vehicles must also be assigned <strong>to</strong> a Clan or Inner<br />

Sphere technology base at <strong>the</strong> start <strong>of</strong> construction, <strong>the</strong> same<br />

as all o<strong>the</strong>r unit types. However, in addition <strong>to</strong> assigning and<br />

adhering <strong>to</strong> a technology base, <strong>the</strong>se units also have a Technology<br />

Rating (Tech Rating) that refl ects <strong>the</strong> wider range <strong>of</strong><br />

sophistication inherent <strong>to</strong> <strong>the</strong>ir design.<br />

The Support Vehicle’s Tech Rating is expressed as a letter<br />

code, A through F, which indicates <strong>the</strong> relative level <strong>of</strong> sophistication<br />

from lowest <strong>to</strong> highest (respectively). Unlike items<br />

<strong>of</strong> diff ering tech bases, a Support Vehicle may mix items <strong>of</strong><br />

diff ering Tech Ratings on a component-by-component basis,<br />

but <strong>the</strong> fi nal Tech Rating <strong>of</strong> <strong>the</strong> Support Vehicle is presumed<br />

<strong>to</strong> be that <strong>of</strong> its most advanced component for purposes <strong>of</strong><br />

determining availability and cost multipliers.<br />

OTHER UNITS<br />

All o<strong>the</strong>r Classic BattleTech units covered in this book—aerospace<br />

units, BattleMechs, battle armor, Combat Vehicles,<br />

conventional infantry and IndustrialMechs—may be constructed<br />

using ei<strong>the</strong>r Clan or Inner Sphere tech bases. A<br />

number <strong>of</strong> <strong>the</strong>se unit types may incorporate universal components,<br />

but must o<strong>the</strong>rwise maintain <strong>the</strong> same technology<br />

base throughout <strong>the</strong> design process.<br />

OMNI TECHNOLOGY<br />

Certain units may be constructed using modular technologies<br />

fi rst developed by <strong>the</strong> Clans. In most cases, <strong>the</strong>se units<br />

are diff erentiated from <strong>the</strong>ir non-modular versions with <strong>the</strong><br />

prefi x “Omni-” and may be broadly referred <strong>to</strong> as Omni units<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 />

19

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