the shape of things to come
the shape of things to come
the shape of things to come
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(or Omnis). Omni units function in combat just like <strong>the</strong>ir standard<br />
equivalents, but may be rapidly reconfi gured between missions<br />
and are depicted as having a Primary confi guration and at least<br />
one Alternate confi guration that uses <strong>the</strong> same base components<br />
(structure, engines, armor and controls), but may vary in weapons<br />
and o<strong>the</strong>r equipment.<br />
All equipment and components used in an Omni unit’s base<br />
(core) confi guration are considered “fi xed” and may not change in<br />
terms <strong>of</strong> weight, space or arrangement between <strong>the</strong> base model<br />
and any <strong>of</strong> its Primary or Alternate confi gurations. At minimum,<br />
such fi xed equipment includes <strong>the</strong> Omni unit’s chassis (internal<br />
structure/structural integrity values and arrangement), engine<br />
(type, rating and size), control systems (including cockpits,<br />
actua<strong>to</strong>rs and fi re-control systems, as well as driving and lift/dive<br />
equipment for vehicles) and armor (including type and allocation).<br />
In addition, some weapons and a minimum number <strong>of</strong> heat<br />
sinks—where applicable—may be considered part <strong>of</strong> <strong>the</strong> Omni<br />
unit’s base design, with such components “fi xed” <strong>to</strong> <strong>the</strong> core <strong>of</strong><br />
<strong>the</strong> unit.<br />
Any weight or mass left over after <strong>the</strong> fi xed core components<br />
and any optional items are installed on <strong>the</strong> base design is considered<br />
open <strong>to</strong> modular pods. This pod-based equipment fi lls out<br />
<strong>the</strong> remainder <strong>of</strong> <strong>the</strong> unit’s unused weight and/or space <strong>to</strong> complete<br />
<strong>the</strong> design, and may include additional heat sinks, weapons,<br />
ammunition and so forth.<br />
ALLOWED UNITS<br />
Aerospace fi ghters, BattleMechs, Combat Vehicles and Support<br />
Vehicles may use Omni technology regardless <strong>of</strong> whe<strong>the</strong>r <strong>the</strong>y<br />
are constructed using Clan or Inner Sphere technology bases.<br />
Aerospace fi ghters (OmniFighters) and Airship, Fixed-Wing, Naval<br />
or VTOL vehicles (Combat or Support) gain no additional benefi ts<br />
from Omni technology in game play. BattleMechs (OmniMechs),<br />
ground-based Combat Vehicles (OmniVehicles) and ground-based<br />
Support Vehicles (Support OmniVehicles) designed as Omnis may<br />
carry a squad <strong>of</strong> battlesuits capable <strong>of</strong> using <strong>the</strong> Mechanized<br />
Battle Armor rules (see p. 227, TW) with no loss in performance.<br />
Battle Armor: Battlesuits use a variation on modular technology<br />
that requires special modular mountings <strong>to</strong> be installed on a<br />
location-by-location basis at <strong>the</strong> designer’s option, and so battle<br />
armor units are not considered true Omni units.<br />
PROHIBITED UNITS<br />
Conventional fi ghters, conventional infantry, DropShips, IndustrialMechs,<br />
Pro<strong>to</strong>Mechs and aerospace Small Craft may not be<br />
constructed using Omni technology, regardless <strong>of</strong> <strong>the</strong> technology<br />
base chosen for <strong>the</strong>m.<br />
WEAPONS AND AMMUNITION<br />
The various units in Total Warfare employ a broad range <strong>of</strong> weapons.<br />
For purposes <strong>of</strong> construction, <strong>the</strong>se weapons are divided in<strong>to</strong><br />
fi ve main categories, some <strong>of</strong> which overlap in game play.<br />
HEAVY WEAPONS<br />
These weapons generally weigh as little as 0.25 <strong>to</strong>ns (Inner<br />
Sphere heavy weapons are never seen below 0.5 <strong>to</strong>ns) and up.<br />
This class <strong>of</strong> weapons represents those commonly available <strong>to</strong><br />
BattleMechs, IndustrialMechs, Pro<strong>to</strong>Mechs, Combat Vehicles,<br />
aerospace units and Support Vehicles <strong>of</strong> Medium size or larger.<br />
Some heavy weapons may be fur<strong>the</strong>r restricted <strong>to</strong> select unit<br />
types, such as capital missile launchers (which only DropShips<br />
may carry) or hatchets (which may only be wielded by BattleMechs<br />
and IndustrialMechs).<br />
Ammunition for heavy weapons is generally required only for<br />
ballistic and missile weapons, and must be installed in full bins for<br />
all unit types except Pro<strong>to</strong>Mechs (Pro<strong>to</strong>Mech ammunition may be<br />
installed per shot). Under <strong>the</strong>se rules, a full bin represents 1 <strong>to</strong>n <strong>of</strong><br />
ammunition for most weapons, though machine guns may install<br />
half-<strong>to</strong>n bins at <strong>the</strong> designer’s option. The amount <strong>of</strong> ammunition<br />
a weapon receives per bin is shown under its listing on <strong>the</strong><br />
Weapons and Equipment Tables (starting on p. 341). Depending<br />
on a unit’s construction rules, ammunition may occupy space as<br />
well as weight.<br />
MEDIUM WEAPONS<br />
The medium weapon category overlaps with <strong>the</strong> Support subdivision<br />
<strong>of</strong> infantry weapons, and tends <strong>to</strong> refl ect man-portable<br />
versions <strong>of</strong> heavy weapons such as <strong>the</strong> SRM and <strong>the</strong> machine gun.<br />
In terms <strong>of</strong> construction, medium weapons may be mounted only<br />
on Small Support Vehicles or battle armor with anti-personnel<br />
weapon mounts.<br />
Regardless <strong>of</strong> <strong>the</strong> weapon’s type (energy, ballistic, missile and<br />
so forth), medium weapons mounted on Support Vehicles and<br />
battlesuits include a fi rst lot <strong>of</strong> ammunition free with <strong>the</strong> weapon,<br />
equal <strong>to</strong> a single default-size bin for that weapon. Additional<br />
ammunition may be installed as well, though <strong>the</strong> amount <strong>of</strong> shots<br />
provided for a given amount <strong>of</strong> weight varies from weapon <strong>to</strong><br />
weapon. The weight <strong>of</strong> this ammunition (and <strong>the</strong> number <strong>of</strong> shots<br />
provided per unit <strong>of</strong> ammo), are shown in <strong>the</strong> weapon’s listing<br />
on <strong>the</strong> Conventional Infantry Weapons Table (starting on p. 349).<br />
Unless o<strong>the</strong>rwise noted in <strong>the</strong> unit’s construction rules, ammunition<br />
for a medium weapon is considered part <strong>of</strong> <strong>the</strong> weapon in<br />
terms <strong>of</strong> space occupied.<br />
LIGHT WEAPONS<br />
Light weapons overlap with <strong>the</strong> Standard subdivision <strong>of</strong> infantry<br />
weapons, refl ecting smaller man-portable arms such as pis<strong>to</strong>ls,<br />
rifl es and submachine guns. In terms <strong>of</strong> construction, light weapons<br />
may be mounted only on Small Support Vehicles or battle<br />
armor with anti-personnel weapon mounts.<br />
In terms <strong>of</strong> ammunition, light weapons use <strong>the</strong> same rules as<br />
medium weapons.<br />
BATTLE ARMOR WEAPONS<br />
Battle armor weapons occupy a middle ground between<br />
medium and heavy weapons. Though based on medium weapons,<br />
<strong>the</strong>se weapons are signifi cantly upgraded and enhanced for use<br />
by battlesuit units only, where <strong>the</strong>ir enhanced targeting capabilities<br />
and more stable fi ring render <strong>the</strong>m more eff ective than <strong>the</strong>ir<br />
conventional infantry variations.<br />
Non-missile battle armor weapons install ammunition along<br />
<strong>the</strong> same lines as medium and light weapons, complete with<br />
receiving <strong>the</strong> fi rst bin <strong>of</strong> ammunition free, integrating all ammunition<br />
in<strong>to</strong> <strong>the</strong> weapon’s space and counting only as additional<br />
weight for <strong>the</strong> weapon itself. Battlesuit missile launchers receive<br />
one full volley <strong>of</strong> missiles free, but must allocate mass and space<br />
for additional volleys based on <strong>the</strong> size <strong>of</strong> <strong>the</strong> launcher used, with