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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

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