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the shape of things to come

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armed IndustrialMechs are <strong>the</strong>mselves a rarity). On par with standard<br />

combat targeting and tracking systems, advanced fi re control enables<br />

support units <strong>to</strong> function with equal effi ciency <strong>to</strong> combat units, and even<br />

allows compatibility with <strong>the</strong> advanced capabilities <strong>of</strong> targeting computers<br />

and C 3 systems.<br />

Introduced: Pre-spacefl ight (Vehicle Flamer), 2025 (Western Alliance,<br />

Terra [Standard Flamer])<br />

Flamers are a simple weapon with a long his<strong>to</strong>ry, designed as much for<br />

psychological warfare as for devastation. Most eff ective as anti-infantry<br />

weapons, <strong>to</strong>day’s heavy-weapon models <strong>of</strong> <strong>the</strong> fl amer <strong>come</strong> in two basic<br />

types: fusion-powered plasma fl amers (<strong>of</strong>ten regarded as <strong>the</strong> standard<br />

<strong>to</strong>day), and <strong>the</strong> fuel-based chemical variety (<strong>of</strong>ten dubbed <strong>the</strong> “vehicle<br />

fl amer”). Both are marketed by a number <strong>of</strong> well-known manufacturers<br />

across <strong>the</strong> Inner Sphere, from Flame Tech <strong>of</strong> Fletcher in <strong>the</strong> Free Worlds<br />

League <strong>to</strong> <strong>the</strong> Hotshot series out <strong>of</strong> Coventry, or <strong>the</strong> Zippo available from<br />

fac<strong>to</strong>ries on Furillo and Hesperus II.<br />

As anti-’Mech weaponry goes, <strong>the</strong> fl amer is a poor weapon choice, lacking<br />

<strong>the</strong> range and damage potential <strong>of</strong> even <strong>the</strong> typical small laser. Most<br />

BattleMech-mounted models are <strong>the</strong> Standard type, which taps in<strong>to</strong> <strong>the</strong><br />

reac<strong>to</strong>r <strong>to</strong> produce heat in <strong>the</strong> form <strong>of</strong> a plasma release, but <strong>the</strong>se can<br />

deliver fi re in short bursts only. Still devastatingly eff ective against infantry,<br />

fl amer fi re may raise an opposing ’Mech’s heat levels as well. Compared <strong>to</strong><br />

a solid engine hit or two, however, fl amers <strong>to</strong>day can do little <strong>to</strong> imperil<br />

technology now so well protected by innovations like double heat sinks.<br />

FLAMER<br />

Though IndustrialMech models <strong>of</strong> this equipment are essentially<br />

weightless, swapping out <strong>the</strong> extant sensor suites with a military-grade<br />

version, <strong>the</strong> less-effi cient Support Vehicle version <strong>of</strong> advanced fi re control<br />

masses twice that <strong>of</strong> <strong>the</strong> basic version, coming <strong>to</strong> ten percent <strong>of</strong> <strong>the</strong> weight<br />

<strong>of</strong> all <strong>the</strong> vehicle’s mounted heavy and medium weapons.<br />

FLAMERS<br />

Because <strong>of</strong> <strong>the</strong>ir poor range and eff ectiveness against o<strong>the</strong>r units in<br />

aerospace combat, aerospace units rarely use fl amers. However, <strong>the</strong>ir<br />

limited range and “spray” eff ect has made <strong>the</strong> Standard fl amer marginally<br />

eff ective as a point-defense weapon. Chemical-based vehicle fl amers,<br />

which are functionally useless in space, almost never appear on aerospace<br />

units.<br />

VEHICLE FLAMER<br />

The vehicle flamer is so known because it is favored more by ICEpowered<br />

units, such as lower-cost Combat Vehicles and IndustrialMechs.<br />

Drawing on a s<strong>to</strong>re <strong>of</strong> chemical fuels—typically petroleum-based—<strong>the</strong>se<br />

weapons may be mounted without any need for heat sinks or power<br />

amplifi ers. Though technically available <strong>to</strong> BattleMechs as well (but not<br />

<strong>to</strong> aerospace units), <strong>the</strong> fact that even <strong>the</strong>se fl amer types can cause internal<br />

heat spikes when used—and possess an “ammunition” far less stable<br />

than <strong>the</strong> rounds in a typical machine gun’s magazines—prompts most<br />

BattleMech designers <strong>to</strong> pass on <strong>the</strong> concept.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Aerospace units cannot use Vehicle fl amers. Units not powered by fusion or fi ssion engines may not use Standard fl amers.<br />

Game Rules: Flamers may not be fi red if <strong>the</strong> unit is shut down or if its pilot/crew is o<strong>the</strong>rwise prevented from acting, but loaded or partially<br />

loaded Vehicular fl amer ammo bins are always live and will explode per standard rules if critically hit during game play.<br />

Construction Rules: Units powered by fusion or fi ssion (including aerospace and Pro<strong>to</strong>Mech engine types, non-standard fusion engines and<br />

Support Vehicle fusion and fi ssion engines) may install ei<strong>the</strong>r Standard fl amers or Vehicle fl amers as desired. Units powered by non-fusion/fi ssion<br />

engine types may only use Vehicle fl amers. Note that even though <strong>the</strong>y are classifi ed as energy weapons in game play, Vehicle fl amers do not require<br />

power amplifi ers when mounted on non-fusion/non-fi ssion units, nor do <strong>the</strong>y require heat sinks.<br />

Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) Game Rules: Total Warfare, p. 98<br />

In all its forms, <strong>the</strong> Gauss rifl e is one <strong>of</strong> <strong>the</strong> most devastating ballistic<br />

weapons on <strong>the</strong> battlefi eld <strong>to</strong>day. Developed by <strong>the</strong> Terran Hegemony<br />

(with pro<strong>to</strong>types in <strong>the</strong> fi eld as early as 2587), this weapon system uses<br />

a series <strong>of</strong> magnets, ra<strong>the</strong>r than chemicals or powder, <strong>to</strong> propel an inert<br />

nickel-ferrous projectile through its rifl e barrel. Through this process, <strong>the</strong><br />

weapon achieves incredible muzzle velocities with almost negligible heat.<br />

Though it requires a great deal <strong>of</strong> power, and <strong>the</strong> charged capaci<strong>to</strong>rs represent<br />

an explosion hazard if damaged in combat, <strong>the</strong> raw kinetic damage<br />

a Gauss rifl e can infl ict—and <strong>the</strong> excellent ranges at which it can deliver<br />

such damage—easily surpasses <strong>the</strong>se drawbacks.<br />

ANTI-PERSONNEL GAUSS RIFLE<br />

[Introduced: 3069 (Clan Jade Falcon)<br />

In 3069, Clan Jade Falcon began <strong>to</strong> deploy a new, lightweight Gauss<br />

system specifi cally aimed at anti-personnel work. Though fi rst carried by<br />

Falcon Elementals in a bid <strong>to</strong> give <strong>the</strong>mselves a decisive edge against <strong>the</strong><br />

host <strong>of</strong> new Spheroid battlesuits <strong>the</strong>y were encountering, <strong>the</strong> anti-personnel<br />

(AP) Gauss soon found its way <strong>to</strong> ’Mech and vehicle usage. Reliable<br />

reports from <strong>the</strong> Homeworlds suggest that <strong>the</strong> weapon has since been<br />

duplicated across Clan-held space, with <strong>the</strong> Blood Spirits recently deploying<br />

this weapon on some <strong>of</strong> <strong>the</strong>ir newer Pro<strong>to</strong>Mech designs.<br />

GAUSS RIFLE<br />

Essentially a Gauss-based variation <strong>of</strong> a needler weapon, <strong>the</strong> AP Gauss<br />

fi res a deadly hail <strong>of</strong> metal fl echettes at supersonic speeds. Thanks in part<br />

<strong>to</strong> <strong>the</strong>ir added acceleration, <strong>the</strong>se fl echettes can scour <strong>the</strong>ir way through<br />

battlefi eld armor, unlike normal needler shot, which makes this weapon<br />

particularly deadly <strong>to</strong> battle-armored troops and conventional infantry<br />

alike. –EB]<br />

HEAVY GAUSS RIFLE<br />

Introduced: 3061 (Lyran Alliance)<br />

Seeking a weapon that would not simply close <strong>the</strong> Clan-Sphere<br />

technology gap, but surpass it in terms <strong>of</strong> raw power, Lyran engineers<br />

at Defi ance Industries developed <strong>the</strong> immensely powerful heavy Gauss<br />

rifl e in 3061. With energy needs so great that only a nuclear engine can<br />

keep it charged, <strong>the</strong> heavy Gauss rifl e actually generates—through sheer<br />

kinetic energy—enough recoil <strong>to</strong> destabilize its fi ring unit. Coupled with<br />

<strong>the</strong> weapon’s extreme bulk, <strong>the</strong>se fac<strong>to</strong>rs have severely limited its options<br />

for vehicle and BattleMech design, as <strong>the</strong> weapon creates <strong>to</strong>o much structural<br />

strain <strong>to</strong> be mounted in a turret or arm. Worse, despite all <strong>the</strong> raw<br />

power, <strong>the</strong> weapon is most devastating only at its closest ranges, because<br />

<strong>the</strong> projectile experiences dramatic loss <strong>of</strong> kinetic energy over longer<br />

distances.<br />

i

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