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the shape of things to come

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has spread <strong>to</strong> o<strong>the</strong>r Inner Sphere factions as well, and—like <strong>the</strong> o<strong>the</strong>r new<br />

gyro types—has yet <strong>to</strong> be duplicated by <strong>the</strong> Clans.<br />

A vast improvement over standard gyros (though <strong>the</strong>y weigh twice as<br />

much for an equivalent rating) <strong>the</strong> heavy-duty gyro is <strong>the</strong> same size as <strong>the</strong><br />

standard model, but has a reinforced outer shell, more redundancy, and is<br />

composed <strong>of</strong> denser materials that can <strong>to</strong>ge<strong>the</strong>r withstand more damage<br />

than <strong>the</strong> standard military gyro. –EB]<br />

GYRO<br />

Tech Base: Inner Sphere (Standard, Compact, Heavy-Duty and XL) and<br />

Clan (Standard only)<br />

Unit Restrictions: Gyros are limited <strong>to</strong> BattleMechs and IndustrialMechs.<br />

IndustrialMechs may only use Standard gyros.<br />

Construction Rules: All BattleMechs and IndustrialMechs must carry a<br />

gyro. The chart below indicates <strong>the</strong> availability <strong>of</strong> <strong>the</strong> featured gyro types <strong>to</strong><br />

particular units, as well as <strong>the</strong>ir construction rules page references.<br />

EXTRALIGHT (XL) GYROS<br />

[Introduced: 3067 (ComStar)<br />

ComStar’s enhancement <strong>of</strong> gyroscope technology—fi rst deployed in<br />

<strong>the</strong> waning weeks <strong>of</strong> 3067 as a series <strong>of</strong> quick upgrades—increases <strong>the</strong><br />

system’s overall bulk by half in exchange for a component that weighs<br />

only half as much as <strong>the</strong> standard models. Developed <strong>to</strong> give Com Guard<br />

’Mechs more <strong>to</strong>nnage for weapons and equipment, several <strong>of</strong> <strong>the</strong> newer<br />

and refi tted ’Mechs that <strong>to</strong>ok part in Case White featured this technology.<br />

Apparently, enough were captured and reverse-engineered <strong>to</strong> give XL<br />

gyros <strong>to</strong> <strong>the</strong> Robes as well. –EB]<br />

Engine Type Unit Availability Construction Rules Reference<br />

Standard Gyro BM, IM p. 50 (BM), 69 (IM)<br />

Compact Gyro BM p. 50<br />

Heavy-Duty Gyro BM p. 50<br />

Extra-Light (XL) Gyro BM p. 50<br />

Key: BM=BattleMechs, IM=IndustrialMechs<br />

Table Reference: See Chart Game Rules: Total Warfare, p. 126<br />

Introduced: 3022 (Lyran Commonwealth)<br />

One <strong>of</strong> <strong>the</strong> more controversial battlefi eld weapons in <strong>the</strong> modern era—<br />

hailed as an innovation in <strong>the</strong> 3020s after three hundred years <strong>of</strong> stagnated<br />

military technology—<strong>the</strong> hatchet (sometimes referred <strong>to</strong> as an axe)<br />

is nothing more than a large hunk <strong>of</strong> deadweight built in<strong>to</strong> a BattleMech’s<br />

arm as a permanent club. In <strong>the</strong> scavenger days <strong>of</strong> <strong>the</strong> late Succession<br />

Wars, it was common for MechWarriors, low on ammunition and out <strong>of</strong><br />

weapons, <strong>to</strong> uproot trees or yank girders from <strong>the</strong> rubble <strong>of</strong> buildings<br />

and wield <strong>the</strong>m as clubs. These improvised clubs invariably required two<br />

hands <strong>to</strong> wield, thanks <strong>to</strong> typical balance and weight issues, and usually<br />

shattered or splintered after one good hit. The Lyran “invention” <strong>of</strong> <strong>the</strong><br />

hatchet, which used heavier industrial alloys wrapped in a titanium sheath<br />

HATCHET<br />

for corrosion resistance, enabled BattleMechs <strong>to</strong> wield a more eff ective,<br />

reusable club that could dish out <strong>the</strong> same damage one-handed.<br />

Of course, modern military production and <strong>the</strong> recovery <strong>of</strong> Star League<br />

techniques have ended <strong>the</strong> scavenger economies <strong>of</strong> those days, but<br />

ra<strong>the</strong>r than relegating <strong>the</strong> hatchet and its ilk <strong>to</strong> <strong>the</strong> arenas <strong>of</strong> Solaris VII,<br />

some warriors have inexplicably fallen in love with this dubious piece <strong>of</strong><br />

hardware. Defi ance Industries <strong>of</strong> Hesperus II, in fact, maintains a tradition<br />

<strong>of</strong> producing hatchet-wielders, including such notable designs as <strong>the</strong><br />

Nightsky, Berserker and (<strong>of</strong> course) <strong>the</strong> Hatchetman.<br />

Practical as ever, <strong>the</strong> Clans have demonstrated no interest in melee<br />

weapons, fi nding <strong>the</strong>m a primitive and wasteful “barbarian” alternative <strong>to</strong><br />

simply blasting an opponent at extreme ranges.<br />

Tech Base: Inner Sphere<br />

Prohibited Units: Only humanoid BattleMechs and IndustrialMechs may carry a hatchet.<br />

Construction Rules: ‘Mechs may mount Hatchets in <strong>the</strong> arm locations only. Each arm may install a maximum <strong>of</strong> 1 Hatchet, and <strong>the</strong>n only if <strong>the</strong><br />

selected arm also possess a full set <strong>of</strong> arm and hand actua<strong>to</strong>rs.<br />

The weight, critical space and base damage for a hatchet is based directly on <strong>the</strong> weight <strong>of</strong> <strong>the</strong> BattleMech/IndustrialMech wielding it. Both <strong>the</strong><br />

<strong>to</strong>nnage and critical slots taken up by a Hatchet are equal <strong>to</strong> <strong>the</strong> ‘Mech’s <strong>to</strong>nnage, divided by 15, rounding up <strong>to</strong> <strong>the</strong> nearest whole number. The<br />

hatchet’s base damage value is equal <strong>to</strong> <strong>the</strong> ‘Mech’s <strong>to</strong>nnage, divided by 5 (rounded up <strong>to</strong> <strong>the</strong> nearest whole).<br />

Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–344) Game Rules: Total Warfare, p. 144<br />

Introduced: Circa 2022 (Western Alliance, Terra)<br />

The waste heat generated by battlefi eld engines and <strong>the</strong> weapons <strong>the</strong>y<br />

empower made heat management a fi rst priority as soon as fusion power<br />

and energy weapons became commonplace. The insulated nature <strong>of</strong> combat<br />

armor—particularly on BattleMechs and aerospace fi ghters—meant<br />

that such heat typically became trapped within <strong>the</strong> machine, endangering<br />

crews and heat sensitive components. Heat sinks were <strong>the</strong> solution.<br />

Essentially a series <strong>of</strong> heat pumps and coolant lines run through a ’Mech,<br />

fi ghter or o<strong>the</strong>r unit, <strong>the</strong>se systems collect heat from coolant jackets and<br />

coolant lines in heat-generating equipment, designed <strong>to</strong> shunt heat away<br />

HATCHET<br />

HEAT SINKS<br />

from vital components and out through baffl es in <strong>the</strong> unit’s protective<br />

armor skin.<br />

Virtually all fusion and fission engines incorporate a basic cooling<br />

system in <strong>the</strong>ir design that functions as <strong>the</strong> heart <strong>of</strong> this heat-exchange<br />

network. Though suitable for light duties, most units—from BattleMechs<br />

<strong>to</strong> Support Vehicles—usually expand <strong>the</strong>se systems as needed <strong>to</strong> handle<br />

<strong>the</strong> added workload <strong>of</strong> any attached weapons and o<strong>the</strong>r gear.<br />

Today’s heat sink technologies are essentially a refi ned version <strong>of</strong> <strong>the</strong><br />

same ones that debuted with vehicle-sized fusion plants, though <strong>the</strong>ir<br />

design and effi ciency have been enhanced though <strong>the</strong> centuries.<br />

i<br />

i

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