the shape of things to come
the shape of things to come
the shape of things to come
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PROTOMECH STRUCTURE<br />
Introduced: 3060 (Clan Smoke Jaguar)<br />
When it <strong>come</strong>s <strong>to</strong> internal structure design, Pro<strong>to</strong>Mech technology,<br />
while quite compact in most aspects, differs very little from<br />
that <strong>of</strong> standard BattleMechs. Proportionately identical <strong>to</strong> standard<br />
BattleMech internal structure, only <strong>the</strong> small size <strong>of</strong> <strong>the</strong>se units prevents<br />
<strong>the</strong>ir use <strong>of</strong> bulkier endo-steel technology.<br />
STANDARD STRUCTURE<br />
Introduced: 2439 (Terran Hegemony)<br />
The fi rst true BattleMech chassis was, <strong>of</strong> course, that used on <strong>the</strong><br />
Terran Hegemony’s pre-Star League Mackie design. Though <strong>the</strong><br />
Mackie’s structure was heavier than modern designs—more in line<br />
with industrial structure, in fact—<strong>the</strong> techniques that went in<strong>to</strong> its<br />
development would lead standard BattleMech internal structure <strong>to</strong> its<br />
apex <strong>of</strong> weight effi ciency in less than forty years’ time. Indeed, <strong>to</strong>day’s<br />
standard internal structures—though <strong>the</strong>y may look diff erent from<br />
’Mech <strong>to</strong> ’Mech—are built <strong>to</strong> those same refi ned specifi cations that<br />
keep <strong>the</strong>m functional, durable and relatively compact.<br />
COMBAT VEHICLE STRUCTURE<br />
Introduced: Pre-spacefl ight<br />
Combat Vehicle chassis (which cover most conventional fi ghting<br />
vehicles from wheeled, tracked and hover tanks <strong>to</strong> VTOLs, combat<br />
Introduced: 2471 (Terran Hegemony)<br />
Found occasionally on BattleMechs, some Pro<strong>to</strong>Mechs and a few<br />
rare fusion-/fi ssion-powered IndustrialMechs, jump jets are an emergency<br />
short-range motive system that allow such units <strong>to</strong> quickly<br />
over<strong>come</strong> restrictive terrain such as built-up areas, thick woodlands<br />
or even radical elevation shifts. Structurally placed deep within <strong>the</strong><br />
framework <strong>of</strong> a given ’Mech, only <strong>the</strong> exhaust ports <strong>of</strong> <strong>the</strong>se powerful<br />
thrusters are exposed through apertures in <strong>the</strong> rear <strong>to</strong>rsos and legs,<br />
which makes <strong>the</strong>m diffi cult <strong>to</strong> damage in combat. This “deep installation”<br />
prevents most jump-capable units from losing <strong>the</strong>ir enhanced<br />
maneuverability al<strong>to</strong>ge<strong>the</strong>r in battle.<br />
While functionally similar <strong>to</strong> <strong>the</strong> fusion-powered thrusters <strong>of</strong> aerospace<br />
fi ghters, jump jets lack <strong>the</strong> added boost provided by aerospace<br />
reaction mass that would o<strong>the</strong>rwise allow for sustained thrust, and<br />
also cannot maintain <strong>the</strong> high levels <strong>of</strong> heat a constant burn would<br />
generate. Thus, <strong>the</strong>se jets can only be engaged for a few seconds at<br />
a time—long enough <strong>to</strong> make a short leap, but not enough for true<br />
fl ight. Regardless, ever since <strong>the</strong>ir fi rst appearance on <strong>the</strong> venerable<br />
Wasp design, jump jets have be<strong>come</strong> a common sight on BattleMechs,<br />
JUMP JETS<br />
watercraft and even <strong>the</strong> rare battlefi eld wing-in-ground-eff ect units)<br />
provide a framework reinforced for combat, yet open for ease <strong>of</strong> engineering.<br />
Able <strong>to</strong> be built around its component weapons and equipment—ra<strong>the</strong>r<br />
than having components forced in<strong>to</strong> <strong>the</strong> specifi c and<br />
stability-challenged three-dimensional parameters <strong>of</strong> a BattleMech<br />
design—Combat Vehicle structure emphasizes fl exibility as well as<br />
strength and simplicity. Modern military practices and production<br />
quality have produced Combat Vehicle chassis that are proportionately<br />
comparable <strong>to</strong> standard BattleMech internal structure when it<br />
<strong>come</strong>s <strong>to</strong> chassis-<strong>to</strong>-overall <strong>to</strong>nnage.<br />
SUPPORT VEHICLE STRUCTURE<br />
Introduced: Pre-spacefl ight<br />
What Support Vehicles lack in military effi ciency <strong>the</strong>y more than<br />
make up for in variety. Support Vehicle chassis designs may include<br />
everything from your personal mo<strong>to</strong>rcycle, car or ultra-light aircraft<br />
<strong>to</strong> commercial trucks, trac<strong>to</strong>rs and cargo jets. All <strong>the</strong>se vary greatly in<br />
terms <strong>of</strong> internal structure or airframe design. Fac<strong>to</strong>rs such as <strong>the</strong> vehicle’s<br />
function, its design modifi cations and <strong>the</strong> level <strong>of</strong> <strong>the</strong> producing<br />
facility’s modernization can all aff ect how much <strong>of</strong> <strong>the</strong> overall weight<br />
and chassis design goes in<strong>to</strong> <strong>the</strong> internal structure alone. Indeed, at<br />
last count, <strong>the</strong>re were an estimated minimum <strong>of</strong> 120 diff erent (and<br />
broadly distinct) chassis design standards alone for wheeled vehicles<br />
massing 100 <strong>to</strong>ns and under.<br />
JUMP JETS<br />
deployed for every reason from a reconnaissance aid <strong>to</strong> an emergency<br />
booster for more mobility-handicapped units.<br />
PROTOMECH JUMP JETS<br />
Introduced: 3060 (Clan Smoke Jaguar)<br />
Because so much <strong>of</strong> jump jet effectiveness hinges on <strong>the</strong> size<br />
and mass ratios between <strong>the</strong> thrusters and <strong>the</strong> ’Mechs <strong>the</strong>y lift, <strong>the</strong><br />
Clan version <strong>of</strong> standard BattleMech jump jets does not signifi cantly<br />
diff er from those <strong>of</strong> Spheroid brands like Chil<strong>to</strong>n, Luxor Load Lifter<br />
and Rawlings. With <strong>the</strong> advent <strong>of</strong> much lighter and more compact<br />
Pro<strong>to</strong>Mech designs, however, a new breed <strong>of</strong> jump jets was born<br />
<strong>to</strong> address <strong>the</strong> unique features <strong>of</strong> Pro<strong>to</strong> construction. These smaller<br />
Pro<strong>to</strong>Mech jump jets are far more akin <strong>to</strong> <strong>the</strong> jump packs used by<br />
battle armor than <strong>the</strong>y are <strong>to</strong> ’Mech-scale jets.<br />
IMPROVED JUMP JETS<br />
[Introduced: 3069 (Clan Wolf and Clan Wolf [in-Exile])<br />
Habeas’ minimalist analysis here hardly addresses <strong>the</strong> fact that jump<br />
jet design and technology has varied little despite almost six centuries<br />
Tech Base: Inner Sphere (Standard and Improved) and Clan (Standard, Improved and Pro<strong>to</strong>Mech)<br />
Unit Restrictions: Standard and Improved jump jets are limited <strong>to</strong> BattleMechs. IndustrialMechs powered by Fission or Fusion engine<br />
types may only use Standard jump jets. Pro<strong>to</strong>Mechs may only use Pro<strong>to</strong>Mech jump jets. All o<strong>the</strong>r units may not install jump jets.<br />
Construction Rules: BattleMechs and IndustrialMechs powered by Fission or Fusion engines may only install jump jets in <strong>the</strong> Leg and<br />
Torso locations; Pro<strong>to</strong>Mechs that install Pro<strong>to</strong>Mech jump jets need not state <strong>the</strong>ir locations. The chart below indicates <strong>the</strong> availability <strong>of</strong> <strong>the</strong><br />
featured jump jet types <strong>to</strong> particular unit types, as well as <strong>the</strong>ir construction rules page references. Jump jets <strong>of</strong> diff erent types may not be<br />
combined on a single unit.<br />
Pro<strong>to</strong>Mechs, IndustrialMechs and BattleMechs using<br />
Standard jump jets may not install more jump jets than<br />
Engine Type Unit Availability Construction Rules Reference<br />
<strong>the</strong>y have Walking MP, and BattleMechs using Improved Standard Jump Jets BM, IM p. 51 (BM), 69 (IM)<br />
jump jets may not install more Improved jump jets than Improved Jump Jets BM p. 51<br />
<strong>the</strong>y have Running MP. The critical slots for jump jets on<br />
‘Mechs may not be broken up, but each jet may be placed<br />
Pro<strong>to</strong>Mech Jump Jets PM p. 84<br />
in a separate location, as desired (so long as <strong>the</strong> location is<br />
a leg or <strong>to</strong>rso section).<br />
Key: BM=BattleMechs, IM=IndustrialMechs, PM = Pro<strong>to</strong>Mechs<br />
Table Reference: See Chart Game Rules: Total Warfare, p. 53<br />
i<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 />
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