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the shape of things to come

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STANDARD LASERS<br />

Introduced: circa 2400 (Terran Hegemony [medium and small]), 2430<br />

(Terran Hegemony [large])<br />

Extinct: circa 2820 (Clans only)<br />

Compact and straightforward, standard laser weaponry managed<br />

<strong>to</strong> survive <strong>the</strong> depredations <strong>of</strong> <strong>the</strong> Succession Wars while <strong>the</strong>ir<br />

extended-range and pulse-style cousins were lost. Indeed, by <strong>the</strong><br />

end <strong>of</strong> <strong>the</strong> Fourth Succession War, <strong>the</strong>re remained almost fi fty distinct<br />

standard laser models still in active production, with Martell’s<br />

medium laser line—considered by far <strong>the</strong> most effi cient for <strong>the</strong> <strong>to</strong>nnage—manufactured<br />

on as many as six worlds.<br />

As with <strong>the</strong>ir view on standard au<strong>to</strong>cannon, <strong>the</strong> Clans apparently<br />

phased out standard laser production in favor <strong>of</strong> <strong>the</strong>ir more eff ective<br />

Introduced: Pre-spacefl ight (maritime [and atmospheric]), circa 2000<br />

(aerospace)<br />

Lifeboats, like escape pods, are an emergency evacuation system<br />

for larger crewed vessels, both seafaring and spaceborne. But while<br />

<strong>the</strong>y serve <strong>the</strong> same function at heart, and support <strong>the</strong> survival <strong>of</strong><br />

<strong>the</strong> same number <strong>of</strong> people, lifeboats diff er from escape pods in <strong>the</strong>ir<br />

approach <strong>to</strong> <strong>the</strong> mission at hand, with lifeboats being a less energyintensive<br />

version <strong>of</strong> <strong>the</strong> escape pod.<br />

Where aerospace escape pods are powered, for instance, <strong>the</strong>ir<br />

equivalent lifeboats lack anything more than <strong>the</strong> most basic life support<br />

and food s<strong>to</strong>res. These craft are thus forced <strong>to</strong> drift in space until<br />

friendly craft can pick <strong>the</strong>m up, unable <strong>to</strong> adjust <strong>the</strong>ir vec<strong>to</strong>rs or even<br />

manage an unpowered atmospheric re-entry. On <strong>the</strong> o<strong>the</strong>r hand, <strong>the</strong><br />

use <strong>of</strong> energy collection sails enables aerospace lifeboats <strong>to</strong> send distress<br />

signals indefi nitely, while its six <strong>to</strong> seven passengers can survive<br />

for 24 <strong>to</strong> 30 days on <strong>the</strong> craft’s internal oxygen supply.<br />

versions <strong>of</strong> <strong>the</strong> ER and pulse laser lines, but with so many aging models<br />

left in Clan s<strong>to</strong>res, <strong>the</strong>se “archaic” weapons—every bit as effi cient<br />

as <strong>the</strong>ir Spheroid varieties—may still be found on vintage Clan-owned<br />

Star League units once in a while.<br />

[Once more, as with <strong>the</strong> standard au<strong>to</strong>cannon, Habeas is essentially<br />

correct. The advent <strong>of</strong> more effi cient ER and pulse laser grades for <strong>the</strong><br />

small, medium and large sizes made <strong>the</strong> standard models almost<br />

superfl uous, but it should be noted that a few models remained in<br />

production as late as 2900, built <strong>to</strong> more refi ned standards that made<br />

<strong>the</strong>m somewhat more compact before <strong>the</strong>y truly faded in<strong>to</strong> obsolescence.<br />

Most <strong>of</strong> <strong>the</strong>se weapons were ei<strong>the</strong>r refurbished <strong>to</strong> upgraded<br />

Clan specs or replaced entirely by <strong>the</strong> turn <strong>of</strong> <strong>the</strong> century. –EB]<br />

LIFEBOAT<br />

Maritime lifeboats are likewise simplified (but much lighter),<br />

with most amounting <strong>to</strong> rafts or rigid-hull boats not designed for an<br />

underwater launch and possessing—at best—a basic outboard mo<strong>to</strong>r<br />

(though many use a collapsible wind sail instead), and a food/supplies<br />

s<strong>to</strong>re typically s<strong>to</strong>cked enough <strong>to</strong> sustain up <strong>to</strong> ten persons for a week.<br />

It is not uncommon for a given vessel—aerospace or maritime—<strong>to</strong><br />

employ escape pods and lifeboats at <strong>the</strong> same time. For spacecraft, this<br />

redundancy allows <strong>the</strong> crew more exit points in <strong>the</strong> event <strong>of</strong> an emergency,<br />

as well as a means <strong>to</strong> jettison under any power crises. For maritime<br />

vessels, lifeboats are <strong>of</strong>ten a legal requirement and a low-cost answer <strong>to</strong><br />

escape pods—usable by any vessel as long as it remains on <strong>the</strong> surface.<br />

[Habeas has apparently forgotten that a simpler, atmospheric-only<br />

version <strong>of</strong> <strong>the</strong>se lifeboats exists—such as those used by airships. These<br />

boats weigh as much as a typical maritime lifeboat, but function instead<br />

as gliders or on chutes, drifting slowly <strong>to</strong> <strong>the</strong> ground once jettisoned,<br />

and feature fl otation devices in <strong>the</strong> event <strong>of</strong> a water landing. –EB]<br />

Tech Base: Clan and Inner Sphere<br />

Unit Restrictions: Only Naval Combat and Support Vehicles, as well as Support Vehicles with <strong>the</strong> Amphibious Chassis Modifi cation may<br />

install maritime lifeboats; only Airship and Fixed-Wing Support Vehicles may install atmospheric lifeboats. Only Small Craft and DropShips<br />

may install aerospace lifeboats.<br />

Game Rules: Escape systems are not covered in Total Warfare game play. These systems will be covered more fully in Tactical Operations.<br />

Lifeboats are never considered disabled by engine shutdown or crew injury.<br />

Construction Rules: All applicable units that can carry lifeboats may carry as many lifeboats as desired, with each lifeboat weighing as<br />

much as shown under <strong>the</strong> Industrial Weapon and Equipment Table (1 <strong>to</strong>n each for maritime and atmospheric; 7 <strong>to</strong>ns each for aerospace).<br />

Lifeboats occupy no weapon or equipment slots.<br />

Note: Maritime lifeboats have a capacity <strong>of</strong> 10 people; atmospheric and aerospace lifeboats may support up <strong>to</strong> 7.<br />

Table Reference: Weapons and Equipment (Industrial, pp. 344–345).<br />

Introduced: Pre-spacefl ight<br />

Look-down radar is specialized form <strong>of</strong> sensor equipment typically<br />

employed by surveillance aircraft <strong>to</strong> accurately map local <strong>to</strong>pography<br />

and moni<strong>to</strong>r troop movements. Unaff ected by ground clutter, but<br />

susceptible <strong>to</strong> modern ECM systems, look-down radar is a useful piece<br />

<strong>of</strong> equipment, but <strong>of</strong>ten not deployed thanks <strong>to</strong> <strong>the</strong> preponderance <strong>of</strong><br />

LIFEBOAT<br />

LOOK-DOWN RADAR<br />

EW suites <strong>to</strong>day, and because its best use requires aerial supremacy.<br />

Never<strong>the</strong>less, some units have appeared even in Clan arsenals with<br />

such equipment installed, such as <strong>the</strong> Clan Spectre-class surveillance<br />

planes that reportedly overfl ew <strong>the</strong> battlefi elds on Tukayyid in 3052.<br />

Tech Base: Clan and Inner Sphere<br />

Unit Restrictions: BattleMechs, IndustrialMechs, Pro<strong>to</strong>Mechs and ground-based Combat and Support Vehicles (those with Wheeled,<br />

Tracked, Hover and WiGE motive systems) may not mount a look-down radar system.<br />

Game Rules: Look-down radar is not covered in Total Warfare game play. This system will be covered more fully in Tactical Operations.<br />

Construction Rules: Applicable units may carry only one look-down radar system, which must be placed in <strong>the</strong> unit’s Nose (or Front) location.<br />

Table Reference: Weapons and Equipment (Industrial, pp. 344–345).<br />

LOOK-DOWN RADAR<br />

i<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 />

227

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