03.01.2013 Views

the shape of things to come

the shape of things to come

the shape of things to come

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Inferno SRMs: An enhancement <strong>of</strong> an ages-old incendiary weapon<br />

system, Inferno SRMs have been around since <strong>the</strong> early Succession<br />

Wars. These warheads combine volatile incendiary fluids with a<br />

soap-like chemical that adheres <strong>to</strong> almost any hard surface. Intended<br />

<strong>to</strong> raise <strong>the</strong> heat levels <strong>of</strong> enemy ’Mechs <strong>to</strong> dangerous heights, or <strong>to</strong><br />

fry <strong>the</strong> crews <strong>of</strong> armored vehicles in <strong>the</strong>ir own metal c<strong>of</strong>fi ns, <strong>the</strong>se<br />

weapons have seen common use in many a brutal campaign. As with<br />

incendiary LRMs, <strong>the</strong>se missiles are susceptible <strong>to</strong> <strong>the</strong>ir own user’s<br />

internal heat issues as well, and so <strong>the</strong>y are deployed less frequently<br />

than standard armor-defeating munitions.<br />

Semi-Guided LRMs: In 3057, <strong>the</strong> Free Worlds League debuted <strong>the</strong><br />

fi rst <strong>of</strong> <strong>the</strong>ir newly developed semi-guided LRM munitions among<br />

select forces deployed during Operation Guerrero. One <strong>of</strong> <strong>the</strong>ir few<br />

true innovations after nearly a decade spent on fostering new missile<br />

technologies, this missile type incorporates <strong>the</strong> laser-homing<br />

technology <strong>of</strong> <strong>the</strong> Arrow IV guided artillery missile (discussed in a<br />

later volume). This enhancement allows friendly units equipped with<br />

target acquisition gear (TAG) <strong>to</strong> “paint” a target for <strong>the</strong> incoming fl ight,<br />

enhancing accuracy on <strong>the</strong> battlefi eld.<br />

Swarm LRMs: The Terran Hegemony fi rst developed Swarm missiles<br />

for <strong>the</strong> SLDF in 2621 as a means <strong>of</strong> enhancing <strong>the</strong> destructive<br />

eff ect <strong>of</strong> LRM munitions and scattering enemy forces. Incorporating<br />

a smarter targeting system than standard LRMs, Swarm missiles fi red<br />

like standard LRMs, but any that missed a target would remain active<br />

and able <strong>to</strong> home in on any o<strong>the</strong>r unit within 30 meters. This ability<br />

did not discriminate, however, between friendly and enemy targets,<br />

and so <strong>the</strong> weapon could not be easily deployed when battles got<br />

close. The added expense <strong>of</strong> <strong>the</strong>se missiles and <strong>the</strong> destruction <strong>of</strong> <strong>the</strong>ir<br />

fac<strong>to</strong>ries by 2840 saw <strong>the</strong> Swarms fall in<strong>to</strong> disuse until <strong>the</strong>ir recovery<br />

by <strong>the</strong> Federated Commonwealth in 3053—inspired, <strong>of</strong> course, by <strong>the</strong><br />

fact that some <strong>of</strong> <strong>the</strong> invading Clans made widespread use <strong>of</strong> <strong>the</strong>se<br />

same munitions.<br />

Swarm-I LRMs: Ano<strong>the</strong>r Free Worlds innovation in LRM technology,<br />

improved Swarm (Swarm-I) LRMs debuted in 3057 alongside <strong>the</strong> semiguided<br />

missiles. Developed along <strong>the</strong> same lines as <strong>the</strong> basic Swarm<br />

system, Swarm-I munitions incorporate an Identifi cation: Friend or Foe<br />

(IFF) system that allows <strong>the</strong> missiles <strong>to</strong> dodge or pass over friendly targets<br />

when fi red in<strong>to</strong> a cluster <strong>of</strong> fi ghting units. Though <strong>the</strong> technology<br />

MISSILE<br />

did not eliminate <strong>the</strong> threat <strong>of</strong> friendly fi re completely—particularly<br />

when dealing with sensor-damaged friendlies or enemy ECM—<strong>the</strong><br />

use <strong>of</strong> Swarm-Is drastically reduced <strong>the</strong> number <strong>of</strong> such incidents<br />

<strong>of</strong>ten attributed <strong>to</strong> <strong>the</strong> use <strong>of</strong> standard Swarm missiles.<br />

Tear Gas SRMs: A non-lethal weapon seldom seen on <strong>the</strong> battlefi<br />

eld (but common in heavy police units summoned for riot control),<br />

tear-gas SRMs are eff ective primarily against ill-equipped conventional<br />

infantry and o<strong>the</strong>r unprotected personnel. They are meant not<br />

<strong>to</strong> infl ict casualties so much as <strong>to</strong> subdue and scatter unruly mobs,<br />

and are ineff ective against all manner <strong>of</strong> armored vehicles. Indeed,<br />

even well-built civilian vehicles can withstand a direct hit from a<br />

tear gas round with little more damage than scuff ed paint and an<br />

unseemly dent.<br />

Thunder LRMs: Ano<strong>the</strong>r product <strong>of</strong> <strong>the</strong> Terran Hegemony, Thunder<br />

LRMs were fi rst employed in 2621 and subsequently lost <strong>to</strong> <strong>the</strong> Inner<br />

sphere by 2840, are designed <strong>to</strong> deliver a conventional minefi eld with<br />

a pull <strong>of</strong> <strong>the</strong> trigger. The Clans retained this lost technology (which<br />

<strong>the</strong>y called field artillery scatterable munitions—FASCAM), which<br />

prompted <strong>the</strong> Inner Sphere <strong>to</strong> scramble <strong>to</strong> reintroduce <strong>the</strong>ir own,<br />

which <strong>the</strong> FedCom accomplished in 3052.<br />

Since that time, additional variants on Thunder missiles have <strong>come</strong><br />

in<strong>to</strong> play, developed by <strong>the</strong> Capellan Confederation as an <strong>of</strong>f shoot<br />

<strong>of</strong> <strong>the</strong>ir 3050s-era partnership with <strong>the</strong> Free Worlds League. These<br />

included <strong>the</strong> Thunder-Augmented, which could lay larger and broader<br />

minefields than a standard Thunder round; <strong>the</strong> Thunder-Inferno,<br />

which replaced <strong>the</strong> mines’ explosives with incendiary chemicals; <strong>the</strong><br />

Thunder-Vibrabomb, which used seismic sensors <strong>to</strong> select enemy units<br />

by weight and de<strong>to</strong>nate only as <strong>the</strong>y passed over; and <strong>the</strong> Thunder-<br />

Active, intended <strong>to</strong> deal with jump-capable units and hovercraft.<br />

These enhanced Thunder munitions fi rst debuted in 3057, against <strong>the</strong><br />

FedCom forces who vainly battled Capellan-backed insurgencies in<br />

<strong>the</strong> former Sarna March region, but were not employed by <strong>the</strong> Free<br />

Worlds forces at that time. Their use demonstrated not only <strong>the</strong>ir<br />

indiscriminate eff ectiveness as a weapon system, but also <strong>the</strong> devious<br />

nature <strong>of</strong> Capellan weapons design and a fundamental rift between<br />

Capellan and Free Worlds battlefi eld philosophy that may have been<br />

an early indication <strong>of</strong> <strong>the</strong> cracks in <strong>the</strong> two powers’ alliance.<br />

Tech Base: Inner Sphere (LRM, MML, MRM, SRM, rocket launchers, Streak, <strong>to</strong>rpedo, and OS); Clan (ATM, LRM, SRM, Streak, <strong>to</strong>rpedo, OS)<br />

Unit Restrictions: Pro<strong>to</strong>Mechs may not mount ATMs, MMLs, MRMs or rocket launchers<br />

Game Rules: Missile launchers 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<br />

or partially loaded missile ammo bins are always live and will explode per standard rules if critically hit during game play.<br />

Construction Rules: Missile launchers may be mounted on any unit in accordance with <strong>the</strong> unit’s standard core construction rules.<br />

Pro<strong>to</strong>Mechs must use <strong>the</strong> Pro<strong>to</strong>Mech Weapons and Equipment Tables for construction data and game statistics.<br />

On BattleMechs, IndustrialMechs and Support Vehicles, missile launchers that may be enhanced by Artemis (LRMs/LRTs, SRMs/SRTs<br />

and MMLs) must allocate both <strong>the</strong> launcher and <strong>the</strong> Artemis system <strong>to</strong> <strong>the</strong> same location and all applicable launchers on <strong>the</strong> unit must<br />

be enhanced in <strong>the</strong> same fashion. Artemis systems on such units may be given a separate critical slot as <strong>the</strong> launcher can still fi re with a<br />

damaged Artemis (all o<strong>the</strong>r units that carry Artemis-enhanced launchers—such as Combat Vehicles, fi ghters and DropShips—install <strong>the</strong><br />

combined launcher and Artemis system as a single weapon).<br />

Omni units that mount missile launchers capable <strong>of</strong> using Artemis must adhere <strong>to</strong> <strong>the</strong> above rules, even if <strong>the</strong> launcher is hardwired <strong>to</strong><br />

<strong>the</strong> base design. For example, an OmniMech that hardwires a standard LRM launcher in its Center Torso location in such a way as <strong>to</strong> leave no<br />

extra critical slots in that area may not subsequently add Artemis-enhanced missile launchers <strong>to</strong> a later confi guration, as <strong>the</strong> Center Torso<br />

LRM has no room for its own enhancement.<br />

The Heavy Weapons Ammunitions table at <strong>the</strong> back <strong>of</strong> this book (p. 345–346) indicates which launchers may use which special munition<br />

types featured here, as well as <strong>the</strong>ir game rules references, required tech base and shots-per-<strong>to</strong>n. Single-shot (OS) launchers and rocket<br />

launchers <strong>of</strong> any kind may not carry additional ammunition. Ammunition for missile launchers may be noted under <strong>the</strong> unit’s standard rules,<br />

as presented under <strong>the</strong>ir respective Install Weapons, Ammunition and O<strong>the</strong>r Equipment sections.<br />

Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343; for Pro<strong>to</strong>Mechs, p. 343) Game Rules: Total Warfare, p. 98<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 />

231

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!