the shape of things to come
the shape of things to come
the shape of things to come
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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