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and communications. This impairs <strong>the</strong> target’s weapon attacks and<br />

renders any eff ort <strong>to</strong> spot for indirect fi re practically useless.<br />

iNarc Nemesis Pods: The single most treacherous <strong>of</strong> ComStar’s<br />

iNarc pod creations, <strong>the</strong> Nemesis pod turns an enemy’s own missiles<br />

against him. When a Nemesis pod latches on<strong>to</strong> a target, <strong>the</strong><br />

Narc-equipped missiles <strong>of</strong> units friendly <strong>to</strong> <strong>the</strong> target will home in<br />

it, drawn by <strong>the</strong> Nemesis’ signal. Originally designed only <strong>to</strong> divert<br />

hostile Narc-equipped missiles on<strong>to</strong> o<strong>the</strong>r enemies, <strong>the</strong> Nemesis was<br />

soon upgraded <strong>to</strong> attract Artemis IV missiles, semi-guided missiles<br />

and even Arrow IV homing missiles from friend and foe alike. Under<br />

<strong>the</strong> right conditions, <strong>the</strong> result can potentially bring down a target in<br />

seconds beneath a hail <strong>of</strong> friendly fi re.<br />

Narc Homing Pods: A target successfully tagged by a standard<br />

Narc homing beacon can expect <strong>to</strong> receive a greater-than-average<br />

share <strong>of</strong> missiles from an incoming volley, as <strong>the</strong> electronics package<br />

essentially aids <strong>the</strong> guidance systems <strong>of</strong> Narc-equipped LRM and<br />

SRM warheads.<br />

Narc Explosive Pods: The DCMS was <strong>the</strong> fi rst <strong>to</strong> fi eld Narc explosive<br />

pods in 3058—<strong>the</strong> only variation <strong>of</strong> <strong>the</strong> system not originated<br />

by ComStar or simply recovered from Star League lostech. Essentially<br />

replacing <strong>the</strong> pod’s homing beacon with a <strong>shape</strong>d charge, <strong>the</strong>se<br />

remotely de<strong>to</strong>nated “bomblets” inspired <strong>the</strong> improved iNarc versions<br />

that came later.<br />

Tech Base: Inner Sphere (Narc and iNarc); Clan (Narc only)<br />

Unit Restrictions: No restrictions<br />

Game Rules: Narc 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 Narc ammo bins are always live and will explode per standard rules if critically hit during game play.<br />

Construction Rules: Narc launchers may be mounted on any unit in accordance with <strong>the</strong> unit’s standard core construction rules.<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 reference, required tech base and shots-per-<strong>to</strong>n. Ammunition for Narc launchers may be<br />

noted under <strong>the</strong> unit’s standard rules, 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) Game Rules: Total Warfare, p. 138<br />

Introduced: Pre-spacefl ight<br />

Much more than <strong>the</strong> fi rst aid kit you keep in <strong>the</strong> glove box, <strong>the</strong> typical<br />

paramedic equipment kit consists <strong>of</strong> much <strong>the</strong> same emergency<br />

trauma gear one might see on a hospital “crash cart;” defi brilla<strong>to</strong>rs,<br />

emergency chemical stimulants and tranquilizers, high-pressure preserving<br />

sleeves, intubation gear and <strong>the</strong> like. In <strong>the</strong> hands <strong>of</strong> a fi eld<br />

medic, this equipment can save a life, staving <strong>of</strong>f shock and stabilizing<br />

an injured patient for and during transport. It should <strong>come</strong> as no surprise<br />

that such equipment is standard issue on most rescue vehicles<br />

NARC/INARC<br />

PARAMEDIC EQUIPMENT<br />

and ambulances, and is occasionally even mounted on MASH units for<br />

use in triage while those requiring more extensive work take up <strong>the</strong><br />

tables in <strong>the</strong> surgical bays.<br />

While such equipment might appear on combat units as well as<br />

Support Vehicles, it’s worth noting that <strong>the</strong> average MechWarrior or<br />

vehicle crewman is trained in fi rst aid procedures only. Combat units<br />

<strong>the</strong>refore <strong>of</strong>ten do not invest <strong>the</strong> weight and space in paramedic gear,<br />

favoring instead <strong>the</strong> much lighter and more portable basic fi rst-aid<br />

fi eld kits that can be s<strong>to</strong>wed in cockpit compartments.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Pro<strong>to</strong>Mechs may not mount paramedic equipment.<br />

Game Rules: Paramedic equipment has no impact in Total Warfare game play. Its use will be expanded upon in Tactical Operations<br />

and CBT: RPG Revised.<br />

Construction Rules: BattleMechs, Combat Vehicles, fi ghters, Small Craft and DropShips generally incorporate basic fi rst aid gear in <strong>the</strong>ir<br />

cockpits and cabins, and so do not generally mount extended paramedic equipment. O<strong>the</strong>r units generally do not mount this equipment<br />

unless <strong>the</strong> unit is intended for emergency and rescue duties. Pro<strong>to</strong>Mechs have no room <strong>to</strong> install paramedic equipment.<br />

Paramedic equipment may be mounted on any applicable unit in accordance with <strong>the</strong> unit’s standard core construction rules.<br />

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

The energy-based equivalent <strong>of</strong> <strong>the</strong> Gauss rifl e, <strong>the</strong> particle projec<strong>to</strong>r<br />

cannon (PPC for short) is one <strong>of</strong> <strong>the</strong> most powerful non-ballistic<br />

weapons ever devised for <strong>the</strong> modern battlefield. Consisting <strong>of</strong> a<br />

magnetic accelera<strong>to</strong>r, fi ring high-energy pro<strong>to</strong>n or ion bolts, PPCs can<br />

fl ay armor through kinetic and <strong>the</strong>rmal damage. While popular belief<br />

may hold that PPCs are an electromagnetic weapon, it’s worth mentioning<br />

that even though most PPC bolts look like a fl ash <strong>of</strong> manmade<br />

lightning, <strong>the</strong> actual electrical component <strong>of</strong> a PPC attack is little more<br />

than an intense burst <strong>of</strong> static.<br />

In widespread use <strong>to</strong>day are two primary PPC types: <strong>the</strong> standard<br />

and extended-range (or ER) versions. [Once again, Pr<strong>of</strong>essor Habeas<br />

was unaware <strong>of</strong> <strong>the</strong> advent <strong>of</strong> three new PPC types <strong>the</strong> Draconis<br />

Combine had managed <strong>to</strong> produce for export. Even as he was putting<br />

<strong>the</strong> fi nal <strong>to</strong>uches <strong>to</strong> this document, <strong>the</strong> Combine had begun <strong>to</strong> share<br />

PARAMEDIC EQUIPMENT<br />

PARTICLE PROJECTOR CANNON (PPC)<br />

<strong>the</strong>ir light and heavy PPC models with <strong>the</strong> Free Worlds League as part<br />

<strong>of</strong> a secret tech trade. –EB]<br />

EXTENDED-RANGE (ER) PPC<br />

Introduced: 2760 (Terran Hegemony)<br />

Extinct: 2860 (Inner Sphere)<br />

Recovered: 3037 (Draconis Combine)<br />

The extended-range version <strong>of</strong> <strong>the</strong> particle projec<strong>to</strong>r cannon was<br />

one <strong>of</strong> <strong>the</strong> last weapons advancements <strong>of</strong> <strong>the</strong> Star League, debuting<br />

just seven years before <strong>the</strong> start <strong>of</strong> Stefan Amaris’ coup. Essentially<br />

achieving its superior range through sheer brute force, <strong>the</strong> ER version<br />

<strong>of</strong> <strong>the</strong> PPC runs fifty percent hotter than its standard-model<br />

progeni<strong>to</strong>r, but gains a third more range and is eff ective from muzzle<br />

<strong>to</strong> maximum range—all for <strong>the</strong> same <strong>to</strong>nnage and bulk. (The Clan<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 />

233

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