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the shape of things to come

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Introduced: Circa 2000<br />

A salvage arm is actually a specialized IndustrialMech replacement for<br />

<strong>the</strong> hand actua<strong>to</strong>r, combining a highly dexterous light manipula<strong>to</strong>r with a<br />

variety <strong>of</strong> powered <strong>to</strong>ols intended <strong>to</strong> aid in salvage and repair operations.<br />

SALVAGE ARM<br />

SALVAGE ARM<br />

Far <strong>to</strong>o weak <strong>to</strong> be <strong>of</strong> much use in combat, or <strong>to</strong> carry cargoes greater<br />

than a few hundred kilograms at best, <strong>the</strong> manipula<strong>to</strong>rs are deliberately<br />

incompatible with hand-held weapons, stressing <strong>the</strong>ir use as a sophisticated<br />

multi-functional <strong>to</strong>ol ra<strong>the</strong>r than a weapon <strong>of</strong> war.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs may mount a salvage arm.<br />

Game Rules: The salvage arm has no eff ect in Total Warfare game play. Its use will be described more fully in Tactical Operations. If an arm<br />

equipped with a salvage arm is used in a physical attack, it counts as a missing hand actua<strong>to</strong>r for <strong>to</strong>-hit and damage modifi ers.<br />

Construction Rules: Humanoid BattleMechs and IndustrialMechs may mount one salvage arm per arm, but must remove <strong>the</strong> hand actua<strong>to</strong>r on<br />

<strong>the</strong> chosen arm <strong>to</strong> do so. Because <strong>the</strong> salvage arm replaces <strong>the</strong> hand actua<strong>to</strong>r, a ‘Mech may not also mount any <strong>of</strong> <strong>the</strong> following in <strong>the</strong> same arm:<br />

bulldozer, backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball.<br />

Table Reference: Weapons and Equipment (Industrial, pp. 344–345) Game Rules: Total Warfare, p. 143<br />

Introduced: Circa 2320 (Lyran Commonwealth)<br />

Industrial-scale welders have been in use since <strong>the</strong> latter half <strong>of</strong> <strong>the</strong><br />

twentieth century, but much like <strong>the</strong> nail and rivet guns discussed earlier,<br />

<strong>the</strong>ir utility on a vehicular scale was considered largely questionable until<br />

<strong>the</strong> advent <strong>of</strong> eff ective IndustrialMech technology. Since <strong>the</strong>n, a vehicular<br />

adaptation that melds this item with a purpose-built manipula<strong>to</strong>r arm<br />

allows for its installation on o<strong>the</strong>r units.<br />

It should be noted, however, that <strong>to</strong>day’s industrial-grade spot welder<br />

is an advanced technology adaptation <strong>of</strong> its ancient progeni<strong>to</strong>rs. Ra<strong>the</strong>r<br />

SPOT WELDER<br />

than relying on its own fuel cells, it draws on <strong>the</strong> carrying unit’s power<br />

supply <strong>to</strong> achieve <strong>the</strong> heat needed <strong>to</strong> melt industrial-grade alloys. These<br />

energy needs—and waste heat generated—are on par with that <strong>of</strong> a military<br />

grade small laser, and so units that mount this equipment must install<br />

power amplifi ers and heat sinks as necessary <strong>to</strong> deal with <strong>the</strong>se issues.<br />

According <strong>to</strong> some reports, <strong>the</strong> spot welder’s high-heat arc can also<br />

be a potent physical attack weapon in a pinch, but ra<strong>the</strong>r than pounding<br />

away armor with a simple punch, <strong>the</strong> welder’s arc instead infl icts its damage<br />

more like a contact laser.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Only BattleMechs, IndustrialMechs and ground or naval Combat and Support Vehicles (those with a Wheeled, Tracked, Hover,<br />

WiGE or Naval motive system) may mount a spot welder.<br />

Game Rules: Spot welders mounted in any location o<strong>the</strong>r than <strong>the</strong> arms <strong>of</strong> a humanoid ‘Mech may not be used <strong>to</strong> make physical attacks. Spot<br />

welders do not remain active if <strong>the</strong> unit’s engine shuts down or its pilot/crew is incapable <strong>of</strong> taking action. Note that Hover and WiGE units may not<br />

use a spot welder unless <strong>the</strong>y have fi rst landed (s<strong>to</strong>pped in <strong>the</strong> previous turn and spent 0 MP in that turn) and are adjacent <strong>to</strong> <strong>the</strong> target. Naval units<br />

must be stationary (spending 0 MP in that turn) <strong>to</strong> use a spot welder.<br />

Construction Rules: Combat or Support Vehicles (Wheeled, Tracked, Hover, WiGE or Naval only) may mount spot welders in any desired location<br />

(including <strong>the</strong> turret).<br />

Humanoid BattleMechs and IndustrialMechs may mount spot welders in <strong>the</strong> arms only, but are limited <strong>to</strong> one welder per arm and must remove<br />

<strong>the</strong> hand actua<strong>to</strong>r on <strong>the</strong> chosen arm <strong>to</strong> do so. Quad BattleMechs and IndustrialMechs may mount spot welders in <strong>the</strong> Side Torso locations only,<br />

and are limited <strong>to</strong> one welder per location.<br />

For units running on non-fusion/non-fi ssion engines, spot welders are considered <strong>to</strong> a heavy energy weapon and so require heat sinks and power<br />

amplifi ers <strong>to</strong> operate.<br />

Table Reference: Weapons and Equipment (Industrial, pp. 344–345) Game Rules: Total Warfare, p. 142<br />

Introduced: Pre-spacefl ight<br />

A fairly common item on police riot-control units, fi re engines, coolant<br />

trucks and <strong>the</strong> like, <strong>the</strong> so-called sprayer is simply a high-pressure pumpand-hose<br />

system used <strong>to</strong> dispense directed bursts <strong>of</strong> internally s<strong>to</strong>red fl uids<br />

at a given target. Most commonly seen on IndustrialMechs or vehicles<br />

equipped with fl uid reserves, <strong>the</strong> limited eff ective range and damage yield<br />

for most fl uids makes <strong>the</strong> sprayer an ineff ective combat weapon. Indeed,<br />

with a typical pumping rate <strong>of</strong> some 10 kilograms <strong>of</strong> liquids per second, and<br />

a physical accuracy <strong>of</strong> only thirty meters or so—beyond which it be<strong>come</strong>s<br />

a crap shoot—<strong>the</strong> sprayer hardly counts as a weapon at all. Never<strong>the</strong>less,<br />

SPOT WELDER<br />

SPRAYER/LIGHT FLUID SUCTION SYSTEM<br />

<strong>the</strong>ir ability <strong>to</strong> dispense any desired fl uids with ease—water, insecticides,<br />

paints or coolants—makes <strong>the</strong> sprayer a favored <strong>to</strong>ol for many civil service<br />

and commercial agencies.<br />

As with <strong>the</strong> refueling drogue, a reversed version <strong>of</strong> <strong>the</strong> standard lightweight<br />

sprayer is <strong>the</strong> aptly named light fl uid suction system (LFSS). Used<br />

generally by smaller fi refi ghting vehicles and battlefi eld tenders (though a<br />

slightly larger, ‘Mech-based version also exists for RescueMechs), <strong>the</strong> LFSS<br />

can draw fuels, coolant or o<strong>the</strong>r liquid cargo in<strong>to</strong> on-board s<strong>to</strong>rage tanks<br />

at a rate <strong>of</strong> about 10 kilograms per second.<br />

i<br />

i

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