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the shape of things to come

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Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: As <strong>the</strong>y may not mount internal cargo, BattleMechs and Pro<strong>to</strong>Mechs may not mount sprayers or light fl uid suction<br />

systems.<br />

Game Rules: Sprayers, while <strong>the</strong>y do “fi re” as weapons, may not benefi t from targeting computers or fi re control systems in vehicles, and so<br />

all “attacks” made using such equipment are performed as if <strong>the</strong> unit in which <strong>the</strong>y are mounted has no fi re control (+2 <strong>to</strong>-hit). Sprayers infl ict<br />

damage <strong>to</strong> conventional infantry units only, equivalent <strong>to</strong> a battle-armor fl amer with an attack range <strong>of</strong> 1 hex (see Total Warfare, p. 217).<br />

Fluid suction systems have no eff ect in Total Warfare standard rules play. Their use will be covered more fully in future products.<br />

Nei<strong>the</strong>r <strong>the</strong> sprayer nor <strong>the</strong> light fl uid suction system will function if <strong>the</strong> unit’s engine is shut down or its pilot/crew is incapable <strong>of</strong> acting.<br />

Construction Rules: Sprayers and suction systems may be mounted on any applicable unit, but each piece <strong>of</strong> equipment so mounted<br />

should have a location and fi ring arc assigned, like any weapon system. Multiple sprayers or suction systems may be mounted, if desired,<br />

but each counts as a separate item. To be able <strong>to</strong> use a sprayer or suction system, <strong>the</strong> carrying unit must also have cargo space specifi cally<br />

set aside for liquid s<strong>to</strong>rage (see Transport Bays, p. 239).<br />

Due <strong>to</strong> additional pumping mechanisms and mounts, <strong>the</strong> sprayers and light fl uid suction systems used by IndustrialMechs weigh 0.5<br />

<strong>to</strong>ns each ra<strong>the</strong>r than 15 kg.<br />

Sprayers and suction systems do not count as weapons, and so do not require gunners.<br />

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

Introduced: 2440 (Draconis Combine)<br />

Tracks are an oddball piece <strong>of</strong> equipment only found on specialized<br />

IndustrialMechs such as MiningMechs and TunnelMechs. Essentially<br />

a set <strong>of</strong> powered, foot-mounted tread-skates, this equipment was<br />

developed <strong>to</strong> enable such units <strong>to</strong> move better in <strong>the</strong> tight confi nes<br />

<strong>of</strong> narrow tunnels, where a typical IndustrialMech’s legs <strong>of</strong>ten cannot<br />

manage <strong>the</strong> full range <strong>of</strong> motion necessary for safe walking. Though<br />

SPRAYER/LIGHT FLUID SUCTION SYSTEM<br />

TRACKS<br />

TRACKS<br />

<strong>the</strong>ir utility is limited, in some select instances—such as extreme actua<strong>to</strong>r<br />

or gyro damage—tracks can get an o<strong>the</strong>rwise crippled ‘Mech back<br />

<strong>to</strong> safety in good time. Still, <strong>the</strong>se systems are maintenance-intensive,<br />

and limited in speed by <strong>the</strong>ir small size. Too fragile for combat, <strong>the</strong>y<br />

are almost never seen on BattleMechs. Even among <strong>the</strong>ir intended<br />

users, tracks are <strong>of</strong>ten shunned, with owners <strong>of</strong>ten stripping <strong>the</strong>m (or<br />

<strong>the</strong>ir mechanisms) out in favor <strong>of</strong> o<strong>the</strong>r equipment.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Only BattleMechs and IndustrialMechs may mount tracks.<br />

Construction Rules: ‘Mech-based tracks weigh 10 percent as much as <strong>the</strong> unit on which <strong>the</strong>y are mounted (rounded up <strong>to</strong> <strong>the</strong> nearest<br />

half-<strong>to</strong>n). Tracks take up 1 critical slot in each <strong>of</strong> <strong>the</strong> ‘Mech’s legs, so a humanoid ‘Mech equipped with tracks requires 2 slots in <strong>to</strong>tal, while<br />

a quadruped requires 4.<br />

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

Introduced: Pre-spacefl ight<br />

Whe<strong>the</strong>r you see <strong>the</strong>m being slung about on Solaris holovids, or<br />

by honest working men smashing down old and condemned buildings<br />

in an inner city, <strong>the</strong> wrecking ball is eff ectively <strong>the</strong> same <strong>to</strong>ol that<br />

humans have used for centuries in much <strong>the</strong> same basic capacity. Even<br />

though nowadays <strong>the</strong> ball is ferrocrete, <strong>the</strong> sheathing is hard steel<br />

alloy and <strong>the</strong> chain <strong>come</strong>s with a myomer lacing for quick retraction<br />

WRECKING BALL<br />

WRECKING BALL<br />

if over-extended, <strong>the</strong> wrecking ball is at heart little more than a large,<br />

heavy rock on a chain. Its whole purpose is <strong>to</strong> swing and smash, and<br />

even <strong>the</strong> Solaran variations on this device as a weapon accomplish<br />

little more than dressing up this simple function with more fl air. While<br />

<strong>to</strong>ugh enough <strong>to</strong> batter even armored units in<strong>to</strong> a mangled pulp, <strong>the</strong><br />

wrecking ball makes for an inelegant weapon on <strong>the</strong> battlefi eld, and<br />

so its use <strong>the</strong>re is quite rare.<br />

Tech Base: Inner Sphere and Clan<br />

Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs, and ground- and naval-based Combat and Support Vehicles (those<br />

with Wheeled, Tracked, Hover, WiGE, or Naval motive types—including submersibles and hydr<strong>of</strong>oils), may install a wrecking ball.<br />

Game Rules: Note that Hover and WiGE units may not use a wrecking ball unless <strong>the</strong>y have fi rst landed (s<strong>to</strong>pped in <strong>the</strong> previous turn<br />

and spent 0 MP in that turn) and are adjacent <strong>to</strong> <strong>the</strong> target. Naval units equipped with wrecking balls may only use <strong>the</strong>m while stationary<br />

(spending 0 MP in that turn) and surfaced (at Depth 0) directly adjacent <strong>to</strong> a target.<br />

Construction Rules: Combat and Support Vehicles may only mount a wrecking ball in a Turret location, but only if <strong>the</strong> location(s) selected<br />

does not also include a backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill or rock cutter.<br />

Humanoid BattleMechs and IndustrialMechs may mount wrecking balls in <strong>the</strong> arms only, but are limited <strong>to</strong> one wrecking ball per arm<br />

and must remove <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 not mount wrecking balls. As<br />

with vehicles, ‘Mechs may not place a wrecking ball in any location that also includes a backhoe, chainsaw, combine, dual saw, heavy-duty<br />

pile driver, mining drill or rock cutter.<br />

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

i<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 />

249

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