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the shape of things to come

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Introduced: Pre-spacefl ight<br />

Though grenade launchers were among <strong>the</strong> Inner Sphere’s fi rst weapons<br />

mounted on battle armor—<strong>the</strong> original Infi ltra<strong>to</strong>r design used one in<br />

3050—<strong>the</strong>se weapons are not a common sight on battlesuits <strong>to</strong>day. Often<br />

used as a light support weapon by conventional infantry, <strong>the</strong> typical gre-<br />

GRENADE LAUNCHER<br />

GRENADE LAUNCHER<br />

nade launcher lobs conventional hand grenades <strong>to</strong> greater distances (and<br />

with more accuracy) than <strong>the</strong> manual approach. Their use against armored<br />

targets is unreliable (which may be why <strong>the</strong> Clans rarely use <strong>the</strong>m), but<br />

against swarms <strong>of</strong> conventional infantry <strong>the</strong> typical au<strong>to</strong>-loading micro- or<br />

heavy grenade launcher can be a devastating weapon.<br />

Tech Base: Inner Sphere (Micro and Standard); Clan (Standard only)<br />

Battle Armor Unit Restrictions: No restrictions<br />

Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount multiple grenade launchers <strong>of</strong> varying<br />

types, if desired.<br />

Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) Game Rules: Total Warfare, p. 214<br />

Introduced: Circa 2840 (Clan Diamond Shark)<br />

One <strong>of</strong> <strong>the</strong> most critical diff erences in Clan battle armor (and WarShip)<br />

design over <strong>the</strong>ir Inner Sphere counterparts is <strong>the</strong> miracle substance called<br />

HarJel. Essentially a semi-organic compound that hardens <strong>to</strong> a surprisingly<br />

strong and rigid state—capable even <strong>of</strong> withstanding vacuum—upon <strong>the</strong><br />

introduction <strong>of</strong> a simple starch catalyst, HarJel is exceedingly rare. Indeed,<br />

this substance is perhaps <strong>the</strong> single most important commodity Clan<br />

Diamond Shark has <strong>to</strong> <strong>of</strong>f er, and <strong>the</strong>y presently hold <strong>the</strong> only two worlds<br />

where <strong>the</strong> raw materials vital <strong>to</strong> this compound can be found (Twycross in<br />

HARJEL<br />

<strong>the</strong> Inner Sphere and Stra<strong>to</strong> Domingo in <strong>the</strong> Clan Homeworlds). Though<br />

rumors persist <strong>of</strong> a variant syn<strong>the</strong>tic HarJel, developed by Clans Hell’s<br />

Horses and Ice Hellion, as far as we know in <strong>the</strong> Inner Sphere <strong>the</strong>re is no<br />

true way <strong>to</strong> syn<strong>the</strong>size this substance without <strong>the</strong> original raw materials,<br />

and so no Spheroid analog <strong>to</strong> HarJel yet exists. [Pr<strong>of</strong>essor Habeas is correct;<br />

<strong>the</strong> Horses’ development merely introduces an additive that enables<br />

<strong>the</strong>m <strong>to</strong> double <strong>the</strong>ir current HarJel supplies, not replace <strong>the</strong> compound<br />

al<strong>to</strong>ge<strong>the</strong>r, leaving <strong>the</strong>ir Elemental-heavy Clan just as bound <strong>to</strong> <strong>the</strong> Sharks<br />

as any o<strong>the</strong>r. –EB]<br />

Tech Base: Clan only<br />

Battle Armor Unit Restrictions: Not compatible with Inner Sphere battlesuit chassis<br />

Game Rules: This equipment has no impact on Total Warfare standard rules play. Its eff ect in campaign or role-playing settings will be covered<br />

in future rulebooks.<br />

Construction Rules: Clan exoskele<strong>to</strong>ns using a Clan chassis, as well as all Clan-made power armor and battle armor weighing 401 kilograms or<br />

more, incorporate HarJel au<strong>to</strong>matically.<br />

Table Reference: Battle Armor Weapons and Equipment (Clan, pp. 346–348)<br />

Introduced: Circa 2880 (Clans), 3050 (Federated Commonwealth)<br />

The portable heat sensor is a common enough device, but its adaptation<br />

<strong>to</strong> battlesuit use amounted <strong>to</strong> an early eff ort <strong>to</strong> enhance <strong>the</strong> standard<br />

sensor packages on said armor designs. The Inner Sphere fi rst used <strong>the</strong>se<br />

HARJEL<br />

HEAT SENSOR<br />

on Infi ltra<strong>to</strong>r battle armor in 3050. Though <strong>the</strong>ir use would eventually be<br />

phased out by more sophisticated and enhanced sensor suites, some <strong>of</strong><br />

<strong>the</strong>se <strong>the</strong>rmal packages remain, even fi nding <strong>the</strong>ir way in<strong>to</strong> <strong>the</strong> industrial<br />

sec<strong>to</strong>r <strong>to</strong> enhance <strong>the</strong> capabilities <strong>of</strong> some exoskele<strong>to</strong>n designs.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<br />

Game Rules: This equipment has no impact on Total Warfare standard rules play. Its eff ect in campaign or role-playing settings will be covered<br />

in future rulebooks. Units with multiple heat sensors may use only one at a time in game play.<br />

Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount more than one heat sensor, if desired.<br />

Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348)<br />

HEAT SENSOR<br />

i<br />

i<br />

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