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the shape of things to come

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Introduced: 3062 (Capellan Confederation)<br />

As amusing as it may seem, <strong>the</strong> concept <strong>of</strong> battle armor hitching a<br />

ride by virtue <strong>of</strong> integral magnets—remarkably simple and straightforward—did<br />

not occur <strong>to</strong> anyone before House Liao deployed its fi rst<br />

home-grown suits, <strong>the</strong> Fa Shih. Even <strong>the</strong> Clans have no analogue, as<br />

<strong>the</strong>y were never inclined <strong>to</strong> attach <strong>the</strong>ir elite battle armor troops <strong>to</strong><br />

anything but <strong>the</strong> elite OmniMechs that were ready-designed for <strong>the</strong>ir<br />

use. But while <strong>the</strong> principle was simple, <strong>the</strong> use <strong>of</strong> magnetic clamps as<br />

a means for deploying battle armor usable even by non-Omni units<br />

was not quite so straightforward. The magnetic attraction <strong>of</strong> a ’Mech’s<br />

chassis, after all, may hold a grapple rod and allow a fully-kitted anti-<br />

MAGNETIC CLAMPS<br />

’Mech foot trooper <strong>to</strong> ascend with relative ease, but a one-<strong>to</strong>n armor<br />

suit is considerably harder for mere electromagnets <strong>to</strong> hold in place,<br />

especially given <strong>the</strong> only semi-magnetic nature <strong>of</strong> battlefi eld armor.<br />

To counter this, <strong>the</strong> Capellan magnetic clamps system incorporates<br />

not only strong EM capability, but also special mechanical grippers<br />

capable <strong>of</strong> clinging <strong>to</strong> <strong>the</strong> armor just enough <strong>to</strong> avoid being shrugged<br />

<strong>of</strong>f . The eff ect is much like <strong>the</strong> way a nervous pet latches on<strong>to</strong> its owner<br />

when lifted. This combination <strong>of</strong> magnetism and physical gripping,<br />

ra<strong>the</strong>r than magnets alone, allows battlesuits so equipped <strong>to</strong> hitch a<br />

ride on non-Omnis.<br />

Tech Base: Inner Sphere only<br />

Battle Armor Unit Restrictions: Quadruped and assault-weight battle armor may not mount magnetic clamps.<br />

Game Rules: Under Total Warfare game play, a battlesuit’s magnetic clamps remain operational as long as <strong>the</strong> suit is not destroyed and<br />

its trooper is capable <strong>of</strong> acting.<br />

Construction Rules: Battle armor may mount only one set <strong>of</strong> magnetic clamps per suit. Suits with UMUs may not mount magnetic clamps.<br />

Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) Game Rules: Total Warfare, p. 228<br />

Introduced: Various<br />

Akin <strong>to</strong> BattleMech hand actua<strong>to</strong>rs, manipula<strong>to</strong>rs are a surprisingly<br />

varied means by which humanoid-style battle armor can interact with<br />

its surroundings. Absolutely necessary for any battlesuit intended <strong>to</strong><br />

be deployed on OmniMechs or OmniVehicles, manipula<strong>to</strong>rs are also<br />

<strong>of</strong> paramount importance for troopers attempting <strong>to</strong> make anti-’Mech<br />

attacks such as swarming <strong>the</strong> legs or <strong>to</strong>rso <strong>of</strong> a hostile unit. Suits without<br />

manipula<strong>to</strong>rs—except for quads—are quite rare, typically <strong>the</strong><br />

result <strong>of</strong> focusing more on sheer fi repower than any o<strong>the</strong>r function.<br />

Troopers in <strong>the</strong>se suits can only be carried on board cargo haulers and<br />

specially built APCs.<br />

Not all possible manipula<strong>to</strong>r styles are well suited for all roles, <strong>of</strong><br />

course. Indeed, some suits—especially specialized exoskele<strong>to</strong>ns and<br />

such—carry alternative manipula<strong>to</strong>rs, including mining drills, salvage<br />

arms and cargo lifters. Such devices may aid in a specifi c duty, but<br />

make for poor choices on combat suits. Some manipula<strong>to</strong>r types may<br />

also add adaptations <strong>to</strong> fur<strong>the</strong>r enhance <strong>the</strong>ir utility. The styles and<br />

types <strong>of</strong> most manipula<strong>to</strong>rs used <strong>to</strong>day are outlined below.<br />

ARMORED GLOVES<br />

Introduced: Pre-spacefl ight<br />

The armored glove is a manipula<strong>to</strong>r in <strong>the</strong> truest sense <strong>of</strong> <strong>the</strong> word,<br />

and yet it is not truly an enhanced battlesuit manipula<strong>to</strong>r at all, but<br />

ra<strong>the</strong>r—as its name implies—an armored fi tting within which <strong>the</strong> user’s<br />

fi ngers reside. This gives <strong>the</strong> trooper <strong>the</strong> dexterity needed for fi ne<br />

operations, including <strong>the</strong> ability <strong>to</strong> work a keyboard or handle small<br />

arms, and is even strong enough <strong>to</strong> allow a trooper in light armor <strong>to</strong><br />

ride on Omnis or engage in anti-’Mech attacks. Because <strong>the</strong>se gauntlets<br />

lack strength, however, <strong>the</strong>ir use on medium-weight battlesuits<br />

and heavier designs is limited solely <strong>to</strong> <strong>the</strong> dexterity department.<br />

MANIPULATOR (BASIC)<br />

Introduced: Circa 2110 (Terran Alliance)<br />

Similar <strong>to</strong> <strong>the</strong> armored glove but based more on mechanics and<br />

myomers, <strong>the</strong> basic battle armor manipula<strong>to</strong>r is operated by controls<br />

in <strong>the</strong> battlesuit’s wrists, ra<strong>the</strong>r than as an actual glove. With increased<br />

strength suffi cient <strong>to</strong> hold a trooper securely <strong>to</strong> <strong>the</strong> hull <strong>of</strong> a moving<br />

OmniMech, even if <strong>the</strong> battlesuit model is especially heavy, this<br />

MAGNETIC CLAMPS<br />

MANIPULATORS<br />

manipula<strong>to</strong>r is ideal for most suit types and functions. However, <strong>the</strong><br />

larger digits, loss <strong>of</strong> fi ne mo<strong>to</strong>r control and lack <strong>of</strong> suffi cient tactile<br />

feedback make it impossible <strong>to</strong> handle conventional infantry weapons<br />

or operate most equipment.<br />

BATTLE CLAW<br />

Introduced: 2868 (Clan Wolf)<br />

Specialized for close-quarters anti-BattleMech combat, <strong>the</strong> battle<br />

claw is bigger and more powerful than <strong>the</strong> standard manipula<strong>to</strong>r,<br />

but far less dexterous. Usually confi gured as a four- or three-fi ngered<br />

appendage, this manipula<strong>to</strong>r is primarily meant <strong>to</strong> rend armor, cling<br />

<strong>to</strong> OmniMech handholds and perform any o<strong>the</strong>r task where brute<br />

strength outweighs all o<strong>the</strong>r considerations. As a result, <strong>the</strong>se manipula<strong>to</strong>rs<br />

are useless for operating most equipment, including small arms.<br />

The upgraded, high-power version <strong>of</strong> <strong>the</strong> battle claw, <strong>the</strong> aptly<br />

named heavy battle claw, is preferred for larger suits and is even<br />

clumsier than <strong>the</strong> standard claw in terms <strong>of</strong> fi ne mo<strong>to</strong>r control. Built<br />

expressly <strong>to</strong> rip armor <strong>of</strong>f an opposing ’Mech in <strong>the</strong> least delicate<br />

way possible, <strong>the</strong> heavy claw is useless for just about everything else<br />

save for hanging on<strong>to</strong> a speeding Omni.<br />

CARGO LIFTER<br />

Introduced: circa 2110 (Terran Alliance)<br />

Cargo lifters are one <strong>of</strong> <strong>the</strong> most common non-military manipula<strong>to</strong>rs<br />

one might expect <strong>to</strong> see on a powered exoskele<strong>to</strong>n. Always<br />

mounted in pairs, <strong>the</strong>se manipula<strong>to</strong>rs are used for lifting and moving<br />

especially heavy loads, and <strong>come</strong> in a variety <strong>of</strong> sizes and styles. Some<br />

<strong>of</strong> <strong>the</strong> most powerful even allow a battlesuit <strong>to</strong> lift masses <strong>of</strong> up <strong>to</strong><br />

two <strong>to</strong>ns, though <strong>the</strong> overall design <strong>of</strong> a typical suit can allow for even<br />

larger capacities, depending on how much mass is devoted <strong>to</strong> <strong>the</strong><br />

lifters <strong>the</strong>mselves.<br />

INDUSTRIAL DRILL<br />

Introduced: Pre-spacefl ight<br />

The industrial drill is obviously not a true manipula<strong>to</strong>r, but more <strong>of</strong><br />

a simple <strong>to</strong>ol adapted <strong>to</strong> use by exoskele<strong>to</strong>ns. Reportedly, Draconis<br />

Combine engineers experimented with using this device as a weapon<br />

on <strong>the</strong>ir Kanazuchi suit, but upon realizing how unwieldy and tacti-<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 />

259

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