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the shape of things to come

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cally limited <strong>the</strong> drill was in combat, <strong>the</strong>y instead learned <strong>to</strong> employ <strong>the</strong>ir<br />

battlesuit drills in <strong>the</strong> same way as o<strong>the</strong>rs have: as a <strong>to</strong>ol for constructing<br />

fortifi cations and tunnels.<br />

SALVAGE ARM<br />

Introduced: 2415 (Terran Hegemony)<br />

The salvage arm is a special multi-<strong>to</strong>ol most <strong>of</strong>ten seen on industrial<br />

exoskele<strong>to</strong>ns and battlefi eld recovery suits, ra<strong>the</strong>r than on true battle<br />

armor designs. A special assembly that includes a cluster <strong>of</strong> clamp-like manipula<strong>to</strong>rs<br />

and cutting equipment—including laser <strong>to</strong>rches and powered<br />

blades—<strong>the</strong> salvage arm is practically useless in combat, but an invaluable<br />

asset in <strong>the</strong> fi eld during salvage and recovery operations.<br />

MANIPULATOR ADAPTATIONS<br />

A number <strong>of</strong> special adaptations exist that can be combined with o<strong>the</strong>r<br />

manipula<strong>to</strong>r types <strong>to</strong> expand <strong>the</strong>ir utility or eff ectiveness. By far <strong>the</strong> most<br />

common <strong>of</strong> <strong>the</strong>se are <strong>the</strong> magnetic-claw, mine-clearance and vibro-claw<br />

adaptations, used by <strong>the</strong> Clans and <strong>the</strong> Inner Sphere. None <strong>of</strong> <strong>the</strong>se adaptations<br />

can be combined on <strong>the</strong> same manipula<strong>to</strong>r—so until engineers<br />

develop, say, a magnetic vibro-claw, you’re unlikely <strong>to</strong> encounter a battlesuit<br />

featuring <strong>the</strong> capabilities <strong>of</strong> both.<br />

Magnetic Claws: Not <strong>to</strong> be confused with <strong>the</strong> clamps discussed earlier,<br />

FedCom engineers developed magnetic claws in <strong>the</strong> mid-3050s as<br />

an enhancement for standard and heavy battle claw manipula<strong>to</strong>rs, but<br />

<strong>the</strong>se can also be mounted on <strong>the</strong> feet <strong>of</strong> battlesuits <strong>to</strong> aid in <strong>the</strong>ir anti-<br />

’Mech swarming and leg attack potential. To be eff ective, <strong>the</strong> magnetic<br />

claws must be installed on matching manipula<strong>to</strong>rs as well as on <strong>the</strong> battle<br />

armor’s legs. But once so enhanced, a battlesuit can climb a hostile target<br />

almost as easily as it can walk over land.<br />

MANIPULATOR<br />

Mine Clearance Equipment: Designed <strong>to</strong> work with standard manipula<strong>to</strong>rs<br />

only, mine clearance equipment is mounted in both <strong>of</strong> a battlesuit’s<br />

arms. Including sensory systems and special electronic and chemical injec<strong>to</strong>rs,<br />

<strong>the</strong>se barrel-<strong>shape</strong>d modifi cations enhance <strong>the</strong> trooper’s ability <strong>to</strong><br />

locate and ei<strong>the</strong>r disable or clear away hostile mines. The sophistication <strong>of</strong><br />

this system requires, however, that one arm eff ectively function as <strong>the</strong> detec<strong>to</strong>r,<br />

while <strong>the</strong> o<strong>the</strong>r is <strong>the</strong> disabling/clearing system, and <strong>the</strong> adaptation<br />

requires standard manipula<strong>to</strong>rs <strong>to</strong> handle <strong>the</strong> inert mines long enough <strong>to</strong><br />

assure <strong>the</strong>ir safe disposal. Not surprisingly, it was <strong>the</strong> Capellans who fi rst<br />

began installing battle armor mine clearance equipment in 3057.<br />

Vibro-Claw: Often retractable, <strong>to</strong> avoid interference in climbing or<br />

handling larger objects, vibro-claws are an adaptation <strong>to</strong> standard and<br />

heavy battle claw manipula<strong>to</strong>rs that adds lethality and damage potential<br />

<strong>to</strong> close-quarters combat. Experienced troopers can use <strong>the</strong>se powered<br />

vibro-blades <strong>to</strong> enhance <strong>the</strong>ir anti-’Mech damage as well, improving <strong>the</strong>ir<br />

chances <strong>of</strong> disabling or at least badly wounding <strong>the</strong>ir target. The Draconis<br />

Combine introduced <strong>the</strong> fi rst suit-mounted vibro-claws in 3054.<br />

MODULAR EQUIPMENT ADAPTOR<br />

A manipula<strong>to</strong>r adaptation that deserves its own category, <strong>the</strong> modular<br />

equipment adap<strong>to</strong>r (MEA) is sort <strong>of</strong> an Omni-mount that can be used <strong>to</strong><br />

allow a suit <strong>to</strong> rapidly switch between multiple manipula<strong>to</strong>r types. The<br />

Combine-made Kanazuchi armor introduced this feature in 3058, with a<br />

left arm mount that can be quickly adapted as mission needs demand <strong>to</strong><br />

swap its standard battle claw with an armored glove for extra dexterity, or<br />

even an industrial drill for construction work in <strong>the</strong> fi eld. The MEA equipment<br />

weighs only 10 kilograms per modifi ed arm, but can accommodate<br />

any manipula<strong>to</strong>r or adaptation-enhanced manipula<strong>to</strong>r weighing up <strong>to</strong><br />

three times as much.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: Battlesuits constructed as quadrupeds (quads) may not mount manipula<strong>to</strong>rs.<br />

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

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

Construction Rules: The rules for installing manipula<strong>to</strong>rs on a battle armor suit (including exoskele<strong>to</strong>n and power armor designs) are covered<br />

under Step 3 <strong>of</strong> <strong>the</strong> Battle Armor core construction rules (starting on p. 166).<br />

Table Reference: Battle Armor Manipula<strong>to</strong>r Weight, p. 166 Game Rules: Total Warfare, pp. 228–229<br />

Introduced: 3062 (Capellan Confederation)<br />

Mine dispensers are ano<strong>the</strong>r technology fairly new <strong>to</strong> battlesuit design.<br />

Developed by our Capellan “neighbors” as ano<strong>the</strong>r innovation for <strong>the</strong>ir Fa<br />

Shih armor, <strong>the</strong>se detachable canisters can drop enough mines <strong>to</strong> seed an<br />

area roughly 700 square meters in size. On-board computers even map<br />

MINE DISPENSER<br />

<strong>the</strong>se deployed mines for later retrieval or clearance by friendly forces.<br />

The mines deployed by <strong>the</strong>se dispensers may be conventional, command-de<strong>to</strong>nated,<br />

anti-jump “active” mines or even vibro-bombs. They are<br />

typically deployed while jumping, <strong>to</strong> avoid an accidental de<strong>to</strong>nations and<br />

<strong>to</strong> maximize <strong>the</strong> area <strong>the</strong> trooper can eff ectively “seed” in this fashion.<br />

Tech Base: Inner Sphere only<br />

Battle Armor Unit Restrictions: Battlesuits with no Jumping MPs may not mount a mine dispenser.<br />

Game Rules: This equipment has no impact on Total Warfare standard rules play. Its eff ects will be described in detail in Tactical Operations.<br />

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

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

MINE DISPENSER<br />

i<br />

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