the shape of things to come
the shape of things to come
the shape of things to come
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The “big gun” <strong>of</strong> most battle armor designs is beyond doubt <strong>the</strong><br />
missile launcher. Off ering some <strong>of</strong> <strong>the</strong> best reach and damage potential<br />
for <strong>the</strong> most economical cost in terms <strong>of</strong> mass and bulk, <strong>the</strong><br />
missile launchers used by suits are—like all <strong>the</strong>ir primary weapon<br />
types—an intermediary between standard infantry-launched tubes<br />
and <strong>the</strong>ir ’Mech-mounted analogs. Though smaller by tube than <strong>the</strong><br />
launchers deployed by vehicle-scale units, <strong>the</strong> missiles fi red by battle<br />
armor benefi t from <strong>the</strong> advanced targeting systems and enhancedstrength<br />
stability integral <strong>to</strong> battlesuit design. Combined with <strong>the</strong> fact<br />
that <strong>the</strong>ir size, fuel-load and warhead yields approximate those used<br />
in vehicular launchers, this makes suit-mounted missiles every bit as<br />
powerful as those fi red by <strong>the</strong>ir bigger cousins.<br />
It should be noted, however, that <strong>the</strong> scale-down <strong>of</strong> missile launchers<br />
<strong>to</strong> battlesuit sizes has its drawbacks. Battle armor launchers, for<br />
instance, must integrate a launcher’s ammo feed in<strong>to</strong> <strong>the</strong> launcher<br />
itself, rendering it impossible <strong>to</strong> “cross-feed” a launcher in <strong>the</strong> event<br />
that some tubes are damaged and o<strong>the</strong>rs remain operational. They<br />
also cannot carry enhanced targeting systems, like Artemis FCS. Their<br />
range <strong>of</strong> alternative munitions is likewise somewhat limited, as most<br />
suits don’t have <strong>the</strong> mass <strong>to</strong> spare for special missile types and alternative<br />
loading mechanisms.<br />
LONG RANGE MISSILE (LRM) LAUNCHERS<br />
Introduced: 3057 (Federated Commonwealth)<br />
Corean Enterprises was <strong>the</strong> fi rst company on <strong>the</strong> scene <strong>to</strong> debut<br />
an infantry-launched version <strong>of</strong> <strong>the</strong> LRM in 3057 with <strong>the</strong>ir FarShot<br />
LRM launch system. Brooks Incorporated <strong>of</strong> <strong>the</strong> Free Worlds League<br />
followed suit not long after, fl ooding <strong>the</strong> booming military markets <strong>of</strong><br />
<strong>the</strong> destabilized Chaos March in <strong>the</strong> process. It was not long, naturally,<br />
before battlesuit versions became feasible. Strangely, even though<br />
battle armor LRMs are possible, as <strong>of</strong> this writing, those suits that<br />
carry an LRM are little more than test beds and one-<strong>of</strong>f variants; no<br />
production armor yet exists that mounts an LRM. [Note: The FedSuns’<br />
much-anticipated Hauberk battle armor, which sports a five-tube<br />
LRM, began development almost a year after Pr<strong>of</strong>essor Habeas’ death,<br />
and didn’t hit <strong>the</strong> fi eld en masse until April <strong>of</strong> 3070. –EB]<br />
MEDIUM RANGE MISSILE (MRM) LAUNCHER<br />
Introduced: 3065 (Draconis Combine)<br />
House Kurita’s inexpensive (and relatively inaccurate) MRM system<br />
fi nally reached infantry and battle armor scale after <strong>the</strong> end <strong>of</strong> <strong>the</strong>ir<br />
brief war with <strong>the</strong> Ghost Bear Dominion in <strong>the</strong> mid-3060s, developed<br />
in part from <strong>the</strong> lessons <strong>of</strong> that confl ict. Though boasting better range<br />
than <strong>the</strong> SRM, <strong>the</strong> smaller MRM warheads have a punch roughly<br />
equivalent <strong>to</strong> that <strong>of</strong> a standard LRM. Only <strong>the</strong> launchers’ decreased<br />
bulk and size in fact, makes <strong>the</strong>m a worthy trade for an LRM.<br />
ROCKET LAUNCHERS<br />
Introduced: Pre-spacefl ight<br />
Hardly <strong>the</strong> most sophisticated missile launch system in <strong>the</strong> universe,<br />
<strong>the</strong> simple one-shot light anti-vehicle weapon (LAW) lacks <strong>the</strong><br />
accuracy <strong>of</strong> SRMs and LRMs, but is easy <strong>to</strong> manufacture and cheap<br />
MISSILE LAUNCHERS<br />
MISSILE LAUNCHERS<br />
<strong>to</strong> boot. When deployed by battlesuits, <strong>the</strong>se rocket launchers mimic<br />
those seen on <strong>the</strong> newer Periphery ’Mech designs, but as <strong>the</strong>y <strong>of</strong>f er<br />
few advantages over <strong>the</strong> more sophisticated LRM and SRM launcher<br />
types (beyond cost-eff ectiveness), <strong>the</strong>y’re rarely seen on production<br />
suits. The Clans don’t even bo<strong>the</strong>r with such “primitive” weaponry.<br />
SHORT RANGE MISSILE (SRM) LAUNCHER<br />
Introduced: 2370 (Terran Hegemony)<br />
One <strong>of</strong> <strong>the</strong> most destructive weapons available <strong>to</strong> conventional<br />
infantry, <strong>the</strong> short-range missile (SRM) balances portability, fi repower<br />
and range so well that it became <strong>the</strong> favorite for battle armor design<br />
almost as soon as battle armor became a viable technology. The suit<br />
models are bulky but reliable, easily making <strong>the</strong>m <strong>to</strong>day’s most popular<br />
battle armor weapon system.<br />
ADVANCED SHORT RANGE MISSILE LAUNCHER<br />
Introduced: 3058 (Clan Hell’s Horses)<br />
A recent advance in battlesuit SRM technology, <strong>the</strong> so-called advanced<br />
SRM debuted in 3058 with Clan Hell’s Horses’ Gnome-class<br />
battle armor. Apparently an eff ort <strong>to</strong> match <strong>the</strong> capabilities <strong>of</strong> <strong>the</strong> Clan<br />
Streak SRM, <strong>the</strong>se launchers manage <strong>to</strong> <strong>come</strong> about halfway, with an<br />
excellent range boost and no appreciable loss in warhead yields, but<br />
<strong>the</strong> Horses quickly abandoned <strong>the</strong> absolutism <strong>of</strong> <strong>the</strong> Streak design<br />
and settled for a slight increase in target acquisition instead.<br />
SINGLE-SHOT (OS) LAUNCHERS<br />
Excepting rocket launchers—which gain this feature for free—a<br />
single-shot variation is available for most battlesuit-mounted missile<br />
launcher designs. Unlike <strong>the</strong> vehicular variety, which presents a slight<br />
mass increase due <strong>to</strong> <strong>the</strong> specialized small-scale ammo bin, <strong>the</strong> battlesuit<br />
single-shot system removes a typical missile launcher’s ammunition<br />
feed mechanisms and bins in favor <strong>of</strong> individual, pre-chambered<br />
and launch-prepared warheads. This adaptation slightly increases <strong>the</strong><br />
weapon’s bulk, but presents a <strong>to</strong>nnage savings that makes up for—in<br />
some cases, anyway—<strong>the</strong> loss <strong>of</strong> battlefi eld weapon endurance.<br />
MISSILE MUNITIONS<br />
As with vehicular missile systems, variant ammunition exists for<br />
battle armor use, but <strong>the</strong> small size and relative lack <strong>of</strong> sophistication<br />
inherent <strong>to</strong> launchers at this scale limits <strong>the</strong> options available.<br />
Only three main “alternative ammo” types are known <strong>to</strong> exist <strong>to</strong>day<br />
in great numbers: <strong>the</strong> inferno SRM, Clan multi-purpose missiles and<br />
<strong>the</strong> <strong>to</strong>rpedo.<br />
Infernos: Inferno missiles—only available <strong>to</strong> standard SRM launchers<br />
and <strong>the</strong>ir single-shot versions—are identical <strong>to</strong> <strong>the</strong>ir vehiclelaunched<br />
counterparts. Like <strong>the</strong> vehicular inferno, <strong>the</strong>se warheads<br />
explode just short <strong>of</strong> impact, <strong>to</strong> shower <strong>the</strong> target with a fl aming gel<br />
that can cause immense damage <strong>to</strong> unprotected personnel or signifi -<br />
cantly raise <strong>the</strong> heat level <strong>of</strong> ’Mechs.<br />
Multi-Purpose Missiles: Clan Goliath Scorpion is credited with<br />
<strong>the</strong> development <strong>of</strong> <strong>the</strong> so-called multi-purpose missile munition.<br />
Essentially an amphibious propulsion system mated <strong>to</strong> a standard<br />
Tech Base: Inner Sphere (LRM, MRM, rocket launcher and SRM only) and Clan (LRM, SRM and advanced SRM only)<br />
Battle Armor Unit Restrictions: No restrictions<br />
Game Rules: Under Total Warfare game play, a battlesuit’s missile launcher remains operational until jettisoned (if mounted as detachable)<br />
or until its ammunition is depleted. If nei<strong>the</strong>r has occurred, <strong>the</strong> launcher remains operational as long as <strong>the</strong> suit is not destroyed and<br />
its trooper is capable <strong>of</strong> acting.<br />
Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount multiple missile launchers <strong>of</strong><br />
varying types, if desired. Note <strong>the</strong> appropriate rules for carrying missile ammunition in Step 5 <strong>of</strong> <strong>the</strong> Battle Armor core construction rules<br />
(starting on p. 170).<br />
Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) Game Rules: Total Warfare, p. 214, 229<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 />
261