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the shape of things to come

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SRM or LRM warhead, <strong>the</strong>se multi-purpose missiles (sometimes called<br />

an SRM/T or LRM/T <strong>to</strong> emphasize <strong>the</strong>ir role) can be used as a <strong>to</strong>rpedo or<br />

a normal missile with a standard launcher, and made it possible for <strong>the</strong><br />

Scorpions’ Undine battlesuits <strong>to</strong> function equally well underwater and on<br />

land. The drawback, <strong>of</strong> course, is weight. Weighing in at double <strong>the</strong> mass<br />

<strong>of</strong> a comparable short- or long-range missile, multi-purpose warheads can<br />

limit a battle armor’s options for secondary equipment just <strong>to</strong> have <strong>the</strong><br />

To call a spade a spade, what battle armor designers call “mission equipment”<br />

is little more than a small cargo bay built in<strong>to</strong> <strong>the</strong> suit. This protected<br />

s<strong>to</strong>rage area can carry items <strong>of</strong> reasonable size—typically around a cubic<br />

meter or so—up <strong>to</strong> <strong>the</strong> weight limits set aside by <strong>the</strong> chassis’ design. This<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: Only quadruped (quad) battlesuits<br />

may install turret mounts. Only humanoid battlesuits (including exoskele<strong>to</strong>ns<br />

and power armor) may install standard modular weapon mounts.<br />

Both body types may install anti-personnel weapon mounts.<br />

Game Rules: Modular weapon mounts (including <strong>the</strong> confi gurable turret<br />

mount, but not <strong>the</strong> standard turret mount) enable a battlesuit <strong>to</strong> mimic<br />

<strong>the</strong> confi gurable capabilities <strong>of</strong> Omni units, but have no direct impact on<br />

Total Warfare game play.<br />

Construction Rules: Humanoid battle armor may place a maximum <strong>of</strong> 1<br />

standard MWM in each arm and 2 in <strong>the</strong> body. Quad battlesuits may place a<br />

maximum <strong>of</strong> 1 turret (confi gurable or standard) in <strong>the</strong> body only.<br />

For specifi c rules on <strong>the</strong> modular equipment adap<strong>to</strong>r or squad support<br />

weapon mounts, see Manipula<strong>to</strong>rs (p. 259) and Squad Support Weapon<br />

(p. 270), respectively.<br />

The weights <strong>of</strong> standard, AP and turret mounts are shown in <strong>the</strong> table<br />

below. Also listed (under <strong>the</strong> Space column) is <strong>the</strong> number <strong>of</strong> weapon slots<br />

occupied by <strong>the</strong> mount, followed by <strong>the</strong> number <strong>of</strong> weapon slots available<br />

for any equipment <strong>to</strong> be mounted in it (under Capacity). An entry <strong>of</strong> “As<br />

Location” under Capacity means that all slots remaining in <strong>the</strong> mount’s<br />

location (after those occupied by <strong>the</strong> mount itself or any gear placed <strong>the</strong>re<br />

before <strong>the</strong> mount was installed) are considered part <strong>of</strong> <strong>the</strong> modular mount.<br />

(For example, if an arm has three slots open, and <strong>the</strong>n installs a standard<br />

MWM for 1 slot, <strong>the</strong> remaining 2 slots in that arm may be used for a weapon<br />

placed in that standard MWM. In ano<strong>the</strong>r example, an 80 kg confi gurable<br />

turret—with a Capacity <strong>of</strong> 4—has a set limit <strong>of</strong> 4 slots for its mount, and<br />

occupies 2 more slots for <strong>the</strong> mount itself).<br />

The weight and weapon slots <strong>of</strong> any items placed in any modular mount (including ammunition) may be found under <strong>the</strong>ir appropriate entries<br />

throughout this section. Only standard battle armor weapons may be mounted in standard modular weapon mounts. AP weapon mounts may only<br />

accommodate AP-scale light and medium weapons (see Weapons, Anti-Personnel, p. 271).<br />

Table Reference: See Chart<br />

MODULAR/TURRET MOUNTS<br />

capability <strong>of</strong> striking submerged targets in <strong>the</strong> relatively unlikely event <strong>of</strong><br />

subsurface combat.<br />

Torpedoes: Ra<strong>the</strong>r than taking <strong>the</strong> BattleMech and vehicular-scale approach<br />

<strong>to</strong> <strong>to</strong>rpedo technology, <strong>to</strong>rpedoes used by battle armor are more<br />

missile-based, requiring simply that <strong>the</strong> missiles <strong>the</strong>mselves—which use a<br />

specialized alternative chemical propellant and aquatic thrust system—be<br />

modifi ed, ra<strong>the</strong>r than <strong>the</strong> munitions and <strong>the</strong>ir launcher.<br />

MISSION EQUIPMENT<br />

space is commonly used <strong>to</strong> carry such diverse cargo as explosive charges,<br />

<strong>to</strong>ols, spare ammo for o<strong>the</strong>r units, or even remote sensors and mines, if <strong>the</strong><br />

unit in question does not already have <strong>the</strong> proper dispensers.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<br />

Game Rules: Mission equipment is <strong>the</strong> battle armor equivalent <strong>of</strong> cargo space. The contents <strong>of</strong> a mission equipment item have no impact in Total<br />

Warfare standard rules play.<br />

Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount only one mission equipment item, <strong>the</strong><br />

contents <strong>of</strong> which may be any weight desired up <strong>to</strong> any remaining weight after <strong>the</strong> installation <strong>of</strong> all o<strong>the</strong>r battlesuit components.<br />

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

The fact <strong>of</strong> <strong>the</strong> matter is, battle armor gains one design benefi t that<br />

BattleMechs didn’t have during <strong>the</strong>ir early development, and that is<br />

hindsight. Where OmniMech technology revolutionized <strong>the</strong> BattleMech<br />

during <strong>the</strong> height <strong>of</strong> <strong>the</strong> Clans’ Golden Century, battle armor came on<strong>to</strong><br />

MISSION EQUIPMENT<br />

MODULAR/TURRET MOUNTS<br />

<strong>the</strong> scene after <strong>the</strong> benefi ts <strong>of</strong> Omni design were a proven technology.<br />

This mindset appears in <strong>the</strong> development <strong>of</strong> <strong>the</strong> modular weapon mount<br />

(MWM) technologies available <strong>to</strong> both Inner Sphere- and Clan-made<br />

armor and exoskele<strong>to</strong>n designs. Five main MWM types can be identifi ed:<br />

Space Capacity<br />

(Slots (Slots<br />

Modular Mount Type Weight Occupied) Available)<br />

Standard Modular Weapon Mount 10 kg 1 As Location<br />

Anti-Personnel Weapon Mount 5 kg 1 As Location<br />

Modular Turret Mount -- -- --<br />

40 kg* 1 1*<br />

50 kg 1 2<br />

60 kg 1 3<br />

70 kg 1 4<br />

80 kg 1 5<br />

90 kg 1 6<br />

100 kg 1 7<br />

110 kg 1 8<br />

120 kg 1 9<br />

130 kg 1 10<br />

Modular Turret Mount (Configurable) +10 kg** +1** –1**<br />

*Modular turret mounts in this size cannot be classifi ed as confi gurable.<br />

**Weight, space and capacity modifi ers apply <strong>to</strong> <strong>the</strong> desired standard turret mount size.<br />

i<br />

i

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