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the shape of things to come

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Introduced: 3061 (Lyran Alliance)<br />

Also known as fl echette weapons, needler weapons (or simply needlers)<br />

are typically useless on <strong>the</strong> battlefi eld, specifi cally against battlesuits and<br />

o<strong>the</strong>r armored units. Essentially a projectile weapon that uses a block <strong>of</strong><br />

treated polymer for ammunition, a needler sprays a shotgun-like cloud <strong>of</strong><br />

shredded plastic, intended <strong>to</strong> rip through lighter personal armor and bare<br />

fl esh. While devastatingly eff ective in close-quarters, anti-personnel situations,<br />

<strong>the</strong> typical needler lacks <strong>the</strong> range and <strong>the</strong> armor penetration <strong>to</strong> be<br />

<strong>of</strong> much use beyond crowd control or spacecraft boarding missions.<br />

In 3061, however, Mauser and Gray <strong>of</strong> <strong>the</strong> Lyran Alliance introduced <strong>the</strong><br />

Firedrake heavy support needler—a much bigger and nastier fl echette<br />

NEEDLER (FIREDRAKE)<br />

weapon than ever before. Built larger, with more power, and even capable<br />

<strong>of</strong> rapid-fi ring bursts, this support needler also incorporates a specialized<br />

polymer ammunition laced with encapsulated hypergolic chemicals.<br />

When exposed <strong>to</strong> air after shredding—specifi cally, when fi red—<strong>the</strong>se<br />

needles ignite, adding an incendiary eff ect that magnifi es <strong>the</strong> weapon’s<br />

damage potential beyond any o<strong>the</strong>r fl echette weapon produced <strong>to</strong>day.<br />

While still <strong>of</strong> questionable value against armored targets, <strong>the</strong> Firedrake’s<br />

brutal potential in large-scale anti-infantry work won this weapon a place<br />

among battlesuit arsenals after its 3065 debut on <strong>the</strong> Rottweiler-class<br />

battle armor.<br />

Tech Base: Inner Sphere only<br />

Battle Armor Unit Restrictions: No restrictions<br />

Game Rules: Under Total Warfare game play, a battlesuit’s needler weapons 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: A battlesuit may mount multiple Firedrake needlers if desired.<br />

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

Introduced: Pre-spacefl ight<br />

Because <strong>the</strong>y are relatively lightweight, battlesuits making combat<br />

drops on atmospheric planets need not rely solely on jump jets or packs<br />

for braking, but can instead deploy a specially designed parafoil. Similar <strong>to</strong><br />

a parachute, but narrower and designed <strong>to</strong> be steered through an added<br />

NEEDLER (FIREDRAKE)<br />

PARAFOIL<br />

interface in <strong>the</strong> suit’s helmet, <strong>the</strong> parafoil can deploy from a rear mount<br />

at any point during a drop and <strong>the</strong>n be detached or reeled in for re-use<br />

after landing. Silent and low-tech, parafoils can make troop deployments<br />

during a hot drop not only safer, but much more stealthy.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<br />

Game Rules: The parafoil has no impact in Total Warfare game play. This equipment’s function will be covered more fully in Tactical Operations.<br />

Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount only one parafoil.<br />

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

Introduced: 3053 (Draconis Combine)<br />

The DCMS introduced <strong>the</strong> partial wing as a means <strong>of</strong> stabilizing <strong>the</strong><br />

fl ight characteristics <strong>of</strong> <strong>the</strong>ir Kage light battle armor. Designed merely <strong>to</strong><br />

assist in jumping fl ight, this collapsible structure au<strong>to</strong>matically extends<br />

when <strong>the</strong> suit engages its jump jets and retracts or folds up when <strong>the</strong> suit<br />

lands. While employed, <strong>the</strong> extra glide surface can extend a standard jump<br />

distance by as much as 30 meters, and it nicely mitigated <strong>the</strong> stability control<br />

issues that cost <strong>the</strong> lives <strong>of</strong> several Kage test troopers.<br />

PARAFOIL<br />

PARTIAL WING<br />

PARTIAL WING<br />

It has its limits, <strong>of</strong> course. The wing structure cannot be combined with<br />

jump boosters, both because <strong>of</strong> <strong>the</strong>ir bulk and because <strong>the</strong> power <strong>of</strong> <strong>the</strong><br />

boosters, when engaged, can cause <strong>the</strong> relatively fragile wing <strong>to</strong> warp or<br />

even shatter. The partial wing also relies on signifi cant air fl ow for its lift,<br />

and so in environments where atmospheric pressure is half standard or<br />

less—such as an airless moon—<strong>the</strong> gliding benefi t is eff ectively lost.<br />

Tech Base: Inner Sphere only<br />

Battle Armor Unit Restrictions: Battlesuits must have Jumping MP in order <strong>to</strong> install a partial wing. Partial wings may only be installed on<br />

humanoid-style light suits or PA(L)/exoskele<strong>to</strong>ns.<br />

Game Rules: Inner Sphere battle armor suits with detachable missile packs may not jump until <strong>the</strong> missile pack is jettisoned.<br />

Construction Rules: The rules for installing partial wings on battlesuits appear under Special Physical Enhancements (Jump Booster/Partial<br />

Wing) in Step 2 <strong>of</strong> <strong>the</strong> Battle Armor core construction rules (starting on p. 164). Jump jets or packs are necessary before adding a partial wing, and<br />

partial wings may not be combined with a jump booster.<br />

Table Reference: Battle Armor (Inner Sphere, pp. 346–347) Game Rules: Total Warfare, p. 53<br />

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