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the shape of things to come

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Introduced: Pre-spacefl ight<br />

Unlike BattleMechs and most vehicles, battle armor and exoskele<strong>to</strong>ns<br />

do not run on fusion power supplies, but instead rely on batteries and<br />

internalized rechargers <strong>to</strong> remain viable. Most suit designs have suffi cient<br />

power s<strong>to</strong>res built in for an operational duration <strong>of</strong> roughly 24 hours,<br />

which is typically sufficient for most operations. Longer campaigns,<br />

however, can easily necessitate additional power packs, which are merely<br />

suit-based modifi cations <strong>of</strong> <strong>the</strong> extant energy packs used <strong>to</strong> power most<br />

infantry electronics and non-projectile support weapons.<br />

POWER PACK<br />

Both <strong>the</strong> Clans and <strong>the</strong> Inner Sphere use <strong>the</strong>se power packs on suit<br />

models intended for longer battlefi eld endurance. The more effi cient Clan<br />

designs can provide enough juice for an extra 12 hours per pack, while<br />

<strong>the</strong>ir Spheroid counterparts provide an extra 10 hours <strong>of</strong> useful energy.<br />

An au<strong>to</strong>mated switching system built in<strong>to</strong> <strong>the</strong>se added power packs<br />

maximizes <strong>the</strong>ir potential by changing over from one pack <strong>to</strong> ano<strong>the</strong>r<br />

only after fully depleting each one, ra<strong>the</strong>r than draining all on-board<br />

packs in unison.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<br />

Game Rules: Power supplies have no eff ect in Total Warfare game play. The impact <strong>of</strong> power packs in campaign and role-playing settings will be<br />

covered in future sources.<br />

Construction Rules: A battle armor suit (including exoskele<strong>to</strong>n and power armor designs) may mount multiple power packs, if desired.<br />

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

Introduced: Pre-spacefl ight<br />

Recoilless rifl es have been around since <strong>the</strong> mid-20th century, but<br />

<strong>the</strong> Capellan Confederation fi rst opted <strong>to</strong> employ <strong>the</strong>se weapons on<br />

battle armor during <strong>the</strong>ir invasion <strong>of</strong> <strong>the</strong> St. Ives Compact, when <strong>the</strong><br />

weapon appeared in numerous fi eld refi ts <strong>of</strong> <strong>the</strong> Fa Shih and standard<br />

Inner Sphere battle armor suits. Adapted from <strong>the</strong> infantry-scale version,<br />

POWER PACK<br />

RECOILLESS RIFLE<br />

<strong>the</strong> recoilless rifl e is an anti-vehicle weapon that fi res what amounts <strong>to</strong><br />

a large shell through <strong>the</strong> use <strong>of</strong> a high-power explosive charge. These<br />

weapons achieving <strong>the</strong>ir nearly recoilless nature by ejecting high velocity<br />

gasses from <strong>the</strong> explosion out through <strong>the</strong> rear when fi red, making<br />

<strong>the</strong>m less than subtle. However, <strong>the</strong> damage <strong>the</strong>y infl ict on armored units<br />

can be considerable.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<br />

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

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

Construction Rules: Recoilless rifl es <strong>come</strong> in light, medium and heavy sizes. A battle armor suit (including exoskele<strong>to</strong>n and power armor designs)<br />

may mount multiple recoilless weapons <strong>of</strong> varying types, if desired.<br />

Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) Game Rules: Total Warfare, p. 214, 217<br />

Introduced: Pre-spacefl ight<br />

The battlesuit equivalent <strong>of</strong> <strong>the</strong> vehicular sensor dispenser is little more<br />

than a backpack-style module from which a trooper can pull out and<br />

plant similar remote sensors for use in establishing a security perimeter.<br />

RECOILLESS RIFLE<br />

REMOTE SENSOR DISPENSER<br />

Quadruped suits can use this equipment as well, but <strong>the</strong>ir lack <strong>of</strong> hands<br />

requires <strong>the</strong> use <strong>of</strong> a modifi ed version that ejects <strong>the</strong> sensors for a slightly<br />

less controlled deployment. The humanoid model is detachable, and is<br />

typically ejected as soon as <strong>the</strong> rack is empty.<br />

Tech Base: Inner Sphere and Clan<br />

Battle Armor Unit Restrictions: No restrictions<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 only one remote sensor dispenser.<br />

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

REMOTE SENSOR DISPENSER<br />

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