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the shape of things to come

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orbit. But even when working for short bursts, <strong>the</strong>y still have<br />

great use. They can help a BattleMech clear diffi cult terrain or<br />

quickly maneuver around enemies.<br />

Now, jump jets have a lot <strong>of</strong> similarities <strong>to</strong> <strong>the</strong> fusion rockets<br />

<strong>of</strong> aerospace fi ghters. They use a magnetically shielded<br />

reaction chamber <strong>to</strong> superheat some material, <strong>the</strong> reaction<br />

mass, and squirt it out a rocket nozzle. Like fi ghter engines,<br />

an electron beam, an electrical arc, is used <strong>to</strong> superheat <strong>the</strong><br />

reaction mass.<br />

However, jump jets do not add plasma vented from <strong>the</strong> fusion<br />

engine, unlike fi ghters. Aerospace fi ghters are interested<br />

in maximizing <strong>the</strong>ir engine effi ciency because <strong>the</strong>y have <strong>to</strong><br />

carry all <strong>the</strong>ir reaction mass onboard, and thus want <strong>the</strong> exhaust<br />

as hot as possible. On <strong>the</strong> o<strong>the</strong>r hand, jump jets usually<br />

have an endless supply <strong>of</strong> reaction mass and don’t need all<br />

<strong>the</strong> complexity <strong>of</strong> venting <strong>the</strong>ir fusion engine’s plasma. These<br />

jets thus usually capture air as <strong>the</strong>ir reaction mass through a<br />

system <strong>of</strong> turbo-compressors.<br />

This use <strong>of</strong> atmosphere also contributes <strong>to</strong> jump jets’ short<br />

burns. Remember what I said about outside air getting inside<br />

an operating fusion engine and causing an explosion? Jump<br />

jets can be eaten alive by hot oxygen if <strong>the</strong>y keep running<br />

<strong>to</strong>o long on air. This—as well as <strong>the</strong> possibility that <strong>the</strong> ’Mech<br />

might be called <strong>to</strong> action in vacuum—is why most jump jetequipped<br />

BattleMechs also carry a small reserve <strong>of</strong> reaction<br />

mass, like hydrogen, water or mercury, for jumps. No, it’s still<br />

not enough <strong>to</strong> get <strong>the</strong>m in<strong>to</strong> orbit.<br />

It’s also worth noting that jump jets can’t handle operating<br />

underwater. Lighting up a jet when it’s fi lled with incompressible<br />

water generates high pressures that rupture even<br />

<strong>the</strong> <strong>to</strong>ughened jump jet’s casing. Even jump jets trying <strong>to</strong><br />

operate on s<strong>to</strong>red reaction mass don’t work right with water<br />

plugging <strong>the</strong>ir nozzles.<br />

SENSORS AND TARGETING SYSTEMS<br />

In its entirety, a BattleMech’s targeting and tracking (T&T)<br />

system includes a sophisticated set <strong>of</strong> sensors and computers<br />

<strong>to</strong> process data. These systems are getting ever more sophisticated<br />

as technology is recovered and expanded…a fact that<br />

might explain <strong>the</strong> Blakists’ recent interest in targeting electronics<br />

manufacturers throughout <strong>the</strong> Inner Sphere.<br />

Thermal imaging, light amplifi cation, radar and magnetic<br />

anomaly sensors are all among <strong>the</strong> primary sensors used by<br />

BattleMechs, supplemented by seismic sensors, motion detec<strong>to</strong>rs,<br />

chemical analyzers and a multitude <strong>of</strong> o<strong>the</strong>rs. Despite<br />

this broad range <strong>of</strong> sensor types, MechWarriors are not deluged<br />

with raw data. Sophisticated computers streamline,<br />

interpret and prioritize this information, so that by <strong>the</strong> time<br />

<strong>the</strong> warrior gets <strong>the</strong> info, it appears as simple visual cues on<br />

<strong>the</strong> usual cockpit displays or <strong>the</strong> warrior’s own neurohelmet<br />

heads-up display (HUD).<br />

The powers <strong>of</strong> a BattleMech’s sensory processors stand<br />

out most strongly in <strong>the</strong>ir ability <strong>to</strong> recognize o<strong>the</strong>r units and<br />

classify <strong>the</strong>m by type and as friend or foe. Any T&T suite <strong>to</strong>day<br />

can inform a MechWarrior <strong>of</strong> <strong>the</strong> type <strong>of</strong> unit it detects, and<br />

can even speculate on what variant it is, and <strong>the</strong> system is surprisingly<br />

intuitive. Sometimes, this can present an interesting<br />

eff ect, such as <strong>the</strong> famous example <strong>of</strong> <strong>the</strong> Inner Sphere naming<br />

<strong>of</strong> <strong>the</strong> Clan Timber Wolf OmniMech. Upon an Inner Sphere<br />

BattleMech’s fi rst encounter with that ’Mech—which looked<br />

like a cross between <strong>the</strong> familiar Marauder and Catapult designs,<br />

<strong>the</strong> name “Mad Cat” was born. The ability <strong>to</strong> tell friend<br />

from foe—ano<strong>the</strong>r key ability <strong>of</strong> <strong>the</strong> T&T suite—eases <strong>the</strong><br />

burden <strong>of</strong> target identifi cation for MechWarriors in <strong>the</strong> heat<br />

<strong>of</strong> battle, particularly under poor visibility conditions.<br />

BattleMechs are also not islands un<strong>to</strong> <strong>the</strong>mselves. They can<br />

share sensor data <strong>to</strong> some extent, allowing greater sensory<br />

performance than a single ’Mech can achieve. The specialized<br />

equipment <strong>of</strong> a C 3 system takes this <strong>to</strong> new heights with direct<br />

battlefi eld applications, but all BattleMechs can at least<br />

receive basic sensory data from a unit mate.<br />

And that data is recorded. BattleMechs have capable “black<br />

box” systems, <strong>the</strong> so-called battleROM that s<strong>to</strong>res hundreds<br />

<strong>of</strong> hours <strong>of</strong> all sensor data from a ’Mech, from its internal and<br />

external sensors and communications. The armored battleROM<br />

recorder is located in <strong>the</strong> cockpit and will survive virtually<br />

any catastrophe, from an ammo explosion <strong>to</strong> a failed<br />

orbital drop.<br />

COCKPIT<br />

While it is technically a ground vehicle, a BattleMech’s<br />

cockpit is more akin <strong>to</strong> that <strong>of</strong> an aerospace fi ghter than <strong>the</strong><br />

crew station <strong>of</strong> a normal armored vehicle. More than a control<br />

center, however, BattleMech cockpits can be<strong>come</strong> homes for<br />

MechWarriors operating on extended campaigns, with sleeping<br />

and sanitary facilities available <strong>to</strong> minimize <strong>the</strong> need for<br />

egress in hostile terri<strong>to</strong>ry. Clan cockpits—which refl ect <strong>the</strong><br />

Clan perspective on warfare as a series <strong>of</strong> short Trials—are<br />

something <strong>of</strong> an exception <strong>to</strong> this latter point. Much more<br />

compact and narrow than Inner Sphere cockpits, Clan cockpits<br />

are more like those <strong>of</strong> conventional fi ghters—ill-suited <strong>to</strong><br />

longer campaigns, but capturing <strong>the</strong> Clan ideal <strong>of</strong> effi ciency.<br />

As every BattleMech manufacturer has its own opinion <strong>of</strong><br />

an ergonomic cockpit design, <strong>the</strong>re is virtually no such thing<br />

as a “standard” ’Mech cockpit. However, <strong>the</strong>y do share a lot <strong>of</strong><br />

common features, and <strong>the</strong>re are enough similarities from design<br />

<strong>to</strong> design that MechWarriors can usually master <strong>the</strong> controls<br />

<strong>of</strong> a new BattleMech in a short period <strong>of</strong> time. A decent<br />

analogy would be au<strong>to</strong>mobile controls: <strong>the</strong>y’re always a bit<br />

diff erent in layout, but you’ll rarely get confused in a new car.<br />

Today, one <strong>of</strong> <strong>the</strong> raging debates among cockpit designers<br />

is confi gurability. In <strong>the</strong> Inner Sphere, <strong>the</strong>re has been a cycle <strong>of</strong><br />

cockpit layouts that alternate between sets <strong>of</strong> multi-function<br />

displays and programmable controls, and fi xed displays with<br />

single-function switches. Each <strong>of</strong> <strong>the</strong>se approaches has its proponents.<br />

Fixed cockpits have minor advantages in damage <strong>to</strong>lerance,<br />

since one blown control won’t take out a suite <strong>of</strong> functions,<br />

and—supposedly—refl ex speed for <strong>the</strong> MechWarriors. There’s<br />

no hesitation in fi nding <strong>the</strong> switch <strong>to</strong> activate punching mode<br />

if you (and your fa<strong>the</strong>r before you, and your grandfa<strong>the</strong>r before<br />

him) have been using <strong>the</strong> same switch for years.<br />

Adjustable cockpits also claim refl ex advantages by allowing<br />

a MechWarrior <strong>to</strong> cus<strong>to</strong>mize <strong>the</strong> controls and displays <strong>to</strong><br />

suit his preferences, and are favored especially in <strong>the</strong>se days<br />

<strong>of</strong> OmniMech design, where confi gurable and cus<strong>to</strong>mizable<br />

controls are practically a necessity. Still, MechWarriors have<br />

so much <strong>to</strong> learn just <strong>to</strong> qualify as “green” <strong>to</strong>day that few care<br />

<strong>to</strong> alter <strong>the</strong> defaults on any programmable controls <strong>the</strong>y do<br />

have, resulting in confi gurations that remain strikingly similar<br />

<strong>to</strong> those used across known space. In fact, <strong>the</strong> standard train-<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 />

39

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