the shape of things to come
the shape of things to come
the shape of things to come
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With only 25 kilograms left (275 kg – 250 kg = 25 kg),<br />
John fi nds that he can install no o<strong>the</strong>r equipment <strong>of</strong><br />
use <strong>to</strong> his Pro<strong>to</strong>Mech at this stage. Though he may<br />
decide <strong>to</strong> go back a few steps and revise <strong>the</strong> design <strong>to</strong><br />
use up every kilogram <strong>of</strong> weight (such as deleting <strong>the</strong><br />
Myomer Boosters and spending <strong>the</strong> resulting <strong>to</strong>tal <strong>of</strong><br />
freed-up weight on a couple more points <strong>of</strong> armor),<br />
John decides <strong>to</strong> accept <strong>the</strong> fact that his Siren-4 is completed<br />
with 25 kilograms’ worth <strong>of</strong> “wasted” weight.<br />
Kevin decides <strong>to</strong> center his Hydra’s<br />
firepower on an ammo-efficient<br />
Streak-SRM system, and spends 1,500<br />
kilograms on a 3-tube Streak launcher<br />
(3 tubes x 500 kg per Streak SRM tube<br />
= 1,500 kg). While he may mount <strong>the</strong><br />
weapon in ei<strong>the</strong>r <strong>the</strong> <strong>to</strong>rso or <strong>the</strong> main<br />
gun mount, Kevin feels <strong>the</strong> Main Gun<br />
location—which has <strong>the</strong> most flexible<br />
firing arc—is more appropriate, and notes <strong>the</strong><br />
Streak SRM 3’s statistics (type, damage per missile<br />
and ranges) on <strong>the</strong> Main Gun line <strong>of</strong> this Pro<strong>to</strong>Mech’s<br />
Weapons Inven<strong>to</strong>ry. For ammunition, Kevin installs 10<br />
shots for <strong>the</strong> launcher, which <strong>come</strong> <strong>to</strong> 300 kilograms<br />
in weight (10 kg per missile x 3 missiles per shot/volley<br />
x 10 shots = 300 kg). Kevin notes this ammunition on<br />
<strong>the</strong> Ammo line <strong>of</strong> <strong>the</strong> Pro<strong>to</strong>Mech’s Inven<strong>to</strong>ry by writing<br />
“Streak SRM-3 (10).”<br />
To back up his missiles, Kevin decides <strong>to</strong> add a small<br />
but potent micro pulse laser, which weighs in at 500<br />
kilograms. While this weapon is light enough <strong>to</strong> be<br />
mounted in <strong>the</strong> <strong>to</strong>rso or <strong>the</strong> arms now (<strong>the</strong> main gun<br />
is no longer an option, as it carries <strong>the</strong> Streak-3), Kevin<br />
places <strong>the</strong> weapon in <strong>the</strong> well-armored Torso location.<br />
With a <strong>to</strong>tal <strong>of</strong> 2,300 kilograms now spent on weapons,<br />
Kevin’s Hydra is eff ectively completed.<br />
Lara has 2,600 kilograms <strong>to</strong> burn on<br />
weapons for her Delphyne-2, and plans<br />
<strong>to</strong> make <strong>the</strong> most <strong>of</strong> it. Having already<br />
installed 2 heat sinks in advance, she<br />
begins with 2 ER micro lasers at 250<br />
kilograms apiece, placing one in each<br />
<strong>of</strong> <strong>the</strong> Pro<strong>to</strong>Mech’s arms.<br />
To give her Pro<strong>to</strong>Mech more reach,<br />
Lara decides <strong>to</strong> back <strong>the</strong>se lasers up with<br />
standard SRMs, and creates two 3-rack SRM launchers<br />
at 750 kilograms apiece (250 kg per SRM tube x 3 tubes<br />
per launcher = 750 kg), which she mounts in <strong>the</strong> <strong>to</strong>rso<br />
slots. (While Lara could have combined <strong>the</strong> SRM tubes<br />
in<strong>to</strong> a single 6-rack launcher, her decision <strong>to</strong> separate<br />
<strong>the</strong>m will allow <strong>the</strong> Delphyne an additional attack in<br />
<strong>the</strong> event <strong>of</strong> a miss, and may retain at least some <strong>of</strong><br />
its missile capability in <strong>the</strong> event <strong>of</strong> any internal dam-<br />
age.) For ammo, Lara devotes 10 shots <strong>to</strong> each SRM-3<br />
launcher, for a combined weight <strong>of</strong> 600 kilograms (10<br />
kg per missile x 3 missiles per shot/volley x 10 shots per<br />
launcher = 300 kg per SRM-3 launcher x 2 launchers =<br />
600 kg). She notes this ammunition on <strong>the</strong> Ammo line<br />
for her Pro<strong>to</strong>Mech’s Inven<strong>to</strong>ry by writing “SRM-3 (20).”<br />
Summing up <strong>the</strong> kilograms spent on her Delphyne’s<br />
weapons, Lara confi rms that she has used all 2,600<br />
kilograms remaining (250 + 250 + 750 + 750 + 600 =<br />
2,600), eff ectively completing her Pro<strong>to</strong>Mech.<br />
STEP 6: COMPLETE THE<br />
RECORD SHEET<br />
By <strong>the</strong> time <strong>the</strong> designer has chosen all structure, engine<br />
and components for <strong>the</strong> Pro<strong>to</strong>Mech and added armor, weapons<br />
and equipment, all items must be allocated <strong>to</strong> <strong>the</strong>ir proper<br />
places on <strong>the</strong> Blank Pro<strong>to</strong>Mech Record Sheet. On a competed<br />
record sheet, <strong>the</strong> designer must be sure <strong>to</strong> have fi lled in all<br />
data for <strong>the</strong> Pro<strong>to</strong>Mech’s Data block (including name, <strong>to</strong>nnage<br />
and MPs). All weapons and equipment must be allocated on<br />
<strong>the</strong> Weapon Inven<strong>to</strong>ry (including weapon ranges, damage<br />
and ammunition in shots per weapon). All extraneous armor<br />
and internal structure points must be blacked out on <strong>the</strong><br />
Armor Diagram.<br />
Once all <strong>of</strong> <strong>the</strong> above is completed, <strong>the</strong> Pro<strong>to</strong>Mech is ready<br />
for Total Warfare game play (though in <strong>the</strong> case <strong>of</strong> Pro<strong>to</strong>Mechs,<br />
it is generally best <strong>to</strong> fi ll in all fi ve Pro<strong>to</strong>Mech blocks <strong>to</strong> have a<br />
fully functional Point ready for action).<br />
John verifi es that all <strong>of</strong> <strong>the</strong> valid data<br />
blocks are completed for his Siren-4,<br />
including noting <strong>the</strong> Pro<strong>to</strong>Mech’s full<br />
name, “Siren 4,” in <strong>the</strong> Pro<strong>to</strong>Mech’s Type;<br />
its Tonnage (“3”); and its Walking MP<br />
<strong>of</strong> 10, Running MP (listed as “15 (20)” <strong>to</strong><br />
indicate standard and boosted MPs) and<br />
Jumping MP <strong>of</strong> 0. He also lists <strong>the</strong> weapons<br />
properly on <strong>the</strong> Inven<strong>to</strong>ry, noting “ER micro laser”<br />
under <strong>the</strong> Type column on <strong>the</strong> Torso A line, “2” under<br />
Damage, “1” under Short Range, “2” under Medium<br />
Range and “3-4” under Long Range. After making sure<br />
that no extraneous white or gray circles appear on <strong>the</strong><br />
Armor Diagram beyond those already assigned <strong>to</strong> <strong>the</strong><br />
Pro<strong>to</strong>Mech, John is ready <strong>to</strong> compute <strong>the</strong> Battle Value<br />
and Cost for his Siren-4 and bring it <strong>to</strong> play.<br />
Repeating <strong>the</strong> same steps as John, Kevin and Lara complete<br />
<strong>the</strong>ir Pro<strong>to</strong>Mech Record Sheets as well.<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 />
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