the shape of things to come
the shape of things to come
the shape of things to come
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terrain o<strong>the</strong>r than heavy woods and deep water using <strong>the</strong>ir<br />
tracks. These Combat Vehicles <strong>of</strong>ten move more slowly than<br />
o<strong>the</strong>rs, with speeds for <strong>the</strong> typical tracked vehicle <strong>of</strong>ten<br />
matching that <strong>of</strong> an equal-sized BattleMech.<br />
VTOL: VTOLs are <strong>the</strong> lightest—and <strong>of</strong>ten <strong>the</strong> fastest—<strong>of</strong><br />
<strong>the</strong> Combat Vehicle motive types. They range up <strong>to</strong> a maximum<br />
weight <strong>of</strong> 30 <strong>to</strong>ns, and may traverse any terrain, so long<br />
as <strong>the</strong>y are fl ying over it and not through it. These units usually<br />
are favored for reconnaissance work or infantry deployment,<br />
but try <strong>to</strong> avoid combat as much as possible because <strong>the</strong>ir<br />
armor is limited and <strong>the</strong>ir ro<strong>to</strong>rs are highly susceptible <strong>to</strong><br />
quick destruction.<br />
Wheeled: Wheeled vehicles typically occupy <strong>the</strong> medium<br />
speed ranges <strong>of</strong> ground vehicles; slightly faster than tracks,<br />
yet <strong>of</strong>ten slower than hovercraft. These vehicles can weigh up<br />
<strong>to</strong> 80 <strong>to</strong>ns, and cannot negotiate rough terrain, woodlands or<br />
deep waters at all. However, <strong>the</strong>y are a favored battlefi eld unit<br />
in open terrain and urban areas.<br />
WiGE: Wing-in-Ground-Effect (WiGE) vehicles weigh as<br />
much as 80 <strong>to</strong>ns and are essentially a hybrid between hovercraft<br />
and aircraft. These rare vehicles are fast, and favored<br />
for transport operations, but require a burst <strong>of</strong> speed <strong>to</strong> attain<br />
<strong>the</strong>ir low-level fl ight capabilities.<br />
TECHNOLOGY BASE<br />
In Total Warfare standard rules play, Combat Vehicles fall<br />
in<strong>to</strong> one <strong>of</strong> two available technology bases: Inner Sphere or<br />
Clan. Inner Sphere vehicles may only use Inner Sphere equipment,<br />
while Clan vehicles may only use Clan equipment. Some<br />
Combat Vehicle structural components—notably internal<br />
structure, controls, and heat sinks—are so similar between<br />
<strong>the</strong> two that <strong>the</strong>y are considered universal, and are available<br />
<strong>to</strong> Clan and Inner Sphere technology bases.<br />
Technology Rating<br />
In <strong>the</strong> Weapons and Equipment Tables used for creating<br />
Combat Vehicles and o<strong>the</strong>r units in this book, all items<br />
receive a Technology Rating in addition <strong>to</strong> a tech base. This<br />
rating (expressed as a series <strong>of</strong> letter grades that defi ne <strong>the</strong><br />
level <strong>of</strong> technology and its availability through <strong>the</strong> major<br />
eras <strong>of</strong> Classic BattleTech his<strong>to</strong>ry) helps <strong>to</strong> defi ne <strong>the</strong> item’s<br />
level <strong>of</strong> sophistication and may be used <strong>to</strong> help standardize<br />
<strong>the</strong> level <strong>of</strong> advancement <strong>the</strong> unit demonstrates for purposes<br />
<strong>of</strong> era-based campaigning. Beyond this, however, an item’s<br />
Tech Rating has no direct bearing on Combat Vehicle design.<br />
See Costs and Availability (p. 274) for more information on<br />
Tech Rating.<br />
OmniVehicles<br />
OmniVehicles—Combat Vehicles designed for rapid reconfigurations<br />
between missions—are available <strong>to</strong> both Clan<br />
and Inner Sphere technology bases. OmniVehicles use <strong>the</strong><br />
same construction rules featured here, but when an Omni is<br />
made, <strong>the</strong> designer must fi rst establish its base confi guration.<br />
This base confi guration includes <strong>the</strong> OmniVehicle’s chassis,<br />
engines, control systems, armor, and—if desired—any additional<br />
weapons, heat sinks and power amplifi ers that may be<br />
considered “hardwired” in<strong>to</strong> its design. The remaining weight<br />
and space is <strong>the</strong>n left open for “pods” that can mix and match<br />
additional weapons and o<strong>the</strong>r components. “Fixed” equipment<br />
must be allocated <strong>to</strong> <strong>the</strong> vehicle’s inven<strong>to</strong>ry per normal<br />
rules and may not vary between alternative confi gurations <strong>of</strong><br />
<strong>the</strong> OmniVehicle. Also, a base OmniVehicle confi guration is<br />
never considered a fi nished unit, and is generally not legal for<br />
Total Warfare standard rules play (as such units are essentially<br />
open frames <strong>of</strong> empty pods). Only <strong>the</strong> completed primary<br />
and alternate confi gurations <strong>of</strong> an OmniVehicle (which must<br />
always comply with <strong>the</strong> rules for constructing standard Combat<br />
Vehicles) are considered legal for game play.<br />
WEIGHT (TONNAGE)<br />
Under <strong>the</strong>se rules, Combat Vehicles use <strong>the</strong> <strong>to</strong>nnage standard,<br />
and may—based on <strong>the</strong> motive type chosen—run <strong>the</strong><br />
gamut from 1 <strong>to</strong>n <strong>to</strong> 300 <strong>to</strong>ns (increasing in increments <strong>of</strong><br />
1 <strong>to</strong>n).<br />
Weight Classes<br />
Combat Vehicles are broadly grouped in<strong>to</strong> <strong>the</strong> same four<br />
main weight classes BattleMechs use, based on <strong>the</strong>ir <strong>to</strong>nnage.<br />
Because <strong>the</strong>ir <strong>to</strong>nnage maximum varies with motive types,<br />
however, some Combat Vehicle types do not commonly<br />
exist in some weight classes. Never<strong>the</strong>less, many designs in<br />
<strong>the</strong>se weight classes share similar features across <strong>the</strong> various<br />
motive types.<br />
Light vehicles (weighing 39 <strong>to</strong>ns and under) typically sacrifi<br />
ce armor and fi repower for speed. Because <strong>the</strong>ir engines and<br />
structures are better suited for use as scouts and light security,<br />
VTOLs and hovertanks <strong>of</strong>ten dominate this class, while<br />
wheeled and tracked units <strong>of</strong>ten serve as urban scouts and<br />
anti-infantry vehicles.<br />
Medium Combat Vehicles (weighing 40 <strong>to</strong> 59 <strong>to</strong>ns) usually<br />
strike a balance between armor, speed and fi repower. Most<br />
<strong>of</strong> <strong>the</strong>se units are tailored for raiding, mobile attack missions<br />
or infantry transport and support. Hovercraft and wheeled<br />
vehicles usually shine in <strong>the</strong>se roles, though newer technologies<br />
have allowed even tracked vehicles <strong>to</strong> competitively enter<br />
this arena.<br />
Heavy Combat Vehicles (weighing 60 <strong>to</strong> 79 <strong>to</strong>ns) usually<br />
focus more on delivering solid firepower at a respectable<br />
speed. Dominated by tracked and wheeled vehicle types,<br />
<strong>the</strong>se units tend <strong>to</strong> be heavy support vehicles, such as missile<br />
carriers, and main battle tanks.<br />
Assault Combat Vehicles weight 80 <strong>to</strong>ns and up, and<br />
typically possess minimal mobility, as most <strong>of</strong> <strong>the</strong>ir weight is<br />
devoted <strong>to</strong> armor and weaponry. Though <strong>of</strong>ten barely faster<br />
than conventional infantry, <strong>the</strong>se vehicles make prime defensive<br />
units and picket forces, and—in <strong>the</strong> right hands—can<br />
boast enough fi repower <strong>to</strong> cripple a BattleMech.<br />
Internal Space<br />
In Combat Vehicle design, internal space is less defined<br />
than it is for BattleMechs. Never<strong>the</strong>less, a direct correlation<br />
exists between <strong>the</strong> weight <strong>of</strong> <strong>the</strong> vehicle and <strong>the</strong> amount<br />
<strong>of</strong> weapons and o<strong>the</strong>r items it may carry. Thus, determining<br />
weight also determines <strong>the</strong> internal space (weapon slots) a<br />
Combat Vehicle receives.<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 />
95