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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

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