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the shape of things to come

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DESIGNING COMBAT VEHICLES<br />

The process <strong>of</strong> Combat Vehicle design can be organized in<strong>to</strong> six<br />

simple steps, each described below:<br />

Step 1: Design <strong>the</strong> Chassis—Determine <strong>the</strong> vehicle’s motive<br />

type, tech base, weight, and internal structure.<br />

Step 2: Install Engine and Control Systems—Determine <strong>the</strong><br />

Combat Vehicle’s Engine Rating, type and size, add control systems<br />

and any necessary lift/dive equipment.<br />

Step 3: Add Heat Sinks—Determine number and <strong>to</strong>nnage for<br />

<strong>the</strong> Combat Vehicle’s heat sinks, if any.<br />

Step 4: Add Armor—Determine type, amount and weight <strong>of</strong><br />

armor, and allocate armor points.<br />

Step 5: Install Weapons and Equipment—Add weapons and<br />

o<strong>the</strong>r gear <strong>to</strong> <strong>the</strong> Combat Vehicle.<br />

Step 6: Complete <strong>the</strong> Record Sheet.<br />

The above design process is a framework for designing a Combat<br />

Vehicle. The actual process—particularly after <strong>the</strong> chassis, engine<br />

and control systems are determined—can involve a bit more fl exibility<br />

as weapons, armor and heat sinks are balanced for <strong>the</strong>ir best<br />

fi t in terms <strong>of</strong> <strong>to</strong>nnage and space. For instance, some designers<br />

might wish <strong>to</strong> assign armor as soon as <strong>the</strong> engine and chassis<br />

are settled, perhaps <strong>to</strong> maximize <strong>the</strong> vehicle’s protection before<br />

dealing with heat sinks and weapons. O<strong>the</strong>rs may want <strong>to</strong> choose<br />

weapons before adding more heat sinks, <strong>to</strong> see how many might<br />

be needed in addition <strong>to</strong> those that <strong>come</strong> free with <strong>the</strong> engine.<br />

To assist in this eff ort, <strong>the</strong> designer may fi nd it useful <strong>to</strong> make<br />

copies <strong>of</strong> an appropriate blank Vehicle Record Sheet (in <strong>the</strong> back<br />

<strong>of</strong> this book), <strong>to</strong> visually arrange <strong>the</strong> placement <strong>of</strong> weapons<br />

and equipment while tracking <strong>the</strong> use <strong>of</strong> <strong>to</strong>nnage on a piece <strong>of</strong><br />

scratch paper. Alternatively, designers with access <strong>to</strong> a PC and<br />

HeavyMetal Vee can use that design s<strong>of</strong>tware <strong>to</strong> develop <strong>the</strong>ir<br />

Combat Vehicle electronically.<br />

COMBAT VEHICLE MOTIVE TYPES TABLE<br />

STEP 1: DESIGN THE CHASSIS<br />

The fi rst step in Combat Vehicle design is <strong>the</strong> creation <strong>of</strong> <strong>the</strong><br />

vehicle’s basic framework, or chassis. This step establishes some<br />

<strong>of</strong> <strong>the</strong> bedrock aspects <strong>of</strong> <strong>the</strong> Combat Vehicle’s design, determining<br />

what kind <strong>of</strong> vehicle it is, its technology base, its weight class<br />

and its movement (motive) type. These choices will restrict <strong>the</strong><br />

designer’s access <strong>to</strong> certain equipment, and will also determine<br />

<strong>the</strong> weight and bulk <strong>of</strong> <strong>the</strong> vehicle’s internal structure.<br />

CHOOSE MOTIVE TYPE<br />

Combat Vehicles <strong>come</strong> in a variety <strong>of</strong> motive types, which can<br />

aff ect <strong>the</strong>ir maximum <strong>to</strong>nnage, terrain restrictions and engine<br />

effi ciencies. Because <strong>of</strong> this, choosing a Combat Vehicle’s motive<br />

type is <strong>the</strong> fi rst key part <strong>of</strong> <strong>the</strong> chassis design process. Even <strong>the</strong><br />

selection <strong>of</strong> a proper blank Record Sheet for use in vehicle design<br />

hinges on <strong>the</strong> choice <strong>of</strong> motive type fi rst.<br />

The Combat Vehicle Motive Types Table below provides <strong>the</strong><br />

key data that applies <strong>to</strong> Combat Vehicle design and game play.<br />

Each motive type covered by <strong>the</strong>se rules is listed in <strong>the</strong> Motive<br />

Type column, and has its own Maximum Tonnage (beyond which<br />

Combat Vehicles <strong>of</strong> that motive type may not be constructed) and<br />

Restricted Terrains (areas impassable <strong>to</strong> units <strong>of</strong> that motive type<br />

in Total Warfare game play). The Combat Vehicle Record Table,<br />

meanwhile, determines which blank Record Sheet must be used<br />

<strong>to</strong> record <strong>the</strong> construction <strong>of</strong> a new Combat Vehicle from a given<br />

motive type.<br />

Motive Type Maximum Tonnage Restricted Terrain<br />

Hover 50 Woods (Light and Heavy)<br />

Naval (Displacement Hull) 300 All except Water (Depth 1+)<br />

Naval (Hydr<strong>of</strong>oil) 100 All except Water (Depth 1+)<br />

Naval (Submarine) 300 All except Water (Depth 1+)<br />

Tracked 100 Woods (Heavy), Water (Depth 1+)<br />

VTOL 30 Any Woods, Hills, or Structures at same altitude*<br />

Wheeled 80 Rough, Rubble, Woods (Light and Heavy), Water (Depth 1+)<br />

Wing-in-Ground Eff ect (WiGE) 80 Any Woods, Hills, or Structures at same altitude<br />

*VTOL units may not operate on <strong>the</strong> High-Altitude Map<br />

COMBAT VEHICLE RECORD SHEET TABLE<br />

Motive Type Record Sheet<br />

Hover, Tracked, Wheeled or WiGE Ground<br />

Naval (Displacement Hull, Hydr<strong>of</strong>oil or Submarine) Naval<br />

VTOL VTOL

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