Revision as of 16:58, 21 October 2006 edit217.82.123.250 (talk) →JumpShips: This sentence made no sense in English, so above and below must have different meanings in the BattleTech universe. (Hint: Above and below relative to what?)← Previous edit | Revision as of 22:33, 22 October 2006 edit undoPeter M Dodge (talk | contribs)4,982 edits There's no need for a snarky redefinition of above or below simply because you disagree with the wording of an article. Please don't disrupt Misplaced Pages to prove a pointNext edit → | ||
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==JumpShips== | ==JumpShips== | ||
'''JumpShips''' are what make ] ], ], and ]fare possible. DropShips dock to the JumpShip, which is almost always positioned far above or below a ], where in the BattleTech universe ] influence from the systems planets is negligible and ] travel is possible. |
'''JumpShips''' are what make ] ], ], and ]fare possible. DropShips dock to the JumpShip, which is almost always positioned far above or below a ], where in the BattleTech universe ] influence from the systems planets is negligible and ] travel is possible. These points are called Zenith (above the star) and Nadir (below the star) Jump points. To jump, the JumpShip calculates the correct course and field strength and fires the Kearny-Fuchida drive, which instantly transports the ship to the projected ] system, up to 30 light-years away. | ||
It is possible for a JumpShip to use "''pirate points''" which are closer to the ]s--and are caused as the planetary bodies of a system orbit, canceling one another's ] influence--but these points are much harder to navigate to compared to the traditional nadir and zenith points around a star. See ]. | It is possible for a JumpShip to use "''pirate points''" which are closer to the ]s--and are caused as the planetary bodies of a system orbit, canceling one another's ] influence--but these points are much harder to navigate to compared to the traditional nadir and zenith points around a star. See ]. |
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This article covers technology and equipment from within the BattleTech (BT) fictional universe. BattleTech Technology is extremely diverse, and can be categorised in many ways. In general, it revolves around the bipedal and quadrupedal war machines known as BattleMechs.
Inner Sphere technology versus Clan technology
The technological arms race within the Inner Sphere from the start of the BattleTech fiction through to the current point in the timeline has undergone many changes. The most significant change was the arrival of The Clans.
When the Clans returned during the Clan Invasion, they brought with them advances in technology such as weapons that were smaller and lighter than their Inner Sphere counterparts (though with greater firepower and superior range), more effective heat sinks, more advanced armor, lighter engines, lighter internal structure, superior sensor equipment, and the OmniMech design which allowed them to change the weapons and equipment loadout of a 'Mech quickly.
Most of these innovations were salvaged by Inner Sphere militaries and used as a basis for creating equivalent weapons and equipment. Due to the shared threat, there was unprecedented widespread sharing of technology among Inner Sphere Houses that allowed for many major technological breakthroughs in the years after the Battle of Tukayyid. One major advance was the introduction of Inner Sphere designs that used Omni technology copied from the Clans. This allowed Clantech weapons and equipment to be carried by Inner Sphere OmniMechs, making it possible to intermix the two unique technology bases.
Further information on Clan technology and advances is documented later in this article.
Offensive weaponry
Many different types of weaponry exist in the BattleTech Universe, most of which are based upon real world equipment existing and proposed during the period of the BattleTech board game's development.
BattleTech weapons have a number of values assigned for Tonnage, Critical Slots (space) taken, Range, Damage dealt, and Heat produced. As the BattleTech Board Game is a turn based game (with 1 turn equivalent to a 10 second period), recycle time is not defined within the standard rules. However, many add-ons - in particular the computer game series - have added values for it.
Energy weapons
Laser weapons see wide usage throughout the Inner Sphere and Clan militaries in several different variations. Standard lasers use highly focused beams of light to concentrate intense heat on a small area. Small lasers, the lightest variants in the Inner Sphere, are commonly used as secondary weapons for a 'Mech. Although they are light and compact, they cannot inflict serious damage to a 'Mech by themselves.
Medium lasers are widely-used weapons across Inner Sphere armies. These weapons deal much more damage than their smaller cousins at a far longer range. In large batteries, these weapons can deal enough damage to incapacitate even the heaviest 'Mech. Many designs, such as the EGL-1E Eagle and EXT-4D Exterminator, employ batteries of medium lasers as primary weapons.
Large lasers are capable of dealing high damage at long ranges and are a serious threat to any 'Mech. Their drawback, compared to their smaller cousins, is the tremendous heat required to generate such a powerful beam. Designs such as the AS7-LL Atlas and the CGR-SB Charger use multiple large lasers.
With the coming of the Clans, laser weapons grew even more prevalent on the battlefield. Some Clan 'Mech designs, such as the Nova Prime, mounted nothing but lasers, allowing the 'Mech to operate for extended periods without resupply of ammunition. Extended Range lasers, or ER lasers, were the first innovation which the Clans brought with them. These lasers had much longer ranges than conventional lasers, at the expense of even greater heat build-up. The Inner Sphere quickly developed its own ER lasers, as well.
The Micro laser is another weapon that the Clans have deployed on the battlefield. Even smaller than the small laser, this weapon is rarely seen. The Inner Sphere has not, as of yet, copied this design.
Heavy lasers are another Clan-exclusive technology. These lasers do massive damage at long ranges, at the cost of extreme heat and reduced accuracy. These lasers are so powerful that the electronic interference from the weapon disrupts the on-board targeting computers of the firing 'Mech.
The pulse laser fires rapid-cycling bursts of energy, allowing smoke and other diffusing material to clear, increasing damage and accuracy at the cost of increased heat build-up. Designs such as the Mad Dog Prime use these weapons extensively. In some games, the pulse laser instead fires a constant laser, at the cost of extreme heat.
Flamers come in different versions for equipping on BattleMechs and vehicles as well as personal units. BattleMech versions of flamers use vented plasma from the 'Mech's fusion reactor while vehicles use a napalm-like fuel as their "ammunition". Flamers are primarily used as anti-infantry weapons as well as forcing enemy 'Mechs to overheat, incapacitating them. 'Mechs that employ these weapons, such as the FS9-0 Firestarter, excel in anti-personnel and support roles.
- Particle Projection Cannons (PPCs)
PPCs fire a beam of charged particles, doing damage through both heat and impact of the accelerated particles. Both standard and extended range versions exist. Inner Sphere PPCs can also be modified with the addition of a capacitor to greatly increase the available firepower. The AWS-8Q Awesome is a well-known example of a 'Mech employing several PPCs. The energy given off by PPC's also temporarily disrupts an enemy's HUD. Recent updates in technology within the Inner Sphere have produced other variants of the PPC, including the Light PPC, which causes damage comparable to an Inner Sphere-model extended range medium laser, builds comparable heat, but has a range half again as long. The Heavy PPC shares many characteristics with the Clan model Extended Range PPC, but at a range equal to standard models. The new Snubnose PPC is an oddity, as its short range is longer than almost any weapon built, but both damage and accuracy fall off sharply outside that range.
Ballistic weapons
Machine guns are classed as Light, Standard, or Heavy. Although they are fearsome anti-personnel weapons, machine guns are far less effective against all but the most lighty-armored vehicles or 'Mechs.
Autocannons are rapid-firing, autoloading ballistic weapons that fire high-explosive or armor-piercing rounds. Ranging in caliber from 20mm to over 200mm, autocannons are notable for their low heat build-up compared to energy weapons, at an expense of added bulk and limited ammunition. One 'Mech which uses autocannons is the KGC-000 King Crab, employing two high-caliber autocannons as primary weapons.
Several variants of the standard autocannon exist. The Ultra autocannon uses a rapid-cycling action that allows it to double its rate of fire. The HBK-IIC Hunchback IIC employs two large Ultra autocannons in tandem to cause tremendous damage at close ranges.
The LB-X autocannon is lighter but slightly bulkier than the original autocannon. It is able to fire fragmenting (cluster) rounds as well, making it an ideal anti-aircraft weapon.
The rotary autocannon is capable of incredibly high rates of fire compared to even the Ultra autocannon. However, it is prone to jamming when fired continuously.
The light autocannon is a workaround, providing the capabilities of a standard low-end autocannon, trading range for reduced weight.
Gauss Rifles use electromagnets to accelerate a metal slug the size of a small melon to much higher velocities than conventional ballistic weapons. Consequently, the Gauss Rifle has an extremely long range, and is capable of doing high damage without high heat buildup. The TDK-7X Thunder Hawk and the BZK-F3 Hollander are examples of 'Mechs designed around these fearsome weapons.
The Inner Sphere has developed two variants of the basic Gauss Rifle design. The Light Gauss Rifle uses half-sized ammunition, but is capable of hitting targets at much longer ranges. The RFL-7M Rifleman uses two of these weapons.
The Heavy Gauss Rifle is designed to deliver a very high damage round at shorter ranges than the standard Gauss Rifle. The FNR-5 Fafnir mounts two of these massive weapons - giving it enough firepower to fell most 'Mechs in one turn.
The Clans recently developed a rather unorthadox Gauss weapon known as the HAG or Hyper-Assault Gauss. Unlike other Gauss weaponry, which fires one solid projectile, these heavy weapons fire clusters of smaller projectiles akin to a shotgun. Like a shotgun, however, this weapon is far more damaging at close ranges than at long, as the projectiles spread out at longer ranges.
Missile weapons
The category of "missile" within BattleTech itself describes a great many different weapons covering the full spectrum of ranges and roles. When coupled with different types of warhead, as detailed in the next section, these weapons can be used in many different scenarios.
Short Range Missiles (SRMs), available in 2, 4 or 6 missile volley launchers, are lightweight and effective weapons for short-range fighting. With good punch and near-zero heat build up, SRM systems can be used as primary weapons or as dependable light weapons. 'Mechs which employ SRM systems extensively include the ACW Arctic Wolf and KTO-C Kintaro. Streak SRMs are an improvement over original SRMs in that they have a lock-on system for improved accuracy. The clan 'Mech Halfback Prime uses these weapons almost exclusively.
Medium Range Missiles (MRM) are available in 10, 20, 30 or 40 missile volley launchers. These missile systems incorporate massive launching capabilities, at the expense of accuracy per missile. The Kamayari A is a vehicle which mounts several of these weapon systems.
Long Range Missiles (LRM) are accurate over tremendous distances, making them ideal for fire support 'Mechs and vehicles. They are available in launchers of 5, 10, 15, or 20. The LGB-7Q Longbow series and the CPLT-A1 Catapult series of 'Mechs are prime examples of missile-based fire support 'Mechs.
Advanced Tactical Missiles (ATM) are a Clan innovation, available in 3, 6, 9 or 12 volley launchers. These missile tubes can accommodate a wide variety of missile warheads, allowing them to fulfill both short and long-range weapon roles.
A recent Inner Sphere innovation is the Multi-Missile Launcher (MML). With 3, 5, 7 or 9 tube launchers, it is the Inner Sphere's answer to the Advanced Tactical Missiles, capable of firing Short or Long Range Missiles as well as torpedoes - all from the same tubes.
Rocket Launchers are a one-shot missile system, available in 10, 15, or 20 launchers.
Short, Medium and Long Range Missiles can all be equipped as One-Shot launchers.
Ammunition
Ammunition in the BattleTech Universe is usually allocated in one ton increments, with certain weapons being allowed half ton increments. All ballistic and missile weapons require ammunition. The larger the weapon, the heavier the ammunition required, thus lessening the number of shots per ton of ammunition loaded.
Energy weapons use the power of fusion engines to charge and fire, and as such have an unlimited reserve of ammunition. Battlemechs primarily reliant on energy weapons are much more capable of long-term engagements, since they are not dependent on ammunition resupply, but frequently have considerable heat issues from their high-energy weapons. A prime example is the primary version of Clan Nova Cat's flagship OmniMech Nova Cat.
Autocannons can be equipped with a variety of shell types including armor-piercing, acid, precision, flechette and incendiary.
Long Range Missiles can be equipped with Incendiary, Fragmentation, Swarm, Flare, Semi-guided, and Thunder munitions which can be used to lay mines. Artemis IV Fire Control Systems increase the accuracy of the LRM by using a laser designator to provide course corrections to the missiles in flight.
BattleMechs
Main article: BattleMechsTanks
BattleTech Tanks are often overlooked in a universe which is dominated by the ever-glamourous BattleMech. Tanks cover the same weight range, can carry a similar weapons package, and are almost as well-armored as most BattleMechs. There is another type of tank, the Super Heavy Tank, which can reach up to 200 tons in weight. These are always ponderous, heavily-armed and armoured vehicles that have the potential to take on forts by themselves. These, however, are usually for show due to their high cost. There are three type of movement systems for tanks: tracks, wheels, and hovercraft. The hovertanks have the obvious benefits of being faster than tracked and wheeled tanks, and being amphibious; in the BattleTech universe, they are even more maneuverable. However, hovertanks usually need to carry lighter weaponry and have lighter armor. This limits their effectiveness on the battlefield.
Battle armor
Weighing approximately one ton, the first instances of Battle Armor appeared on the battlefield in the form of Clan Elemental units. These armored infantry units equipped with light BattleMech weaponry such as Small Lasers and SRM Missile packs provided an extremely powerful deterrent to combined arms attacks by Inner Sphere tanks and infantry.
Despite their small size and relatively weak weaponry, a Point (group of five) of Elementals can easily destroy a single BattleMech. Their small size makes them a difficult target. This, coupled with their ability to swarm over a mech with their claws, makes them formidable opponents for smaller battlemechs and can make inexperienced pilots panic. A common tactic among Inner Sphere mechwarriors that fought the Clans was for the BattleMech being attacked to stand perfectly still while his lancemates picked off the Elementals.
Where originally the Clan only fielded one type of Battle Armor, the development of various types of armor for particular roles by the Inner Sphere has forced the Clans to develop units specifically designed to counter individual threats. Some of these new BattleArmors are "heavy" BattleArmors, weighing 2-4 tons.
AeroSpace fighters
Aerospace Fighters are powerful aircraft that can function equally well in atmosphere and space. Their tonnage classes are similar to that of 'Mechs and tanks. They also employ many of the same weapons systems as their ground-based brethren. AeroSpace Fighters are often used in support of ground forces by making surgical strikes on enemy installations weakly defended against aircraft, and in establishing air superiority over a battle field.
JumpShips
JumpShips are what make interstellar exploration, colonization, and warfare possible. DropShips dock to the JumpShip, which is almost always positioned far above or below a star, where in the BattleTech universe gravitational influence from the systems planets is negligible and FTL travel is possible. These points are called Zenith (above the star) and Nadir (below the star) Jump points. To jump, the JumpShip calculates the correct course and field strength and fires the Kearny-Fuchida drive, which instantly transports the ship to the projected star system, up to 30 light-years away.
It is possible for a JumpShip to use "pirate points" which are closer to the planets--and are caused as the planetary bodies of a system orbit, canceling one another's gravitational influence--but these points are much harder to navigate to compared to the traditional nadir and zenith points around a star. See Lagrangian point.
Instantaneous interstellar travel would make warfare extremely volatile were it not for the limitations of the Kearny-Fuchida FTL drive. The jump, or teleportation of a very large mass, cannot be triggered at will. A number of days (typically a week) must be spent collecting copious amounts of energy from the nearby star, which is done by means of a solar collector with an area of many square kilometers. The immense energy is accumulated in storage pools/banks/batteries/capacitors, and dumped into the drive system wholesale to achieve the jump. Jump drives may also be charged by the JumpShip's fusion reactor, which can result in a significantly faster recharge, but has several drawbacks, namely: increased consumption of fuel for the fusion reactor and a slightly higher chance of a misjump due to the higher speed of the charge. Ships with lithium-fusion batteries typically charge the drive with the sail and the batteries with the onboard reactor.
JumpShips equipped with said lithium-fusion batteries allow the JumpShip to store two 'charges' for the jump drive, allowing the ship to make two jumps in quick succession. This places heavy stress on the jump drive and increases the risk of a failure in the drive or a misjump.
There are two primary causes for jump drive failures or misjumps. One is overstressing the drive, and the second is via spatial anomalies. The former is much more common, and results from poor maintenance, charging the jump drive too quickly (minimum time to do what is generally considered a safe jump is 150+ hours), or making two jumps in succession with lithium-fusion batteries. Spatial anomalies are far rarer, but are suspected to have caused the loss of several JumpShips over the several hundred years of their use.
During and before the time of the Star League, there were massive armed and armored JumpShips called WarShips. At the height of the Star League, fleets of thousands of these behemoths roamed the stars, enforcing the League's will. The majority of these ships, and those belonging to the Inner Sphere's Houses, were destroyed during the Amaris Civil War or disappeared along with Aleksandr Kerensky and the Star League Defense Force. Most of the shipyards capable of manufacturing or repairing WarShips were heavily damaged or obliterated. Only in the later part of the 31st century has technology risen to a point where building fleets of new WarShips is even somewhat feasible. Still, only the most industrious of Successor States can construct more than one at a time because of their astronomical costs.
DropShips
While JumpShips move units and other hardware from star system to star system, it falls to the DropShips to move them inside the system. Almost all DropShips are capable of landing on a planet, and they are the primary method of moving goods and armies. These workhorses are still technological wonders, much like their bigger JumpShip brethren.
DropShips range in mass from the 400 ton (Vampire Troop Carrier) to the massive 100,000 ton (Behemoth Cargo Carrier) and all sizes in between. This bulk would be nothing without the large and very powerful fusion engines that propel them through space. Despite their massive size, these DropShips are usually cramped inside, featuring relatively little in the way of creature-comforts or extra space. Every possible hole or space in a DropShip has some sort of system or mechanism important to the operation and maintenance of the vessel. Most crews live in small, spartan quarters bunking 4 or more a piece, though Star League-era DropShips, as well as some newer ones as of the late 3060s, feature comparatively spacious twin cabins. Except for passenger liners which afford their attendants a bit more privacy, DropShips are very public places. Most DropShips described talk of stale air and overly-cramped living conditions. Still, in terms of the needs of humanity, these DropShips and their crew are technological god-sends.
They are based around two basic hullforms, aerodyne (aerodynamic, resembling that of the space shuttle) and spheroid (egg-shaped). Aerodynes are generally smaller than spheroids, require runways to take off and land, but are capable of at least crash-landing. Spheroids must rely on brute drive strength to remain in flight. To facilitate these designs, most colonized planets feature massive starports in order to service and unload/load these behemoths. Though designed to land on any terrain, DropShips mainly set down at these facilities in order to minimize the chance of damage. Maintenance of a DropShip usually costs more in resources than the average citizen in the BattleTech universe would ever earn in several lifetimes. The chassis itself costs a large fortune to make, let alone any weapons, armor, avionics, and those powerful fusion engines required to even lift it off the ground.
The most common DropShips in military service are the spheroid "Union" and "Overlord" class DropShips. The Union can carry a full 12-'Mech company, and the Overlord can carry a battalion, consisting three times a Union's complement. More recent designs such as the Federated Suns Conquistador can carry even more, delegating space for heavy combat vehicles, aerospace fighters, and even battle armor. Also, some DropShips have been pressed into duty to provide support or suppression fire in combat against enemy WarShips. These designs give up space in order to carry the massive weapons fielded by Warships, even though in terms of survivability, they would never last in a head-to-head fight. Still, these designs have gained popularity for being much cheaper to field in relation to WarShips.
Movement systems
Myomer fibre
Myomer is an electroactive polymer used in the 24th through 32nd centuries as a multipurpose form of artificial muscle, primarily in the internal structures of BattleMechs as a form of locomotion.
It is composed of several different alloys and its main property is the ability to contract when varying amounts of electricity are conducted through it. To keep each myomer strand from exploding due to friction and heat, a viscous jelly-like "grease" is packed between these giant strands. Also, a complex network of coolant works in conjunction with heat sinks to draw heat away from the myomer. Credited for the creation of the myomer "bundle" was Dr. Gregory Atlas. Sadly, he did not live long enough to see them used in the first BattleMech on February 5th 2439. Other types of 'Mechs use myomer as well, such as industrial, construction, and agricultural models.
Myomer is usually manufactured by different companies in varying parts of the Inner Sphere. Since most of them still use the original design specifications that were stolen in 2455, there aren't many differences. The only notable variant is triple-strength myomer. Developed by House Liao from the "flawed" myomer formula "leaked" to the Capellans by Davion MIIO agents, triple-strength myomer doubles the damage done by BattleMechs in hand-to-hand combat and increases their speed. However, the myomer bundles are appropriately thicker and take up more internal space. The real catch is that the advantages require a tremendous heat build-up in the entire 'Mech, making the TSM a feisty technology even for a veteran MechWarrior. The flawed version the Capellans acquired lacked this drawback (which was actually a correction), and enjoyed the benefits of the triple-strength myomer, but fell victim to a chemical agent that effectively dissolved the triple-strength myomers. Modern triple-strength myomers fortunately are not vulnerable to such attacks.
The Battletech and MechWarrior novels have small references to other uses for myomer. A notable one is found in Path of Glory where it is mentioned as an added component of a mountain-climber's rope, giving it extra strength, yet maintaining flexibility. There is also a reference to a used bundle of myomer in the Blood of Kerensky trilogy. There, Kai Allard-Liao uses an old myomer bundle from the finger of a Valkyrie to break free of a basement prison by attaching it to the room's light socket. This specific bundle of fiber was speculated to have been cannibalized of its individual strands for replacements in various string instruments. Being an expensive replacement material, yet superior in quality, the owner of the used myomer could have easily made his life's fortune simply using it to upgrade pianos and violins.
Myomer is also used in human beings to a limited extent. Candice Allard-Liao developed breast cancer and had the affected breast reconstructed and damaged muscle tissue around the breast replaced with myomers. This effectively saved her life from a sniper in 3052, as myomer is a bit tougher than normal human flesh, preventing the laser bolt from coring her heart and left lung.
Jump jets
There are many descriptions of how Jump Jets operate. The most common description for operation is that air is superheated by drawing it past the fusion reactor, and is then released through vents along the rear torso and legs of the 'mech allowing for a rocket type effect that lifts the 'Mech off the ground. Other descriptions include the venting of plasma from the fusion engine, and the use of chemical compounds akin to the rocket engines used on the space shuttle.
Jump jets allow a BattleMech to "jump" upwards several stories, allowing it to land on top of buildings and mountains. It also allows a 'Mech to perform the "Death from Above" attack, wherein a jumping BattleMech lands on top of an opposing 'Mech or vehicle. The crushing force is then delivered directly to the upper structure, greatly increasing the chance of crushing the cockpit or damaging the torso. However, the attacking 'Mech also receives damage to its legs; if the jump jets are located in the legs, there's a chance the jets themselves will be rendered useless.
Typically only light and medium BattleMechs have jump jets installed due to the excessive weight required for heavier class 'Mechs. However, some heavy and assault class 'Mechs do have jump jets installed, the Marauder II of Wolf's Dragoons being one example.
Heat dissipation
- Heat Sinks
Heat Sinks are cooling radiators that serve as the main component in the cooling cycle of a battlemech. They are essentially large radiators which absorb heat from hot coolant and expunge it to the surrounding air. A battlemech's fusion reactor contains integral heatsinks which can also function as cooling for other hardware. Additional heatsinks can also be installed in the fusion engine (provided it is large enough) or externally throughout the battlemech. "Double Heat Sinks" have largely replaced conventional heatsinks due to their ability to dissipate twice the heat as standard heatsinks for the same weight. Unfortunately, the materials used in the double heat sinks' radiator vanes take up considerably more space compared to standard heat sinks. Heat sinks submerged underwater will remove nearly twice the amount of heat as normal.
- Coolant Trucks
Coolant trucks (listed in the Technical Readout: 3025) are tanker trucks designed to carry both liquid nitrogen and liquid oxygen. They are normally placed in rear support areas in combat zones, allowing 'Mechs to leave the battle field to cool down. The trucks flush the hot coolant from an overheating BattleMech and replace it with colder coolant. They can also run coolant through the 'Mech components (such as heat sinks) to quickly cool the entire 'Mech or hot components. Liquid oxygen is used to replenish the jump jets in systems that use a rocket propellant-style system. In emergencies, liquid oxygen can also be used to cool a 'Mech, but it's not recommended due to the volatility of the oxygen.
- Coolant Pods
Armor
- Standard
Standard armor plate is capable of absorbing damage from all of types of weapons equally well. Using a layer of aligned-crystal composites with advanced ablative materials, standard plate is the basic type against which all other armors are judged.
- Stealth
The modern incarnation of the Star League-era Null Signature System, the Capellan-designed Stealth Armor system uses a Guardian ECM suite to generate a powerful stealth effect for BattleMechs. It operates by preventing most of the 'Mech's heat sinks from working at optimum levels, reducing the 'Mech's infrared signature and making it harder to target. The obvious drawback is that the 'Mech has more difficulty dissipating its heat.
- Reactive
Reactive armor uses many small explosive plates that protect against armor-piercing ballistic weapons such as autocannon by redirecting the force of the round's explosive power away from vital systems. However, this comes at the cost of increased bulk as well as the chance that armor plates will "cook off" prematurely if struck by other types of weapons.
- Reflective
Reflective armor uses a combination of improved ablative construction and reflective surface to offer much better protection against energy weapons than Standard armor, though this is at the cost of much reduced ability to absorb impact from falls or physical attacks.
- Ferro-Fibrous
Ferro-Fibrous is manufactured by zero-gravity processes that weave high-strength fibers into standard armor composite, increasing its protection, though at the cost of greatly increased bulk compared to standard armor. Thanks to this construction, ferro-fibrous armor is lighter per unit of protection than standard plate. Like many other technologies, Clantech ferro-fibrous is noticeably superior to Inner Sphere armor.
Sensor systems
- Active Probe
The Beagle Active Probe uses a combination of phased-array radar and other focused sensor systems to allow an active probe-equipped 'Mech to detect even the most well-hidden vehicle or infantry squads.
- Artemis IV
This fire-control system links LRM or SRMs to an advanced infrared link that allows the Artemis IV to give the missiles course corrections in mid-flight, greatly increasing accuracy.
- C3 Computer
The C3 Computer system allows 'Mechs of a lance or even a company to coordinate much more easily. C3 systems allow units to share targeting data with other units in a C3 network. ComStar has developed an advanced version of C3 computers, known as C3i Computers, that are limited to smaller networks, but make for a more resilient network, as it can pass data from unit to unit without going through a centralized master computer like the standard system does.
- ECM
Electronic Counter-Measure suites are capable of jamming advanced targeting systems such as Artemis IV or sensor suites such as the Beagle Active Probe. Several ECM packages exist, including the Guardian, Angel, and Clan.
- TAG
Targeting Acquisition Gear is a specialized laser that allows units to send targeting data to artillery units. Special Arrow IV artillery missiles, LRM rounds, and even tube artillery rounds can benefit from TAG-equipped spotting.
- Targeting Computer
First introduced by the Clans, the Targeting Computer is an advanced system that uses a combination of high-resolution sensors, advanced computer software, and specialized actuators to increase the accuracy of direct-fire weapons on a 'Mech or tank. In addition to the above, the Targeting Computer greatly improves a soldier's ability to make accurate aimed shots against targets.
Hyperpulse generators
The HyperPulse Generator (HPG) arrays are based on numerous worlds all across the Inner Sphere. ComStar owns and operates these, collecting payment from those who wish to transmit messages. The FTL devices are the primary means of interstellar communications, and ComStar has a virtual monopoly on their usage.
However, following the schism of the Word of Blake from ComStar after the battle of Tukayyid, HPG technology has slowly begun disseminating to the states of the Inner Sphere, with ComStar itself accepting money to help fund the creation of new stations.
As transmission is expensive, messages are frequently bundled into batches of hundreds, sent simultaneously. So, while the transmission of HPG array messages is done nearly instantaneously, it may be days, weeks, or months before a message is sent; one can pay a higher fee in order for "priority service". The maximum range of an HPG pulse is 50 light-years.
Transmission stations are categorized by a rating, either A, B, C, or D. Most stations in the Inner Sphere are class A or B stations, meaning that they transmit regularly and have high volume capacity. Class C and D stations are more often seen in the periphery or in backwater worlds, and they only transmit once a week or month, sending a few batched messages. In more recent fiction, there are only Class A and B HPG stations, with C and D possibly representing the smaller, portable units used by ComStar under contract or by ComGuard and Word of Blake military units. Here, Class A HPG's serve as regional hubs while Class B units serve off the Class-A network.
The transmission itself is a variant of the jump drive. The system effectively allows a radio transmission to travel through hyperspace for distances of fifty light years. The transmission cannot be bidirectional due to the manner that jump space works, but if two HPGs are used to establish a connection, one can receive transmissions and the other can send them, effectively bootstrapping a bi-directional comm system. This was first seen in the years leading up to the FedCom civil war, when the Archon subsidized construction of more HPG centers to allow real-time communications between New Avalon and Tharkad; effectively across the entire Inner Sphere.
During the Fourth Succession War, Comstar enacted a communications interdiction against the Federated Suns, attempting to halt their aggression. The Federated Suns appeared to still carry on after a fashion, because they apparently fashioned their own hyperpulse generator network, albeit inferior to the Comstar-monopolized network.
In the Dark Age novels, roughly 3/4 of the Inner Sphere's hyperpulse generators were nearly simultaneously destroyed, crippled, or in some other way damaged. Approximately 80% of the A circuit and a large portion of the B circuit were rendered inoperable by a computer virus which used a message cascade to burn out the HPG's transmission core. HPGs with components immune to this virus were attacked by forces unknown. It is unknown why or by whom this was done, but the actions crippled communications. Many important messages are now relayed via "pony express" dropship to planets without a working HPG. Planets with a working HPG have become much more important. This attests to the value of HPG's in the BattleTech Universe.
Clan technology
Clan technology is viewed as the pinnacle of science throughout the Inner Sphere. While most people tend to think of the Clans as being brilliant innovators, in reality their technological advantage is a combination of several hundred years of successive incremental improvements. Whenever one compares their hardware to an Inner Sphere component, several things become apparent; Clan hardware is considerably smaller, more lightweight, and more efficient than Inner Sphere tech. In other words, it is more developed and refined, but not vastly more advanced.
The technologies that so devastated the Inner Sphere during the initial invasion, things like OmniMechs, ferro-fiberous armor, as well as extended range weapons and pulse lasers are all outgrowths of technology that was just entering production at the time of the Amaris Civil War. Around that time, the Star League Defense Force fled the Inner Sphere, and during the 270 years that passed before their descendants, the Clans, returned, the Succession Wars that tore apart the Inner Sphere resulted in a "dark age" where much technology was lost (knowledge that the Clans still retained). Had the Succession Wars not occurred, many historians believe that the Inner Sphere would probably have managed to eclipse Clan technology, due to its greater resources. However, if the Succession Wars had never happened, then the Exodus wouldn't have occurred, so it's academic.
All this is not to say that all Clan technology is derivative from earlier developments. HarJel, a sticky mucous-like substance, was discovered on one of the distant Clan homeworlds and found to be useful for self-sealing armor for starships and infantry armor. In addition, the Elemental battle armor was developed from deep-sea hardsuits used by Clan Goliath Scorpion.
After the initial invasion was halted, Clan scientists realized that their technological edge was disappearing, and so they pressed for new technologies, new weapons, and resources. Thus motivated, the Clans developed a trio of new weapons technologies. The first was the Advanced Tactical Missile launcher (ATM) that, depending on ammo, could either have a hitherto impossible reach on the battlefield or a heavy punch close up, with a third ammo type that was a cross between the two. This new missile launcher also tied in a sophisticated fire-control that improved accuracy. Secondly, a powerful heavy laser system was developed which generated incredible amounts of damage compared to more common technologies. While this laser also generated radiation that affected onboard targeting computers, the ability to do more damage than many other heavy weapons in one shot offset any difficulty.
The final development was that of the ProtoMech, which could be considered a half-'Mech or super-heavy battle armor. The ProtoMech was a concept developed and fielded by Clan Smoke Jaguar to save scarce resources. Clan Smoke Jaguar techs hit upon the idea of building Points of the smaller ProtoMechs that could work together as a group, bearing firepower equal to a single 'Mech but at less than half the cost. The ProtoMechs provided a nasty surprise for the SLDF forces in the battle for the Smoke Jaguar homeworld of Huntress. Though unpopular in many Clans, some of the more resource-starved Clans such as the Blood Spirits have begun to deploy ProtoMechs in their Toumans.
Omni technology
Note: While the information in this section is specific to OmniMech technology, the Omni theory of equipment and weapon configuration has also been used in a number of other warfare fields in the BattleTech Universe, most notably in the construction of Clan Aerospace Fighters.
OmniMechs are a special class of BattleMech whose weaponry and equipment may be mounted and unmounted in a modular manner. This allows MechWarriors to customize their war machine's loadouts to emphasise their own skills and environmental considerations, making them all the deadlier foes to face in battle. Though beginning to appear more and more in the standard armies of the Inner Sphere, the OmniMech is still predominantly used by the Clans. Having mastered the design of the OmniMech many years before their invasion of the Inner Sphere in 3050, the Clans used these machines with frightening efficiency, decimating whole garrisons with nearly 3 to 1 or even 5 to 1 numerical superiority stacked against them. Incorporating a majority of Star League-era technology as well as native Clan technological advances, the OmniMech went on to symbolize the Clans themselves to much of the Inner Sphere.
Already in a technology race, all House armies treated these 'Mechs as the Holy Grail of BattleMech technology. Captured OmniMechs themselves usually never saw battle again until the Inner Sphere began to make small advances against the unstoppable Clan juggernaut. During that time, many of the Inner Sphere nations, most notably the Draconis Combine, made remarkable headway when they released reverse-engineered venerable Clan designs. Still, these OmniMechs paled in comparison to their parent designs. Not until after the Truce of Tukayyid did the Inner Sphere begin to decidedly close the gap between their technology and their aggressors. Now famous new designs such as the HA1-O Hauptmann, the TLR1-O Templar and the MS1-O Men Shen have begun to shine in the militaries of House Steiner, House Davion and House Liao respectively, with many houses following suit.
The real power of the OmniMech lies in the modular construction of its design. The OmniMech was originally based on the Mercury BattleMech and is simply an evolution of that style of design. Though not solely created for modular weapon loadouts, the OmniMech design proved advantageous for repair and construction as well. Damaged components such as arms and legs could be easily replaced in half the time it took for common BattleMechs, even without the experience of the dedicated Technician Caste of the Clans servicing them. On top of this, many of the 'Mechs seen in the invasion also sported similar limbs to each other (most notably the Summoner/Thor and the Hellbringer/Loki OmniMechs, as well as the legs of the Timber Wolf/Mad Cat and Mad Dog/Vulture), leading many to believe that some parts serviced many chassis instead of solely one design. In a logistical sense, this greatly improved the Clans' ability to wage war. The ability of a front-line unit to quickly service, re-arm, or even modify the weapons loadout and put pilots back on the battlefield kept the Clans moving at their amazing pace. It also made Clan forces much more robust than their Inner Sphere equivalents, enabling Clan technicians to strip undamaged weapons and components from crippled chassis, and use them to repair and rearm lightly damaged mechs in a matter of hours - a job that would take days with Inner Sphere mechs, if it was possible at all. The modular design caused a sizable decline in weight for many weapons and components, hence allowing, for example, a 75 tonne Timber Wolf/Mad Cat heavy OmniMech to feature as much weaponry as an Inner Sphere assault 'Mech - without the maneuverability penalties.
Incidentally, the first 'Mech ever seen by the Inner Sphere was one such Timber Wolf on the planet of The Rock in the Oberon Confederation, at the beginning of the invasion in December, 3049. To this day in the storyline, the Clans still field this and many other designs from the invasion in frontline Galaxies, spanning almost 2 or 3 design generations in the Inner Sphere that have fought and been destroyed at their feet. It has since become the symbol of the Clans as a whole, and is a true testament to the tenacity and brilliance of Clan technology.
Modular weaponry is not a new idea; jet fighters have had hard-points capable of using several different weapons since the 20th century. However, the automatically recalibrating gyro is the technology that makes modular weaponry in 'Mechs possible. Using the weight balance of a base chassis (which would include engine, gyro, structural members, armor, and any hardwired equipment) as a reference, the gyro can automatically recalibrate itself to any pod configuration, providing the base chassis was not modified as well. Clan Coyote, a clan who is credited with the perfection of the OmniMech, spent years attempting to solve the gyro balancing issue. Without this, the 'Mech's gyro would be set for one weight distribution. If that distribution was changed, the gyro would be incorrectly balancing the 'Mech, thus making it nearly impossible for the pilots' own innate balance to compensate through the neuro-helmet.
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