DP9-104

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Back Cover Blurb

Soldat Beringer winced as the heat from the melted circuits penetrated his insulated gloves. The Long Fang Naga’s surviving field gun’s heat damper had been damaged and excess heat had poured into the weapon’s articulation circuitry when they last fired.

“Hurry up. They’re almost here.” Beringer knew Soldat Hennan could see the approaching Jaguars on her sensors. He ripped out the melted wiring.

“One minute,” he mumbled into his helmet comm. Taking out a standard pack of replacement wiring and a surplus cerachip control board, he jury-rigged the connection back together again.

Explosions boomed over the ridge behind which they were hiding as the Iguana in their cadre tried to slow down the incoming Gears. Beringer knew he wouldn’t last long without fire support. He climbed over the massive gun to get at the cooling vent.

“Merde!” The vent had been fused shut by autocannon fire during the last attack. Beringer took out his plasma torch and began cutting.

“I’ve got them tagged! They’re going to make it inside the minimum range.” If the Jaguars got in close, the Naga didn’t stand a chance. The twisted square of metal finally fell off and Beringer scrambled to his cockpit. “Go!”

The field gun opened up with a deafening blast and the leading Jaguar vanished from Hennan’s sensor screen.

Nothing drives technological advancement quite like warfare, and Terra Nova has seen more than its fair share. Almost every aspect of technology has greatly advanced, from new armor-grade mate- rials and deadly Heavy Gears, to computers that learn by themselves and extensive genetic manipu- lations. The Technical Manual 2nd Edition examines the technology of the world of Heavy Gear and provides full background and development information, technical illustrations and complete rules for using, repairing and modifying technology in Heavy Gear games.

Includes the complete Heavy Gear Vehicle Construction System (VCS).

Table of Contents

CHAPTER 1: INTRODUCTION 
  1.1 THE TECHNOLOGY OF HEAVY GEAR 
    1.1.1 TECH LEVELS 
	
CHAPTER 2: BASIC ENGINEERING 
  2.1 MATERIALS AND STRUCTURES
    2.1.1 METALLIC ALLOYS
    2.1.2 CERAMICS 
    2.1.3 POLYMERS 
    2.1.4 COMPOSITES
    2.1.5 FASTENERS 
  2.2 ELECTRONICS 
    2.2.1 CERAMIC CHIPS
    2.2.2 NEURAL NETWORK 
  2.3 COMMUNICATIONS 
    2.3.1 SHORT RANGE 
    2.3.2 LONG RANGE 
    2.3.3 REMOTE CONTROL
  2.4 SENSORS 
    2.4.1 OPTICAL SYSTEMS 
    2.4.2 RADIATION-BASED SYSTEMS 
    2.4.3 SPECIALIZED SYSTEMS 
  2.5 TECH-RELATED RULES 
    2.5.1 SMART GLUES
    2.5.2 ELECTRONIC CHIPS 
    2.5.3 NNETS EVOLUTION 
    2.5.4 SENSORS & COMMUNICATIONS 
    2.5.5 REMOTE CONTROL OPERATIONS 
	
CHAPTER 3: LIFE SCIENCES
  3.1 MEDICINE IN THE 62ND CENTURY 
    3.1.1 A BRIEF HISTORY OF MEDICINE 
    3.1.2 THE NEUFELDT AXIOM
  3.2 GENETICS
    3.2.1 GENETIC MANIPULATION 
  3.3 PROSTHETICS 
    3.3.1 TYPES OF REPLACEMENTS 
    3.3.2 POWER SOURCES AND MAINTENANCE 
    3.3.3 DESCRIPTIONS AND RULES 
  3.4 WEBBLING
    3.4.1 GAME EFFECTS 
  3.5 BIO-ENGINEERING 
    3.5.1 PRIME KNIGHTS
    3.5.2 GRELS 
	
CHAPTER 4: MILITARY SCIENCES 
  4.1 MILITARY TECHNOLOGY IN THE 62ND CENTURY 
    4.1.1 THE INFLUENCE OF STEALTH
    4.1.2 ACCURACY AND DAMAGE
  4.2 OFFENSIVE TECHNOLOGY 
    4.2.1 PERSONAL WEAPONS
    4.2.2 VEHICULAR WEAPON 
    4.2.3 AMMUNITION TYPES 
  4.3 DEFENSIVE TECHNOLOGY 
    4.3.1 ARMOR 
    4.3.2 STATIC DEFENSES 
    4.3.3 ELECTRONIC DEFENSES 
  4.4 COMMAND, CONTROL AND COMMUNICATION 
    4.4.1 COMMUNICATION IN THE FIELD 
  4.5 AERIAL WARFARE 
  4.6 NAVAL WARFARE 
  4.7 SPACE WARFARE 
	
CHAPTER 5: VEHICLES 
  5.1 THE MODERN COMBAT VEHICLE 
  5.2 HEAVY GEAR 
    5.2.1 DEVELOPMENT 
    5.2.2 COCKPIT
    5.2.3 SENSOR SYSTEM 
    5.2.4 MECHANICAL SYSTEMS 
    5.2.5 ARMOR 
    5.2.6 WEAPONS
  5.3 STRIDERS 
    5.3.1 COCKPITS AND SENSORS 
    5.3.2 POWERPLANT 
    5.3.3 TRANSMISSION
    5.3.4 WEAPONS AND ARMOR 
  5.4 GROUND VEHICLES 
    5.4.1 COCKPITS 
    5.4.2 POWERPLANT 
    5.4.3 TRANSMISSION
    5.4.4 WEAPONS AND ARMOR 
  5.5 HOVERTANKS
    5.5.1 DEPLOYMENT 
  5.6 LANDSHIPS 
    5.6.1 POWERPLANT 
    5.6.2 TRANSMISSION
    5.6.3 COKCPITS AND SENSORS
    5.6.4 WEAPONS AND ARMOR 
  5.7 AIRCRAFT
    5.7.1 CONVENTIONAL AIRCRAFT 
    5.7.2 VTOL AIRCRAFT 
    5.7.3 ROTARY WING AIRCRAFT
  5.8 SPACECRAFT 
    5.8.1 BASIC LAYOUT 
    5.8.2 OFFENSIVE AND DEFENSIVE SYSTEMS 
    5.8.3 AEROSPACE VEHICLES 
	
CHAPTER 6: ENGINEERING NOTEBOOK
  6.1 DESIGNING VEHICLES IN HEAVY GEAR
    6.1.1 THE BASIC VEHICLE CONCEPT 
    6.1.2 CREW 
    6.1.3 MOVEMENT SYSTEMS 
    6.1.4 MANEUVER 
    6.1.5 DEPLOYMENT RANGE 
    6.1.6 ARMOR 
    6.1.7 WEAPONS 
    6.1.8 FIRE CONTROL 
    6.1.9 SENSORS
    6.1.10 COMMUNICATIONS
    6.1.11 PERKS AND FLAWS 
    6.1.12 THREAT VALUE 
    6.1.13 DEFAULT SIZE AND COST
    6.1.14 ACTUAL SIZE AND PRE-PROD. COST
    6.1.15 PRODUCTION TYPE AND LEMON ROLLS 
    6.1.16 FINAL COST AND NAMING 
  6.2 SPECIAL CASES
    6.2.1 SMALL VEHICLES 
    6.2.2 LARGE VEHCILES
    6.2.3 EMPLACEMENTS 
  6.3 WEAPON SYSTEM CUSTOMIZATION 
    6.3.1 ACCURACY 
    6.3.2 DAMAGE 
    6.3.3 RANGE 
    6.3.4 RATE OF FIRE 
    6.3.5 POOR WORKMANSHIP 
  6.4 AMMUNITION TYPES 
    6.4.1 COMMON AMMUNITION 
    6.4.2 UNCOMMON AMMUNITION 
    6.4.3 AMMUNITION FEED
    6.4.4 AMMO PRICES AND AVAILABILITIES 
	
CHAPTER 7: TECHNICIAN’S CORNER
  7.1 MODERN TINKERERS
    7.1.1 EDUCATION
    7.1.2 CUSTOMS AND TRADITIONS 
  7.2 VEHICLE MODIFICATIONS
    7.2.1 STRUCTURE 
    7.2.2 PERKS AND FLAWS 
    7.2.3 WEAPON SYSTEMS
    7.2.4 ARMOR SYSTEMS 
    7.2.5 MOVEMENT
  7.3 SCRATCHBUILDING VEHICLES 
    7.3.1 MAKING PLANS 
    7.3.2 GETTING PARTS 
    7.3.3 BUILDING THE VEHICLE 
  7.4 VEHICLE MAINTENANCE
    7.4.1 BREAKDOWNS 
    7.4.2 WEAPON MAINTENANCE 
    7.4.3 FUEL AND DEPLOYMENT RANGE 
  7.5 REPAIRS 
  7.6 TECHNOLOGICAL SKILLS 
  7.7 NEW ARCHETYPES 
	
APPENDIX
  TECH BLUEPRINTS 
  GEAR DEVELOPMENT CHARTS 
  GLOSSARY 
  INDEX