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Difference between revisions of "Communications Equipment"

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'''Communications Equipment''' - This is the most common used communication device used by both military and civil authorities. Used as principly as rearguard battlefield command centersIn civilian authorities employ these devices from media news vehicles, industrial "com equipment" various vehicles to air traffic control airships.  
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== Description ==
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'''Communications Equipment''' is part of the basic equipment intrinsic not only to military units like [[BattleMechs]] and [[Combat Vehicle|combat vehicles]] but some [[Support Vehicle|support]] and civilian vehicles as wellBeyond these fundamental systems is secondary, specialized "comm gear" that is more powerful and allows for more and varied uses.  This expanded communications equipment allow for point-to-point operations (without bouncing) averaging fifty kilometers in range, while more advanced versions can uplink with [[Satellite]]s and other orbiting spacecraft.  The largest of these devices can even link to [[HPG]] stations to allow for interstellar communication.<ref name="TMp212">''TechManual'', p. 212, "Communications Equipment"</ref>
  
More complex communication equipment can uplink to satellites. Allowing for communications with orbiting spacecraft and even [[HPG]] uplinks for interstellar communication.  Military and Civilian equipment differ with ablities.<ref>''Tech Manual'', p. 212 - "Communication Equipment" - Basic run down on Communication Equipment.</ref>
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The use of this extra communications equipment is practically infinite.  In civilian use it can allow a state-of-the-art newsvid van to report on the latest crisis with up-to-the-minute details or allow a traffic-control airship to direct incoming and departing vehicles more efficiently. Combat and support vehicles which dedicate extra tonnage for communications equipment most commonly fulfill the role of battlefield command centers, allowing them to coordinate maneuvers or monitor [[Remote Sensor]]s.<ref name="TMp212"/>
  
Larger Combat & Support Vehicles have tonnage set aside to handle the more sophicated communication suites.
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== Rules ==
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<div class="gamerules">
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=== Game Rules ===
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Communications Equipment is always assumed to be active in gameplay so long as it is not hit or destroyed, the unit's sensors and cockpit are undamaged, and the engine is running.<ref name="TMp212"/> A unit with 3 to 6 tons of Communications Equipment grants a +1 Initiative bonus to their side, while a unit with 7 or more tons grants a +2 bonus.  This bonus is lost if the unit takes a Commander Hit critical hit, or if it was hit and expended MP in the previous turn.<ref name="TOp194-194>''Tactical Operations'', pp. 194-195, "Communications Equipment (Mobile HQs)"</ref>
  
==Tech Levels==
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Units with a minimum of 4 tons of Communications Equipment may determine if there are any [[Satellite]]s within range and attempt an uplink.  Friendly satellites may be uplinked automatically, while neutral and hostile satellites must be hacked into to gain their benefits.  Only one side may control a satellite at a time, and no side can accumulate multiple benefits from multiple satellites, though players may attempt to hack control of the satellite away from their opponent.  Benefits gained from a satellite uplink replace the Initiative bonus normally granted by Communications Equipment.<ref name="TOp194-194/>
Available for both Standard Inner Sphere & Clan technology.
 
  
==Introduction==
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Any unit mounting 3 to 6 tons of Communications Equipment can generate an [[ECCM]] field the same size as that generated by an [[Inner Sphere]] [[Guardian ECM]], though only equal in strength to half its weight.  A unit with 7 or more tons can do so equal to 1 ECM suite.  However, operating Communications Equipment in this way means all other bonus modifiers are lost.<ref name="TOp100-101">''Tactical Operations'', pp. 100-101, "ECM Suites - Communications Equipment"</ref>
Pre-spaceflight
 
  
==Tech Ratings==
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Using [[Double-Blind Rules]], if a unit mounts 3 to 6 tons of Communications Equipment, each unit on its side can receive a bonus in using sensors to detect the enemy, while a unit mounting seven or more gives a larger bonus.<ref name="TOp224">''Tactical Operations'', p. 224, "Communications Equipment"</ref>
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==Range==
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=== Construction Rules ===
50 Kilometers in point-to-point ground. (Not including uplinks to other equipment.)
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BattleMechs, combat vehicles, [[aerospace fighter|aerospace]] and [[conventional fighter|conventional fighters]] automatically possess a basic amount of communication equipment as part of their cockpit and control systems equivalent to 1 ton. The same is true for [[DropShip]]s and [[Small Craft]], which contain the equivalent of 3 tons. All Large Craft are considered to have 7 or more tons of Communications Equipment. Additional equipment must be installed in full-ton lots, to a maximum of 15 per unit, and require 1 critical slot per ton for 'Mechs and [[IndustrialMech]]s added to the Critical Hits Table within the same body section. Combat and support vehicles require only 1 slot for the entire suite, while aerospace units may treat it as cargo; for both types of units 1 crewman is added to the minimum crew needs per ton of cargo.  [[ProtoMech]]s are not allowed to mount communication equipment.<ref name="TMp212"/>
 
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</div>
==Restricted Units==
 
ProtoMechs are not allowed to mount communication equipment.
 
 
 
==Rules==
 
<div style="background-color:#FFFFE0; border:1px solid #666; margin:1.5em 0 .5em 0; padding:0 .5em 0 1em; -moz-border-radius:.5em">
 
==Game Rules==
 
Communication Equipment does not effect regular Tournment Legal games or Total Warfare rules.
 
However, Communication Equipment gains ablities when using the [[Rules Rating/Advanced|Advanced]] [[Tactical Operations]] rules.
 
 
 
Communication Equipment remains active only active; Equipment itself remains undamaged, sensors & cockpit are undamaged, engine remains active. The equipment will remain active even if the pilot is unable to act.
 
 
 
==Construction Rules==
 
BattleMechs, Combat Vehicles, all types of Aerospace & Standard fighters are automaticly equipt with a basic communication equal to 1 ton which included in cockpit and life support equipment. Small Craft & DropShips incorporating additional communication gear (Not counting standard communication equipment already intrigated.) adds equivalent to 3 tons of such equipment as part of the ship's cockpit and control system. IndustrialMechs & Support Vehicles do not carry communication no more sophicated than basic a radio unless additional tonnage is added for such equipment.
 
 
 
All units most alot equipment by full tons with maximum tonnage up to 15 tons. BattleMechs & IndustrialMechs communication equipment requires 1 critical spot per ton and must be added to the Critical Hit Table within same body location. Note that multiple body sections are considered to be seperate communication units. This requires manned by 1 crewmember.
 
  
Combat Vehicles & Support Vehicles only need 1 critical regardless of tonnage allotted to the additional communication suite. Aerospace units treat communication equipment as if it were cargo. It maybe allocated to body/fuselage location without taking up a weapon slots. All these units, all additional communication equipment add 1 crewmember per ton of gear.
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== See Also ==
</div>
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* [[Communications System]]
  
 
==References==
 
==References==
 
<references />
 
<references />
*''Tech Manual'', pp. 344-345
 
  
==Bibliography==
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== Bibliography ==
*''[[Tactical Operations]]''
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* ''[[Tactical Operations]]''
*''[[TechManual]]''
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* ''[[TechManual]]''
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[[Category: Equipment]]
 
[[Category: Equipment]]
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[[Category: Technology]]

Latest revision as of 05:01, 3 November 2023

Description[edit]

Communications Equipment is part of the basic equipment intrinsic not only to military units like BattleMechs and combat vehicles but some support and civilian vehicles as well. Beyond these fundamental systems is secondary, specialized "comm gear" that is more powerful and allows for more and varied uses. This expanded communications equipment allow for point-to-point operations (without bouncing) averaging fifty kilometers in range, while more advanced versions can uplink with Satellites and other orbiting spacecraft. The largest of these devices can even link to HPG stations to allow for interstellar communication.[1]

The use of this extra communications equipment is practically infinite. In civilian use it can allow a state-of-the-art newsvid van to report on the latest crisis with up-to-the-minute details or allow a traffic-control airship to direct incoming and departing vehicles more efficiently. Combat and support vehicles which dedicate extra tonnage for communications equipment most commonly fulfill the role of battlefield command centers, allowing them to coordinate maneuvers or monitor Remote Sensors.[1]

Rules[edit]

Game Rules[edit]

Communications Equipment is always assumed to be active in gameplay so long as it is not hit or destroyed, the unit's sensors and cockpit are undamaged, and the engine is running.[1] A unit with 3 to 6 tons of Communications Equipment grants a +1 Initiative bonus to their side, while a unit with 7 or more tons grants a +2 bonus. This bonus is lost if the unit takes a Commander Hit critical hit, or if it was hit and expended MP in the previous turn.[2]

Units with a minimum of 4 tons of Communications Equipment may determine if there are any Satellites within range and attempt an uplink. Friendly satellites may be uplinked automatically, while neutral and hostile satellites must be hacked into to gain their benefits. Only one side may control a satellite at a time, and no side can accumulate multiple benefits from multiple satellites, though players may attempt to hack control of the satellite away from their opponent. Benefits gained from a satellite uplink replace the Initiative bonus normally granted by Communications Equipment.[2]

Any unit mounting 3 to 6 tons of Communications Equipment can generate an ECCM field the same size as that generated by an Inner Sphere Guardian ECM, though only equal in strength to half its weight. A unit with 7 or more tons can do so equal to 1 ECM suite. However, operating Communications Equipment in this way means all other bonus modifiers are lost.[3]

Using Double-Blind Rules, if a unit mounts 3 to 6 tons of Communications Equipment, each unit on its side can receive a bonus in using sensors to detect the enemy, while a unit mounting seven or more gives a larger bonus.[4]

Construction Rules[edit]

BattleMechs, combat vehicles, aerospace and conventional fighters automatically possess a basic amount of communication equipment as part of their cockpit and control systems equivalent to 1 ton. The same is true for DropShips and Small Craft, which contain the equivalent of 3 tons. All Large Craft are considered to have 7 or more tons of Communications Equipment. Additional equipment must be installed in full-ton lots, to a maximum of 15 per unit, and require 1 critical slot per ton for 'Mechs and IndustrialMechs added to the Critical Hits Table within the same body section. Combat and support vehicles require only 1 slot for the entire suite, while aerospace units may treat it as cargo; for both types of units 1 crewman is added to the minimum crew needs per ton of cargo. ProtoMechs are not allowed to mount communication equipment.[1]

See Also[edit]

References[edit]

  1. 1.0 1.1 1.2 1.3 TechManual, p. 212, "Communications Equipment"
  2. 2.0 2.1 Tactical Operations, pp. 194-195, "Communications Equipment (Mobile HQs)"
  3. Tactical Operations, pp. 100-101, "ECM Suites - Communications Equipment"
  4. Tactical Operations, p. 224, "Communications Equipment"

Bibliography[edit]