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the shape of things to come

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STEP 4: ADD ARMOR<br />

Armor helps protect <strong>the</strong> Combat Vehicle’s internal structure<br />

and critical components. Depending on <strong>the</strong> tech base used<br />

and <strong>the</strong> type <strong>of</strong> armor selected for a Combat Vehicle, armor<br />

can vary in <strong>to</strong>nnage and item space.<br />

Unlike BattleMechs, which limit <strong>the</strong>ir armor maximums by<br />

body locations, <strong>the</strong> maximum amount <strong>of</strong> armor a Combat<br />

Vehicle may mount is not based on <strong>the</strong> number <strong>of</strong> points <strong>of</strong><br />

internal structure it has, but on its <strong>to</strong>tal <strong>to</strong>nnage. Regardless <strong>of</strong><br />

<strong>the</strong> technology base chosen, a Combat Vehicle may mount a<br />

number <strong>of</strong> armor points equal <strong>to</strong> 3.5 times <strong>the</strong> vehicle’s weight,<br />

plus 40 (rounded down <strong>to</strong> <strong>the</strong> nearest whole number). This<br />

limit applies regardless <strong>of</strong> <strong>the</strong> type <strong>of</strong> armor chosen, but with<br />

<strong>the</strong> exception <strong>of</strong> VTOL ro<strong>to</strong>rs, no Combat Vehicle’s hit location<br />

has an actual maximum limit (unlike BattleMechs). VTOL<br />

ro<strong>to</strong>rs have a maximum armor limit <strong>of</strong> 2 points, regardless <strong>of</strong><br />

<strong>the</strong> unit’s size.<br />

Armor may be mounted in full- or half-<strong>to</strong>n lots, and provides<br />

a base amount <strong>of</strong> 16 points per <strong>to</strong>n <strong>of</strong> standard armor (8<br />

points per half <strong>to</strong>n). The use <strong>of</strong> alternative armor types (such as<br />

ferro-fi brous) can modify this amount as shown in <strong>the</strong> Combat<br />

Vehicle Armor Table below, allowing for generally higher pointsper-<strong>to</strong>n<br />

ratios at a cost in greater bulk (and fewer item slots on<br />

<strong>the</strong> vehicle’s inven<strong>to</strong>ry).<br />

To determine <strong>the</strong> armor value provided by <strong>the</strong>se alternative<br />

armor types, multiply <strong>the</strong> base armor value (16 points per<br />

<strong>to</strong>n) by <strong>the</strong> Base Armor Multipliers shown for <strong>the</strong> appropriate<br />

DF<br />

Karnov UR Transport, Eleventh Lyran Regulars (House Steiner)<br />

armor type in <strong>the</strong> Armor Table below, rounding <strong>the</strong> fi nal result<br />

down <strong>to</strong> <strong>the</strong> nearest full point. For instance, a vehicle that uses<br />

6 <strong>to</strong>ns <strong>of</strong> Inner Sphere ferro-fi brous armor would receive 107<br />

armor points (6 <strong>to</strong>ns x 16 points per <strong>to</strong>n x 1.12 = 107.52 armor<br />

points, rounded down <strong>to</strong> 107), while 1 <strong>to</strong>n <strong>of</strong> <strong>the</strong> same armor<br />

would provide only 17 armor points (1 <strong>to</strong>n x 16 points per <strong>to</strong>n<br />

x 1.12 = 17.92, round down <strong>to</strong> 17).<br />

Conversely, if a specifi c number <strong>of</strong> armor points is sought—up<br />

<strong>to</strong> <strong>the</strong> vehicle’s computed Maximum Armor Fac<strong>to</strong>r, that is—and<br />

<strong>the</strong> weight is unknown, <strong>the</strong> designer can fi nd <strong>the</strong> weight (in <strong>to</strong>ns)<br />

by dividing <strong>the</strong> target number <strong>of</strong> armor points by 16 times <strong>the</strong><br />

Base Armor Multiplier. This result is rounded up <strong>to</strong> <strong>the</strong> nearest<br />

half-<strong>to</strong>n. For example, if a designer decides <strong>to</strong> mount 92 points<br />

<strong>of</strong> heavy ferro-fi brous armor, he will need 5 <strong>to</strong>ns <strong>to</strong> accomplish<br />

that (92 points ÷ [16 x 1.24] = 4.64 <strong>to</strong>ns, which rounds up <strong>to</strong><br />

<strong>the</strong> nearest half at 5). Note, however, that sometimes a desired<br />

number <strong>of</strong> points—such as many Maximum Armor Fac<strong>to</strong>rs—<br />

may force <strong>the</strong> designer <strong>to</strong> “waste” weight on points that cannot<br />

be mounted. If, in <strong>the</strong> example <strong>of</strong> <strong>the</strong> heavy ferro-fi brous armor,<br />

110 armor points were <strong>the</strong> maximum that could be installed<br />

on <strong>the</strong> vehicle, <strong>the</strong> actual 6-<strong>to</strong>n capacity <strong>of</strong> heavy ferro-fi brous<br />

armor needed <strong>to</strong> attain that level would produce 119 points (6<br />

<strong>to</strong>ns x 16 points/<strong>to</strong>n x 1.24 = 119.04 points, rounded down), and<br />

would result in 9 points <strong>of</strong> “wasted” armor.<br />

Use <strong>the</strong> Armor Diagram on <strong>the</strong> vehicle’s record sheet <strong>to</strong><br />

indicate <strong>the</strong> number <strong>of</strong> Armor Points protecting each part<br />

<strong>of</strong> <strong>the</strong> unit’s body by marking out any excess armor circles in<br />

<strong>the</strong> same way as for <strong>the</strong> internal structure. Armor circles for a<br />

given location are located in <strong>the</strong> appropriate unshaded parts<br />

<strong>of</strong> <strong>the</strong> diagram.<br />

Combat Vehicles built under <strong>the</strong>se rules may not combine<br />

multiple armor types on <strong>the</strong> same design.<br />

Tech Base: Standard armor is universally available <strong>to</strong><br />

both <strong>the</strong> Clan and Inner Sphere technology bases. Inner<br />

Sphere-designed Combat Vehicles can also use Inner Sphere<br />

ferro-fibrous, light ferro-fibrous and heavy ferro-fibrous<br />

armors. Clan Combat Vehicles may only use standard and Clan<br />

ferro-fi brous armors.<br />

Space: Carrying ferro-fibrous armor reduces a Combat<br />

Vehicle’s allotment <strong>of</strong> item slots. The number <strong>of</strong> slots reduced<br />

by using a given armor type is shown on <strong>the</strong> Combat Vehicle<br />

Armor Table.<br />

COMBAT VEHICLE ARMOR TABLE<br />

Maximum Armor Fac<strong>to</strong>r (Points): (3.5 x Vehicle Weight) + 40<br />

Base Armor Points per Ton: 16<br />

Armor Type<br />

Base<br />

Armor<br />

Multiplier<br />

Item Slots<br />

(Inner<br />

Sphere)<br />

Item Slots<br />

(Clan)<br />

Standard 1.0 0 0<br />

Light Ferro-Fibrous 1.06 1 NA<br />

Ferro-Fibrous (I.S.) 1.12 2 NA<br />

Ferro-Fibrous (Clan) 1.2 NA 1<br />

Heavy Ferro-Fibrous 1.24 3 NA<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 />

105

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