the shape of things to come
the shape of things to come
the shape of things to come
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
<strong>the</strong> number <strong>of</strong> specifi ed items by <strong>the</strong> value <strong>of</strong> X and round down<br />
<strong>to</strong> <strong>the</strong> nearest whole <strong>to</strong> fi nd <strong>the</strong> value <strong>of</strong> Y.]<br />
Rounding normally means that when <strong>the</strong> value <strong>to</strong> be rounded<br />
falls closer <strong>to</strong> a lower target number than a higher one, <strong>the</strong> designer<br />
must round down. Conversely, values from <strong>the</strong> midpoint between<br />
two possible target numbers and up <strong>to</strong> <strong>the</strong> higher number must<br />
be rounded up. For example, a value <strong>of</strong> 3.4 that <strong>the</strong> designer must<br />
“round normally <strong>to</strong> <strong>the</strong> nearest half” be<strong>come</strong>s 3.5, because 3.5 is<br />
closer <strong>to</strong> 3.4; but a value <strong>of</strong> less than 3.25 (<strong>the</strong> midpoint between<br />
3.0 and 3.5) would be rounded down <strong>to</strong> 3.<br />
ROUNDING AND WEIGHT<br />
Most units that may be constructed in this TechManual measure<br />
<strong>the</strong>ir weight by <strong>the</strong> Tonnage Standard. Small Support Vehicles,<br />
Pro<strong>to</strong>Mechs and battlesuits use a kilogram standard instead (1,000<br />
kilograms = 1 <strong>to</strong>n). When rounding weight values for units using<br />
<strong>the</strong> <strong>to</strong>nnage standard, a designer should round up all weight<br />
values <strong>to</strong> <strong>the</strong> nearest half-<strong>to</strong>n unless <strong>the</strong> unit’s construction rules<br />
specifi cally state o<strong>the</strong>rwise. Kilogram-standard units round weight<br />
up <strong>to</strong> <strong>the</strong> nearest full kilogram.<br />
ROUNDING AND SPACE<br />
Though rounding rarely <strong>come</strong>s up in terms <strong>of</strong> assigning space <strong>to</strong><br />
multi-slot items during construction, item space fractions during<br />
construction are always rounded up <strong>to</strong> <strong>the</strong> nearest whole number.<br />
ROUNDING AND ARMOR/INTERNAL STRUCTURE<br />
Many armor types exist for various units that can result in fractional<br />
armor points during design. Unless stated o<strong>the</strong>rwise under<br />
<strong>the</strong> unit’s construction rules, when rounding fractional armor points,<br />
always round down <strong>to</strong> <strong>the</strong> nearest whole number. Conversely, if a<br />
designer is trying <strong>to</strong> fi nd <strong>the</strong> weight <strong>of</strong> an amount <strong>of</strong> armor based<br />
on <strong>the</strong> number <strong>of</strong> points and <strong>come</strong>s up with a fraction, that fraction<br />
should be rounded up <strong>to</strong> <strong>the</strong> nearest half-<strong>to</strong>n (for <strong>to</strong>nnage-standard<br />
units), or <strong>to</strong> <strong>the</strong> nearest kilogram (for kilogram-standard units).<br />
Internal structure usually appears in a fractional format only<br />
when creating Combat Vehicles and Support Vehicles, which<br />
derive <strong>the</strong>ir internal structure values from formulas ra<strong>the</strong>r than<br />
tables. Unless stated o<strong>the</strong>rwise, whenever <strong>the</strong> designer encounters<br />
fractional values for internal structure points, <strong>the</strong>se values are<br />
always rounded up.<br />
ROUNDING AND COSTS/BATTLE VALUE<br />
At <strong>the</strong> end <strong>of</strong> <strong>the</strong> cost computations for any unit, all C-bill cost<br />
values must be rounded up <strong>to</strong> <strong>the</strong> nearest 0.01 C-bill. At <strong>the</strong> end <strong>of</strong><br />
<strong>the</strong> Battle Value computations for any unit, any fractional values<br />
must be rounded normally <strong>to</strong> <strong>the</strong> nearest whole number.<br />
PERCENTAGES<br />
Sometimes, <strong>the</strong> rules require a value in terms <strong>of</strong> percentages.<br />
Designers should note that a percentage value may be expressed<br />
as a straight multiplier by moving <strong>the</strong> decimal point two numbers<br />
<strong>to</strong> <strong>the</strong> left (or dividing by 100, without rounding). Multiplying this<br />
value by <strong>the</strong> value in question attains <strong>the</strong> desired percentage <strong>of</strong><br />
that value. For example, if a rule requests <strong>the</strong> designer <strong>to</strong> fi nd “30<br />
percent <strong>of</strong> <strong>the</strong> unit’s <strong>to</strong>nnage” and <strong>the</strong> unit’s target weight (<strong>to</strong>nnage)<br />
is 65, <strong>the</strong> designer should multiply 65 (<strong>the</strong> unit’s <strong>to</strong>nnage)<br />
by 0.30 (30 percent = 30 ÷ 100 = 0.30) <strong>to</strong> fi nd <strong>the</strong> desired value.<br />
The rounding rules applied when computing a percentage may<br />
vary by situation.<br />
RECORD SHEETS<br />
In Total Warfare, game play is resolved for all units via record<br />
sheets that track <strong>the</strong> unit’s relative level <strong>of</strong> damage, heat (where<br />
applicable) and a number <strong>of</strong> o<strong>the</strong>r statistics. At <strong>the</strong> end <strong>of</strong> <strong>the</strong><br />
design process, each designer must translate his or her unit from<br />
its raw statistics <strong>to</strong> an appropriate record sheet in order <strong>to</strong> use it<br />
properly in a game <strong>of</strong> Classic BattleTech.<br />
Blank Record Sheets are provided at <strong>the</strong> back <strong>of</strong> this rulebook<br />
for all unit types. How <strong>the</strong>y work, and which record sheets should<br />
be used for each unit type featured in this book, are outlined<br />
below.<br />
Note: As with <strong>the</strong> Components section (see p. 9), players that<br />
own Total Warfare will notice some similarities between this section<br />
and <strong>the</strong> Record Sheets section <strong>of</strong> Total Warfare (see p. 26, TW).<br />
However, this section, while conveying much <strong>of</strong> <strong>the</strong> same information,<br />
focuses on <strong>the</strong> record sheet in terms <strong>of</strong> construction.<br />
RECORD SHEET TYPES<br />
TechManual provides 17 distinct record sheets for use in<br />
designing and using units in Total Warfare game play. The record<br />
sheets—and <strong>the</strong>ir appropriate unit types—are shown in <strong>the</strong><br />
Record Sheets Table below. When designing a unit, it is important<br />
<strong>to</strong> use <strong>the</strong> appropriate Blank Record Sheet <strong>to</strong> track its capabilities<br />
and statistics, as well as for at-a-glance recognition <strong>of</strong> a given<br />
unit’s type.<br />
Note: The visual outline <strong>of</strong> <strong>the</strong> Armor Diagram for some pregenerated<br />
record sheets may appear slightly diff erent than <strong>the</strong><br />
standard Blank Record Sheet. For example, a pre-generated<br />
Tracked Vehicle Record Sheet includes graphics showing tracks,<br />
while one for a wheeled vehicle includes wheel graphics as part<br />
<strong>of</strong> <strong>the</strong> Armor Diagram. This is done <strong>to</strong> enhance <strong>the</strong> visual aes<strong>the</strong>tic<br />
<strong>of</strong> playing <strong>the</strong> game, but has no impact on <strong>the</strong> record sheet or<br />
game play.<br />
RECORD SHEET BASICS<br />
All <strong>of</strong> <strong>the</strong> Classic BattleTech Record Sheets designed for use in<br />
Total Warfare standard rules play arrange <strong>the</strong>ir vital information<br />
and game statistics in blocks <strong>of</strong> data based on <strong>the</strong>ir form and<br />
function. Throughout <strong>the</strong> various record sheets, a number <strong>of</strong><br />
common blocks appear that perform roughly <strong>the</strong> same functions<br />
regardless <strong>of</strong> <strong>the</strong> unit’s type.<br />
Unit Data<br />
The title <strong>of</strong> <strong>the</strong> Unit Data block diff ers by unit type (’Mech Record<br />
Sheets call this <strong>the</strong> ’Mech Data block, aerospace and conventional<br />
fi ghters call this <strong>the</strong> Fighter Data block and so on), but <strong>the</strong> function<br />
<strong>of</strong> this block remains <strong>the</strong> same: It provides a direct overview<br />
<strong>of</strong> <strong>the</strong> make, model, base performance and weapons load <strong>of</strong> <strong>the</strong><br />
unit in question.<br />
The Unit Data block begins with <strong>the</strong> name <strong>of</strong> <strong>the</strong> unit, its model<br />
number (if any), its weight (Tonnage), Movement Points (Walking/<br />
Running/Jumping, or Cruising/Flank for vehicles) or Thrust Points<br />
(Safe/Max) for aerospace units, and Technology Base (Clan or Inner<br />
Sphere). The Weapons Inven<strong>to</strong>ry follows, listing <strong>the</strong> quantity, type,<br />
location on <strong>the</strong> unit’s body, heat (where applicable), damage and<br />
ranges <strong>of</strong> all <strong>the</strong> unit’s weapons. On some units, this inven<strong>to</strong>ry<br />
also lists <strong>the</strong> ammunition for a weapon beside its entry and may<br />
be used <strong>to</strong> track ammunition expenditure. (Aerospace units use