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<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

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