the shape of things to come
the shape of things to come
the shape of things to come
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15 points per critical space <strong>of</strong> explosive ammo in center<br />
<strong>to</strong>rso, legs or head, or not protected by CASE in its location<br />
(Inner Sphere ’Mech with standard or light engines)<br />
15 points per critical space <strong>of</strong> explosive ammo in arm<br />
not protected by CASE in its location, or in <strong>the</strong> next location<br />
inward on <strong>the</strong> Damage Transfer Diagram (Inner Sphere ’Mechs<br />
with standard or light engines)<br />
1 point per Gauss weapon critical space in center <strong>to</strong>rso,<br />
legs or head (Clan ’Mech)<br />
1 point per Gauss weapon critical space in any location<br />
(Inner Sphere ’Mech with XL engine)<br />
1 point per Gauss weapon critical space in center <strong>to</strong>rso,<br />
legs or head, or not protected by CASE in its location (Inner<br />
Sphere ’Mech with standard or light engine)<br />
1 point per Gauss weapon critical space in arm not protected<br />
by CASE in its location, or in <strong>the</strong> next location inward<br />
on <strong>the</strong> Damage Transfer Diagram (Inner Sphere ’Mechs with<br />
standard or light engines)<br />
Next, MULTIPLY <strong>the</strong> current <strong>to</strong>tal by <strong>the</strong> ’Mech’s Defensive<br />
Fac<strong>to</strong>r. A ’Mech’s Defensive Fac<strong>to</strong>r is based on <strong>the</strong> unit’s highest<br />
potential target modifier (including bonuses for jump<br />
capability, enhanced movement capability from MASC or triplestrength<br />
myomer, and <strong>the</strong> maximum eff ects <strong>of</strong> stealth armor,<br />
such as <strong>the</strong> modifi er for long range), as shown on <strong>the</strong> Defensive<br />
Fac<strong>to</strong>rs Table and Defensive Fac<strong>to</strong>r Modifi er Table (p. 315). The<br />
fi nal result is <strong>the</strong> ’Mech’s Defensive Battle Rating (DBR).<br />
STEP 2: CALCULATE OFFENSIVE BATTLE RATING<br />
To calculate <strong>the</strong> Off ensive Battle Rating, fi rst calculate <strong>the</strong><br />
Base Weapon Battle Rating, and <strong>the</strong>n adjust it by <strong>the</strong> ’Mech’s<br />
Heat Effi ciency and Speed Fac<strong>to</strong>r. The fi nal result is <strong>the</strong> Off ensive<br />
Battle Rating.<br />
Calculate Base Weapon Battle Rating<br />
The Weapon Battle Rating must be adjusted <strong>to</strong> take in<strong>to</strong><br />
consideration <strong>the</strong> ’Mech’s heat effi ciency. To calculate ‘Mech<br />
Heat Effi ciency, add 6 <strong>to</strong> <strong>the</strong> unit’s Heat Sink Capacity and<br />
subtract <strong>the</strong> heat generated when <strong>the</strong> ‘Mech moves.<br />
’Mech Heat Effi ciency = 6 + Heat Sink Capacity – Movement Heat<br />
Heat Sink Capacity: Heat Sink Capacity denotes <strong>the</strong><br />
maximum number <strong>of</strong> Heat Points a ’Mech can dissipate in a<br />
single turn. Each single heat sink can dissipate 1 point <strong>of</strong> heat.<br />
Double-capacity heat sinks can dissipate 2 points <strong>of</strong> heat.<br />
Movement Heat: Movement Heat is <strong>the</strong> amount <strong>of</strong> heat<br />
generated when <strong>the</strong> ‘Mech moves in <strong>the</strong> most heat-intensive<br />
manner possible (Running or Jumping at its maximum capacity)<br />
during a single turn. ICE-powered IndustrialMechs do not<br />
generate heat when moving and so always have a Movement<br />
Heat Value <strong>of</strong> 0.<br />
After fi nding <strong>the</strong> ’Mech Heat Effi ciency, next fi nd <strong>the</strong> <strong>to</strong>tal<br />
heat that <strong>the</strong> ’Mech would generate if it fi red all its <strong>of</strong>f ensive<br />
weapons in a single turn. If this value is less than or equal <strong>to</strong><br />
<strong>the</strong> ’Mech Heat Effi ciency, <strong>the</strong>n add up <strong>the</strong> BV <strong>of</strong> all weapons<br />
and ammunition. Multiply by 2 <strong>the</strong> heat points generated by<br />
Ultra au<strong>to</strong>cannon, multiply by 6 <strong>the</strong> heat points generated by<br />
rotary au<strong>to</strong>cannon, reduce by half <strong>the</strong> heat points generated<br />
by Streak SRMs and reduce <strong>to</strong> one-quarter <strong>the</strong> heat points<br />
generated by one-shot weapons.<br />
If <strong>the</strong> <strong>to</strong>tal heat generated by all <strong>of</strong>f ensive weapons fi re is<br />
greater than <strong>the</strong> ’Mech Heat Effi ciency, <strong>the</strong>n <strong>the</strong> player should<br />
adjust <strong>the</strong> BV <strong>of</strong> some weapons <strong>to</strong> refl ect <strong>the</strong> ineffi ciency <strong>of</strong><br />
<strong>the</strong> ‘Mech design. Follow <strong>the</strong> steps listed below:<br />
• Consult <strong>the</strong> appropriate Weapon and Equipment Battle<br />
Value tables (see pp. 317–319) <strong>to</strong> fi nd <strong>the</strong> weapon that generates<br />
heat when fi red and has <strong>the</strong> highest Battle Value.<br />
• If more than one weapon has <strong>the</strong> same BV, choose <strong>the</strong><br />
one which generates <strong>the</strong> least heat. If multiple weapons<br />
<strong>of</strong> <strong>the</strong> same type are mounted, just choose one. Always<br />
choose rear-mounted weapons over forward-fi ring ones<br />
<strong>of</strong> <strong>the</strong> same type (see Rear-Firing Weapons, below).<br />
• Add <strong>the</strong> full BV <strong>of</strong> <strong>the</strong> weapon, and add its Heat Value <strong>to</strong><br />
<strong>the</strong> running heat <strong>to</strong>tal, beginning at zero.<br />
• If this new heat is less than or equal <strong>to</strong> <strong>the</strong> ‘Mech Heat Effi -<br />
ciency, repeat <strong>the</strong> above steps. O<strong>the</strong>rwise, add half <strong>the</strong> BV<br />
for <strong>the</strong> fi rst weapon that exceeds <strong>the</strong> unit’s Heat Effi ciency<br />
and half <strong>the</strong> BV for all remaining weapons <strong>to</strong> <strong>the</strong> Base<br />
Weapon Battle Rating, <strong>the</strong>n continue <strong>to</strong> <strong>the</strong> next step.<br />
• Always include <strong>the</strong> BV <strong>of</strong> weapons and equipment which<br />
produce no heat and ammunition at full value (except for<br />
<strong>the</strong> Excessive Ammunition rule described below).<br />
Add O<strong>the</strong>r Weapons and Equipment<br />
Add <strong>the</strong> BV <strong>of</strong> all o<strong>the</strong>r weapons and equipment.<br />
Regardless <strong>of</strong> whe<strong>the</strong>r any individual BV requires adjustment,<br />
certain special circumstances can fur<strong>the</strong>r modify<br />
individual weapon BV values. These modifi ers are cumulative.<br />
Rear Firing Weapons: Rear-firing <strong>to</strong>rso-, leg- and headmounted<br />
weapons (but not ammunition) count as half <strong>the</strong>ir<br />
normal BV value. If <strong>the</strong> unmodified BV <strong>of</strong> forward-firing<br />
weapons in those locations is less than <strong>the</strong> unmodifi ed BV <strong>of</strong><br />
rear-fi ring weapons, <strong>the</strong>n halve <strong>the</strong> value <strong>of</strong> <strong>the</strong> forward-fi ring<br />
<strong>to</strong>rso-, leg- and head-mounted weapons instead. When<br />
making heat adjustments <strong>to</strong> a weapon’s BV, switch <strong>the</strong> forward-<br />
and rear-fi ring arcs in an identical manner.<br />
Excessive Ammunition: To prevent excessive ammo from<br />
dis<strong>to</strong>rting <strong>the</strong> Battle Value, <strong>the</strong> BV added for ammunition cannot<br />
exceed <strong>the</strong> unmodifi ed BV <strong>of</strong> <strong>the</strong> weapon itself. If <strong>the</strong> BV<br />
<strong>of</strong> <strong>the</strong> ammo exceeds <strong>the</strong> weapon BV, reduce <strong>the</strong> ammo BV <strong>to</strong><br />
match <strong>the</strong> unmodifi ed weapon BV. When a ’Mech carries several<br />
weapons <strong>of</strong> <strong>the</strong> same model, <strong>to</strong>tal <strong>the</strong> BV for that model<br />
and <strong>the</strong> ammunition carried before comparing <strong>the</strong> two BVs.<br />
Combat Targeting Computer: All weapons linked <strong>to</strong> a<br />
combat-grade targeting computer multiply <strong>the</strong>ir BVs by<br />
1.25. Do not include ammunition when adjusting linked<br />
weapon BVs.<br />
IndustrialMech Targeting Systems: To modify an IndustrialMech’s<br />
Adjusted Offensive Battle Rating, multiply <strong>the</strong><br />
rating by 0.9, unless <strong>the</strong> ‘Mech is equipped with an advanced<br />
targeting system. IndustrialMechs so equipped do not receive<br />
this multiplier.<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 />
303