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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

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