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the shape of things to come

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The placement <strong>of</strong> <strong>the</strong>se critical slots need not be determined<br />

at this time, but must be determined at or during <strong>the</strong><br />

fi nal stages <strong>of</strong> <strong>the</strong> BattleMech’s design.<br />

OmniMechs: The type, weight and placement <strong>of</strong> critical<br />

slots for MASC and Triple-Strength Myomer must be established<br />

when designing an OmniMech’s base confi guration,<br />

and may not be altered in that OmniMech’s completed primary<br />

or alternate confi gurations. Unlike jump jets, nei<strong>the</strong>r<br />

MASC nor Triple-Strength Myomer may be “pod-mounted,”<br />

so an OmniMech may not feature MASC or TSM capabilities<br />

on an alternate confi guration unless <strong>the</strong> base confi guration<br />

is so equipped.<br />

Though MASC technology existed<br />

in <strong>the</strong> era in which Andrew plans <strong>to</strong><br />

base his Mongoose, he decides not<br />

<strong>to</strong> use that technology for added<br />

speed bursts, as <strong>the</strong> ’Mech already<br />

boasts a respectable movement rate.<br />

He likewise considers Triple-Strength<br />

Myomer inappropriate, though that<br />

has more <strong>to</strong> do with <strong>the</strong> technology<br />

not existing in <strong>the</strong> old Star League era than <strong>the</strong> fact<br />

that <strong>the</strong> lightweight Mongoose would make a lousy<br />

close-in brawler.<br />

To provide his 95-<strong>to</strong>n Gladia<strong>to</strong>r<br />

with amazing bursts <strong>of</strong> speed that<br />

can catch lighter enemies <strong>of</strong>f -guard,<br />

Brent chooses <strong>to</strong> add MASC <strong>to</strong> <strong>the</strong><br />

base design. Clan-made MASC<br />

weighs 4 percent <strong>of</strong> <strong>the</strong> BattleMech’s<br />

<strong>to</strong>tal weight, so MASC on <strong>the</strong> Gladia<strong>to</strong>r<br />

will weigh 4 <strong>to</strong>ns (95 <strong>to</strong>ns x 0.04 =<br />

3.8 <strong>to</strong>ns, rounded up <strong>to</strong> 4). As this formula<br />

also determines <strong>the</strong> equipment’s size in terms <strong>of</strong><br />

critical slots, <strong>the</strong> same value (4) applies <strong>to</strong> <strong>the</strong> number<br />

<strong>of</strong> slots needed. The Gladia<strong>to</strong>r now has 46 unspent<br />

<strong>to</strong>ns remaining (50 – 4 = 46). Brent decides <strong>to</strong> assign<br />

<strong>the</strong> 4 MASC slots <strong>to</strong> <strong>the</strong> Omni’s left <strong>to</strong>rso location.<br />

Chas resists <strong>the</strong> urge <strong>to</strong> install<br />

MASC or TSM on his Barghest, opting<br />

<strong>to</strong> save weight and space for ranged<br />

weapons.<br />

SM ??<br />

PXH-4L Phoenix Hawk, Broadsword Legion (Mercenary)<br />

STEP 3:<br />

ADD ADDITIONAL HEAT SINKS<br />

The heat sinks that dissipate heat produced by <strong>the</strong> BattleMech’s<br />

movement, weapons fi re and o<strong>the</strong>r actions may be<br />

allocated at this time. At this stage, however, <strong>the</strong> give-andtake<br />

<strong>of</strong> BattleMech design begins <strong>to</strong> <strong>come</strong> in<strong>to</strong> play, and so<br />

<strong>the</strong> player can skip this step for now, leaving <strong>the</strong> heat sinks<br />

until after assigning <strong>the</strong> ’Mech’s weapons and equipment.<br />

The fusion engines used on BattleMechs au<strong>to</strong>matically<br />

provide <strong>the</strong> ’Mech with 10 free heat sinks that do not take up<br />

<strong>to</strong>nnage (but may occupy critical slots, if <strong>the</strong> engine is not large<br />

enough). Additional heat sinks may be installed beyond this free<br />

amount, at a cost <strong>of</strong> 1 <strong>to</strong>n per heat sink (regardless <strong>of</strong> whe<strong>the</strong>r<br />

or not <strong>the</strong> heat sinks used are standard or double-strength).<br />

Two types <strong>of</strong> heat sink are available <strong>to</strong> BattleMechs: standard<br />

heat sinks (generally known as single heat sinks) and<br />

double heat sinks. A BattleMech may only carry one type <strong>of</strong><br />

heat sink, not a mixture <strong>of</strong> both. This includes <strong>the</strong> free sinks<br />

that <strong>come</strong> with <strong>the</strong> fusion engine. If a designer opts <strong>to</strong> equip a<br />

’Mech with double heat sinks, <strong>the</strong> 10 heat sinks that <strong>come</strong> with<br />

<strong>the</strong> engine are au<strong>to</strong>matically considered double heat sinks as<br />

well. If standard heat sinks are chosen instead, <strong>the</strong>n <strong>the</strong> 10 free<br />

sinks are considered single heat sinks.<br />

Tech Base: Standard (single) heat sinks are equally available<br />

<strong>to</strong> BattleMechs <strong>of</strong> Clan or Inner Sphere tech bases. BattleMechs<br />

built using an Inner Sphere Tech Base may use Inner<br />

Sphere double heat sinks as well. Clan-made BattleMechs may<br />

use Clan double heat sinks.<br />

Space: Regardless <strong>of</strong> <strong>the</strong> type <strong>of</strong> heat sinks used, or how<br />

many more are added after <strong>the</strong> engine’s 10 free sinks, a number<br />

<strong>of</strong> heat sinks may not require any critical slots on <strong>the</strong> Critical<br />

Hits Table, based on <strong>the</strong> size <strong>of</strong> <strong>the</strong> engine. To fi nd <strong>the</strong> number<br />

<strong>of</strong> heat sinks that may be considered “critical-free,” divide <strong>the</strong><br />

BattleMech’s engine rating by 25 and round <strong>the</strong> result down.<br />

These sinks are considered an integral part <strong>of</strong> <strong>the</strong> engine, and<br />

so can only be destroyed if <strong>the</strong> engine is destroyed.<br />

All remaining heat sinks (even <strong>the</strong> engine’s 10 free sinks)<br />

must be allocated <strong>to</strong> <strong>the</strong> Critical Hits Table, with each sink<br />

considered a separate item. Heat sinks that occupy multiple<br />

critical slots—such as Clan and Inner Sphere double heat<br />

sinks—must allocate <strong>the</strong>se slots contiguously on <strong>the</strong> table.<br />

For example, if a player adds 5 heat sinks (for a <strong>to</strong>tal <strong>of</strong> 15) <strong>to</strong><br />

a BattleMech with a 195-rated fusion engine, 7 <strong>of</strong> <strong>the</strong>se sinks<br />

(195 ÷ 25 = 7.8, rounded down <strong>to</strong> 7) are considered integral <strong>to</strong><br />

<strong>the</strong> engine and are not assigned critical slots. The o<strong>the</strong>r 8 [10<br />

(original equipment) + 5 (extra) – 7 (integral <strong>to</strong> engine) = 8]<br />

must be assigned <strong>to</strong> critical slots.<br />

Each standard (single) heat sink not considered integral <strong>to</strong><br />

<strong>the</strong> engine takes up 1 critical slot, while Inner Sphere double<br />

heat sinks fi ll 3 slots each, and Clan double heat sinks occupy 2<br />

slots each. The allocation <strong>of</strong> <strong>the</strong>se sinks <strong>to</strong> <strong>the</strong> Critical Hits Table<br />

can wait until later, if <strong>the</strong> designer so wishes, in order <strong>to</strong> assure<br />

<strong>the</strong> best fi t when mounting weapons and o<strong>the</strong>r equipment.<br />

OmniMechs: A Clan or Inner Sphere OmniMech may add<br />

more heat sinks at this stage, or—at <strong>the</strong> designer’s option—<br />

may stick with <strong>the</strong> 10 free sinks already provided by <strong>the</strong> fusion<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 />

53

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