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the shape of things to come

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Light IndustrialMechs weigh 35 <strong>to</strong>ns and under. Most are<br />

built in this range <strong>to</strong> keep costs low and production high.<br />

Common models <strong>of</strong>ten serve as basic labor ’Mechs or light<br />

security units.<br />

Medium IndustrialMechs weigh 40 <strong>to</strong> 55 <strong>to</strong>ns, and are <strong>the</strong><br />

second most common IndustrialMech type. They commonly<br />

balance speed and carrying capability, and are favored as<br />

heavy laborers and cargo haulers.<br />

Heavy IndustrialMechs weigh from 60 <strong>to</strong> 75 <strong>to</strong>ns. These<br />

machines are rare, with average mobility, and usually haul<br />

heavy cargo loads.<br />

Assault IndustrialMechs (<strong>the</strong> name for <strong>the</strong>ir weight class<br />

was copied from BattleMechs over <strong>the</strong> centuries) weigh from<br />

80 <strong>to</strong> 100 <strong>to</strong>ns. Quite rare, IndustrialMechs at this scale are<br />

typically employed for battlefi eld scavenge and salvage duties<br />

where <strong>the</strong>ir muscle is needed <strong>to</strong> haul away o<strong>the</strong>r damaged or<br />

crippled heavy units.<br />

SPACE<br />

Internal space (also called critical space) on an Industrial-<br />

Mech is illustrated and tracked by <strong>the</strong> Critical Hits Table on<br />

<strong>the</strong> ’Mech’s record sheet, which describes in abstract detail<br />

<strong>the</strong> internal arrangement <strong>of</strong> <strong>the</strong> IndustrialMech’s body just as<br />

for BattleMechs. Certain sections <strong>of</strong> this table are already fi lled<br />

in, because <strong>the</strong> relevant components and equipment—actua<strong>to</strong>rs,<br />

cockpit systems, engines and gyros—must be placed in<br />

those specifi c body locations. As <strong>the</strong> ’Mech’s various design<br />

elements are chosen—from additional heat sinks and jump<br />

jets <strong>to</strong> weapons and equipment—<strong>the</strong> designer must assign<br />

<strong>the</strong>se components <strong>to</strong> diff erent parts <strong>of</strong> its body and allocate<br />

<strong>the</strong>ir required number <strong>of</strong> slots on this Critical Hits Table.<br />

Many items that may be mounted on an IndustrialMech<br />

take up more than one critical slot, and no slot may accommodate<br />

more than one item at a time. When installed, items that<br />

occupy multiple slots must be specially noted on <strong>the</strong> tables,<br />

as most be<strong>come</strong> non-functional if <strong>the</strong>y receive even a single<br />

critical hit from damage. Also, very few items may be placed in<br />

multiple body locations, and <strong>the</strong> critical slots for all multi-slot<br />

items must be contiguous unless <strong>the</strong> item’s construction rules<br />

specifi cally permit o<strong>the</strong>rwise.<br />

The Critical Space Table used by BattleMechs (see p. 45) summarizes<br />

<strong>the</strong> number <strong>of</strong> open critical slots in each location <strong>of</strong> a<br />

standard IndustrialMech, whe<strong>the</strong>r built as a biped (humanoid)<br />

or a four-legged (quad) design. As with weight, <strong>the</strong> designer<br />

should keep in mind how many slots have been used and how<br />

many remain available in each body section. This will help <strong>to</strong><br />

avoid installing <strong>to</strong>o many items or items <strong>to</strong>o large for a given<br />

location.<br />

Reclaiming Critical Space<br />

The Critical Space Table presumes a default IndustrialMech<br />

confi guration, built using standard engines, gyros, cockpit systems<br />

and—in <strong>the</strong> case <strong>of</strong> humanoid chassis—two complete<br />

sets <strong>of</strong> arm and hand actua<strong>to</strong>rs. The removal <strong>of</strong> hand and/or<br />

lower arm actua<strong>to</strong>rs on one or both arms can increase <strong>the</strong><br />

amount <strong>of</strong> open space overall at <strong>the</strong> designer’s option, though<br />

doing so can impair <strong>the</strong> IndustrialMech’s ability <strong>to</strong> function<br />

well under certain conditions. Designers should carefully consider<br />

<strong>the</strong> eff ects <strong>of</strong> exercising such “space-saving” measures.<br />

As with BattleMechs, only biped-style IndustrialMechs may<br />

remove hand and lower arm actua<strong>to</strong>rs <strong>to</strong> reclaim space. To<br />

remove a lower arm actua<strong>to</strong>r, <strong>the</strong> hand actua<strong>to</strong>r on that same<br />

arm must also be removed.<br />

DESIGNING INDUSTRIALMECHS<br />

The process <strong>of</strong> IndustrialMech design is identical <strong>to</strong> that for<br />

BattleMechs, following <strong>the</strong> same six simple steps:<br />

Step 1: Design <strong>the</strong> Chassis—Determine <strong>the</strong> Industrial-<br />

Mech’s technology base, weight, type (biped or four-legged)<br />

and internal structure.<br />

Step 2: Install Engine and Control Systems—Determine <strong>the</strong><br />

IndustrialMech’s Engine Rating, type and size, add cockpit and<br />

jump jets.<br />

Step 3: Add Heat Sinks—Determine <strong>the</strong> number and locations<br />

(if necessary) for <strong>the</strong> IndustrialMech’s heat sinks.<br />

Step 4: Add Armor—Determine type, amount and weight<br />

<strong>of</strong> armor, and allocate armor points.<br />

Step 5: Install Weapons and Equipment—Add weapons<br />

and o<strong>the</strong>r gear <strong>to</strong> <strong>the</strong> IndustrialMech.<br />

Step 6: Complete <strong>the</strong> Record Sheet.<br />

The above design process—as with BattleMechs—is a<br />

mere framework for designing an IndustrialMech. The actual<br />

process—particularly after <strong>the</strong> chassis, engine and control<br />

systems are determined—can involve a bit more fl exibility as<br />

equipment, armor and heat sinks are balanced for <strong>the</strong>ir best<br />

fi t in terms <strong>of</strong> weight and space. For example, some designers<br />

might wish <strong>to</strong> assign armor as soon as <strong>the</strong> engine and chassis<br />

are settled, perhaps <strong>to</strong> maximize <strong>the</strong> ’Mech’s protection before<br />

dealing with heat sinks and weapons. O<strong>the</strong>rs may want <strong>to</strong><br />

choose equipment before adding more heat sinks, <strong>to</strong> see how<br />

many may be needed in addition <strong>to</strong> those that might <strong>come</strong><br />

free with <strong>the</strong> engine.<br />

To assist in this eff ort, <strong>the</strong> designer may fi nd it useful <strong>to</strong><br />

make copies <strong>of</strong> <strong>the</strong> blank ’Mech Record Sheet (in <strong>the</strong> back <strong>of</strong><br />

this book), <strong>to</strong> visually arrange <strong>the</strong> placement <strong>of</strong> all equipment<br />

while tracking <strong>the</strong> use <strong>of</strong> <strong>to</strong>nnage on a piece <strong>of</strong> scratch paper.<br />

Alternatively, designers with access <strong>to</strong> HeavyMetal Pro can use<br />

that design s<strong>of</strong>tware <strong>to</strong> develop <strong>the</strong>ir IndustrialMechs using<br />

a PC.<br />

An AFFS-employed MiningMech participates in <strong>the</strong> rape <strong>of</strong> Demeter.<br />

?? LS<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 />

65

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