the shape of things to come
the shape of things to come
the shape of things to come
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STEP 1: DESIGN THE CHASSIS<br />
The fi rst step in IndustrialMech design is <strong>the</strong> creation <strong>of</strong> <strong>the</strong><br />
’Mech’s basic framework, or chassis. This step establishes some <strong>of</strong><br />
<strong>the</strong> most basic aspects <strong>of</strong> <strong>the</strong> IndustrialMech’s design, determining<br />
what kind <strong>of</strong> ’Mech it is, its technology base, weight class and<br />
design type (biped or four-legged). These choices will restrict <strong>the</strong><br />
designer’s access <strong>to</strong> certain equipment, and will also determine<br />
<strong>the</strong> weight and bulk <strong>of</strong> <strong>the</strong> ’Mech’s internal structure.<br />
CHOOSE TECHNOLOGY BASE<br />
IndustrialMechs may be constructed using ei<strong>the</strong>r Clan or Inner<br />
Sphere technology bases. ’Mechs built using ei<strong>the</strong>r tech base may<br />
not be built as OmniMechs.<br />
David is designing an Industrial-<br />
Mech that he has dubbed <strong>the</strong> CTL-3R2<br />
CattleMaster. Because he plans <strong>to</strong><br />
use this ’Mech as a rancher/hunter, <strong>to</strong><br />
help control massive herds <strong>of</strong> exotic<br />
beasts on Lyran and Free Worlds<br />
League planets, he chooses an Inner<br />
Sphere Technology Base.<br />
Edward is designing a mid-size<br />
HaulerMech that he has named <strong>the</strong><br />
Buster. Because he wishes <strong>to</strong> use certain<br />
advanced technologies not<br />
available <strong>to</strong> <strong>the</strong> Clans, he has chosen<br />
an Inner Sphere Tech Base.<br />
Ge<strong>of</strong>f rey is designing a quadruped<br />
CargoMech that he has chosen <strong>to</strong><br />
name <strong>the</strong> ATAE-70 Uni. As this will be<br />
a Lyran-made cargo-hauler design,<br />
he has chosen an Inner Sphere Technology<br />
Base.<br />
CHOOSE WEIGHT (TONNAGE)<br />
Under <strong>the</strong>se rules, IndustrialMechs may range from 10 <strong>to</strong> 100<br />
<strong>to</strong>ns in weight (measured in 5-<strong>to</strong>n increments). Within <strong>the</strong>se limits,<br />
<strong>the</strong> player may choose any <strong>to</strong>nnage. The <strong>to</strong>tal weight <strong>of</strong> <strong>the</strong><br />
IndustrialMech’s engine, weapons, armor and o<strong>the</strong>r components<br />
may not exceed this amount, nor fall below it; under <strong>the</strong>se rules,<br />
any unspent weight left over after <strong>the</strong> creation process and not<br />
devoted <strong>to</strong> cargo is classifi ed as wasted mass.<br />
Total ’Mech<br />
Tonnage<br />
David decides his humanoid<br />
CattleMaster will be a light IndustrialMech,<br />
weighing in at 25 <strong>to</strong>ns.<br />
Edward’s Buster is intended <strong>to</strong><br />
handle small <strong>to</strong> medium cargo loads,<br />
assisting in <strong>the</strong> loading and unloading<br />
<strong>of</strong> DropShips. He decides on a<br />
medium weight <strong>of</strong> 50 <strong>to</strong>ns.<br />
Ge<strong>of</strong>frey’s Uni is intended for<br />
heavy lifting and hauling over rough<br />
terrain. He decides his quad Work-<br />
Mech will occupy <strong>the</strong> heavy weight<br />
class at 70 <strong>to</strong>ns.<br />
ALLOCATE TONNAGE FOR INTERNAL STRUCTURE<br />
All IndustrialMechs have an internal structure, which represents<br />
<strong>the</strong>ir skele<strong>to</strong>ns and joints. The weight <strong>of</strong> this structure depends on<br />
<strong>the</strong> weight <strong>of</strong> <strong>the</strong> IndustrialMech. Unlike BattleMechs, Industrial-<br />
Mechs are restricted <strong>to</strong> only one structure type: IndustrialMech<br />
Standard. This structure takes up 20 percent <strong>of</strong> <strong>the</strong> Industrial-<br />
Mech’s <strong>to</strong>tal weight (rounded up <strong>to</strong> <strong>the</strong> nearest half-<strong>to</strong>n), or twice<br />
<strong>the</strong> weight <strong>of</strong> a standard BattleMech’s internal structure.<br />
As with BattleMechs, <strong>the</strong> IndustrialMech’s <strong>to</strong>tal mass also<br />
determines <strong>the</strong> number <strong>of</strong> internal structure points each location<br />
receives. For IndustrialMechs 20 <strong>to</strong>ns and over, <strong>the</strong>se values<br />
are identical <strong>to</strong> those found on BattleMechs (see <strong>the</strong> BattleMech<br />
Internal Structure Table, p. 47). For IndustrialMechs in <strong>the</strong> 10-<br />
and 15-<strong>to</strong>n range, use <strong>the</strong> IndustrialMech Ultra-Light Internal<br />
Structure Table below. When using <strong>the</strong> blank ’Mech Record Sheet,<br />
<strong>the</strong> designer should mark out any excess circles on <strong>the</strong> Internal<br />
Structure Diagram, leaving behind only <strong>the</strong> number <strong>of</strong> circles in<br />
each location equal <strong>to</strong> <strong>the</strong> number <strong>of</strong> internal structure points in<br />
that location.<br />
As with BattleMechs, internal structure points are fi xed <strong>to</strong> <strong>the</strong>ir<br />
assigned locations, based on <strong>the</strong> weight and body type <strong>of</strong> <strong>the</strong><br />
’Mech itself. These points may not be redistributed elsewhere.<br />
The maximum amount <strong>of</strong> armor points an IndustrialMech may<br />
carry (called its Maximum Armor Fac<strong>to</strong>r) is directly determined by<br />
<strong>the</strong> number <strong>of</strong> internal structure boxes it has. As with BattleMechs,<br />
all IndustrialMech locations except <strong>the</strong> head may carry up <strong>to</strong> twice<br />
<strong>the</strong> number <strong>of</strong> armor points per location as <strong>the</strong>y have internal<br />
INDUSTRIALMECH ULTRA-LIGHT INTERNAL STRUCTURE TABLE<br />
Internal Structure Tonnage Internal Structure Circles<br />
Industrial<br />
Standard<br />
Endo<br />
Steel Head<br />
Torso<br />
(Center)<br />
Torso<br />
(Left/Right)<br />
Arms<br />
(Each)<br />
Legs<br />
(Each)<br />
Maximum<br />
Armor Fac<strong>to</strong>r<br />
(biped/fourlegged)<br />
10 2.0 NA 3 4 3 1 2 41/45<br />
15 3.0 NA 3 5 4 2 3 55/59