03.01.2013 Views

the shape of things to come

the shape of things to come

the shape of things to come

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!