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structure circles in that location, including any armor placed<br />

in rear locations (see Add Armor, p. 72). All head locations may<br />

receive a maximum <strong>of</strong> 9 armor points.<br />

Technology Base: Standard IndustrialMech internal structure<br />

is equally available <strong>to</strong> IndustrialMechs <strong>of</strong> Clan or Inner<br />

Sphere tech bases. Remember that endo-steel and standard<br />

BattleMech internal structures are not allowed for Industrial-<br />

Mech designs. (Using such technologies eff ectively makes <strong>the</strong><br />

IndustrialMech a BattleMech instead.)<br />

Four-legged: IndustrialMechs built as quads have four legs,<br />

ra<strong>the</strong>r than two arms and two legs. The number <strong>of</strong> internal<br />

structure points for all four legs is thus determined by <strong>the</strong> Legs<br />

(Each) column appropriate <strong>to</strong> <strong>the</strong> IndustrialMech’s <strong>to</strong>nnage.<br />

The Arms (Each) column has no bearing on quads.<br />

Space: IndustrialMech internal structure does not occupy<br />

any critical spaces. Because IndustrialMechs may use no<br />

o<strong>the</strong>r internal structure types that occupy critical slots, establishing<br />

<strong>the</strong> IndustrialMech’s structure has no impact on <strong>the</strong><br />

Critical Hits Table.<br />

David’s CattleMaster weighs<br />

25 <strong>to</strong>ns. With no internal structure<br />

type available beyond Industrial-<br />

Mech Standard, he notes <strong>the</strong><br />

weight <strong>of</strong> said structure will be 5<br />

<strong>to</strong>ns (20 percent <strong>of</strong> 25 <strong>to</strong>ns = 25 x<br />

0.20 = 5 <strong>to</strong>ns). This leaves 20 <strong>to</strong>ns<br />

left over so far (25 – 5 = 20). No slots for internal structure<br />

need be allocated <strong>to</strong> <strong>the</strong> Critical Hits Table. After<br />

consulting <strong>the</strong> BattleMech Internal Structure Table on<br />

p. 47, David blacks out all extraneous circles from <strong>the</strong><br />

Internal Structure Diagram on his CattleMaster’s<br />

Record Sheet, leaving only 8 open circles in <strong>the</strong> center<br />

<strong>to</strong>rso, 6 circles each in <strong>the</strong> left and right <strong>to</strong>rsos, 6 circles<br />

in each leg and 4 in each arm. (As all heads receive 3<br />

internal structure points au<strong>to</strong>matically, David leaves<br />

<strong>the</strong> head’s internal structure alone.)<br />

Edward’s Buster weighs 50<br />

<strong>to</strong>ns, providing an internal structure<br />

weight <strong>of</strong> 10 <strong>to</strong>ns, which he<br />

determined by consulting <strong>the</strong><br />

BattleMech Internal Structure<br />

Table and multiplying <strong>the</strong> weight<br />

<strong>of</strong> standard BattleMech structure<br />

by 2 (2 x Standard BattleMech<br />

Internal Structure at 50 <strong>to</strong>ns = 2 x 5 <strong>to</strong>ns = 10 <strong>to</strong>ns).<br />

This weight provides 16 internal structure points in <strong>the</strong><br />

center <strong>to</strong>rso, 12 points each in <strong>the</strong> left and right <strong>to</strong>rsos,<br />

12 points in each leg and 8 points in each arm. Ed<br />

blacks out all excess internal structure circles in those<br />

locations on his Buster’s Record Sheet. The Buster has<br />

40 <strong>to</strong>ns <strong>of</strong> unassigned weight so far (50 – 10 = 40 <strong>to</strong>ns).<br />

Ge<strong>of</strong>frey’s Uni weighs in at<br />

70 <strong>to</strong>ns, so its internal structure<br />

will weigh 14 <strong>to</strong>ns (20 percent <strong>of</strong><br />

70 = 70 x 0.2 = 14; 2 x Standard<br />

BattleMech Internal Structure<br />

at 70 <strong>to</strong>ns = 2 x 7 <strong>to</strong>ns = 14 <strong>to</strong>ns).<br />

Because <strong>the</strong> Uni is a quad, he<br />

notes that it will receive 22<br />

internal structure points in <strong>the</strong> center <strong>to</strong>rso, 15 each<br />

in <strong>the</strong> left and right <strong>to</strong>rsos, and 15 in each <strong>of</strong> <strong>the</strong><br />

IndustrialMech’s four legs. On <strong>the</strong> record sheet’s Internal<br />

Structure Diagram, Ge<strong>of</strong>f blacks out all <strong>the</strong> excess<br />

circles in those locations. The Uni has 56 unspent <strong>to</strong>ns<br />

remaining (70 <strong>to</strong>ns – 14 <strong>to</strong>ns = 56 <strong>to</strong>ns).<br />

STEP 2: INSTALL ENGINES<br />

AND CONTROL SYSTEMS<br />

The second step in IndustrialMech design is <strong>the</strong> installation<br />

<strong>of</strong> <strong>the</strong> ’Mech’s engines and control systems. This step<br />

establishes <strong>the</strong> key fac<strong>to</strong>rs in <strong>the</strong> IndustrialMech’s mobility,<br />

including <strong>the</strong> size and performance <strong>of</strong> its engine, any necessary<br />

fuel supply, <strong>the</strong> mass <strong>of</strong> <strong>the</strong> gyroscopes that keep it<br />

upright and whe<strong>the</strong>r or not <strong>the</strong> design is capable <strong>of</strong> jumping<br />

movement. Also determined in this step is <strong>the</strong> nature <strong>of</strong> <strong>the</strong><br />

IndustrialMech’s cockpit systems and any fi re control its pilot<br />

may use during operations.<br />

INSTALL ENGINE<br />

All IndustrialMechs constructed under <strong>the</strong>se rules may carry<br />

one engine <strong>to</strong> power <strong>the</strong>ir movement, equipment, weapons<br />

and o<strong>the</strong>r integral components. The relative output <strong>of</strong> this<br />

power plant is measured by <strong>the</strong> IndustrialMech’s Engine Rating,<br />

which is directly determined by <strong>the</strong> ’Mech’s <strong>to</strong>tal weight<br />

and desired speed in <strong>the</strong> same manner as for BattleMechs.<br />

As with BattleMechs, <strong>the</strong> formula for determining an IndustrialMech’s<br />

Engine Rating is <strong>to</strong> multiply <strong>the</strong> ’Mech’s <strong>to</strong>nnage<br />

by its desired Walking MP. The IndustrialMech’s Running MP is<br />

also computed at this time, by multiplying its Walking MP by<br />

1.5 and rounding up <strong>to</strong> <strong>the</strong> nearest whole number.<br />

Note that under <strong>the</strong>se rules, no IndustrialMech may be constructed<br />

with an Engine Rating below 10 or above 400.<br />

ENGINE RATING<br />

AND MOBILITY FORMULAS<br />

Engine Rating = ’Mech Tonnage x Desired Walking MP<br />

Running MP = Desired Walking MP x 1.5 (round up)<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 />

67

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