the shape of things to come
the shape of things to come
the shape of things to come
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ADD GYROSCOPE<br />
Like BattleMechs, IndustrialMechs require powerful gyroscopes<br />
(gyros) <strong>to</strong> keep <strong>the</strong>m upright and mobile. The weight<br />
<strong>of</strong> <strong>the</strong>se gyros (in <strong>to</strong>ns) is that <strong>of</strong> <strong>the</strong> IndustrialMech’s engine<br />
rating divided by 100 and rounded up <strong>to</strong> <strong>the</strong> nearest whole<br />
number. IndustrialMechs may only use standard gyros; <strong>the</strong><br />
Compact, Heavy-Duty and XL gyros available <strong>to</strong> BattleMechs<br />
may not be installed on a IndustrialMech.<br />
Tech Base: Standard gyros are equally available <strong>to</strong> IndustrialMechs<br />
<strong>of</strong> Clan or Inner Sphere tech bases.<br />
Space: The Standard Gyro (which takes up 4 critical slots in<br />
<strong>the</strong> center <strong>to</strong>rso) already appears on <strong>the</strong> Critical Hits Table <strong>of</strong><br />
<strong>the</strong> blank ’Mech Record Sheet.<br />
Mounting a 100-rated engine,<br />
David’s CattleMaster requires a 1<strong>to</strong>n<br />
gyro (Engine Rating 100 ÷ 100<br />
= 1 <strong>to</strong>n). Once <strong>the</strong> gyro is installed,<br />
<strong>the</strong> CattleMaster will have 13 <strong>to</strong>ns<br />
remaining (14 <strong>to</strong>ns – 1 <strong>to</strong>n = 13 <strong>to</strong>ns).<br />
With its 150-rated engine,<br />
Edward’s Buster requires a 2-<strong>to</strong>n<br />
gyro (Engine Rating 150 ÷ 100 =<br />
1.5, rounded up <strong>to</strong> 2 <strong>to</strong>ns). After<br />
this, <strong>the</strong> Buster will have 27<br />
remaining unallocated <strong>to</strong>ns <strong>of</strong><br />
weight (29 <strong>to</strong>ns – 2 <strong>to</strong>ns = 27 <strong>to</strong>ns).<br />
The Uni’s 210-rated engine<br />
requires <strong>the</strong> IndustrialMech<br />
<strong>to</strong> carry a 3-<strong>to</strong>n gyro (Engine<br />
Rating 210 ÷ 100 = 2.1, rounded<br />
up <strong>to</strong> 3 <strong>to</strong>ns). The Uni now has<br />
42 unspent <strong>to</strong>ns remaining (45<br />
<strong>to</strong>ns – 3 <strong>to</strong>ns = 42 <strong>to</strong>ns).<br />
DETERMINE JUMP CAPABILITY<br />
At <strong>the</strong> designer’s option, fusion- or fi ssion-powered IndustrialMechs<br />
may be equipped with jump jets in <strong>the</strong>ir legs and/or<br />
<strong>to</strong>rsos <strong>to</strong> allow for short bursts <strong>of</strong> jumping movement. In <strong>the</strong><br />
same fashion as for BattleMechs, <strong>the</strong> weight <strong>of</strong> <strong>the</strong>se jets<br />
depends on <strong>the</strong> IndustrialMech’s desired Jumping Movement<br />
Points (MP), though IndustrialMechs may use only standard<br />
jump jets. Use <strong>the</strong> Standard Jump Jets column <strong>of</strong> <strong>the</strong> Jump<br />
Jets Table for BattleMechs (see p. 51) <strong>to</strong> determine <strong>the</strong> <strong>to</strong>nnage<br />
<strong>of</strong> <strong>the</strong> IndustrialMech’s jets.<br />
Like BattleMech jump jets, <strong>the</strong> jets on IndustrialMechs are<br />
mounted singly, with each jet providing 1 Jumping MP. For<br />
example, an IndustrialMech with fi ve jump jets would have 5<br />
Jumping MP. The maximum number <strong>of</strong> jets an IndustrialMech<br />
may mount is equal <strong>to</strong> its maximum Walking MP.<br />
Tech Base: Standard jump jets are equally available <strong>to</strong><br />
IndustrialMechs <strong>of</strong> Clan or Inner Sphere tech bases.<br />
Space: Jump jets may only be mounted in an IndustrialMech’s<br />
<strong>to</strong>rso and leg locations. Each jet occupies one critical slot. Their<br />
placement need not be determined at this time, but should be<br />
set by or during <strong>the</strong> fi nal phases <strong>of</strong> <strong>the</strong> IndustrialMech’s design.<br />
None <strong>of</strong> <strong>the</strong> three Industrial-<br />
Mechs being developed by David,<br />
Edward or Ge<strong>of</strong>f employ fi ssion or<br />
fusion engine types, so <strong>the</strong>y may<br />
not mount jump jets.<br />
Had Edward gone with a fi ssion<br />
or fusion engine, he could have<br />
incorporated jump jets in<strong>to</strong> his<br />
Buster as though he were mounting<br />
<strong>the</strong>m on a standard BattleMech. In such a case,<br />
with a IndustrialMech weight <strong>of</strong> 50 <strong>to</strong>ns, Ed could have<br />
installed up <strong>to</strong> 3 jump jets (<strong>the</strong> maximum allowed with<br />
a Walking MP <strong>of</strong> 3), each jet weighing 0.5 <strong>to</strong>n and<br />
occupying 1 critical slot. The questionable decision<br />
<strong>to</strong> mount jump jets on an IndustrialMech intended <strong>to</strong><br />
haul cargo, however, is academic at this point.<br />
ADD COCKPIT<br />
IndustrialMech cockpits are simpler than those <strong>of</strong> <strong>the</strong>ir<br />
battlefi eld cousins, lacking <strong>the</strong> targeting and pilot ejection<br />
systems that MechWarriors take for granted. In game play,<br />
<strong>the</strong>se features translate in<strong>to</strong> a +1 modifi er for all Industrial-<br />
Mech <strong>to</strong>-hit rolls when making attacks, and an inability <strong>to</strong> eject<br />
from combat (ejection will be covered in Tactical Operations).<br />
These systems, however, can be added <strong>to</strong> an IndustrialMech’s<br />
cockpit for an additional cost.<br />
The standard IndustrialMech cockpit weighs 3 <strong>to</strong>ns and<br />
occupies <strong>the</strong> same critical slots as <strong>the</strong> default standard<br />
BattleMech cockpit. Without <strong>the</strong> Advanced Fire Control<br />
enhancement (see below), an IndustrialMech may not use any<br />
<strong>of</strong> <strong>the</strong> following equipment: Artemis IV, Beagle Active Probe<br />
(or its Clan equivalent), C 3 or C 3 i units (including Master and<br />
Slave units) or Targeting Computers (Clan or Inner Sphere).<br />
Tech Base: Standard IndustrialMech cockpits are equally<br />
available <strong>to</strong> IndustrialMechs <strong>of</strong> Clan or Inner Sphere tech bases.<br />
Space: As with <strong>the</strong> BattleMech cockpit, <strong>the</strong> standard IndustrialMech<br />
cockpit must be located in <strong>the</strong> BattleMech’s head. The<br />
blank ’Mech Record Sheet presumes that <strong>the</strong> designer is using<br />
<strong>the</strong> standard cockpit, and so already has all cockpit slots in <strong>the</strong>ir<br />
default locations, including 2 Sensors slots (slots 2 and 5), 2 Life<br />
Support slots (slots 1 and 6) and 1 Cockpit slot (in slot 3), leaving<br />
Slot 4 open for any additional equipment.<br />
IndustrialMech Cockpit Enhancements:<br />
Advanced Fire Control and Ejection<br />
Two additions <strong>to</strong> <strong>the</strong> IndustrialMech cockpit are available at<br />
<strong>the</strong> designer’s option: Advanced Fire Control and an Ejection<br />
Seat for <strong>the</strong> pilot.<br />
Advanced Fire Control doubles <strong>the</strong> cockpit’s C-bill cost,<br />
but takes up no <strong>to</strong>nnage or critical space. When installed,<br />
<strong>the</strong> IndustrialMech loses its +1 <strong>to</strong>-hit modifi er <strong>to</strong> all attacks,<br />
and may use targeting computers and C 3 -type equipment,<br />
essentially functioning in game play as if it had a standard<br />
BattleMech cockpit.<br />
An Ejection Seat weighs half a <strong>to</strong>n and occupies 1 critical<br />
slot in <strong>the</strong> IndustrialMech’s head. Ejection, an advanced rule<br />
that will be covered in Tactical Operations, enables <strong>the</strong> pilot<br />
<strong>to</strong> make a quick exit in <strong>the</strong> event <strong>of</strong> a ’Mech’s catastrophic<br />
destruction. (The ejection feature <strong>come</strong>s free with all BattleMech<br />
cockpits.)<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 />
69