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.

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

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

Saved successfully!

Ooh no, something went wrong!